Talk:Inaros/@comment-86.140.231.67-20160309191005/@comment-17703786-20160310051637

OP is forgetting the most important fact about Inaros' role in a party, and namely that's Crowd Control: ALL of Inaros' skills have Crowd Control capabilities capable of locking down a single powerful enemy or entire groups of enemies right off the bat.


 * 1) Desiccation is cheap, quick to cast, and heals Inaros whether via the lifesteal or his passive upon performing a melee finisher on them, and it lasts longer than similar skills like Paralysis.
 * 2) While Devour's Sand Shadows are a gimmick even in singleplayer, it's main use in a team is in rendering powerful enemies useless - you can cast Devour on a Bursa or a Napalm and render them unable to do anything, even if you don't actively use the lifesteal.
 * 3) Sandstorm may not deal much damage, but it's capable of effectively shutting down an entire enemy group simply by lifting them up and hurling them far, far away. No need for damage when enemies can't do anything in the air, have to walk back after being hurled, or even just fall into pits.
 * 4) Scarab Swarm's CC abilities don't even have to be elaborated upon: not only is it as capable as Devour in locking down single enemies, but because it can spread to multiple enemies having large clusters of them together will shut them down pretty good, and it has an incredibly long duration too.

If you try to use Inaros with the mindset of being a dedicated healer in teamplay, then obviously he is rather weak in that regard. However, Inaros' main contribution is all of his CC skills are quite powerful at managing entire groups of enemies. Team healing is only really a secondary benefit for using Inaros with a team, and not one you should be building around, not when Inaros has one of the more potent crowd control sets among Warframes.