Talk:Profit-Taker Orb/@comment-2600:1700:8F90:ABF0:5809:77F8:4AF7:AC62-20181218191350

hour and twenty minutes studying this girl, learning her abilities. wasted of course since it's currently bugged and unable to progress past 33%. what I learned of her and her abilities:

damage resistances:  when shielded, resistant to all but one type, cycling through all primary and secondary types. immune to void at all times. when not shielded, invulnerable to everything except an arch-gun. pylons will spawn at around 33% health removed, and the spider will be invulnerable. the pylons are protected by domes, so you have to go inside the domes to destroy them. Entirely immune to statuses, like eidolons. As stated by a previous user, health type is robotic, shields are regular shields, and armor is alloy.

Fight progression: smash shields by matching damage type. Destroy legs with archgun. Destroy carapace. 33% health or so, pylons. destroy pylons, smash legs and carapace again. Repeat until dead (once hotfixed). (credits to the other lone tenno for the damage type info)

Throughout most of the fight, she fires beams from her legs if you're near them. Also fires from "eyes" on the front. Fires mortars and missiles at ranged targets. Often spawns energy walls, which generate then move outward from the spider, pushing anything in their way outward. standing near the legs is ill-advised as they continually stagger you. Spider has a body slam attack for targets under her, which releases a radial shockwave.

Targetting is iffy, the spider's hitbox will often block abilities aimed at trash enemies. Terra Mankers will spawn in reinforcements, which i assume are supposed to provide archgun launcher resets (10 min cd on the thing). currently they only do so rarely. Mankers are untargetable by abilities. Reinforcements will continually spawn during the fight regardless of alert level, but will scale up with alert level (and down when it fades). Even without the reinforcements, the damage is sufficient to take sizable dents out of an inaros with 30k effective health, so extreme tankiness or a healer are highly advised, especially when soloing. At least until you get used to dodging a lot, anyways. Pets are not recommended. They will be dropped a lot, unless paired with an inaros and using health and armor link. Sentinels are also not really considerable here, at least until we can use link mods on them. Knockdown/stagger immunity in your group are heavily recommended (oberon as example), as is a trinity with blessing to counter the damage.

I ran out of things to say. So...bleh. I'm certainly tired after soloing this thing for an hour and twenty minutes. hope everyone can make good use of this info. --Kherae (PC)