Welcome my fellow enjoyers of overengineered and absurd builds! If you are here looking for a proper normal [Citrine] build, this is NOT the place for you. Here at WizTech we pick some of the silliest concepts and sink ungodly amounts of resources into them! This build, Diamond is Unbreakable, is my take on a level cap health tank build. Now i'm sure even suggesting such a thing is probably upsetting several members of the warframe community, but before you click off just here me out. Since [Citrine] dropped I have been doing math and running simulations, and have found what I think is one of if not the most potent health tanks in the game. Now for some numbers:
20,508,885 Effective Hitpoints
131,417 EHP regenerated per second base
The rebuttle against health tanks is that as enemies scale, their damage scales to absurd levels, to the point that no amount of tanking would be able to weather such a storm. But that is not very scientific, and I am here to tell you you can survive level cap damage, assuming you have some absurd levels of health. This build aims to account for two factors, burst, and sustained enemy DPS. And compute those I have my two friends the heavy gunner and the bombard. At level cap (level 9999 enemies) our two friends do:
Heavy Gunner: 200,000 damage per shot
Bombard: 1.6 million damage per rocket
Those are some terrifying numbers, and what leads to the notion a health tank is impossible. But oh wait! [Citrine] has 20 million EHP! That means she can tank a bombard direct hit! thats one factor dealt with. Now for the sustain, even with just her passive she is regenerating enough EHP to nearly outheal the level cap gunner, and with our trusty panzer providing some even more ludicrous heals and of course [Citrine]'s creation of health orbs we can easily patch up any damage sustained. This means the build can both tank the most powerful hits in the game, but also regenerate it to prep for the next hit. Sounds like a viable health tank to me!
Later in this guide I will explain my specific choices in mods, but first I want to discuss two extremely late game aspects, archon shards and umbral mods. According to my calculations the optimal archon spread for max tanking is:
1 Blue Health Max Shard
4 Blue Armor Max Shards
This split occurs due to how EHP scales due to both armor and health. The Kengineer does a wonderful job explaining it on their video about azure shards, and the basic rule is if your health is 300 or more over your armor use an armor shard otherwise health. (the 300 comes from the armor DR equation) The build leans further into armor shards because health mods generally boost health more than armor, for example in the Aura slot:
[Physique]: +90% Health
[Stand United]: +25.5% Armor
This means we will use our armor shards to catch up on armor to boost EHP further. Now for the other elephant in the room, Umbral mods. This build slots one umbral mod, but the EHP would balloon with all three. Unfortunately that build requireds umbral forma. My build already takes 7 forma, due to the fact that a bunch of the mods are 15 drain (Looking at you [Health Conversion]). If you had two umbral forma and really wanted to push this build to the max simply swap [Vitality] and [Steel Fiber] for their umbral versions. This would push your EHP to nearly 30 MILLION.
Now for mod and arcane choices. There are many armor and health buffing mods not present in this build, notably missing is Arcane [Guardian]. The reasoning for the build not just being 10 health buffing mods is that I like my meme builds to at least be somewhat usable. First, why Arcane Double Back over Arcane [Guardian]? When I saw the new arcane I ignored it as another one of the weird and niche arcanes that seem to come with each update, but I had to double back on it (ba dum tiss). This whole build lives on damage reduction, and adding more sources of damage reduction actually makes them better unlike a lot of other mods in the game. That is because of how damage reduction stacks together, basically multiplying off of each other. Without Arcane Double Back the build hits 5 million EHP. If you only had 5 HP double back's 75% DR would only give you 15 more EHP, but because the build is at 5 million EHP, Arcane Double Back now gives 15 million more EHP! This is compared to the 900 armor from Arcane [Guardian], which accounting for how armor's effectiveness doesnt increase as much with larger and larger values of armor means Arcane Double Back is actually an incredible buff to the EHP.
Next is energy economy in the form of [Equilibrium] and [Primed Flow]. One would think that a health tank would simply slot [Hunter Adrenaline] and call it a day, but after extensive testing I have found that to be far less effective. Because of the massive orb spam from [Citrine]'s Fractured Blast, she is able to gain far more energy from [Equilibrium]. Adrenaline does not count damage taken, rather how much actual health is lost. So with such a chunky DR value you actually get very little energy.
The last set of mods is the power strength bonus and the lone [Continuity]. These mods are here to make the build more usable instead of scraping a few more health points. [Citrine]'s Preserving Shell starts at a higher damage resist value with higher power strength, and at 225 power strength the ability starts with 90% DR. This allows recasting to max it instead of needing kills, during wihich time you could get killed. The higher power strength also benefits the subsumed ability, [Chroma]'s Elemental Ward, specifically the cold version. There were a few abilities which could increase [Citrine]'s tankiness, specifically Elipse and Null star which would give damage resist instead of armor. But both have some requirements that make them unreliable as DR providing abilities in my opinion. I like elemental ward because the armor bonus provided at this power strength rivals Arcane [Guardian], making me even more comfortable swapping it as discussed above. And of course the damage [Reflect] ability is fun, slowing enemies and killing them as you tank!
Thank you for reading my guide, and remember a build doesn't have to be good to be fun!