![warframe jackal warframe jackal](https://i.ytimg.com/vi/zyZ_y3iUWOc/maxresdefault.jpg)
From there, you can take potshots at whatever leg is currently vulnerable. Wall Latch onto the flat vertical side of that angled section. Most of Jackal's attacks can be avoided by heading to the outward jutting portions of the exterior wall, Bullet Jumping upwards and then climbing until you reach a 45-degree section of wall that attaches to the glass ceiling. I think it is a bit much to ask from brand new players who do not know the gameplay mechanics, but if you do, it is possible to do the base fight (NOT the Sortie version) with any starter warframe, either starter melee, and either the MK1 Braton or the Lato - all unmodded. He really doesn't need it, it's just extra things to think about that adds visual clutter to the screen.Īlso this is probably a bug? But you can't smoothly parazon the jackal from an area around him like you can the Exploiter Orb, you have to land on the ground first and it makes for some awkward pauses if you're landing from a high bullet jump. Changing them to be actual energy walls that don't do damage but block the player from moving through them would accomplish the same teaching goal and not add extra damage new players probably can't handle. The electric fields are a cool idea to kind of encourage players to learn to bullet jump, but they're just too much damage for a new player to be dealing with and when you're learning the fight is it non-obvious you need to use the downtime on the barriers to cross into a safe area for rotating.
![warframe jackal warframe jackal](https://i.ytimg.com/vi/F5fbXkuAHWU/maxresdefault.jpg)
Also not sure how easy these are to see for colorblind folks. That or give a bit more time before he comes down so it's obvious the phase is ending and you need to be in the air.
![warframe jackal warframe jackal](https://i.ytimg.com/vi/d3YqlSOooks/maxresdefault.jpg)
Just make it a consistent rotation count before he comes back down so players know when to jump. However, having them increase in rotating count before the Jackal slams down as the phases increase is an unnecessary learning curve. The rotating barriers are a pretty good part of the fight, a bit time consuming for farming but not that obnoxious. I like some of the ideas present, but it's just a lot for a new player to try and take in while they're dying from damage. I totally agree, it is mostly learnable but it is asking a lot of mechanical knowledge from new players. They are way more dangerous than the Jackal itself, as you lose your shield and the electrical proc can finish you off very easily.
![warframe jackal warframe jackal](https://cdn.holdtoreset.com/wp-content/uploads/2018/07/Assasinate-the-Jackal-in-Warframe.jpg)
Getting hit by the stomp will fling you across the arena, often right into the electrical hazards. The cover in the second room is destroyed after the first rotating beam attack, leaving you with no cover from the machinegun and missiles for the rest of the fight. The stomp is way harder to see and guess the range of, as it looks smaller than it is. Bullet-jumping over them is not an option, as the impact landing staggers you long enough to get hit by the next beam. During the last phase, you can easily get boxed in between grid beams and the electrical currents if your positioning is off. The grid beams are hard to keep track in their "Off" state, especially when they later suddenly change direction. Not sure if it's a bug or a feature, but a single stomp from the Jackal cancels Rhino's Iron Skin, regardless of it's remaining stacks. But in my opinion he’s also a little bit too punishing for new players with its mechanics (with him being only the second boss of the starchart) First of all, great job on making the new Jackal a way more memorable and badass fight.