With the Double Credit Weekend up, and multitudes of Tenno taking on the Index either for the first time or going hard for the first time in a while, I figured it was time to share what I’ve come up with. Below is my full strategy for duo speedfarming High Risk Index consistently under 4 minutes a round, regardless of tile.
WARNING/DISCLAIMER: If you are using Umbra Turret strats with macros, you are risking a permaban. AFK farming and/or exploitative macros are not tolerated by DE. If you feel you can’t stand the farm otherwise, do not go pubs and only go with people you trust. In light of this, this strategy requires full attention and active gameplay from both people playing, and is faster anyway on top of (imo) being more fun.
Between both players, you only really need a few things.
–HOST: The host player will serve as the DPS role, actively killing enemies the moment they spawn in with a variety of buffs to expedite the process.
-GLAIVE PRIME: This weapon is the key piece for the farm and is used by both players. When you throw the Glaive, it can be manually detonated with the alt-fire button, which counts as a heavy attack, and benefits from the combo counter/heavy attack mods.
P Pressure Point/P Fever Strike serve as your base damage, then Sac Steel and Organ Shatter for crit (+Gladiator Might if you don’t own a riven). Corrupt Charge keeps a 2.0 combo multiplier up at all times, greatly increasing your detonation damage, and Volatile Quick Return allows you to both deal extra damage and let the Glaive come back to you quicker. Finally, P Smite Corpus for an additional multiplier.
Glaive Build (Host); Riven can be swapped for Gladiator Might with no noticable dps change.
-ZEPHYR: Thanks to her recent rework, Zephyr gets a passive +150% critical chance on top of her increased mobility while in the air. This allows the Glaive to consistently stay in Orange crit territory, while also allowing more finessing of your aim to chain kills. By utilizing the Jet Stream augment, and subsuming in Warcry w/ Eternal War, Both Zephyr and the Glaive speed up dramatically, allowing you to throw the glaive three or four times before you land.
Aside from those augments, Steel Charge is the obvious aura pick, then Duration is maximized for energy economy, along with a small degree of strength to make the buffs stronger. Fast Deflection and Fortitude serve to get your shield gate back faster, as you occasionally take heavy burst damage while mowing down the enemy. Finally, Arcane Energize and Zenurik focus for energy economy and Arcane Fury for more melee damage.
The most important part of this build is enemy radar with Vigilante Pursuit (or enemy sense, or both). This lets you see the enemies the moment they spawn in, allowing you to spawn kill just as fast if not faster than turret setups do.
(Note: This build can obviously be improved and is not final, so take it with a grain of salt.)
Zephyr Build (Host)
–CLIENT: The second player will serve as the point gatherer, picking up and cashing all the points at regular intervals while cleaning up wonky spawns or lost enemies. This player has much more flexibility in what they can take, but in this case, my friend Xona opted for a buff Rhino.
-GLAIVE PRIME: The client player has the same setup as the host player for their Glaive.
Glaive Build (Client; same as Host’s)
-RHINO: He is the quintessential starter frame and one of the meta picks for any Index run as his Iron Skin is EHP that ignores the Financial Stress Debuff. Xona’s build focuses on buffing up the Zephyr with Subsumed Smite w/ Smite Infusion and Roar.
Enemy Radar goes in the aura slot both for the Client’s own convenience and so the Host can see the entire map (or half in the Gas City tile). The rest is a high strength, high duration setup so the buffs are worth casting. It’s important not to use Blind Rage as energy economy is very restrictive for the point carrier, relying on Energize procs alone to cast. Firewalker and Streamlined Form serve to increase mobility, and Xona specifically opts for the Arcane Vanguard Helmet instead of a second arcane for the speed buff (Arcane Phantasm works fine in its place).
This build is incredibly high investment by choice, and you do not need to go this hard. I highly doubt the average person has an Arcane Vanguard Helmet just to go faster. Ironclad charge isn’t really necessary as you’re constantly moving (which decreases enemy accuracy), but Iron Shrapnel is still useful for refreshing Iron Skin when you have the energy to do so.
Rhino Build (Client; Extreme Example)
–TECHNIQUE: I found that the most time efficient method is to go only two rounds before extracting and going back in, as enemies scale rapidly into round 3, and rounds start slowing down. If you feel comfortable going more rounds, then by all means do so. Also of note, credit boosters and blessings compound, netting you 2.5X credits total (2X plus 25% of that existing multiplier).
The Zephyr player’s immediate goal is to get energy and set up at a specific point near the enemy goal. On the Outpost tile, you rush to the enemy goal and take the orb by the adjacent corner. Then, you cast Warcry and Tailwind, Zenurik bubble yourself, and start killing, recasting Tailwind when it runs out (Warcry should last forever with Eternal War).
The Support frame takes any other energy orb (either at the Sun corner or in the middle hallway), then starts collecting points and providing buffs. Depending on your preference, you can cash points at the following intervals:
15, because bonus points peak at this number.
20, because bonus points stop after this number.
xx, because you don’t care and enemies are dying so fast you can’t keep up (less time efficient).
In The Index, and in most of Warframe as a whole, spawns tend to happen by the Host player. As long as the Host is underneath the Moon pillar, the spawns should always be in sight of the host, aside from the occasional spawn on the side of the map.
Host rushes to the upper right orb then starts killing by the pillar beneath Moon
In the Gas Works tile, the strategy remains the same, but locations change. Instead, the host sets up on the staircase on the opposite side of spawn, and will have to move around a lot more, but Zephyr excels at staying mobile in the air (compounded with her buffs that increase speed), and we have had minimal time loss. The client player will also have to work more for the points and stragglers, and if spawns mess up (which I will cover next), the host can’t call out where they went.
If you so choose, you can bypass this map by loading in from your Dojo, which for some reason makes it so you always get the Outpost tile (but beware as there is heavy spot loading/hitching after returning in even medium sized dojos).
Host rushes to the opposite side from spawn, takes the orb in the corner, then starts killing around the staircase
–ENEMIES: There are a hefty 16 different enemies in the Index, and will be listed here in order of the Wiki.
Auditor: Not much of a threat given the strategy, but you need to explode the glaive on their back or direct impact them as they take no damage from the front.
Azoth: Not a threat, but can run away with points if they pick some up.
Jad Teran: Used to be a threat, can sometimes nullify your buffs if they get too close.
Raptor RX: This enemy can kill you out of nowhere near the end of the second round if you don’t pay attention to your shield gate.
Lockjaw & Sol: Not a threat, but can run away with points easily.
Nako Xol: Not a threat.
Pelna Cade: Not a threat, but can throw Tether orbs which slow you down.
Ved Xol: Not a threat, but spawns Nemes which clutter your minimap. Usually die alongside him if you’re throwing your Glaive consistently.
Derim Zahn: Not a threat, but can mess up spawns with Translocators. Client player should destroy them on sight.
Jen Dro: Not a threat, and her camo is useless as she still has an enemy marker. Can deploy Translocators.
Tia Mayn: Not a threat, but infamously messes up spawns with aggressive Translocator placement. Also throws Tether orbs which slow you down.
Armis Ulta/Dru Pesfor/Rana Del: Virtually identical and none are a threat. Their traps can be irritating, but usually don’t show up if being killed on spawn.
002-ER: Not a threat, but can sneak away with points.
If you do not enjoy the Index, you can still farm credits fairly well by speedrunning Profit Taker or by playing Railjack (I recommend Voidstorms as they give you ducats and more relics back on top of normal RJ rewards).
You can take anyone for your client point gatherer if they have a Limbo. As long as they stay in the rift and go into operator for point pickup, they can never die. You can also bring two more people to carry if they need credits, but if they don’t sit still (which is never fun, I know), it can mess up point efficiency.
If you are playing solo, you can use this alternative Rhino build (or any of your personal favorites) while still using the Glaive, though you can expect your progress to slow down.
Alternative Solo Build (Extreme Example)
-CLOSING: Hopefully this guide is of use to you, and you can utilize it before the Double Credit Weekend expires. Please share any constructive feedback in the comments, and don’t forget to get a Credit Blessing before you head out!
Video Demonstrations (same run):
Zephyr’s perspective- https://youtu.be/RP4RzOcAW-s
Rhino’s perspective- https://youtu.be/aApAl-5Ie4k?t=41