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Carrier Prime
[U22] Medi-vac Carrier [A.i/Ammo/Guard/MediRay/Sacri/Vac]
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Level >=
Orokin :
Formas :
Forma for Varazin [D] and Naramon [- or dash] polarity.

Straight to the point why we take the mods in this build.

Two slots are automatically taken by Vacuum and Ammo Case. The main reasons why we would use a sentinel and choose Carrier for our companion loadout. Vacuum for the quality of life autoloot AoE and Ammo Case to spare us a slot for our bullet hose weapons instead of using ammo conversion mods.

To ensure our friendly helper stays alive, Carrier has a fair amount of base armor and health so we take Enhanced Vitality and Metal Fiber. Primed Regen will provide our friend extra "lives" in case he/she does get shut down from time to time.

With the inclusion of Primed Regen, taking Sacrifice will provide us the ability to respawn many times as long as your sentinel is alive adding quite a few extra lives for ourselves.

Four remaining slots go to what I find the most beneficial of support mods, but not absolutely the end all be all.
Being able to detect enemies and loot on your minimap provides a lot of information as you travel around the map. Makes it easier to find enemies to exterminate or pickup the resource/mod/medallions that dropped nearby.
Having an attack precept mod allows our Carrier to use the equipped weapon to attack. Having extra damage, status procs, and crowd control is always welcome. This can be removed for the Carrier to draw less aggro keeping it alive longer or if it is a concern, stealing your glorious kills.
Out of the options leftover, Medi-Ray and Guardian are consistent mods that keep health up which works for every Warframe and Guardian for the burst of FULL shields for your Warframe when it reaches zero. Adds a great amount of survivability and is consistently useful (Unless you are using a Warframe with no little to no shields such as Valkyr or Inaros).

Why we don't take the following mods:
Coolant Leak - Small radius (3M), 10% slow, alerts enemies, not passive, does not trigger CO.
Shield Charger - Unless you are building around shields on your Warframe, this is a tad underwhelming for most builds.
Fired Up - You are required to add a fire element to your sentinel's weapon to make use out of this to begin with. Sweeper being best in slot aside from Artax or the less popular Prisma Burst Laser. Focusing on damage for any of those weapons fall off heavily in endgame content. More impactful to build them for status procs in turn making this mod irrelevant.
Self Destruct - Does not do any meaningful damage upon explosion.
Acceleration Deflection/Calculated Redirection - Carrier has very low base shields (100) which will not add very much to survivability. Shields do not scale along with armor.
Sanctuary - Scales with sentinel shields which the Carrier has very little of and it is much safer to revive your fellow teammates through spoiler mode while cloaked. 600 shield isn't much to work with during the later stages of the game. An option for you if you can't make use of Guardian however.
Looter - If breaking containers is important to you, feel free to take this. Otherwise, consider all other mods instead.
Spare Parts - If you are in need of some occasional rare loot. This "may" give you something useful for your crafting needs. Note it only triggers once per mission and at a 45% chance.
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Mods max rank
Mods min rank
9
sentinel
Accelerated Deflection
+% shield recharge
7
carrier
Ammo Case
Increases ammunition capacity and converts ammo pickups into ammo for equipped weapons after a short delay.
11
companion
Animal Instinct
+m loot radar + enemy sense
7
robotic
Anti-Grav Array
Increase height of owner's jumps by +%.
5
sentinel
Assault Mode
Sentinel will attack first visible enemy within m.
7
robotic
Blast Shield
Overshields increased by +. Leap at an enemy within m dealing [img]w_impact[/img] Damage and knocking down other enemies within [4]m and resets Overshields.
14
companion
Calculated Redirection
+% shield capacity
4
robotic
Coolant Leak
Sentinel has a small freeze aura, slowing incoming enemies.
12
companion
Enhanced Vitality
+% health
11
sentinel
Fired Up
+% max overheat damage
7
robotic
Guardian
Boost owner's shield when it runs out.
7
robotic
Hard Engage
Engages enemies within m with melee attacks, dealing [img]w_impact[/img] Damage. Melee attacks are enhanced by Mods equipped in the Moa's weapon.
14
companion
Link Armor
+% armor-link
12
companion
Link Health
+% health-link
14
companion
Link Shields
+% shield-link
7
carrier
Looter
Destroys nearby Loot crates.
9
companion
Medi-Pet Kit
+/s Health Regen +% Bleedout Reduction
5
robotic
Medi-Ray
Sentinel will occasionally heal its owner, restoring % health over 4s
14
companion
Metal Fiber
+% armor
5
robotic
Odomedic
Every 3m traversed by wall Running regenerates + Health over s. This effect can stack up to 3x.
16
companion
Primed Animal Instinct
+ Loot Radar + Enemy Radar
14
sentinel
Primed Regen
If killed, regenerates 3x with Max Health and is invulnerable for s.
7
sentinel
Regen
If killed, regenerates 1x with % Max Health and is invulnerable for s.
7
sentinel
Repair Kit
+ Heal Rate/s
9
sentinel
Sacrifice
Sentinel takes 4s to revive its downed owner to % health and shields, destroying itself after the process.
16
robotic
Sanctuary
Creates a shield around the player when they are reviving fallen allies.
7
sentinel
Self Destruct
+ explosion damage + explosion radius
5
robotic
Shield Charger
Increases Max Shields by % and Shield Regen by % for 10s.
7
sentinel
Spare Parts
+% item drop chance
5
carrier
Striker
Carrier will attack first visible enemy in range.
9
sentinel
Synth Deconstruct
Enemis injured by the Sentinel have % chance to drop a Health Orb when killed.
Set bonus /4: Holstering Primary and Secondary weapons reload % of Magazine/s.
7
sentinel
Synth Fiber
Health Orbs increase Armor for Sentinel by % for s.
Set bonus /4: Holstering Primary and Secondary weapons reload % of Magazine/s.
7
robotic
Vacuum
Detects and collects items within m for it's master, including mods.
Not enough points for this build
This mod is not compatible with