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EnergyVampireModU15 TrinityEnergyVampire
ENERGIA
50
Tasto
2
Energy Vampire
Allies will gain energy over time when enemies are marked with Energy Vampire.
Potenza:15 / 17 / 20 / 25 (restored energy)
6.25% (damage percentage)
Durata:5 / 6 / 7 / 9 s
Portata:100 m (cast range)
15 / 17 / 20 / 25 m (pulse radius)

Info
  • Trinity marks a target within 100 meters, causing it to radiate 4 energy pulses over a duration of 5 / 6 / 7 / 9 seconds. For each pulse, 10 / 15 / 20 / 25 energy is restored to every Tenno within 15 / 17 / 20 / 25 meters, and the marked target is staggered and dealt 6.25% of its remaining health as Finishing damage.
    • Restored energy and damage percentage are affected by Power Strength.
    • The damage dealt, as Finishing damage, bypasses all armor and shields.
    • Damage percentage is applied to the target's remaining health or one quarter of its maximum health, whichever is greater, at the time Energy Vampire is cast. A minimum of 5 Finishing damage is inflicted per pulse.
    • Duration is affected by Power Duration, as in a direct relationship.
    • Pulses are emitted at every quarter of the duration, and the first pulse occurs immediately on a completed cast. Therefore, the last pulse does not occur at the end of the duration but rather at one quarter's duration before the ability ends.
    • If the target dies while Energy Vampire is in effect, the remaining energy will be released instantly, all at once.
      • e.g. For an Energy Vampire that restores a total of 100 energy over 9 seconds, killing the target with 6 seconds remaining will cause the terminal pulse to restore 100 × (6 ÷ 9) = 66.67 energy).
    • The stagger effect on each pulse will not interrupt heavy monster attacks and will not affect Grineer Rollers, Corpus Ospreys, or boss enemies that are immune to stagger.
    • Cast range and pulse radius are affected by Power Range.
  • Energy Vampire cannot be cast on targets that won’t take damage from it; this specifically applies during the invulnerability phases of certain bosses.
  • Players channeling Absorb, Exalted Blade, Hysteria, Peacemaker, Prowl, Sound Quake, or World On Fire do not gain energy from Energy Vampire.
  • The marked target will shine a distinct bright blue.
  • Has a cast delay of ~0.5 seconds.
  • Multiple Trinities cannot drain energy from a single target simultaneously.
  • Cannot be recast while active.

Potenziamenti
VampireLeech
Articolo Principale: Vampire Leech

Vampire Leech Vampire Leech

Consigli e Trucchi
  • Try casting Energy Vampire on a weaker enemy and killing it for a quick burst of energy.
  • While duration increasing mods will slow energy gain by spreading the pulses over a longer period, resolving to kill the target outright negates this penalty--allowing the Tenno to focus on increasing the duration of Trinity's positive ability effects.
  • Decreasing Energy Vampire's duration via Corrupted Mods will quicken the energy restoration at the cost of a shortened span of stagger control per cast.
    • With a maxed Transient Fortitude and Fleeting Expertise, a max level Energy Vampire will trigger all four pulses over 1.125 seconds, staggering the target only once at most.
  • Energy Vampire deals damage on each pulse based on the enemy's remaining amount of health and shields at the time it is cast. Casting Energy Vampire as Well Of Life is ending will deal increased damage based on the enemy's multiplied health (which is now 10 times larger) during Well Of Life. Even after the enemy's maximum and current health has reverted to its original un-multiplied values, this will cause the remaining 3 pulses to take off huge amounts of health.
  • If used on Grineer Latchers, the Latcher will not be destroyed by the pulses and can be casted upon again and again for more energy. The effect will stop when latch onto a player.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Power Duration increases duration to 27.63 seconds.
    • Reduces cast range to 34 meters and pulse radius to 8.5 meters.
  • Maximized Power Efficiency reduces cost to 12.5 energy.
    • Reduces duration to 3.6 seconds.
  • Maximized Power Range increases cast range to 250 meters and pulse radius to 62.5 meters.
    • Reduces restored energy to 10 per pulse and damage percentage to 2.5%.
  • Maximized Power Strength increases restored energy to 74.75 per pulse and damage percentage to 18.6875%.
    • Increases cost to 77.5 energy.
    • Reduces duration to 6.525 seconds.


Bug
  • If Energy Vampire is cast on a Shockwave MOA readying to stomp the ground, it will still produce a shockwave and won't be stunned.
  • In Corpus levels, if the player targets something outside of the above mentioned target tracking range, the nearest turret (and possibly cameras) will be targeted.

See also

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