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(better to suggest it as an alternate method rather than saying `you should not do so and so`, even with high duration, the DR is still active for it)
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{{Infobox
'''Defection''' is an Endless [[Mission]] type introduced in {{ver|19.12}} for the [[The Pacifism Defect]] event. This game mode tasks players with escorting small squads of [[Kavor Defector]]s to an extraction point, while defending against the [[Infested]].
 
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|Box title = Defection
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|image = Operation The Pacifism Defect.png
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|caption = Promo image of the event that introduced this mission type
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}}
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{{Quote|"The scattered survivors of this infestation have barricaded themselves in safe areas throughout this [[Grineer Galleon|galleon]]. Escort the crew to the waiting escape ship.
   
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Don't be alarmed by the crew, they're Grineer defectors, rescued by [[Steel Meridian]], but too broken to join their ranks. Instead, they banded together in search of a more peaceful life. They call themselves, Kavor."|[[Lotus]]}}
Originally introduced under the name "Evacuation", this mission type was renamed as part of {{ver|21}}, and is now the source for {{WF|Harrow}}'s Systems component. All three Defection nodes are [[Dark Sector]]s.
 
   
 
'''Defection''' is an Endless [[Mission]] type introduced in {{ver|19.12}} for the [[The Pacifism Defect]] event. This game mode tasks players with escorting small squads of [[Kavor Defector]]s to an extraction point while defending against the [[Infested]].
  +
 
Originally introduced under the name "Evacuation", this mission type was renamed as part of {{ver|21}}, and is now the source for {{WF|Harrow}}'s Systems component. All three Defection nodes are [[Dark Sector]]s.
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{{Tocright}}
 
==Mechanics==
 
==Mechanics==
Players start near a shuttle bay room, which the Kavor defectors must reach in order to escape the ship. The mission begins once a player [[Hacking|hacks]] the door leading out of the shuttle bay.
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Players start near a shuttle bay room, which the Kavor defectors must reach in order to escape the ship. The mission begins and timers for periodic events begin to elapse once a player [[Hacking|hacks]] the door leading out of the shuttle bay.
   
Kavor defectors will spawn 30 seconds after the mission officially begins, and every 40 seconds after the previous group is rescued, though this countdown can be set to zero instantly if one player activates a rush panel indicated by an orange icon. These Kavor defectors will then head towards the nearest '''Med Boosters''', a structure that will heal nearby Kavor defectors with a green beam. Med Boosters will consume power as they heal Kavor defectors, with more survivors resulting in faster energy drain. To keep the Med Boosters powered, players can acquire Power Cells dropped by [[Mutalist Osprey Carrier]]s, which they can carry to a Med Booster to recharge its power by 20% (40% for '''solo''' play) per Power Cell. Players must issue a ''Move Out'' command on the Kavor defectors to make them proceed to the shuttle bay for extraction.
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Kavor defectors will spawn in 4-man squads (3-man squads for '''solo''' play) 30 seconds after the mission officially begins, and every 40 seconds after the previous group is rescued, though this countdown can be set to zero instantly if one player activates a rush panel indicated by an orange icon. These Kavor defectors will then head towards the nearest '''Med Booster''', a structure that will heal nearby Kavor defectors with a green beam. Med Boosters start at 50% power (60% power for '''solo''' play) and will consume power as they heal Kavor defectors, with more survivors resulting in faster energy drain. To keep the Med Boosters powered, players can acquire Power Cells dropped by [[Mutalist Osprey Carrier]]s, which they can carry to a Med Booster to recharge its power by 20% (40% for '''solo''' play) per Power Cell. Players must issue a ''Move Out'' command on the Kavor defectors to make them proceed to the shuttle bay for extraction.
   
After two groups of survivors have been evacuated, the player's extraction point will be opened up, and the second Med Booster will spawn in a different location of the map (B). After two more groups have been evacuated, a third Med Booster will spawn along with opening up more of the map (C). From this point on, points B and C will begin hosting a group of Kavor defectors, with them both pathing to A's Med Booster, and then to their evac location.
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After two squads of survivors have been evacuated, the player's extraction point will be opened up, and the second Med Booster will spawn in a different location of the map (B). After two more squads have been evacuated, a third Med Booster will spawn along with opening up more of the map (C). From this point on, points B and C will both begin hosting a squad of Kavor defectors, with them both pathing to A's Med Booster, and then to their evac location. (In '''solo''' play, squads will still spawn one at a time, but spawns will alternate between points B and C.)
   
Kavor defectors will slowly take damage over time from the [[Infested]] spores in the air. Downed Kavor defectors will enter [[bleedout]], and will die unless revived by players. If 10 Kavor defectors are killed, the [[Lotus]] will abort all further evacuation efforts; no more Kavor defectors will spawn, any Kavor defectors still alive on the map will not count toward the player's totals if they reach the shuttle, and the players will have five minutes to extract.
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Kavor defectors will slowly take damage over time from the [[Infested]] spores in the air while they are not within range of a powered Med Booster. Downed Kavor defectors will enter [[bleedout]], and will turn into [[Charger#Carrion Charger|Carrion Chargers]] unless revived by players or a powered Med Booster; a Kavor defector who has been revived once will turn instantly if their health is depleted a second time. (In [[Arbitrations|Arbitration]] Defection, players are not given a chance to revive downed defectors before they turn.) If 10 Kavor defectors are killed, the [[Lotus]] will abort all further evacuation efforts; no more Kavor defectors will spawn, any Kavor defectors still alive on the map will not count toward the player's totals if they reach the shuttle, and the players will have five minutes to extract.
   
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While 10 Kavor defectors have not yet been killed, players may choose to extract individually at any time once two squads of defectors have been evacuated. Any player entering the extraction zone will trigger a countdown timer, at the end of which all players in the extraction zone will be extracted while remaining players continue playing and can extract later any time they choose.
[[Grineer]] [[Manic]]s will spawn periodically upon the second Med Booster being opened, and will attempt to attack the Kavor defectors. Killing these Manics will make them drop '''Large Power Cells''', identifiable by their white energy glow, which can instantly restore a Med Booster to 100%.
 
   
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===Periodic Events===
Every 7 squads rescued will cause enemy [[Red Veil]] [[:Syndicate_Operatives|Operatives]] or Fanatics to spawn. They are essentially the same units encountered during the [[Chains of Harrow]] [[Quest]]. They will primarily target the Kavor defectors during the mission and scale in level as the mission progresses (confirmation needed). This will occur regardless of player standing towards that [[Syndicate]]; killing them will not lower [[Standing]] towards them either.
 
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Several events are slated to occur during specific segments of each 8-squad cycle. These events also have fail-safe timers that force them to trigger at specific times after the time at which the shuttle bay door was hacked open, which is referred to in this section as time ''[T]'', if players are not rescuing squads fast enough to trigger the events normally.
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#'''Manic Attack:''' Once the 3rd squad of the first cycle has arrived at point A, a [[Grineer]] [[Manic]] will spawn and attempt to attack the Kavor defectors. Killing a Manic will make it drop two '''Large Power Cells'''; these cells, identifiable by their white energy glow, can instantly restore a Med Booster to 100% power.
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#*The game first checks for fulfillment of the Manic spawn condition at time ''[T + 6 minutes]'' and will force the first Manic spawn at time ''[T + 11 minutes]'' if the condition has not been met by then.
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#*For subsequent cycles, Manics will spawn again, in greater numbers than in the first cycle, once the 3rd squad of that cycle has arrived at point A ''and'' 10 minutes have passed since the last Manic spawn (confirmation needed).
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#'''Infested Spawn Pods:''' Once 4 squads have been rescued, [[Infested]] spawn pods will appear all over the map, including near squad spawns and around the Med Boosters, which will burst open when players or defectors are in close proximity. Small pods will spawn [[Maggot]]s while large ones will spawn heavy Infested enemies (usually Ancients).
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#*The game first checks for fulfillment of the pod spawn condition at time ''[T + 11 minutes]'' and will force initial pod spawns at time ''[T + 16 minutes]'' if the condition has not been met by then.
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#*Destroyed pods will grow back every few minutes, ready to spawn new enemies.
 
#'''Red Veil Attack:''' Once the 8th squad of the first cycle has arrived at point B or C, three enemy [[Red Veil]] [[:Syndicate_Operatives|Operatives]] or Fanatics will spawn at the defector extraction point in the shuttle bay. They are essentially the same units encountered during the [[Chains of Harrow]] [[Quest]]. They will primarily target the Kavor defectors during the mission and scale in level as the mission progresses (confirmation needed). This will occur regardless of player standing towards that [[Syndicate]]; killing them will not lower [[Standing]] towards them either.
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#*The game first checks for fulfillment of the Red Veil spawn condition at time ''[T + 16 minutes]'' and will force the first Red Veil attack at time ''[T + 21 minutes]'' if the condition has not been met by then.
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#*In cycles after the first, Red Veil enemies will spawn again, in greater numbers than in the first cycle, once the 8th squad of that cycle has arrived at point B or C ''and'' 20 minutes have passed since the last Red Veil attack (confirmation needed).
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<!--- Data point: Second-cycle Red Veil spawns on Yursa (level 30-40) were level 45. --->
   
 
==Locations==
 
==Locations==
{{DisplayMissiontype|Defection}}<!---To modify the content of this table please refer to: (You will have to replace Planetname with the name of the Planet that mission is on!)
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{{#invoke:Missions|Type|Defection}}<!--To modify the content of this table please refer to:
http://warframe.wikia.com/wiki/Template:Database/Planetname
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http://warframe.wikia.com/wiki/Module:Missions/data
 
 
Modifing the display-routine is not adviced, unless you are an advanced user and know a computer-language or two.--->
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Modifying the display-routine is not advised, unless you are an advanced user and know a computer-language or two.-->
   
 
{{clr}}
 
{{clr}}
   
 
==Rewards==
 
==Rewards==
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Rescuing a squad of Kavor defectors grants up to 1600 base objective [[affinity]] to all players based on mission level and the number of squad members which were not killed. In addition, reviving a downed defector grants 50 base objective affinity to the reviving player. (Actual affinity gains will be greater due to objective affinity being boosted by [[Dark Sector]] "kill" affinity bonuses in addition to any active universal affinity multipliers.)
Besides the bonus amounts of materials, experience, and mods from the increase in enemies compared to normal missions, certain rewards can be awarded as the mission progresses. Mission rewards will vary depending on mission tier (based on starting enemy level, and listed in the above table), and mission [[rotation]], based on the number of squads evacuated.
 
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Besides the bonus amounts of [[resources]], [[affinity]], and [[mod]]s from the increase in enemies compared to normal missions, certain [[Mission Rewards|rewards]] can be awarded as the mission progresses. Mission rewards will vary depending on mission tier (based on starting enemy level, and listed in the above table), and mission [[rotation]], based on the number of squads evacuated.
   
 
*Drop Rotation (rewards cycle every 8 squads):
 
*Drop Rotation (rewards cycle every 8 squads):
Line 37: Line 60:
   
 
==Tips==
 
==Tips==
 
*Destroying [[Storage Container|containers]] and opening lockers can drop additional power cells, including Large ones.
*{{WF|Trinity}}'s {{A|Blessing}} affects defectors, essentially making her a mobile healing beacon and is a massive advantage in any defection missions. A maximum efficiency and energy capacity build can make for a large breathing room in later stages of a defection run. It should be noted that while {{A|Blessing}} is active, casting it again will not heal or refresh the ability on affected defectors. So if one wishes to keep refilling the defector's health without much waiting, a low duration build can be an effective method.
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*{{WF|Trinity}}'s {{A|Blessing}} affects defectors, making her a mobile healing beacon. A maximum efficiency and energy capacity build can make for a better experience in the later stages of a defection run. Note that while {{A|Blessing}} is active, casting it again will not heal or refresh the ability on defectors. If one wishes to keep refilling the defector's health without much wait, a low duration build can be useful.
**Likewise, Trinity's {{A|Well Of Life}} can be used in to create a temporary healing beacon. Given the mob density common in infested tilesets, a resourceful Trinity can create healing beacons along the defectors' path.
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**Trinity's {{A|Well Of Life}} can also be used to create a temporary healing beacon. Given the enemy density in Infested tilesets, a resourceful Trinity can create healing beacons along the defectors' path.
*{{WF|Loki}}'s {{A|Switch Teleport}} effects individual defectors and can be utilized to cover ground very quickly given a clear line of sight. Loki can also save defectors who are stuck in their path due to the environment. The augment {{M|Safeguard Switch}} seems to protect from damage but not the health drain.
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*{{WF|Loki}}'s {{A|Switch Teleport}} affects individual defectors, and can be used to cover ground very quickly given a clear line of sight. Loki can also save defectors who are stuck in the environment. The augment {{M|Safeguard Switch}} seems to protect defectors from damage, but not from health drain.
**Loki's {{A|Decoy}} can be used to distract the infested from defectors provided it is within their vicinity. This can prove useful in a mid-tier scaled stretch of a defection run to provide a few seconds worth of relief should things go south.
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**Loki's {{A|Decoy}} can be used to distract the Infested from defectors, provided it is within their vicinity. This can prove useful in a mid-tier scaled stretch of a defection run, if things go south.
**Loki's {{A|Radial Disarm}} {{Icon|Proc|Radiation|Text}} procs can create some breathing room if need be, though it is risky. Use with caution when surrounded by infested because they may still target the defectors if they are close enough.
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**Loki's {{A|Radial Disarm}} {{Icon|Proc|Radiation|Text}} procs can create breathing room if need be, though it is risky. Use with caution when surrounded by Infested, as they may still target the defectors if close enough.
*{{WF|Nova}}'s {{A|Worm Hole}} can be used to speed up groups of defectors massively but is tricky to use. In some cases, defectors may get stuck but can usually be freed again with additional portals. Also note that certain rooms have 'checkpoints' which defectors will go to even when teleported past them.
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*{{WF|Nova}}'s {{A|Worm Hole}} can be used to speed up travel for groups of defectors, but can be tricky to use. In some cases, defectors may get stuck in environment terrain and must be freed again with additional portals. Note that certain rooms have 'checkpoints' which defectors will go to, even if teleported beyond them.
**Slow Nova can be quite useful for keeping the Infested off of the defectors.
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**A slow Nova build can be quite useful for keeping Infested off the defectors.
*{{WF|Mirage}}'s {{A|Eclipse}} with the {{M|Total Eclipse}} augment can help defectors' survival on longer defection runs. An extended duration and range build is recommended to ensure a whole cluster of defectors gets the bonus per individual cast.
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*{{WF|Mirage}}'s {{A|Eclipse}} with the {{M|Total Eclipse}} augment can help defectors survive longer defection runs. An extended duration and range build is recommended to ensure a whole cluster of defectors gets the bonus per individual cast.
*Destroying containers can drop additional powercells as well, including Large ones.
 
*{{WF|Oberon}}'s {{A|Renewal}} can give the defectors very high health regeneration allowing them to out-heal most of the health drain they experience. This can also allow them to out-heal other damage sources such as toxin clouds, etc.
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*{{WF|Oberon}}'s {{A|Renewal}} can give defectors very high health regeneration, allowing them to out-heal most of health drain. This can also allow them to out-heal other damage sources such as toxin clouds, etc.
 
**Oberon's {{A|Hallowed Ground}} can be a good way of spreading {{Icon|Proc|Radiation|Text}} procs. This disables auras from [[Ancient Healer]]s, [[Ancient Disruptor]]s, and [[Toxic Ancient]]s while also diluting the aggro of enemies which in turn reduces the effective threat level of the defectors.
 
**Oberon's {{A|Hallowed Ground}} can be a good way of spreading {{Icon|Proc|Radiation|Text}} procs. This disables auras from [[Ancient Healer]]s, [[Ancient Disruptor]]s, and [[Toxic Ancient]]s while also diluting the aggro of enemies which in turn reduces the effective threat level of the defectors.
*{{WF|Equinox}}'s {{A|Mend & Maim}} is a powerful damage dealer and crowd control against Infested, while also providing great amounts of healing for whole clusters of survivors. Coupled with {{A|Pacify & Provoke}}'s damage reduction potential, extremely useful on melee enemies, she can allow for the survivors to outlive even [[Syndicates|Syndicate]] attacks.
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*{{WF|Equinox}}'s {{A|Mend & Maim}} is a powerful damage dealer and crowd control against Infested, and provides great amount of healing for whole clusters of defectors. Coupled with {{A|Pacify & Provoke}}'s damage reduction potential, she can allow defectors to outlive even [[Syndicates|Syndicate]] attacks. This is extremely useful against melee enemies.
 
*{{WF|Frost}}'s {{A|Snow Globe}} can be used to protect the area over healing stations. With the added benefit of slowing down Infested that may enter, it makes them easier targets for yourself and allies to attack.
*[[Stims]] are currently the only way to affect the movement speed of survivors. However their high build cost and underwhelming effect make them questionable for use.
 
 
*{{WF|Khora}}'s {{A|Venari}} can be used to heal defectors, following them until they reach the evacuation arearegardless of the distance between Khora and the Venari.
**{{WF|Zephyr}}'s {{M|Jet Stream}} augment, {{WF|Volt}}'s {{A|Speed}} and {{WF|Nova}}'s {{M|Escape Velocity}} augment are not capable of increasing the survivor's movement speed.
 
 
**{{A|Strangledome}} is an excellent way of dealing with the Infested
*{{WF|Frost}}'s {{A|Snow Globe}} can be used to set up an area of protection over the healing stations. With the added benefit of slowing down any infested that enter, making them easier targets for yourself and allies to attack.
 
 
**{{WF|Khora}}'s movement speed boost passive is useful for traversing to and from objectives.
*{{WF|Khora}}'s {{A|Venari}} can be used to heal defectors and will follow them until they reach the evacuation area regardless of the distance between Khora and Venari, allowing you to leave the defectors and go rush the consoles.  
 
 
*{{WF|Limbo}}'s {{A|Banish}} affects defectors for the duration, and defectors in the Rift won't be damaged from enemies not in the Rift. As defectors can't be healed by Med Boosters in the Rift, it may be necessary to remove them from the Rift by casting Banish on them while you're in the Rift yourself. Other ways of healing, like Limbo's {{M|Rift Haven}} augment or [[Vazarin]]'s Protective Dash, are possible.
**{{A|Strangledome}} is an excellent way of dealing with the incoming infested
 
 
**Defectors in the Rift will still take damage over time from the air.
**{{WF|Khora}}'s movement speed boost passive is useful for traversing to and from the objectives.
 
 
**A variant of this usage (banishing all nearby enemies into the Rift, but not defectors) will also work.
*{{WF|Limbo}}'s {{A|Banish}} affects defectors for the duration, defectors in the Rift won't be damaged from enemies not in the Rift. It may be necessary to occasionally get them out of the Rift (by casting Banish on them while you're in the Rift yourself), as they can't be healed by Med Boosters otherwise. You could also use other ways of healing, like equipping Limbo's {{M|Rift Haven}} augment or use [[Vazarin]]'s Protective Dash.
 
 
*{{WF|Garuda}}'s {{A|Blood Altar}} can quickly heal defectors by leveraging Infested in their path.
**Defectors in the Rift will still take damage over time from the air however.
 
 
**Blood Altar can be used to temporarily disable [[manic]]s and Red Veil operatives, preventing them from killing defectors.
**A variant of this usage, banishing all the enemies nearby into the Rift but not defectors will also work.
 
*{{WF|Garuda}}'s {{A|Blood Altar}} can quickly heal the defectors by using infested in their path
 
**Blood Altar can also be used to temporarily disable [[manic]]s and red veil operatives, preventing them from killing defectors.
 
 
**{{A|Seeking Talons}} is a powerful damage dealer and crowd control against Infested.
 
**{{A|Seeking Talons}} is a powerful damage dealer and crowd control against Infested.
  +
*{{WF|Nezha}}'s {{A|Warding Halo}} with the {{M|Safeguard}} augment can help protect defectors from enemy damage and status effect, such as Ancients' knockdown attack. Additionally, it continuously staggers and damages nearby enemies.
*[[Vazarin]]'s Protective Dash will both heal and provide a brief immunity to survivors.
 
  +
**Health drain from the air still passes completely through this shield.
  +
**Warding Halo must be cast on each defector separately. Therefore, it must be used at least 3 times per squad, making this strategy highly dependent on energy. Due to this, increased [[Ability Efficiency]] and [[Ability Strength]] is recommended. Ability Strength influences the durability of the shield, as well as periodical damage it deals to nearby enemies.
  +
**{{A|Divine Spears}} can be used as crowd control.
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*{{WF|Hydroid}}'s {{M|Curative Undertow}} can be used to heal Defectors at a rapid rate, reducing time and energy required at med-stations, as well as healing Defectors along the way if Hydroid positions himself in their path.
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**Note that Hydroid may have to mod for some range to ensure that a traveling Defector receives a tick, otherwise they may run through a small Undertow puddle between procs.
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*{{WF|Gara}}'s {{A|Splinter Storm}} is able to be cast on Defectors. Combined with {{M|Mending Splinters}}, it offers extremely potent damage reduction and modest health regeneration, with the bonus of being able to be boosted to deal significant AoE damage to any infested approaching the Defectors.
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**Defectors are valid beneficiaries of {{A|Mass Vitrify}}, allowing Gara to refresh {{A|Splinter Storm}} buffs on Defectors.
  +
***A recommended strategy is to refresh {{A|Splinter Storm}} with {{A|Mass Vitrify}} at med-stations, trigger the Defectors to move on to their next point, then wait for them to leave Vitrify's walls before triggering it to explode with {{A|Shattered Lash}}, ensuring that the bonus damage is added to their AoE ticks.
 
*[[Stims]] are one of the few ways to increase movement speed of defectors. However, their high build cost and underwhelming effect make them questionable for use.
 
**{{WF|Zephyr}}'s {{M|Jet Stream}} augment, {{WF|Volt}}'s {{A|Speed}} and {{WF|Nova}}'s {{M|Escape Velocity}} augment are '''not''' capable of increasing the defector's movement speed.
 
*[[Vazarin]]'s Protective Dash will both heal and provide brief immunity to defectors.
  +
*{{WF|Wisp}}'s {{A|Reservoirs}} can apply all their effects on defectors; Vitality to increase their max health and health regeneration, Haste to increase their movement speed, and Shock to apply {{Icon|Proc|Electricity|Text}} procs against nearby attackers.
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*{{WF|Harrow}}'s {{A|Penance}} will heal defectors regardless of range.
   
 
==Notes==
 
==Notes==
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*A squad of defectors will count as "rescued" and contribute progress toward mission rewards if at least one defector in the squad reaches the shuttle; however, all defectors in the squad must be dead or rescued before the objective will update.
*When running solo, there is only one squad that consists of 3 Kavor defectors that need to be evacuated throughout the mission regardless of its rotation and amount of med boosters available.
 
  +
*Infested will only target squads of defectors which are in the general vicinity of players, ignoring any defectors located elsewhere on the ship.
  +
*[[Sortie]] Defection tasks players with rescuing 5 squads, then proceeding to extraction within 5 minutes of objective completion. The mission will end in failure if 6 defectors die before the fifth squad is rescued.
  +
**Point B is unlocked at 1 squad rescued while point C becomes available at 2 squads rescued.
  +
**Non-endless extraction rules (timer starts with at least half the squad at extraction and all players extract simultaneously) apply to this Defection variant.
  +
**Sortie Defection missions only generate as part of [[Grineer]] Sorties; as a result, this mission variant cannot occur on the [[Infested Ship]] tileset.
  +
*In the [[Heads-Up Display]], each living Kavor defector is represented in the objective interface by a blue icon which will turn red if the defector is downed. Additionally, the blue waypoint on each defector will flash red if their health is low.
  +
*The doors to points B and C, which look like unused doors (i.e. doors which do not lead to a room) before they are unlocked by mission progression, can be distinguished from unused doors by the presence of an inactive console on the right side.
   
 
==Trivia==
 
==Trivia==
 
*The Shuttle Bay room used as the evacuation point is the same room used on [[Capture]] missions as the target's escape room.
 
*The Shuttle Bay room used as the evacuation point is the same room used on [[Capture]] missions as the target's escape room.
*Defectors who are allowed to bleed out for too long die, causing a special Infested [[Charger#Carrion%20Charger|Carrion Charger]] to spawn from a pod from their body. These special chargers have their own codex entry that requires 3 scans.
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*The special Infested [[Charger#Carrion%20Charger|Carrion Chargers]] that spawn from pods produced by dead defectors have their own codex entry that requires 3 scans.
**If revived and allowed to reach the bleed out stage again, defectors will instantly die and turn into said Charger upon death.
 
   
 
==Media==
 
==Media==
Line 76: Line 116:
 
WARFRAME - Defection Mission Strategy (For Farming Solo and in Squads)|This is an old guide, while the strategies explained are still relevant, it features Focus 1.0 and the {{Weapon|Synoid Simulor}} before it was reworked
 
WARFRAME - Defection Mission Strategy (For Farming Solo and in Squads)|This is an old guide, while the strategies explained are still relevant, it features Focus 1.0 and the {{Weapon|Synoid Simulor}} before it was reworked
 
</gallery>
 
</gallery>
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  +
[[File:Warframe How to Complete Defection! Warframe Beginner's Guide!-0|thumb|center|335 px]]
   
 
==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
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{{ver|27.3.13}}
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*Fixed a script error that could break Defection missions that had already failed because too many Kavor Defectors had been killed - if a Defector evacuated during the countdown to extraction the script would break and not be able to force the mission to fail.
  +
  +
{{ver|27.3.11}}
  +
*Fixed a script crash that could occur during a Defection mission.
  +
*Fixed a script error in Defection missions.
  +
  +
{{ver|27.3.8.2}}
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*Fixed a script error occurring during a Host migration when playing a Defection mission.
  +
  +
{{ver|27.3.6}}
  +
*Fixed a script error that could occur when playing a Defection mission.
  +
  +
{{ver|27.3.5}}
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*Fixed a crash that could occur in a Defection Rescue mission.
  +
 
{{ver|25.7}}
 
{{ver|25.7}}
 
*Improvements towards Defection AI maneuvering in the Infested Corpus Sip tileset. As reported here: https://old.reddit.com/r/Warframe/comments/ctgjnj/i_hate_defection/
 
*Improvements towards Defection AI maneuvering in the Infested Corpus Sip tileset. As reported here: https://old.reddit.com/r/Warframe/comments/ctgjnj/i_hate_defection/

Revision as of 00:17, 24 February 2021

"The scattered survivors of this infestation have barricaded themselves in safe areas throughout this galleon. Escort the crew to the waiting escape ship.

Don't be alarmed by the crew, they're Grineer defectors, rescued by Steel Meridian, but too broken to join their ranks. Instead, they banded together in search of a more peaceful life. They call themselves, Kavor."

Defection is an Endless Mission type introduced in Update 19.12 (2017-03-02) for the The Pacifism Defect event. This game mode tasks players with escorting small squads of Kavor Defectors to an extraction point while defending against the Infested.

Originally introduced under the name "Evacuation", this mission type was renamed as part of Update 21.0 (2017-06-29), and is now the source for HarrowIcon272 Harrow's Systems component. All three Defection nodes are Dark Sectors.

Mechanics

Players start near a shuttle bay room, which the Kavor defectors must reach in order to escape the ship. The mission begins and timers for periodic events begin to elapse once a player hacks the door leading out of the shuttle bay.

Kavor defectors will spawn in 4-man squads (3-man squads for solo play) 30 seconds after the mission officially begins, and every 40 seconds after the previous group is rescued, though this countdown can be set to zero instantly if one player activates a rush panel indicated by an orange icon. These Kavor defectors will then head towards the nearest Med Booster, a structure that will heal nearby Kavor defectors with a green beam. Med Boosters start at 50% power (60% power for solo play) and will consume power as they heal Kavor defectors, with more survivors resulting in faster energy drain. To keep the Med Boosters powered, players can acquire Power Cells dropped by Mutalist Osprey Carriers, which they can carry to a Med Booster to recharge its power by 20% (40% for solo play) per Power Cell. Players must issue a Move Out command on the Kavor defectors to make them proceed to the shuttle bay for extraction.

After two squads of survivors have been evacuated, the player's extraction point will be opened up, and the second Med Booster will spawn in a different location of the map (B). After two more squads have been evacuated, a third Med Booster will spawn along with opening up more of the map (C). From this point on, points B and C will both begin hosting a squad of Kavor defectors, with them both pathing to A's Med Booster, and then to their evac location. (In solo play, squads will still spawn one at a time, but spawns will alternate between points B and C.)

Kavor defectors will slowly take damage over time from the Infested spores in the air while they are not within range of a powered Med Booster. Downed Kavor defectors will enter bleedout, and will turn into Carrion Chargers unless revived by players or a powered Med Booster; a Kavor defector who has been revived once will turn instantly if their health is depleted a second time. (In Arbitration Defection, players are not given a chance to revive downed defectors before they turn.) If 10 Kavor defectors are killed, the Lotus will abort all further evacuation efforts; no more Kavor defectors will spawn, any Kavor defectors still alive on the map will not count toward the player's totals if they reach the shuttle, and the players will have five minutes to extract.

While 10 Kavor defectors have not yet been killed, players may choose to extract individually at any time once two squads of defectors have been evacuated. Any player entering the extraction zone will trigger a countdown timer, at the end of which all players in the extraction zone will be extracted while remaining players continue playing and can extract later any time they choose.

Periodic Events

Several events are slated to occur during specific segments of each 8-squad cycle. These events also have fail-safe timers that force them to trigger at specific times after the time at which the shuttle bay door was hacked open, which is referred to in this section as time [T], if players are not rescuing squads fast enough to trigger the events normally.

  1. Manic Attack: Once the 3rd squad of the first cycle has arrived at point A, a Grineer Manic will spawn and attempt to attack the Kavor defectors. Killing a Manic will make it drop two Large Power Cells; these cells, identifiable by their white energy glow, can instantly restore a Med Booster to 100% power.
    • The game first checks for fulfillment of the Manic spawn condition at time [T + 6 minutes] and will force the first Manic spawn at time [T + 11 minutes] if the condition has not been met by then.
    • For subsequent cycles, Manics will spawn again, in greater numbers than in the first cycle, once the 3rd squad of that cycle has arrived at point A and 10 minutes have passed since the last Manic spawn (confirmation needed).
  2. Infested Spawn Pods: Once 4 squads have been rescued, Infested spawn pods will appear all over the map, including near squad spawns and around the Med Boosters, which will burst open when players or defectors are in close proximity. Small pods will spawn Maggots while large ones will spawn heavy Infested enemies (usually Ancients).
    • The game first checks for fulfillment of the pod spawn condition at time [T + 11 minutes] and will force initial pod spawns at time [T + 16 minutes] if the condition has not been met by then.
    • Destroyed pods will grow back every few minutes, ready to spawn new enemies.
  3. Red Veil Attack: Once the 8th squad of the first cycle has arrived at point B or C, three enemy Red Veil Operatives or Fanatics will spawn at the defector extraction point in the shuttle bay. They are essentially the same units encountered during the Chains of Harrow Quest. They will primarily target the Kavor defectors during the mission and scale in level as the mission progresses (confirmation needed). This will occur regardless of player standing towards that Syndicate; killing them will not lower Standing towards them either.
    • The game first checks for fulfillment of the Red Veil spawn condition at time [T + 16 minutes] and will force the first Red Veil attack at time [T + 21 minutes] if the condition has not been met by then.
    • In cycles after the first, Red Veil enemies will spawn again, in greater numbers than in the first cycle, once the 8th squad of that cycle has arrived at point B or C and 20 minutes have passed since the last Red Veil attack (confirmation needed).

Locations

Planet Mission Name Faction Credit Reward Addtional Credit Reward Wiki's DropTableAlias Level Tileset
Phobos Memphis (Dark Sector) Infested 2,400 16,000 Defection1 15 - 25 Grineer Asteroid
Saturn Caracol (Dark Sector) Infested 3,500 14,000 Defection2 26 - 36 Grineer Galleon
Neptune Yursa (Dark Sector) Infested 3,900 18,000 Defection3 30 - 40 Infested Ship
There are a total of 3 Defection Missions

Rewards

Rescuing a squad of Kavor defectors grants up to 1600 base objective affinity to all players based on mission level and the number of squad members which were not killed. In addition, reviving a downed defector grants 50 base objective affinity to the reviving player. (Actual affinity gains will be greater due to objective affinity being boosted by Dark Sector "kill" affinity bonuses in addition to any active universal affinity multipliers.)

Besides the bonus amounts of resources, affinity, and mods from the increase in enemies compared to normal missions, certain rewards can be awarded as the mission progresses. Mission rewards will vary depending on mission tier (based on starting enemy level, and listed in the above table), and mission rotation, based on the number of squads evacuated.

  • Drop Rotation (rewards cycle every 8 squads):
    • Rotation A: 2, 4 squads; 10, 12 squads; etc.
    • Rotation B: 6 squads; 14 squads; etc.
    • Rotation C: 8 squads; 16 squads; etc.
View Rewards List

A B C
Credits x2000 Credit Cache 13.92% LithRelicIntact Lith A6 10% Systems Harrow Systems Blueprint 15%
Credits x2000 Credit Cache 13.92% LithRelicIntact Lith C11 10% Mod TT 20px Quickening 15%
Credits x2000 Credit Cache 13.92% LithRelicIntact Lith G10 10% LithRelicIntact Lith A6 10%
Credits x2000 Credit Cache 13.92% LithRelicIntact Lith G9 10% LithRelicIntact Lith C11 10%
Endo Endo x100 13.92% LithRelicIntact Lith P8 10% LithRelicIntact Lith G10 10%
Endo Endo x100 13.92% LithRelicIntact Lith R5 10% LithRelicIntact Lith G9 10%
Endo Endo x100 13.92% LithRelicIntact Lith T10 10% LithRelicIntact Lith P8 10%
Mod TT 20px Smite Corrupted 2.58% Mod TT 20px Bane of Corrupted 8% LithRelicIntact Lith R5 10%
Mod TT 20px Cleanse Corrupted 8% LithRelicIntact Lith T10 10%
Mod TT 20px Expel Corrupted 8%
Systems Harrow Systems Blueprint 6%

Locations:

Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.

A B C
Credits x2500 Credit Cache 16.24% MesoRelicIntact Meso A5 10% Systems Harrow Systems Blueprint 15%
Credits x2500 Credit Cache 16.24% MesoRelicIntact Meso B9 10% Mod TT 20px Enduring Strike 15%
Credits x2500 Credit Cache 16.24% MesoRelicIntact Meso G6 10% NeoRelicIntact Neo A11 10%
Endo Endo x150 16.24% MesoRelicIntact Meso H5 10% NeoRelicIntact Neo F3 10%
Endo Endo x150 16.24% MesoRelicIntact Meso H6 10% NeoRelicIntact Neo K6 10%
Endo Endo x150 16.24% MesoRelicIntact Meso M4 10% NeoRelicIntact Neo K7 10%
Mod TT 20px Expel Corrupted 2.58% MesoRelicIntact Meso W3 10% NeoRelicIntact Neo S18 10%
Mod TT 20px Bane of Corrupted 8% NeoRelicIntact Neo W1 10%
Mod TT 20px Cleanse Corrupted 8% NeoRelicIntact Neo Z10 10%
Mod TT 20px Smite Corrupted 8%
Systems Harrow Systems Blueprint 6%

Locations:

Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.

A B C
Credits x3000 Credit Cache 24.35% NeoRelicIntact Neo A11 10% Systems Harrow Systems Blueprint 15%
Credits x3000 Credit Cache 24.35% NeoRelicIntact Neo F3 10% Mod TT 20px Life Strike 15%
Credits x3000 Credit Cache 24.35% NeoRelicIntact Neo K6 10% AxiRelicIntact Axi A17 10%
Endo Endo x250 24.35% NeoRelicIntact Neo K7 10% AxiRelicIntact Axi A18 10%
Mod TT 20px Expel Corrupted 2.58% NeoRelicIntact Neo S18 10% AxiRelicIntact Axi B7 10%
NeoRelicIntact Neo W1 10% AxiRelicIntact Axi D5 10%
NeoRelicIntact Neo Z10 10% AxiRelicIntact Axi G11 10%
Mod TT 20px Bane of Corrupted 8% AxiRelicIntact Axi L6 10%
Mod TT 20px Cleanse Corrupted 8% AxiRelicIntact Axi P6 10%
Mod TT 20px Smite Corrupted 8%
Systems Harrow Systems Blueprint 6%

Locations:

Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.

Tips

  • Destroying containers and opening lockers can drop additional power cells, including Large ones.
  • TrinityIcon272 Trinity's Blessing130xWhite Blessing affects defectors, making her a mobile healing beacon. A maximum efficiency and energy capacity build can make for a better experience in the later stages of a defection run. Note that while Blessing130xWhite Blessing is active, casting it again will not heal or refresh the ability on defectors. If one wishes to keep refilling the defector's health without much wait, a low duration build can be useful.
    • Trinity's "Well Of Life" wasn't found in Module:Ability/data can also be used to create a temporary healing beacon. Given the enemy density in Infested tilesets, a resourceful Trinity can create healing beacons along the defectors' path.
  • LokiIcon272 Loki's SwitchTeleport130xWhite Switch Teleport affects individual defectors, and can be used to cover ground very quickly given a clear line of sight. Loki can also save defectors who are stuck in the environment. The augment Mod TT 20px Safeguard Switch seems to protect defectors from damage, but not from health drain.
    • Loki's Decoy130xWhite Decoy can be used to distract the Infested from defectors, provided it is within their vicinity. This can prove useful in a mid-tier scaled stretch of a defection run, if things go south.
    • Loki's RadialDisarm130xWhite Radial Disarm Script error: The function "Proc" does not exist. procs can create breathing room if need be, though it is risky. Use with caution when surrounded by Infested, as they may still target the defectors if close enough.
  • NovaIcon272 Nova's "Worm Hole" wasn't found in Module:Ability/data can be used to speed up travel for groups of defectors, but can be tricky to use. In some cases, defectors may get stuck in environment terrain and must be freed again with additional portals. Note that certain rooms have 'checkpoints' which defectors will go to, even if teleported beyond them.
    • A slow Nova build can be quite useful for keeping Infested off the defectors.
  • MirageIcon272 Mirage's Eclipse130xWhite Eclipse with the Mod TT 20px Total Eclipse augment can help defectors survive longer defection runs. An extended duration and range build is recommended to ensure a whole cluster of defectors gets the bonus per individual cast.
  • OberonIcon272 Oberon's Renewal130xWhite Renewal can give defectors very high health regeneration, allowing them to out-heal most of health drain. This can also allow them to out-heal other damage sources such as toxin clouds, etc.
  • EquinoxIcon272 Equinox's MendMaim130xWhite Mend & Maim is a powerful damage dealer and crowd control against Infested, and provides a great amount of healing for whole clusters of defectors. Coupled with PacifyProvoke130xWhite Pacify & Provoke's damage reduction potential, she can allow defectors to outlive even Syndicate attacks. This is extremely useful against melee enemies.
  • FrostIcon272 Frost's SnowGlobe130xWhite Snow Globe can be used to protect the area over healing stations. With the added benefit of slowing down Infested that may enter, it makes them easier targets for yourself and allies to attack.
  • KhoraIcon272 Khora's Venari130xWhite Venari can be used to heal defectors, following them until they reach the evacuation area, regardless of the distance between Khora and the Venari.
    • Strangledome130xWhite Strangledome is an excellent way of dealing with the Infested. 
    • KhoraIcon272 Khora's movement speed boost passive is useful for traversing to and from objectives.
  • LimboIcon272 Limbo's Banish130xWhite Banish affects defectors for the duration, and defectors in the Rift won't be damaged from enemies not in the Rift. As defectors can't be healed by Med Boosters in the Rift, it may be necessary to remove them from the Rift by casting Banish on them while you're in the Rift yourself. Other ways of healing, like Limbo's Mod TT 20px Rift Haven augment or Vazarin's Protective Dash, are possible.
    • Defectors in the Rift will still take damage over time from the air.
    • A variant of this usage (banishing all nearby enemies into the Rift, but not defectors) will also work.
  • GarudaIcon272 Garuda's BloodAltar130xWhite Blood Altar can quickly heal defectors by leveraging Infested in their path.
    • Blood Altar can be used to temporarily disable manics and Red Veil operatives, preventing them from killing defectors.
    • SeekingTalons130xWhite Seeking Talons is a powerful damage dealer and crowd control against Infested.
  • NezhaIcon272 Nezha's WardingHalo130xWhite Warding Halo with the Mod TT 20px Safeguard augment can help protect defectors from enemy damage and status effect, such as Ancients' knockdown attack. Additionally, it continuously staggers and damages nearby enemies.
    • Health drain from the air still passes completely through this shield.
    • Warding Halo must be cast on each defector separately. Therefore, it must be used at least 3 times per squad, making this strategy highly dependent on energy. Due to this, increased Ability Efficiency and Ability Strength is recommended. Ability Strength influences the durability of the shield, as well as periodical damage it deals to nearby enemies.
    • DivineSpears130xWhite Divine Spears can be used as crowd control.
  • HydroidIcon272 Hydroid's Mod TT 20px Curative Undertow can be used to heal Defectors at a rapid rate, reducing time and energy required at med-stations, as well as healing Defectors along the way if Hydroid positions himself in their path.
    • Note that Hydroid may have to mod for some range to ensure that a traveling Defector receives a tick, otherwise they may run through a small Undertow puddle between procs.
  • GaraIcon272 Gara's SplinterStorm130xWhite Splinter Storm is able to be cast on Defectors. Combined with Mod TT 20px Mending Splinters, it offers extremely potent damage reduction and modest health regeneration, with the bonus of being able to be boosted to deal significant AoE damage to any infested approaching the Defectors.
    • Defectors are valid beneficiaries of MassVitrify130xWhite Mass Vitrify, allowing Gara to refresh SplinterStorm130xWhite Splinter Storm buffs on Defectors.
      • A recommended strategy is to refresh SplinterStorm130xWhite Splinter Storm with MassVitrify130xWhite Mass Vitrify at med-stations, trigger the Defectors to move on to their next point, then wait for them to leave Vitrify's walls before triggering it to explode with ShatteredLash130xWhite Shattered Lash, ensuring that the bonus damage is added to their AoE ticks.
  • Stims are one of the few ways to increase movement speed of defectors. However, their high build cost and underwhelming effect make them questionable for use.
  • Vazarin's Protective Dash will both heal and provide brief immunity to defectors.
  • WispIcon272 Wisp's Reservoirs130xWhite Reservoirs can apply all their effects on defectors; Vitality to increase their max health and health regeneration, Haste to increase their movement speed, and Shock to apply Script error: The function "Proc" does not exist. procs against nearby attackers.
  • HarrowIcon272 Harrow's Penance130xWhite Penance will heal defectors regardless of range.

Notes

  • A squad of defectors will count as "rescued" and contribute progress toward mission rewards if at least one defector in the squad reaches the shuttle; however, all defectors in the squad must be dead or rescued before the objective will update.
  • Infested will only target squads of defectors which are in the general vicinity of players, ignoring any defectors located elsewhere on the ship.
  • Sortie Defection tasks players with rescuing 5 squads, then proceeding to extraction within 5 minutes of objective completion. The mission will end in failure if 6 defectors die before the fifth squad is rescued.
    • Point B is unlocked at 1 squad rescued while point C becomes available at 2 squads rescued.
    • Non-endless extraction rules (timer starts with at least half the squad at extraction and all players extract simultaneously) apply to this Defection variant.
    • Sortie Defection missions only generate as part of Grineer Sorties; as a result, this mission variant cannot occur on the Infested Ship tileset.
  • In the Heads-Up Display, each living Kavor defector is represented in the objective interface by a blue icon which will turn red if the defector is downed. Additionally, the blue waypoint on each defector will flash red if their health is low.
  • The doors to points B and C, which look like unused doors (i.e. doors which do not lead to a room) before they are unlocked by mission progression, can be distinguished from unused doors by the presence of an inactive console on the right side.

Trivia

  • The Shuttle Bay room used as the evacuation point is the same room used on Capture missions as the target's escape room.
  • The special Infested Carrion Chargers that spawn from pods produced by dead defectors have their own codex entry that requires 3 scans.

Media

Warframe_How_to_Complete_Defection!_Warframe_Beginner's_Guide!-0

Warframe How to Complete Defection! Warframe Beginner's Guide!-0

Patch History

Hotfix 27.3.13 (2020-04-14)

  • Fixed a script error that could break Defection missions that had already failed because too many Kavor Defectors had been killed - if a Defector evacuated during the countdown to extraction the script would break and not be able to force the mission to fail.

Hotfix 27.3.11 (2020-04-09)

  • Fixed a script crash that could occur during a Defection mission.
  • Fixed a script error in Defection missions.

Hotfix 27.3.8.2 (2020-04-03)

  • Fixed a script error occurring during a Host migration when playing a Defection mission.

Hotfix 27.3.6 (2020-03-31)

  • Fixed a script error that could occur when playing a Defection mission.

Hotfix 27.3.5 (2020-03-27)

  • Fixed a crash that could occur in a Defection Rescue mission.

Update 25.7 (2019-08-29)

Update 25.3 (2019-07-06)

  • Fixed AI traffic jams in the Grineer Asteroid Defection tileset as reported here

Update 25.0 (2019-05-22)

  • Non-Endless Survival/Excavation/etc missions (i.e. Alerts, Sorties, Syndicate dailies, etc) now disable individual extraction as it leads to unnecessary Host migrations

Update 24.4 (2019-03-08)

Individual Extraction - Non-Wave Endless!

You are now able to extract from Survival, Excavation, and Defection missions independent of your squad.

  • Once the 'mission complete' interval is met, players can head to extraction any time they choose (i.e 5 minutes for Survival).
  • Any player at extraction triggers a countdown timer.
  • If all players leave the extraction zone, the countdown timer is cancelled.
  • When the timer is up, the extraction ship arrives and any players in the extraction zone leave.
  • Anyone still playing can extract later any time they choose.

Hotfix 24.2.7 (2018-01-09)

  • As per feedback, Harrow’s Systems Blueprint has been added as a Rare drop in Rotation B for Defection missions. This means you have 2 chances in the Endless loop to obtain Harrow, not just one at Rotation C. To maintain balance, a Bane of Corrupted Mod has moved to Rotation A.

Update 19.12 (2017-03-02)