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{{ModBox |
{{ModBox |
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− | | image = EnergySiphonModU145.png |
+ | | image = EnergySiphonModU145.png |
− | | polarity = {{Icon|Pol|Bar}} |
+ | | polarity = {{Icon|Pol|Bar}} |
− | | rarity = Uncommon |
+ | | rarity = Uncommon |
− | | droppedby = [[Alert]]s |
||
| transmutable = f |
| transmutable = f |
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+ | | autoDrops = [[Nightwave]] Offerings |
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⚫ | |||
− | '''Energy Siphon''' is an [[ |
+ | }}'''Energy Siphon''' is an ''[[:Category:Auras|aura mod]]'' that regenerates the [[energy]] pools of a given [[squad]]. |
==Stats== |
==Stats== |
||
{| class="emodtable" |
{| class="emodtable" |
||
|- |
|- |
||
− | ! [[ |
+ | ! [[Mod#Mod Rank|Rank]] |
! Energy Regen/Second |
! Energy Regen/Second |
||
− | ! [[ |
+ | ! [[Mod#Attributes|Cost]] * |
|- |
|- |
||
− | | 0 || +0.1 || -2 |
+ | | 0 || +0.1 || -2 |
|- |
|- |
||
− | | 1 || +0.2 || -3 |
+ | | 1 || +0.2 || -3 |
|- |
|- |
||
− | | 2 || +0.3 || -4 |
+ | | 2 || +0.3 || -4 |
|- |
|- |
||
− | | 3 || +0.4 || -5 |
+ | | 3 || +0.4 || -5 |
|- |
|- |
||
− | | 4 || +0.5 || -6 |
+ | | 4 || +0.5 || -6 |
|- |
|- |
||
− | | 5 || +0.6 || -7 |
+ | | 5 || +0.6 || -7 |
|} |
|} |
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− | <small>''* Aura mods increase the amount of Mod |
+ | <small>''* Aura mods increase the amount of Mod Capacity''</small> |
+ | ==Acquisition== |
||
+ | *Available for 20 Creds from the Nightwave Store on a rotational basis. |
||
==Notes== |
==Notes== |
||
− | * Can be stacked with other instances of Energy Siphon for a total of 2.4 energy regeneration per second in regular missions |
+ | * Can be stacked with other instances of Energy Siphon for a total of 2.4 energy regeneration per second in regular missions. |
− | ** It can also stack with [[Focus/Zenurik|Zenurik]]'s |
+ | ** It can also stack with [[Focus/Zenurik|Zenurik]]'s Energizing Dash, reaching a total of 8.4 energy regeneration per second while in a party. |
− | ** Adding |
+ | ** Adding {{M|Coaction Drift}} on a 4 player cell will give ~2.86 energy regeneration per second, stack with [[Focus/Zenurik|Zenurik]]'s Energizing Dash ~8.86. |
− | * If the player uses a channeled ability such as |
+ | * If the player uses a channeled ability such as {{A|Absorb}} or {{A|Undertow}}, they will not regenerate energy until they deactivate that ability. |
+ | ** This only applies to channeled abilities with a constant energy drain, abilities with variable energy drain such as {{A|Artemis Bow}}, {{A|Pacify & Provoke}} and {{A|Desecrate}} do not interrupt energy siphon. |
||
* The [[Sortie]] "Energy Reduction" condition also reduces the rate of energy regeneration. |
* The [[Sortie]] "Energy Reduction" condition also reduces the rate of energy regeneration. |
||
* Being idle for 2 minutes will cause the regeneration to stop. |
* Being idle for 2 minutes will cause the regeneration to stop. |
||
− | * Using only certain abilities off of cooldown, with the right build and duration/efficiency, Energy Siphon can allow a player to regenerate the energy spent on the ability before it ends, thus letting them use that ability infinitely. |
+ | * Using only certain abilities off of cooldown, with the right build and duration/efficiency, Energy Siphon can allow a player to regenerate the energy spent on the ability before it ends, thus letting them use that ability infinitely. |
==Gallery== |
==Gallery== |
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Line 45: | Line 47: | ||
==Patch History== |
==Patch History== |
||
{{Scrollbox/Article| |
{{Scrollbox/Article| |
||
+ | {{ver|19.11.5}} |
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− | {{PatchHistoryNeeded}} |
||
+ | *Fixed an issue with Warframe Auras not stacking in missions. |
||
+ | {{ver|19.3.2}} |
||
− | }} |
||
+ | *Fixed Auras applying twice when using a Focus ability. |
||
+ | {{ver|15.16.2}} |
||
− | ==See also== |
||
+ | *AFK players will no longer receive any increase to their Warframe's energy supply. |
||
− | |||
− | * [[Aura]] |
||
+ | {{ver|5.3}} |
||
+ | *Balancing changed. |
||
⚫ | |||
{{AuraNav}} |
{{AuraNav}} |
||
⚫ | |||
[[de:Energieregeneration]] |
[[de:Energieregeneration]] |
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+ | [[es:Sifón de energía]] |
||
[[fr:Siphon d'Énergie]] |
[[fr:Siphon d'Énergie]] |
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+ | [[ru:Энергетический Источник]] |
||
⚫ | |||
[[Category:Mods]] |
[[Category:Mods]] |
||
[[Category:Warframe Mods]] |
[[Category:Warframe Mods]] |
Revision as of 09:25, 26 September 2019
Energy Siphon is an aura mod that regenerates the energy pools of a given squad.
Stats
Rank | Energy Regen/Second | Cost * |
---|---|---|
0 | +0.1 | -2 |
1 | +0.2 | -3 |
2 | +0.3 | -4 |
3 | +0.4 | -5 |
4 | +0.5 | -6 |
5 | +0.6 | -7 |
* Aura mods increase the amount of Mod Capacity
Acquisition
- Available for 20 Creds from the Nightwave Store on a rotational basis.
Notes
- Can be stacked with other instances of Energy Siphon for a total of 2.4 energy regeneration per second in regular missions.
- It can also stack with Zenurik's Energizing Dash, reaching a total of 8.4 energy regeneration per second while in a party.
- Adding Coaction Drift on a 4 player cell will give ~2.86 energy regeneration per second, stack with Zenurik's Energizing Dash ~8.86.
- If the player uses a channeled ability such as Absorb or Undertow, they will not regenerate energy until they deactivate that ability.
- This only applies to channeled abilities with a constant energy drain, abilities with variable energy drain such as Artemis Bow, Pacify & Provoke and Desecrate do not interrupt energy siphon.
- The Sortie "Energy Reduction" condition also reduces the rate of energy regeneration.
- Being idle for 2 minutes will cause the regeneration to stop.
- Using only certain abilities off of cooldown, with the right build and duration/efficiency, Energy Siphon can allow a player to regenerate the energy spent on the ability before it ends, thus letting them use that ability infinitely.
Gallery
Patch History
Hotfix 19.11.5 (2017-02-28)
- Fixed an issue with Warframe Auras not stacking in missions.
Hotfix 19.3.2 (2016-12-14)
- Fixed Auras applying twice when using a Focus ability.
Hotfix 15.16.2 (2015-03-11)
- AFK players will no longer receive any increase to their Warframe's energy supply.
Update 5.3 (2013-01-10)
- Balancing changed.
Auras | |
---|---|
Madurai (Offensive) |
Dead Eye • Growing Power • Melee Guidance • Pistol Amp • Power Donation • Rifle Amp • Shotgun Amp • Steel Charge • Swift Momentum |
Vazarin (Defensive) |
Aerodynamic • Combat Discipline • EMP Aura • Infested Impedance • Physique • Ready Steel • Rejuvenation • Shepherd • Stand United • Toxin Resistance |
Naramon (Utility) |
Corrosive Projection • Enemy Radar • Energy Siphon • Empowered Blades • Holster Amp • Loot Detector • Mecha Empowered • Pistol Scavenger • Rifle Scavenger • Shield Disruption • Shotgun Scavenger • Sniper Scavenger • Sprint Boost |
Zenurik | Brief Respite |
Universal | Dreamer's Bond |
Unreleased | Affinity Amp • Electrical Resistance • Fire Resistance • Frost Insulation • Laser Deflection |