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(Created page with "{{ModBox |image = EverlastingWardMod.png |polarity = {{Icon|Pol|Ability}} |rarity = Rare |droppedby = Cephalon Suda<br/>The Perrin Sequence |transmutable = No }}")
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(→‎top: Tooltip Revolution, replaced: Chroma → {{WF|Chroma}}, Elemental Ward → {{A|Elemental Ward}})
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{{ModBox
|image = EverlastingWardMod.png
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| image = EverlastingWard2.png
|polarity = {{Icon|Pol|Ability}}
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| polarity = {{Icon|Pol|Ability}}
|rarity = Rare
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| rarity = Rare
 
| transmutable = No
|droppedby = [[Cephalon Suda]]<br/>[[The Perrin Sequence]]
 
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| autoDrops = auto
|transmutable = No
 
 
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<section begin=intro />'''Everlasting Ward''' is a [[Warframe Augment Mod]] for {{WF|Chroma}} that allows allies to retain {{A|Elemental Ward}}'s effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration.
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==Stats==
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{| class="emodtable"
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|-
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! [[Mods#Mod Rank|Rank]]
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! Duration
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! [[Mods#Mod Power Cost|Cost]]
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|-
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|0 || 50% || 6
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|-
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|1 || 65% || 7
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|-
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|2 || 80% || 8
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|-
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|3 || 100% || 9
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|}<section end=intro />
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==Acquisition==
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*This mod can be acquired by attaining the rank of '''Genius''' under [[Cephalon Suda]], or the rank of '''Partner''' under [[The Perrin Sequence]], and spending {{sc|25,000}} to purchase.
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==Notes==
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*There is a bug with Elemental Ward that makes this mod mandatory for anyone with a heat Chroma. The bug occurs when allies gain the buff, they leave the radius, then return to the radius during the same casting of Elemental Ward. Even if allies have taken no damage, upon returning they will keep their normal health and have a huge chunk of empty space where {{M|Medi-Ray}} and other healing sources will attempt to heal, which are wasted in the end.
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**For example: an ally with 740 health has their health increased to 1000 by a nearby Chroma. They leave, then come back into the radius and now have 740/1000 health, causing {{M|Medi-Ray}} and {{M|Curative Undertow}} to heal the player, wasting the ability or energy respectively.
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**This is not related to the nerf to Elemental Ward that used to allow players who entered the radius to become fully healed each time, this bug occurred after this nerf occurred. What is supposed to happen, is the ally will only heal once, but still gain the extra health each time they enter the radius.
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==Maximization==
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This augment does '''not''' benefit from modding beyond buff duration, which has the same duration of the original ability.
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{{AugmentNav}}
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__NOTOC__
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[[de:Ewige Abwehr]]
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[[es:Protección perpetua]]
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[[Category:Augment Mods]]
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[[Category:Rare Mods]]
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[[Category:Warframe Mods]]
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[[Category:Mods]]
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[[Category:Chroma]]
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[[Category:Update 18]]
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[[Category:Syndicate Offerings]]

Revision as of 20:20, 21 January 2019

Everlasting Ward is a Warframe Augment Mod for ChromaIcon272 Chroma that allows allies to retain ElementalWard130xWhite Elemental Ward's effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration.

Stats

Rank Duration Cost
0 50% 6
1 65% 7
2 80% 8
3 100% 9

Acquisition

Notes

  • There is a bug with Elemental Ward that makes this mod mandatory for anyone with a heat Chroma. The bug occurs when allies gain the buff, they leave the radius, then return to the radius during the same casting of Elemental Ward. Even if allies have taken no damage, upon returning they will keep their normal health and have a huge chunk of empty space where Mod TT 20px Medi-Ray and other healing sources will attempt to heal, which are wasted in the end.
    • For example: an ally with 740 health has their health increased to 1000 by a nearby Chroma. They leave, then come back into the radius and now have 740/1000 health, causing Mod TT 20px Medi-Ray and Mod TT 20px Curative Undertow to heal the player, wasting the ability or energy respectively.
    • This is not related to the nerf to Elemental Ward that used to allow players who entered the radius to become fully healed each time, this bug occurred after this nerf occurred. What is supposed to happen, is the ally will only heal once, but still gain the extra health each time they enter the radius.


Maximization

This augment does not benefit from modding beyond buff duration, which has the same duration of the original ability.