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− | {{PCOnly}} |
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{{ModBox |
{{ModBox |
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− | |image = |
+ | | image = EverlastingWard2.png |
− | |polarity = {{Icon|Pol|Ability}} |
+ | | polarity = {{Icon|Pol|Ability}} |
− | |rarity = Rare |
+ | | rarity = Rare |
⚫ | |||
− | |droppedby = [[Cephalon Suda]]<br/>[[The Perrin Sequence]] |
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+ | | autoDrops = auto |
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⚫ | |||
}} |
}} |
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+ | <section begin=intro /> |
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+ | '''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== |
==Stats== |
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! Duration |
! Duration |
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! [[Mods#Mod Power Cost|Cost]] |
! [[Mods#Mod Power Cost|Cost]] |
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− | ! [[Conclave#Conclave Score|Conclave]] |
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|- |
|- |
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− | |0 || |
+ | |0 || 50% || 6 |
|- |
|- |
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− | |1 || |
+ | |1 || 65% || 7 |
|- |
|- |
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− | |2 || |
+ | |2 || 80% || 8 |
|- |
|- |
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− | |3 || 100% || 9 |
+ | |3 || 100% || 9 |
|} |
|} |
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+ | |||
+ | <section end=intro /> |
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==Acquisition== |
==Acquisition== |
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==Notes== |
==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}} |
{{AugmentNav}} |
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__NOTOC__ |
__NOTOC__ |
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− | [[ |
+ | [[de:Ewige Abwehr]] |
+ | [[es:Protección perpetua]] |
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+ | [[fr:Protection Éternelle]] |
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⚫ | |||
[[Category:Rare Mods]] |
[[Category:Rare Mods]] |
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[[Category:Warframe Mods]] |
[[Category:Warframe Mods]] |
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⚫ | |||
[[Category:Mods]] |
[[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 17:26, 22 November 2019
Everlasting Ward is a Warframe Augment Mod for Chroma that allows allies to retain 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
- 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 25,000 to purchase.
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 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 Medi-Ray and 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.