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*Energy is not regenerated while using channeled abilities. |
*Energy is not regenerated while using channeled abilities. |
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ā | <section begin=innermight />{{FocusNode|name=Inner Might|distance=1|icon=FocusInnerMight.png|desc=Allows Abilities to be cast without using Energy or Shields but requires '''90 / 80 / |
+ | <section begin=innermight />{{FocusNode|name=Inner Might|distance=1|icon=FocusInnerMight.png|desc=Allows Abilities to be cast without using Energy or Shields but requires '''90 / 80 / 70 / 60'''s to recharge.|passive=y|warframe=y|operator=|info= |
}}<section end=innermight /> |
}}<section end=innermight /> |
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<section begin=voidsiphon />{{FocusNode|name=Void Siphon|distance=1|icon=FocusVoidSiphon.png|desc=Increases Operator Energy Regeneration by '''22 / 45 / 67 / 90'''%.|waybound=y|passive=y|warframe=|operator=y|info= |
<section begin=voidsiphon />{{FocusNode|name=Void Siphon|distance=1|icon=FocusVoidSiphon.png|desc=Increases Operator Energy Regeneration by '''22 / 45 / 67 / 90'''%.|waybound=y|passive=y|warframe=|operator=y|info= |
Revision as of 12:47, 2 May 2022
- Not to be confused with the Zenurik Polarity.
The Zenurik way is a school dedicated to the arcane. The Tenno of Zenurik are formidable in the arts of enemy attrition and battlefield control. Those who master the Zenurik school are granted tactical and spellcasters' benefits.
This school provides massively increased energy regeneration for Operators, Warframes, and Necramechs, one free Warframe ability cast per 60 seconds, and can disarm and slow their enemies. Their Way-Bound increases Operator energy capacity and regeneration.
Allows Abilities to be cast without using Energy or Shields but requires 90 / 80 / 70 / 60s to recharge. | 60,000 / 105,000 / 215,000 / 400,000 |
Increases Operator Energy Regeneration by 22 / 45 / 67 / 90%. | 60,000 / 105,000 / 215,000 / 400,000/ 750,000 + Brilliant Eidolon Shard | |
Increases Operator Energy by 22 / 45 / 67 / 90%. | 95,000 / 160,000 / 325,000 / 600,000/ 750,000 + Brilliant Eidolon Shard | |
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First Ability creates a well of energy for x / 5 / 6 / xs. Allies passing through the well gain x / 4 / 4 / 5 Energy/s for x / 22 / 25 / xs. | 60,000 / 105,000 / 215,000 / 400,000 |
Temporal Drag Operator Second Ability emits a radial burst slowing any enemy it touches by 50 / x / x / x% for 4 / x / x / xs.
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60,000 / 105,000 / 215,000 / 400,000 | |
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Temporal Shot Operator Precision head shot damage increased by x / x / x / x% on enemies afflicted with Temporal Drag.
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95,000 / 160,000 / 325,000 / 600,000 |
Disarming Sling Operator Slinging through enemies has a 20 / x / x / x% chance to disarm them.
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60,000 / 105,000 / 215,000 / 400,000 |
No Quarter Operator Killing a disarmed enemy increases Operator energy regen rate by 2 / x / x / x% for 2.5 / x / x / xs. 4 / x? / x? / x? Max Stacks.
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95,000 / 160,000 / 325,000 / 600,000 |
Notes
- The Zenurik school tree requires 9,000,000 Zenurik focus points to fully unlock all nodes at max rank, as well as 1,500,000 and 2 Brilliant Eidolon Shards to unbind both Way-bound nodes, for a grand total of 10,500,000 focus.
- A fully levelled Zenurik Operator is capable of:
- Passive: Energy Pickups grant 50% additional energy over 5 seconds.
- Warframe Passive: Abilities can be cast at no energy or shield cost once per 60 seconds.
- Operator Passive: Increases the Operator's energy capacity and regeneration by 90%.
- Void Sling: Slinging through enemies have a 50% chance to be disarmed. Killing a disarmed enemy increases Operator energy regeneration by 10% for 10 seconds and stacks 4 times.
- First Ability: Creates an energy-restoring well for 8 seconds which grants a 30 second buff regenerating 5 energy per second, affects Operators, Warframes, and Necramechs. Casting inside a well increases its radius, increases its duration by 20 seconds, and grants 20% Warframe Ability Strength.
- Second Ability: Emits a radial burst that slows down enemies by 80% for 15 seconds, with +100% headshot damage.
Patch History
Update 31.5 (2022-04-27)
- ZENURIK
The Zenurik believed the clearest path to victory was to Dominate the Enemy. Those who master the Zenurik school believe that sheer strength could erase any resistance.
Rest assured the core of Energizing Dash remains as-is with some slight updates. Our goal is to bring other Focus Schools up to the level of Zenurik while still maintaining the Schoolās tactical benefits.
- 6 new Focus Abilities:
- HARDENED WELLSPRING (First Ability input)
- Tap First Ability inside a Wellspring to increase its size, boost its duration by 20s, and grant 20% Ability Strength to those inside.
- Wellspring is the new name for (the relatively unchanged) Energizing Dash, which you can read about further below.
- TEMPORAL DRAG (Second Ability input)
- Second Ability emits a radial burst slowing any enemy it touches by 80% for 10s.
- TEMPORAL SHOT (Passive)
- Precision head shot damage increased by 100% on enemies afflicted with Temporal Drag.
- DISARMING SLING
- Slinging through enemies has a 50% chance to disarm them.
- NO QUARTER
- Killing a disarmed enemy increases Operator energy regen rate by 10% for 10s. 4 Max Stacks.
- INNER MIGHT (Passive)
- Allows Abilities to be cast without using Energy or Shields but requires 60s to recharge.
- HARDENED WELLSPRING (First Ability input)
- Void Flow, Void Siphon, and Energy Pulse remain unchanged.
- Energizing Dash is now Wellspring with the slight change of being a direct input Ability (First Ability input) as opposed to a Void Dash.
- This also affects Necramechs.