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[[File:ZenurikFocusTree3.0.png|thumb|650x000px|center|The treeways of the Zenurik school.]] |
[[File:ZenurikFocusTree3.0.png|thumb|650x000px|center|The treeways of the Zenurik school.]] |
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+ | ==Ways== |
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⚫ | |||
+ | ===Energy Pulse=== |
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⚫ | |||
*Multiple Energy orb pickups stack the energy regeneration. |
*Multiple Energy orb pickups stack the energy regeneration. |
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*Energy is not regenerated while using channeled abilities. |
*Energy is not regenerated while using channeled abilities. |
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+ | }} |
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ā | }}<section end=energypulse /> |
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+ | {{clr}} |
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⚫ | |||
+ | ===Inner Might=== |
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ā | }}<section end=innermight /> |
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ā | + | {{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= |
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+ | }} |
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+ | {{clr}} |
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+ | ===Void Siphon=== |
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⚫ | |||
*Only increases energy regen for the [[Operator]] and not for [[Amp]]s. |
*Only increases energy regen for the [[Operator]] and not for [[Amp]]s. |
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+ | }} |
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ā | }}<section end=voidsiphon /> |
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+ | {{clr}} |
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⚫ | |||
+ | ===Void Flow=== |
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⚫ | |||
*Only increases the Operator's energy capacity, not [[Amp]]'s. |
*Only increases the Operator's energy capacity, not [[Amp]]'s. |
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+ | }} |
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ā | }}<section end=voidflow /> |
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+ | {{clr}} |
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ā | <section begin=wellspring />{{FocusNode|name=Wellspring|distance=1|icon=FocusEnergizingDash.png|desc=First Ability creates a well of energy for '''5 / 5 / 6 / 8'''s. Allies passing through the well gain '''3 / 4 / 4 / 5''' Energy/s for '''20 / 22 / 25 / 30'''s.|warframe=y|operator=y|info= |
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+ | ===Wellspring=== |
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ā | }}<section end=wellspring /> |
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ā | + | {{FocusNode|name=Wellspring|distance=1|icon=FocusEnergizingDash.png|desc=First Ability creates a well of energy for '''5 / 5 / 6 / 8'''s. Allies passing through the well gain '''3 / 4 / 4 / 5''' Energy/s for '''20 / 22 / 25 / 30'''s.|warframe=y|operator=y|info= |
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+ | }} |
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ā | }}<section end=hardenedwellspring /> |
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+ | {{clr}} |
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⚫ | |||
+ | ===Hardened Wellspring=== |
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+ | {{FocusNode|name=Hardened Wellspring|distance=2|icon=FocusHardenedWellspring.png|desc=Use your first Ability inside a Wellspring to increase its size, boost its duration by '''14 / 16 / 18 / 20'''s, and grant '''12 / 15 / 18 / 20'''% Ability Strength to those inside.|passive=|warframe=y|operator=y|info= |
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+ | }} |
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+ | {{clr}} |
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+ | ===Temporal Drag=== |
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⚫ | |||
*Affects most [[boss]]es. |
*Affects most [[boss]]es. |
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+ | }} |
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ā | }}<section end=temporaldrag /> |
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+ | {{clr}} |
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⚫ | |||
+ | ===Temporal Shot=== |
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ā | }}<section end=temporalshot /> |
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ā | + | {{FocusNode|name=Temporal Shot|distance=2|icon=FocusTemporalShot.png|desc=Precision head shot damage increased by '''40 / 60 / 80 / 100'''% on enemies afflicted with Temporal Drag.|passive=|warframe=|operator=y|info= |
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+ | }} |
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ā | }}<section end=disarmingsling /> |
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+ | {{clr}} |
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⚫ | |||
+ | ===Disarming Sling=== |
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ā | }}<section end=noquarter /> |
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⚫ | |||
+ | }} |
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+ | {{clr}} |
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+ | ===No Quarter=== |
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⚫ | |||
+ | }} |
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{{clr}} |
{{clr}} |
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Revision as of 20:12, 9 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.
Ways
Energy Pulse
Inner Might
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 |
Void Siphon
Increases Operator Energy Regeneration by 22 / 45 / 67 / 90%. | 60,000 / 105,000 / 215,000 / 400,000/ 750,000 + Brilliant Eidolon Shard | |
Void Flow
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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Wellspring
First Ability creates a well of energy for 5 / 5 / 6 / 8s. Allies passing through the well gain 3 / 4 / 4 / 5 Energy/s for 20 / 22 / 25 / 30s. | 60,000 / 105,000 / 215,000 / 400,000 |
Hardened Wellspring
Temporal Drag
Temporal Drag Operator Second Ability emits a radial burst slowing any enemy it touches by 50 / 60 / 70 / 80% for 4 / 6 / 8 / 10s.
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60,000 / 105,000 / 215,000 / 400,000 | |
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Temporal Shot
Temporal Shot Operator Precision head shot damage increased by 40 / 60 / 80 / 100% on enemies afflicted with Temporal Drag.
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95,000 / 160,000 / 325,000 / 600,000 |
Disarming Sling
Disarming Sling Operator Slinging through enemies has a 20 / 30 / 40 / 50% chance to disarm them.
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60,000 / 105,000 / 215,000 / 400,000 |
No Quarter
No Quarter Operator Killing a disarmed enemy increases Operator energy regen rate by 2 / 5 / 7 / 10% for 2.5 / 5 / 7.5 / 10s. 4 / 4 / 4 / 4 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:
- Way-Bound: Increases the Operator's energy capacity and regeneration by 90%.
- 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.
- 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
Hotfix 31.5.7 (2022-05-06)
- Replaced the following Focus abilitiesā casting animation with a faster variant that is also upper body only - which now allows for full movement while casting as opposed to staying stationary:
- Temporal Drag
- Fixed the incorrect values for Inner Mightās Energy cost when Ability Efficiency is not at 100% (equipping Blind Rage for example).
- For most Warframe abilities this was a UI only bug, gameplay values were unaffected. But some really did end up with very wrong energy costs.
Hotfix 31.5.4 (2022-05-02)
- Fixed Xaku being unable to cast the Vast Untime if they have no Energy available while Inner Might is active.
Hotfix 31.5.3 (2022-04-29)
- Fixed Energy/Shield Drain for a Helminth Ability equipped on Hildryn being extremely high after using Inner Might, making it impossible to cast.
Hotfix 31.5.2 (2022-04-28)
- Fixed Subsumed abilities on Lavos being blocked from casting while Inner Might is active. As reported here: https://forums.warframe.com/topic/1306359-new-zenurik-talent-breaks-lavos/
- Fixed script error related to Inner Might.
Hotfix 31.5.1 (2022-04-27)
- Fixed script error when trying to disarm a target with Disarming Sling.
- Fixed script error related to Temporal Drag.
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.