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*As activating a Way increases the cooldown time of Focus abilities, it is recommended that no more than 3-4 Ways be activated at a time to keep cooldown to a respectable level. It is thus prudent to choose which Ways to activate that suit the mission beforehand. |
*As activating a Way increases the cooldown time of Focus abilities, it is recommended that no more than 3-4 Ways be activated at a time to keep cooldown to a respectable level. It is thus prudent to choose which Ways to activate that suit the mission beforehand. |
||
**Alternatively if using a focus ability purely for activating its passives during a long mission such as survival or defense, consider disregarding the above and instead equipping all the passive abilities you may be interested in using. It may take longer to activate them the first time, but you gain a number of extra abilities to assist through the mission |
**Alternatively if using a focus ability purely for activating its passives during a long mission such as survival or defense, consider disregarding the above and instead equipping all the passive abilities you may be interested in using. It may take longer to activate them the first time, but you gain a number of extra abilities to assist through the mission |
||
− | *Due to affinity distribution mechanics when Focus lenses convert affinity into Focus points, it is more effective to install Focus lenses on Warframes, as Warframes will be able to receive Focus regardless of weapon used, and can receive the full amount of Focus point conversion upon kills using Warframe powers. |
+ | *Due to affinity distribution mechanics when Focus lenses convert affinity into Focus points, the most effective placement of your first lens depends on play-style and role. If you are personally doing almost all of the killing, it is more effective to install Focus lenses on Warframes, as Warframes will be able to receive Focus regardless of weapon used, and can receive the full amount of Focus point conversion upon kills using Warframe powers. This is the obvious choice for solo play. When you are playing a more supporting role, if you don't need other weapons, a single weapon equipped with a lens will be much more effective. For balanced team play, where you expect to get no more than 1/3 of the kills, a single weapon will be better than a frame. If you wish to use multiple weapons while farming lensing the frame still makes sense. |
== Trivia == |
== Trivia == |
Revision as of 18:53, 12 February 2016
- Not to be confused with Focus Energy.
Focus refers to special abilities unlocked after The Second Dream quest, revolving around unlocking a Tenno's true powers guided by the principles of the Five Great Tenno Schools.
Focus Ability
At the end of The Second Dream quest, players are asked to choose one of the five schools as their primary Focus, which will grant them a Focus Ability, a power which can be used regardless of which Warframe the player equips. The type of Focus Ability is dependent on the school chosen, with each ability granting different effects. When the Focus Ability is activated, a spiritual projection of the Tenno Operator will appear behind the Warframe, and player control shifts to said projection, which will begin using its chosen power in the direction of aim. In this so-called Transcendent State, the player can move the projection as well as aim its attack, and both the projection and the Warframe are invulnerable to attack. The Warframe itself is unable to move during this state however, nor use Powers. This state lasts for a short duration dependent on upgrade level or if the player manually deactivates it, and while activating a Focus Ability consumes no Energy, the ability has a base cooldown time of 180 seconds before it can be used.
The default keybinding to use Focus ability is 5 or Num 5 on PC and on PS4 pulling up the power menu and holding R1, then pressing L1 to activate. This can be changed under "Power E" in Key Bindings. Once a Focus is unlocked, a circular gauge will appear in the lower right corner of the player UI to the right of the Warframe's Energy gauge, which is used to display the Focus ability's cooldown state - the gauge will fill with blue energy until it's full, at which point it will gain a circular glow denoting that the ability is ready to use.
A halfway charged Focus ability. | A fully charged Focus ability. |
Focus Points
Lua error in Module:Resources/infobox at line 19: buildInfobox(frame): "Focus 1.0" does not exist in Module:Resources/data. Focus Lenses are special items that convert a specific percentage of Affinity earned on a fully leveled (Rank 30 or 40) gear item to Focus points; these accumulated points can be spent on upgrading or unlocking Focus abilities. A single Focus Lens can only be installed on fully leveled items; if an item currently equipped with a Focus Lens is polarized, it will need to be fully leveled back to continue earning Focus points. Focus points can be spent by accessing the Focus menu on the Orbiter's Transference Room. These can be spent to unlock a new school, unlock or upgrade a node or increase the maximum Way Capacity.
Equipping a Lens
Lenses can be applied to the following pieces of gear:
- Fully leveled/maximum rank (level 30 or 40) Warframe, Weapon, Archwing, Archgun, Archmelee, Necramech, K-Drive
- Gilded Amp
To equip a Lens, visit the "Actions" menu in the Mods loadout screen and select the "Focus Lens" item. Note that once a Lens is installed, it cannot be removed, only replaced with a different one (which will destroy the equipped lens).
Players who have not completed The Second Dream quest will not see the option to install a Lens.
Lens Types and Acquisition
Regular Lens |
Greater Lens |
Eidolon Lens |
Lua Lens |
- Main article: Regular Lens
Regular Focus Lenses convert 2% of excess affinity earned into Focus points. These lenses can be acquired as rewards from Bounties (level 20-40 and 30-50) offered by Konzu in Cetus on the Plains of Eidolon, by Eudico in Fortuna on the Orb Vallis, and by Mother (level 15-25 and 30-40) in the Necralisk on the Cambion Drift. Alternatively, they can also be traded between players with a 2,000 Trading Tax.
- Main article: Greater Lens
Greater Focus Lenses convert 3% of excess Affinity into Focus points, 50% more than the regular Focus Lens. Blueprints can be bought with credits from the Components section of the Market upon completing The Second Dream quest, with complete Greater Lenses purchasable for 40. Greater Lenses cannot be traded.
Can be rewarded from Zariman Tier 3-5 bounties.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
25,000 |
1 |
1 |
1 |
4 |
Time: 24 hrs |
Rush: 10 | |||||
Market Price: 40 | Blueprints Price: 200,000 |
- Main article: Eidolon Lens
Eidolon Lenses convert 4.25% of excess Affinity into Focus points, ~41.7% more than a Greater Focus Lens and 112.5% more than a regular Focus lens. Their blueprints can be obtained from Cetus Bounties, or traded between players. Crafted Eidolon Lenses that have been attributed to a school can be traded between players. Eidolon Lenses require a Greater Focus Lens from any of the 5 Focus schools to craft.
- Blueprints are now sold by Bird 3 in Sanctum Anatomica
Manufacturing Requirements | |||||
---|---|---|---|---|---|
25,000 |
1 |
5 |
Time: 24 hrs | ||
Rush: 10 | |||||
Market Price: 80 | Blueprints Price: N/A |
- Main article: Lua Lens
Lua Lenses convert 5.5% of excess Affinity into Focus points, ~29% more than the Eidolon Focus Lens, ~83% more than the Greater Focus Lens, and 175% more than the regular Focus Lens. Their blueprint can be acquired as a Rotation C Lua Disruption reward or traded between players. Lua Lenses require an Eidolon Focus Lens from any of the 5 Tenno Schools to craft.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
25,000 |
1 |
5 |
Time: 24 hrs | ||
Rush: 10 | |||||
Market Price: N/A | Blueprints Price: N/A |
Focus Gain and Affinity Distribution
The school of Focus earned is determined by which school of lens that is installed (e.g. installing a Naramon Lens on a Warframe will earn Naramon Focus). Focus points as mechanics which pertain Affinity distribution are as follows:
- Warframe-power kills award Affinity directly (100% to the Warframe) without any further distribution, fully converting the Focus through the Lens attached on to the Warframe.
- Kills made by procs of Syndicate Weapon Augments are counted as Warframe kills.
- Weapon kills distribute Affinity evenly (50% to the Warframe, 50% to the weapon) between the killing weapon and Warframe. If the Warframe does not have a Lens installed, this results in a loss since the Warframe is unable to convert excess affinity.
- Allied kills distribute Affinity 25% to the Warframe and the remaining 75% shared among all equipped weapons. If a Rank-30 weapon does not contain a Focus Lens, it will not convert any affinity obtained from ally kills into Focus points.
Lens Effectiveness
There are multiple types of Focus Lenses of varying effectiveness available, which can be acquired from different sources.
Warframe Lens | Weapon Lens | Warframe-Power Kill | Weapon Kill | Ally Kill |
---|---|---|---|---|
(100% Warframe) | (50% Warframe, 50% killing Weapon) | (25% Warframe, 75% equally distributed between equipped Weapons) [2] | ||
No Lens | No Lens | 0% | 0% | 0% |
No Lens | Focus Lens | 0% + 0% 0% |
0% + 0.625% 0.625% |
0% + 0.9375% 0.9375% |
No Lens | Greater Focus Lens | 0% + 0% 0% |
0% + 0.875% 0.875% |
0% + 1.3125% 1.3125% |
No Lens | Eidolon Lens | 0% + 0% 0% |
0% + 1.125% 1.125% |
0% + 1.6875% 1.6875% |
No Lens | Lua Lens | 0% + 0% 0% |
0% + 1.625% 1.625% |
0% + 2.4375% 2.4375% |
Focus Lens | No Lens | 1.25% + 0% 1.25% |
0.625% + 0% 0.625% |
0.3125% + 0% 0.3125% |
Focus Lens | Focus Lens | 1.25% + 0% 1.25% |
0.625% + 0.625% 1.25% |
0.3125% + 0.9375% 1.25% |
Focus Lens | Greater Focus Lens | 1.25% + 0% 1.25% |
0.625% + 0.875% 1.5% |
0.3125% + 1.3125% 1.625% |
Focus Lens | Eidolon Lens | 1.25% + 0% 1.25% |
0.625% + 1.125% 1.75% |
0.3125% + 1.6875% 2% |
Focus Lens | Lua Lens | 1.25% + 0% 1.25% |
0.625% + 1.625% 2.25% |
0.3125% + 2.4375% 2.75% |
Greater Focus Lens | No Lens | 1.75% + 0% 1.75% |
0.875% + 0% 0.875% |
0.4375% + 0% 0.4375% |
Greater Focus Lens | Focus Lens | 1.75% + 0% 1.75% |
0.875% + 0.625% 1.5% |
0.4375% + 0.9375% 1.375% |
Greater Focus Lens | Greater Focus Lens | 1.75% + 0% 1.75% |
0.875% + 0.875% 1.75% |
0.4375% + 1.3125% 1.75% |
Greater Focus Lens | Eidolon Lens | 1.75% + 0% 1.75% |
0.875% + 1.125% 2% |
0.4375% + 1.6875% 2.125% |
Greater Focus Lens | Lua Lens | 1.75% + 0% 1.75% |
0.875% + 1.625% 2.5% |
0.4375% + 2.4375% 2.875% |
Eidolon Lens | No Lens | 2.25% + 0% 2.25% |
1.125% + 0% 1.125% |
0.5625% + 0% 0.5625% |
Eidolon Lens | Focus Lens | 2.25% + 0% 2.25% |
1.125% + 0.625% 1.75% |
0.5625% + 0.9375% 1.5% |
Eidolon Lens | Greater Focus Lens | 2.25% + 0% 2.25% |
1.125% + 0.875% 2% |
0.5625% + 1.3125% 1.875% |
Eidolon Lens | Eidolon Lens | 2.25% + 0% 2.25% |
1.125% + 1.125% 2.25% |
0.5625% + 1.6875% 2.25% |
Eidolon Lens | Lua Lens | 2.25% + 0% 2.25% |
1.125% + 1.625% 2.75% |
0.5625% + 2.4375'% 3% |
Lua Lens | No Lens | 3.25% + 0% 3.25% |
1.625% + 0% 1.625% |
0.8125% + 0% 0.8125% |
Lua Lens | Focus Lens | 3.25% + 0% 3.25% |
1.625% + 0.625% 2.25% |
0.8125% + 0.9375% 1.75% |
Lua Lens | Greater Focus Lens | 3.25% + 0% 3.25% |
1.625% + 0.875% 2.5% |
0.8125% + 1.3125% 2.125% |
Lua Lens | Eidolon Lens | 3.25% + 0% 3.25% |
1.625% + 1.125% 2.75% |
0.8125% + 1.6875% 2.5% |
Lua Lens | Lua Lens | 3.25% + 0% 3.25% |
1.625% + 1.625% 3.25% |
0.8125% + 2.4375% 3.25% |
- ↑ https://forums.warframe.com/topic/957940-ask-me-almost-anything/?do=findComment&comment=9784472
- ↑ Lens Effectiveness is calculated assuming all equipped weapons have the same lens.
Patch History
Update 31.5 (2022-04-27)
- Made improvements to Lens flare visibility.
Hotfix 30.9.3 (2021-11-12)
- Fixed Convergence Orbs spawning when you didn’t have a Lens equipped.
Hotfix 29.5.5 (2020-11-27)
- Fixed Focus Lens icons appearing stretched when awarded from a Bounty.
Hotfix 29.5.4 (2020-11-25)
- Fixed Foundry Blueprints that require a Lens as a component having the Lens icon appear squished.
Update 29.5 (2020-11-19)
- Fixed Lens Blueprints appearing as purchasable in the Amp configuration screen if no Lenses are owned. This also fixes unowned Lenses showing as owned in the Lens selection screen.
- Fixed Focus Lenses missing their Focus School icon when viewed in the Inventory screen.
Hotfix 25.7.5 (2019-09-09)
- Fixed the Lua Lens appearing as the same basic Lens icon in the Arsenal/Inventory screen.
Hotfix 25.7.3.1 (2019-09-03)
- Fixed not gaining any Affinity from an installed Lua Lens if the Blueprint was Rushed. As reported here: https://forums.warframe.com/topic/1125101-lua-lens-bug-gain-zero-or-unasigned-affinity/
- A script is in the works to refund Blueprint Rushing costs to those affected.
Update 25.7 (2019-08-29)
NEW REWARD:
- LUA LENS BLUEPRINT
A new Focus Lens found only on Lua Disruption which allows you even greater Focus conversion!
General Additions:
- Eidolon Lenses have been added to the Market!
Update 23.0 (2018-06-15)
- Increased the size of Focus Lens icons to be more on par with the size of Forma, Mastery, and other icons.
Update 22.0 (2017-10-12)
- Introduction of Focus 2.0.
- Added Eidolon lenses.
- Daily limit of focus gain increased to 250,000 from 100,000.
Update 18.0 (2015-12-03)
- Introduced.
Equipment | |
---|---|
Superchargers | Exilus Warframe Adapter • Exilus Weapon Adapter • Primary Arcane Adapter • Secondary Arcane Adapter • Melee Arcane Adapter • Amp Arcane Adapter Focus Lens ( Focus Lens, Greater Focus Lens, Eidolon Lens, Lua Lens) Forma ( Aura Forma, Stance Forma, Umbra Forma) • Gravimag • Orokin Catalyst • Orokin Reactor |
Keys / Navigation | Abyssal Beacon • Animo Nav Beacon • Baro Void-Signal • Clan Key • Enter Nihil's Oubliette • Grendel Chassis Locator • Grendel Neuroptics Locator • Grendel Systems Locator • Judgement Points • Mutalist Alad V Assassinate • Simulacrum Access Key |
Riven Tools | Riven Transmuter • Veiled Riven Cipher |
Extractors | (Prime) Titan Extractor • (Prime) Distilling Extractor |
Boosters | Affinity Booster • Credit Booster • Mod Drop Chance Booster • Resource Booster • Resource Drop Chance Booster |
Others | Rush Repair Drone |
Tenno Schools
The Tenno Schools are disciplines that represent a particular way of thought in regards to the Tenno's personality and fighting styles, with each school focusing on a different discipline, manifesting as a difference in the type of powers granted by their signature Focus Abilities.
Focus is classified into the five Tenno "Schools": Script error: The function "Focus" does not exist., Script error: The function "Focus" does not exist., Script error: The function "Focus" does not exist., Script error: The function "Focus" does not exist., and Script error: The function "Focus" does not exist.. Each school has a skill tree that branches out from the primary signature ability with upgrade nodes called Ways, which grants additional utility to the signature ability. Once unlocked, a Way has to be activated by clicking on its icon which will change its icon color from black to red, with a red line leading back to the preceding active Way in the tree to signify that it is on. With the exception of Mastery-type Ways that decrease cooldown, each active Way will add 45 seconds to the cooldown on the signature ability, regardless of whichever rank it is. Players can choose to deactivate a Way to reduce the signature ability's cooldown time. Ways also require that the preceding requisite Way in the skill tree is active in order to be activated: if the preceding Way is turned off, the Way node it is connected to will also be deactivated.
Certain Ways provide Passive upgrades, which confer bonuses that last for the duration of a mission, applying to either the Warframe or the weapons they carry. These passive Ways do not activate until the signature Focus ability has been used at least once during the mission.
Individual Ways also contain their own ranks which can be upgraded by spending Focus points to enhance that particular Way's attributes. Unlike unlocking a Way which requires a lump sum of Focus points to be spent, ranking up a Way is performed by gradually allocating points into it by holding down the Focus button beside the Way's icon until the required amount of Focus is reached. Allocation of Focus points can be stopped at any time or until the currently available amount of Focus points for that school is depleted, and once allocated can be confirmed to lock the points into that Way, or cancelled to return the allocated points to the School's available Focus points for spending elsewhere. Focus points allocated in such a manner cannot be reimbursed once allocated and confirmed into a Way. The amount of Focus points required to rank up a Way increases with each rank purchased. Ranking up a Way will not increase the cooldown penalty for activating it.
Each school starts with a Way capacity or Script error: The function "getImage" does not exist.Pool of five slots. Initially the signature skill takes up a single Way, leaving four more spaces open. Adding other active Ways or ranking up a Way will take one Pool slot each, with each additional rank increasing its Pool cost. Players can spend Focus to increase the school's pool capacity, increasing the number of Ways that can be activated by one per purchase. While players can unlock any number of Ways in a school's skill tree, if they have an insufficient Pool capacity they will only be able to activate or rank up a limited number of Ways. The amount of Focus required to increase Way capacity becomes increasingly more expensive the more capacity is added.
Current Capacity | Focus cost of Next Upgrade | Capacity Change | Total Focus Cost |
---|---|---|---|
5 | 8,586 | 5 >> 6 | 8,586 |
6 | 10,330 | 6 >> 7 | 18,916 |
7 | 12,126 | 7 >> 8 | 31,042 |
8 | 13,967 | 8 >> 9 | 45,009 |
9 | 15,849 | 9 >> 10 | 60,858 |
10 | 17,769 | 10 >> 11 | 78,627 |
11 | 19,725 | 11 >> 12 | 98,352 |
12 | 21,714 | 12 >> 13 | 120,066 |
13 | 23,733 | 13 >> 14 | 143,799 |
14 | 25,782 | 14 >> 15 | 169,581 |
15 | 27,858 | 15 >> 16 | 197,439 |
16 | 29,960 | 16 >> 17 | 227,399 |
17 | 32,087 | 17 >> 18 | 259,486 |
18 | 34,238 | 18 >> 19 | 293,724 |
19 | 36,411 | 19 >> 20 | 330,135 |
20 | 38,607 | 20 >> 21 | 368,742 |
21 | 40,823 | 21 >> 22 | 409,565 |
22 | 43,060 | 22 >> 23 | 452,625 |
23 | 45,316 | 23 >> 24 | 497,941 |
24 | 47,591 | 24 >> 25 | 545,532 |
25 | 49,885 | 25 >> 26 | 595,417 |
26 | 52,196 | 26 >> 27 | 647,613 |
27 | 54,524 | 27 >> 28 | 702,137 |
28 | 56,869 | 28 >> 29 | 759,006 |
29 | 59,231 | 29 >> 30 | 818,237 |
30 | 61,608 | 30 >> 31 | 879,845 |
31 | 64,000 | 31 >> 32 | 943,845 |
32 | 66,407 | 32 >> 33 | 1,010,252 |
33 | 68,830 | 33 >> 34 | 1,079,082 |
34 | 71,266 | 34 >> 35 | 1,150,348 |
35 | 73,716 | 35 >> 36 | 1,224,064 |
36 | 76,180 | 36 >> 37 | 1,300,244 |
37 | 78,658 | 37 >> 38 | 1,378,902 |
38 | 81,148 | 38 >> 39 | 1,460,050 |
39 | 83,651 | 39 >> 40 | 1,543,701 |
40 | 86,167 | 40 >> 41 | 1,629,868 |
41 | 88,695 | 41 >> 42 | 1,718,563 |
42 | 91,235 | 42 >> 43 | 1,809,798 |
43 | 93,787 | 43 >> 44 | 1,903,585 |
44 | ? | 44 >> 45 | ? |
45 | ? | 45 >> 46 | ? |
46 | ? | 46 >> 47 | ? |
47 | ? | 47 >> 48 | ? |
48 | ? | 48 >> 49 | ? |
49 | ? | 49 >> 50 | ? |
50 | ? | 50 >> 51 | ? |
Focus points are school-specific, where points earned from one school can only be used in that school, ex. earned Script error: The function "Focus" does not exist. points can only be used to unlock Ways in the Script error: The function "Focus" does not exist. school. Other schools asides from the originally chosen school can be unlocked, but require spending that specific school's Focus points to do so, thus players must first gather Focus points using the Lens of that specific school.
While a player has only one School at the beginning, they can use Focus Lenses from other Schools to earn the corresponding Focus points required to unlock other Schools. Once a player has unlocked other Schools, they can choose to select a School as their Primary, which will switch out the current school's Focus ability for the chosen school's ability for use during missions. Only one School can be active as the Primary at any time.
Focus Abilities and Upgrades
This skill tree focuses on straight damage.
Preceded by |
---|
Focus 2.0/Madurai since Update 31.5 (2022-04-27) |
The Madurai way is a school dedicated to offense. Tenno of the Madurai way are unrelenting fighters, excelling in the arts of ambush and barrage. Those who master the Madurai school are granted predatory, savage power.
This school focuses to improve the damage output of Operators and Warframes. Their Way-Bound increases Amp energy pool and regeneration.
Since its predecessor Madurai 2.0, this school further increases Operator damage and now increases Amp Critical Chance and Warframe Casting Speed, and consecutive Void Slings now increases Operator energy efficiency and Warframe Ability Strength. Void Strike was additionally reworked to provide an immediate damage bonus over a duration with a cooldown and also increases Ammo Efficiency, rather than a slow buildup that enhances a fixed number of attacks. However, Madurai no longer increases Warframe elemental damage, no longer produces Heat effects, and Void Mode no longer blinds enemies.
Ways
Phoenix Talons
Physical Damage and Operator Damage increased by 5 / 10 / 20 / 30% | 25,000 / 50,000 / 105,000 / 200,000 | |
|
Power Transfer
45 / 60 / 75 / 100% Amp Critical Damage for 5 / 10 / 15 / 20s on switching to Operator. 20 / 30 / 40 / 50% Casting Speed on switching to Warframe. | 60,000 / 105,000 / 215,000 / 400,000 |
Void Strike
First Ability consumes all energy to increase damage for 5 / 6 / 7 / 8s. Deal 4 / 6 / 8 / 10% additional damage for every percentage of energy consumed. 70 / 60 / 50 / 40s cooldown. | 60,000 / 105,000 / 215,000 / 400,000 | |
|
Void Fuel
10 / 20 / 30 / 40% Weapon Efficiency for Operator and Warframe while Void Strike is active. | 95,000 / 160,000 / 325,000 / 600,000 | |
|
Contamination Wave
Contamination Wave Operator Second Ability emits a Void wave lasting 0.5 / 1 / 1.5 / 2s that drenches enemies with Void Contamination making them 20 / 30 / 40 / 50% more vulnerable to Operator Damage for 5 / 10 / 15 / 20s.
|
60,000 / 105,000 / 215,000 / 400,000 | |
|
Distilled Contamination
Distilled Contamination Operator Killing an enemy affected by Contamination Wave makes all affected enemies 20 / 30 / 40 / 50% more vulnerable, while also making the effect last 4 / 6 / 8 / 10s longer. Maximum 2 stacks.
|
95,000 / 160,000 / 325,000 / 600,000 |
Chained Sling
Chained Sling Operator 20 / 30 / 40 / 50% Energy Efficiency on Consecutive Void Slings.
|
60,000 / 105,000 / 215,000 / 400,000 | |
|
Sling Strength
Sling Strength Warframe Switching to Warframe after a Chained Sling adds 10 / 20 / 30 / 40% Ability Strength for 5 / 10 / 15 / 20s.
|
95,000 / 160,000 / 325,000 / 600,000 | |
|
Inner Gaze
Increase Energy for Amps and Void Beam by 10 / 20 / 30 / 40%. | 60,000 / 105,000 / 215,000 / 400,000/ 750,000 + Brilliant Eidolon Shard |
Eternal Gaze
Increase Energy Regeneration Rate for Amps and Void Beam by 15 / 30 / 45 / 60%. | 95,000 / 160,000 / 325,000 / 600,000/ 750,000 + Brilliant Eidolon Shard |
Notes
- The Madurai school tree requires 9,000,000 Madurai 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 Madurai Operator is capable of:
- Way-Bound: Increases the Operator's Amp and Void Beam energy capacity by 40% and regeneration by 60%
- Warframe Passive: Increases physical damage by 30%, and increases ability Casting Speed by 50% for 20 seconds on Transference.
- Operator Passive: Increases damage by 30% and Increases Amp Critical Damage by 100% for 20 seconds on Transference.
- Void Sling: On consecutive Void Slings, increases the Operator's Energy Efficiency by 50% and Warframe Ability Strength by 40% for 20 seconds.
- First Ability: Consumes all Operator energy to increase Operator and Warframe damage by 10% per 1% energy consumed up to a maximum of 1000%, and increases Amp/Ammo Efficiency by 40%. Lasts 8 seconds, 40 second cooldown.
- Second Ability: Emits a wave that lasts for 2 seconds causing enemies hit to take 50% additional Operator Damage for 20 seconds. Killing a debuffed enemy makes all affected enemies take an additional 50% more damage and increases the duration by 10 seconds, up to 2 stacks.
Patch History
Hotfix 33.6.9 (2023-09-12)
- Fixed Madurai’s Power Transfer not triggering reliably if Client has low frame rate (below 30 FPS).
Update 32.3 (2023-02-15)
- Fixed Madurai’s Chained Sling costing more Focus than intended at higher levels.
- Players that paid the unintentionally inflated price will receive an inbox message refunding the cost difference in Eidolon Shards shortly after the update’s launch.
Hotfix 31.5.7 (2022-05-06)
- Shortened and increased the speed of the Contamination Wave’s casting animation.
Hotfix 31.5.4 (2022-05-02)
- Fixed Madurai’s ‘Power Transfer’ effects not refreshing when re-triggered while active.
- This also fixes the HUD stating that it was refreshed, when it was indeed not.
Update 31.5 (2022-04-27)
- MADURAI
The Madurai way follows the path of Engage the Enemy. Speed and savagery characterized the Madurai school.
Madurai’s abilities focus on granting that offensive edge in combat with a combination of Damage increases, weapon efficiency, and Speed enhancements to recklessly attack your foes.
- 6 new Focus abilities.
- POWER TRANSFER (Passive)
- 100% Amp Critical Damage for 20s on switching to Operator. 50% Casting Speed on switching to Warframe.
- VOID FUEL
- 40% Weapon Efficiency for Operator and Warframe while Void Strike is active.
- CHAINED SLING
- 50% Energy Efficiency on Consecutive Void Slings.
- SLING STRENGTH
- Switching to Warframe after a Chained Sling adds 40% Ability Strength for 20s.
- CONTAMINATION WAVE (Second Ability input)
- Second Ability emits a Void wave lasting 2s that drenches enemies with Void Contamination making them 50% more vulnerable to Operator Damage for 20s.
- Added a mark FX similar to Ash's Bladestorm for Contamination Wave. Each contamination level will display its own marker above enemies.
- Second Ability emits a Void wave lasting 2s that drenches enemies with Void Contamination making them 50% more vulnerable to Operator Damage for 20s.
- DISTILLED CONTAMINATION
- Killing an enemy affected by Contamination Wave makes all affected enemies 25% more vulnerable, while also making the effect last 10s longer. Maximum 4 stacks.
- POWER TRANSFER (Passive)
- Eternal Gaze and Inner Gaze remain unchanged.
- Reworked Void Strike:
- It is now the First Ability input.
- First Ability consumes all Operator energy to increase damage for 8s. Deal 10% additional damage for every percentage of Operator energy consumed. 40s cooldown.
- eg. 100% of Energy consumed is 1000% damage.
- Why: Old Void Strike’s long charge up time didn’t provide an ideal gameplay experience within the fast paced environment. Players found themselves sitting in Void Mode waiting for the Damage bonus to build up. Now Void Strike no longer needs Void Mode and has instant damage on input. Additionally, Void Strike is Duration based now instead of per shot, meaning damage gets applied to all pellets of a shotgun for instance.
- Tweaked Phoenix Talons:
- Physical Damage and Operator Damage increased by 30%.
- Why: Adding the additional Operator Damage allows for benefits for both Warframe and Operator in the name of synergy.
- Physical Damage and Operator Damage increased by 30%.
This skill tree focuses on heals, revives and shields.
Preceded by |
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Focus 2.0/Vazarin since Update 31.5 (2022-04-27) |
The Vazarin way is a school of the Protectors. The Tenno of Vazarin excels in the arts of emergency support, self-sustenance, recovery and warding power. Those who mastered the Vazarin school are granted defensive benefits.
This school supports their allies by increasing affinity radius to provide aid from further away, enhances revives to be performed more quickly, grant health regeneration and protective barriers, and inflict a burst of crowd control with Void Sling to provide immediate and emergency recovery. Their Way-Bound increases Operator health, armor, and health regeneration rate.
Since its predecessor Vazarin 2.0, this school has much stronger Operator health and regeneration bonuses and now increases Operator armor, revives after expending all instantaneous uses are significantly faster, Void Mode's healing is stronger with improved range and duration, Guardian Shell's barrier is stronger, now affects allies, and provides better Warframe shield recovery, and can now create vortexes to pull in enemies. However, Vazarin's Void Sling no longer opens enemies to melee finishers and Void Mode no longer creates barriers.
Ways
Mending Unity
Increase Affinity Radius by 10 / 15 / 20 / 25m | 25,000 / 50,000 / 105,000 / 200,000 | |
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Mending Soul
The first 1 / 2 / 3 / 4 revives are instantaneous. Additional revives are 25 / 50 / 75 / 100% faster. | 60,000 / 105,000 / 215,000 / 400,000 | |
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Enduring Tides
Increases Operator Health and Armor by 50 / 100 / 150 / 200%. | 60,000 / 105,000 / 215,000 / 400,000/ 750,000 + Brilliant Eidolon Shard | |
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Rejuvenating Tides
Operator Health Regeneration is increased by 1.5 / 3 / 4.5 / 6/s, and is doubled while controlling the Warframe. | 95,000 / 160,000 / 325,000 / 600,000/ 750,000 + Brilliant Eidolon Shard |
Guardian Shell
Guardian Break
Guardian Break Warframe When the Guardian Shell breaks, Warframe Shield Regeneration rate is increased by 90 / 110 / 130 / 150% and Regeneration Delay is reduced by 20 / 40 / 60 / 80%, for 6 / 8 / 10 / 12s.
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95,000 / 160,000 / 325,000 / 600,000 | |
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Void Snare
Second Ability launches a projectile that spins up a vortex trap on impact, or tap 2 again to detonate in-flight. Trap lasts 5 / 6 / 7 / 8s. Void Sling through trapped enemies to grant allies within Affinity Range 40 / 60 / 80 / 100 health. | 60,000 / 105,000 / 215,000 / 400,000 | |
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Protective Sling
Allies touched by Void Sling are granted immunity from damage for 2 / 3 / 4 / 5s and healed 30 / 40 / 50 / 60% over 5s for 10 energy cost. | 95,000 / 160,000 / 325,000 / 600,000 | |
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Void Regen
Void Regen Operator Void Mode starts healing at +4 / +6 / +8 / +10 Health per second, increasing by 4 / 6 / 8 / 10 per second up to a maximum of 20 / 30 / 40 / 50.
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60,000 / 105,000 / 215,000 / 400,000 |
Squad Regen
Squad Regen Operator When Void Regen reaches its maximum, it is applied to squad members within Affinity Range for 30 / 40 / 50 / 60s.
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95,000 / 160,000 / 325,000 / 600,000 | |
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Notes
- The Vazarin school tree requires 9,000,000 Vazarin 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 Vazarin Operator is capable of:
- Way-Bound: Increases the Operator's health by 200%, armor by 200%, and health regeneration by 6 points per second; health regen is doubled while in Warframe.
- Passive: Increases affinity range by 25 meters. Next 4 Bleedout revives from both Warframe and Operator (total of 8) are instantaneous; additional revives are 100% faster.
- Void Sling: Slinging through allies grants immunity to damage for 5 seconds while healing 60% over 5 seconds, costing an additional 10 energy.
- Void Mode: Heals 10 health per second and increases by an additional 10 per second up to a maximum of 50 per second. Upon reaching maximum regen, allied Operators and Warframes within affinity range receive the health regeneration for 60 seconds.
- First Ability: Manifests a frontal barrier on the Operator and allies in affinity range, the barrier is invulnerable for the first 4 seconds and damage taken during the invulnerability period increases its base health of 500. Upon breaking, increases Warframe shield regeneration rate by 150% and reduces shield regeneration delay by 80% for 12 seconds.
- Second Ability: Launches a projectile that explodes on impact or reactivates while mid-flight, creating an 8m radius vacuum that pulls enemies for 8 seconds. Void Slinging through trapped enemies recovers 100 health for the Operator and all allies in affinity range.
Patch History
Update 34.0 (2023-10-18)
- Shield Regeneration Delay Reduction is now capped at 80%. Now, players should have easier access to reducing the regeneration time, without risking issues with permanent invulnerability.
- Guardian Break Shield Regeneration delay reduction has been decreased from 90% to 80% at max rank as a result. We have buffed this effect’s duration 8s to 12s at max rank to compensate!
Hotfix 33.5.3 (2023-06-23)
- Fixed several issues with Warframe Overguard reducing the effectiveness of the following supportive abilities/effects:
- Fixed Vazarin’s Protective Sling capping at 500 Health over 5 seconds and not providing damage immunity.
Hotfix 33.5.2 (2023-06-21)
- Fixed Vazarin’s Enduring Tides not working if it is Waybound.
Update 33.5 (2023-06-21)
- Fixed Focus abilities not working in the Undercroft until after using Transference or being revived (notably Vazarin’s Mending Soul and Enduring Tides).
- Fixed Vazarin’s Guardian Shell persisting after leaving Undercroft.
Update 33.0 (2023-04-26)
- Fixed Vazarin’s Guardian Shell not preventing self-staggering with explosive weapons, as reported here: https://forums.warframe.com/topic/1341186-psa-unintended-stagger-effects-with-citrine’s-last-wish/
- This also fixes the Propa Scaffold Amp part bypassing Guardian Shell, causing the Operator to self-stagger.
Hotfix 32.3.5 (2023-02-28)
- Fixed script error related to Vazarin’s Void Snare.
Update 32.3 (2023-02-15)
- Necramechs can now be healed by Vazarin’s Protective Sling.
- When we launched Orphix Venom: Update 29.6, we removed a few ways that Necramechs could be unintentionally healed to keep it consistent with other healing abilities not affecting the Necramech, especially for Orphix Venom. On revisiting at Vazarin’s Protective Sling, we now feel that it should have the functionality to heal Necramechs for some added synergy between Operators and Necramechs.
- Fixed the Magus Cloud Arcane disabling Vazarin’s Protective Sling.
- Fixed Yareli’s Riptide spawning directly next to her instead of where you are aiming while Vazarin Guardian Shell is active.
Update 32.0 (2022-09-07)
- Fixed Titania being unable to use Blink while in Razorwing when Guardian Shell is active.
Hotfix 31.5.9 (2022-05-12)
- Fixed Guardian Shell intercepting some player attacks, instead of solely intercepting enemy attacks as intended.
- For example, using weapons like Ferrox or Mausolon was impacting the shield and causing detonation visuals and sometimes staggering or knocking you down.
- This also fixes heat trace weapons (eg. Ignis, Klamora Prism Amp, etc.) and beam weapons being visually reflected by Guardian Shell.
Hotfix 31.5.7 (2022-05-06)
- The following Focus abilities have had their casting animations replaced with a faster variant:
- Void Snare
- Replaced the following Focus abilities’ 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:
- Guardian Shell
Hotfix 31.5.4 (2022-05-02)
- Operator & Focus Changes:
A mix of both Community feedback and our own internal digging has brought forth some further changes to Operators and the Focus School System. A couple key goals of the Focus School System changes in Update 31.5.0 was to bring all Schools to the same level (while keeping their identifying attributes) and bring synergy to Warframe and Operator gameplay. While we believe we’ve achieved that, there’s still very understandable feedback surrounding the “survivability of Operators” in higher level combat (most noticeable in the Zariman gameplay). It’s unfair to put players in scenarios where Operator gameplay is required, but not provide a general base bump to their survivability.
All that being said, we have made a few changes to provide this bump:
- Added +200% Armor to Enduring Tides. Changed to be a “stacking” modifier instead of “multiplicative” to match math logic used for other buffs, while not making additional Health/Armor increases scale further than desired.
- General Operator & Focus Changes & Fixes:
- Clarified ‘Void Regen's’ description that it applies to squad members not just Operators.
Update 31.5 (2022-04-27)
- VAZARIN
The Vazarin are trained to Counter The Enemy. Those who mastered the Vazarin school maintain constant awareness in order to defend against all aggression.
The Vazarin Focus School aims to now be a proper support School in both life and death.
- 6 new Focus Abilities:
- VOID REGEN
- Void Mode starts healing at +10 Health per second, increasingly by 10 per second up to a maximum of 50.
- SQUAD REGEN
- When Void Regen reaches its maximum, it is applied to Operators within the Affinity Range for 40s.
- VOID SNARE (Second Ability input)
- Second Ability launches a projectile that spins up a vortex trap on impact, or tap Second Ability again to detonate in-flight. Trap lasts 8s. Void Sling through trapped enemies to grant yourself and allies within Affinity Range 100 Health.
- PROTECTIVE SLING
- Allies touched by Void Sling are granted immunity from damage for 5s and healed 60% over 5s for 10 energy cost.
- GUARDIAN SHELL (First Ability input)
- Use First Ability to manifest a barrier on the Operator and allies in Affinity Range. It is invulnerable for 4s when first created and damage inflicted while its invulnerable will be added to its base health of 500.
- GUARDIAN BREAK
- When Guardian Shell breaks, Warframe Shield Regeneration rate is increased by 150% and Regeneration Delay is reduced by 90%, for 8s.
- VOID REGEN
- Enduring Tides and Mending Unity remain unchanged.
- Tweaked Rejuvenating Tides:
- Effect is doubled while controlling your Warframe.
- Why: Additional benefit between using both Warframe and Operator.
- Effect is doubled while controlling your Warframe.
- Tweaked Mending Soul:
- The first 4 Revives are instantaneous. Additional Revives are 100% faster.
- Why: Players would often remark that the ability eventually became useless in longer missions. Mending Soul retains its immediate strengths, but once used up, now offers a more permanent benefit!
- The first 4 Revives are instantaneous. Additional Revives are 100% faster.
This skill tree focuses on crowd control, Finishers, and critical damage.
Preceded by |
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Focus 2.0/Naramon since Update 31.5 (2022-04-27) |
The Naramon way is a school focused in the art of knowing the enemy, allowing its adherents to exploit their opponents' weaknesses. The Tenno of Naramon excels in direct combat to both dominate and neutralize armed enemies. Those who mastered the Naramon school are enhanced with speed and knowledge of the enemy.
This school focuses to enhance the Warframe's melee prowess. Adherents of the Naramon school are practiced in disabling their opponents in Operator form before returning to their Warframe to go in for the kill at close range. Their Way-Bound increases Operator movement speed and Void Sling distance.
Since its predecessor Naramon 2.0, this school can now gain doubled Warframe melee combo and Operator Amp damage, can now inflict Lifted to enhance Warframe weapon damage, and Warframe melee critical chance lasts significantly longer and no longer has buildup or decay. Void Sling opening enemies to finishers was decoupled into its own ability to retain the original displacement. However, Naramon is no longer capable of inflicting Confusion and Disarm, and Void Mode no longer reveals enemies through walls.
Ways
Power Spike
Melee Combo Counter now decays while out of combat by 20 / 15 / 10 / 5 every few seconds, instead of depleting completely. | 25,000 / 50,000 / 105,000 / 200,000 | |
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Affinity Spike
Kills from Melee Attacks grant 15 / 25 / 35 / 45% more Melee Affinity. | 60,000 / 105,000 / 215,000 / 400,000 | |
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Mind Step
Increases Operator Movement Speed by 7 / 15 / 22 / 30%. | 60,000 / 105,000 / 215,000 / 400,000/ 750,000 + Brilliant Eidolon Shard |
Far Sling
Increases maximum Void Sling distance by 7 / 15 / 22 / 30%. | 95,000 / 160,000 / 325,000 / 600,000/ 750,000 + Brilliant Eidolon Shard |
Void Levitation
Void Levitation Operator First Ability creates a 3 / 4 / 5 / 6m wide shockwave lasting 1 / 2 / 3 / 4s, that inflicts Lift Status on all enemies it touches.
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60,000 / 105,000 / 215,000 / 400,000 | |
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Lethal Levitation
Additional 20 / 30 / 40 / 50% Weapon Damage per Lifted enemy attacked by Operator. Lasts for 30 / 40 / 50 / 60s, stacks up to 4x. | 95,000 / 160,000 / 325,000 / 600,000 |
Sling Stun
Sling Stun Warframe Second Ability increases the width of the next Void Sling by 50 / 100 / 150 / 200% and enemies hit are vulnerable to Finishers, taking 15 / 20 / 25 / 30% more finisher damage.
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60,000 / 105,000 / 215,000 / 400,000 | |
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Killer's Rush
Killer's Rush Warframe Initiating a finisher as Operator switches to Warframe, increasing melee Critical Chance by 20 / 30 / 40 / 50% for 10 / 20 / 30 / 40s.
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95,000 / 160,000 / 325,000 / 600,000 | |
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Opening Slam
Opening Slam Warframe Performing a Slam as Operator switches to Warframe and grants double Combo gain for 5 / 10 / 15 / 20s.
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60,000 / 105,000 / 215,000 / 400,000 |
Amp Spike
Amp Spike Operator Transfer to Operator with 8 / 8 / 8 / 8x Combo Multiplier to increase AMP damage by 40 / 60 / 80 / 100% for 10 / 20 / 30 / 40s.
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95,000 / 160,000 / 325,000 / 600,000 |
Notes
- The Naramon school tree requires 9,000,000 Naramon 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 Naramon Operator is capable of:
- Way-Bound: Increases the Operator's movement speed by 30% and Void Sling distance by 30%.
- Warframe Passive: Melee weapons have their Melee Combo counter decay by 5 every few seconds instead of depleting entirely, and gain 45% more affinity. Performing a slam attack as Operator doubles Warframe combo gain for 20 seconds. Operator Finisher increases Warframe Melee Crit Chance by 50% for 40 seconds.
- Operator Passive: Transference into Operator with an 8x Melee Combo increases Amp damage by 100% for 40 seconds.
- First Ability: Creates a 6 meter shockwave that lasts 4 seconds inflicting Lifted, who take 50% additional Warframe weapon damage when attacked by Operator for 60 seconds and stacks up to 4 times.
- Second Ability: Next Void Sling gains increased width by 200%, makes enemies become vulnerable to Finishers instead of ragdolling, and increases Finisher damage by 30%.
Patch History
Hotfix 34.0.1 (2023-10-18)
- Updated Naramon’s abilities with the new game audio mix remaster that was released with Abyss of Dagath.
Update 33.0 (2023-04-26)
- Fixed Naramon’s Killer’s Rush bonus not applying when playing as Client.
Update 32.1 (2022-11-02)
- Fixed Naramon’s Lethal Levitation not working for Clients.
Update 31.6 (2022-06-09)
- Fixed being unable to use the Melee button to Transference back into Warframe if the ‘Use Abilities on Selection’ option is disabled.
- This ultimately fixes being unable to use Naramon’s ‘Opening Slam’ and ‘Killer Rush’.
Hotfix 31.5.7 (2022-05-06)
- Shortened and increased the speed of the Void Levitation’s casting animation.
Hotfix 31.5.4 (2022-05-02)
- Fixed an unintended extra cooldown going from Operator to Warframe and back, caused by the ‘Opening Slam’ Focus node.
Update 31.5 (2022-04-27)
- NARAMON
The Naramon discipline focuses on Knowing The Enemy. They believed that to truly understand a foe would confer the greatest advantage upon a warrior.
True to its focus in the art of assault, Naramon continues to heavily lean towards a Melee support role with speed and distance enhancements.
- 7 new Focus Abilities.
- OPENING SLAM
- Performing a Slam as Operator switches to Warframe and grants double Combo gain for 20s.
- AMP SPIKE
- Transfer to Operator with 8x Combo Multiplier to increase Amp Damage by 100% for 40s.
- VOID LEVITATION (First Ability input)
- First Ability creates a 6m wide shockwave lasting 4s, that inflicts Lift Status on all enemies it touches.
- LETHAL LEVITATION
- Additional 50% Damage per Lifted enemy attacked by Operator. Lasts for 60s, stacks up to 4x.
- SLING STUN (Second Ability input)
- Second Ability increases the width of the next Void Sling by 100% and enemies hit are vulnerable to Finishers, taking 30% more finisher damage.
- KILLER’S RUSH
- Initiating a finisher as Operator switches to Warframe, increasing melee Critical chance by 50% for 40s.
- FAR SLING (Passive)
- Increases maximum Void Sling distance by 30%.
- OPENING SLAM
- Mind Step remains unchanged.
- Power Spike and Affinity Spike have switched places so that Power Spike is now the starting node.
- Slight increase to Melee Affinity gained from Affinity Spike.
This skill tree focuses on petrifying enemies either through its basic ability, Basilisk Flare, or through melee attacks, increasing the player's own and their allies' armor, and reducing enemies' armor through melee attacks.
Preceded by |
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Focus 2.0/Unairu since Update 31.5 (2022-04-27) |
The Unairu way trains to become an indomitable soldier. The Tenno of Unairu provide the frontlines with unmatched tenacity, along with direct buffs to allies' offenses and defenses. Those who mastered the Unairu school are granted enhanced damage resistance and damage reflection.
This school improves Operator and Warframe survivability, granting immunity to Slow, Stagger, and Knockdown, increases armor, and clear Transference Static. They are also able to debuff enemies by stripping their armor and shields. Their Way-Bound allows the Operator to fight and self-revive their Warframe during Bleedout.
Since its predecessor Unairu 2.0, this school gained immunity to certain status effects, the ability to remove Transference Static, the ability to self-revive, now removes all armor, can now remove enemy shields, and summoned Unairu Wisps now seek out allies. However, Unairu is no longer capable of damage reflection and reducing enemy damage, Void Mode no longer turns allies invisible or grants damage reduction, and no longer has an on-demand bullet attractor effect.
Ways
Poise
Gain immunity to slow, stagger, and knockdown effects for 10 / 20 / 30 / 40s after transferring between Operator or Warframe. | 25,000 / 50,000 / 105,000 / 200,000 |
Stone Skin
Increases Armor for Warframe and Operator by 50 / 100 / 150 / 200. | 60,000 / 105,000 / 215,000 / 400,000 |
Last Gasp
Revive your Warframe by transferring to Operator and killing 3 / 3 / 3 / 3 enemies before 9 / 11 / 13 / 15s elapse and the revive meter begins to drain. | 60,000 / 105,000 / 215,000 / 400,000/ 750,000 + Brilliant Eidolon Shard | |
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Vengeance
During Last Gasp, Operator Damage is increased by 25 / 50 / 75 / 100% plus an additional 10 / 15 / 20 / 25% per second. | 95,000 / 160,000 / 325,000 / 600,000/ 750,000 + Brilliant Eidolon Shard | |
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Magnetic Flare
Magnetic Flare Operator Use your first Ability to create a 5 / 6 / 7 / 8m radius field that lasts for 12 / 18 / 24 / 30s and disables the shields of any enemy that enters it.
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60,000 / 105,000 / 215,000 / 400,000 | |
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Magnetic Boost
Magnetic Boost Operator Void Sling out of a Magnetic Flare to refresh its duration and increase its radius by 25 / 50 / 75 / 100%.
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95,000 / 160,000 / 325,000 / 600,000 |
Caustic Strike
Caustic Strike Operator Second Ability launches an energy bomb that explodes with a 5 / 6 / 7 / 8m radius, stripping 40 / 60 / 80 / 100% of enemy armor. Tap 2 again to detonate in-flight.
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60,000 / 105,000 / 215,000 / 400,000 | |
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Unairu Wisp
Unairu Wisp Operator 25 / 50 / 75 / 100% chance to summon an Unairu Wisp per enemy hit with Caustic Strike. The Wisp will seek out the nearest ally within Affinity Range, increasing Operator damage by 20 / 40 / 60 / 100% for 5 / 10 / 15 / 20s.
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95,000 / 160,000 / 325,000 / 600,000 |
Reinforced Return
Reinforced Return Warframe Warframe is invulnerable for 1 / 2 / 3 / 4s after Operator is downed. Tap X as Operator falls to bring the Warframe to the Operator's location.
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60,000 / 105,000 / 215,000 / 400,000 |
Static Purge
Static Purge Warframe 25 / 50 / 75 / 100% chance to clear Transference Static on kill while Reinforced Return is active.
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95,000 / 160,000 / 325,000 / 600,000 |
Notes
- The Unairu school tree requires 9,000,000 Unairu 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 Unairu Operator is capable of:
- Way-Bound: On Warframe Bleedout, activating Transference summons Operator, who has 15 seconds to kill enemies to fill a gauge to revive the Warframe; each kill fills the gauge by 30% but gradually drains over time. In this state, Operator gains 100% Amp damage plus an additional 25% per second.
- Passive: Transference grants immunity to slow, Stagger, and Knockdown for 40 seconds. Increases Warframe and Operator armor by 200.
- Warframe Passive: When Operator is downed, pressing the interact button (default X ) summons the Warframe to their location, becoming invulnerable for 4 seconds. Killing an enemy while invulnerable has a 100% chance to remove Transference Static.
- First Ability: Creates an 8 meter field that lasts 30 seconds, removing all enemy shields while they are inside it. Void Slinging out of the field refreshes its duration and increases its radius by 100%.
- Second Ability: Launches a bomb that explodes on impact or reactivation while mid-flight, creating an 8 meter explosion that permanently removes 100% of enemy armor. Each enemy hit has a 100% chance to summon an Unairu Wisp that seeks out the nearest ally in affinity range to boost Operator Amp damage by 100% for 20 seconds.
Patch History
Update 35.5 (2024-03-27)
- Fixed Operators entering bleed out in Stage 11 of The Sacrifice Quest if the player has Last Gasp unlocked.
Update 35.1 (2024-02-20)
- Fixed Last Gasp getting canceled (and as a result killing Operator/Drifter) after hitting the Melee attack binding.
- Now, the Melee attack binding needs to be held down to end Last Gasp before it times out.
Update 35.0 (2023-12-13)
- Fixed a script error in the Last Gasp Focus ability.
Update 34.0 (2023-10-18)
- Fixed camera snapping 180 degrees upon triggering Last Gasp and Transference.
- Fixed using Transference after reviving with Last Gasp would cause strange camera snapping.
- Fixed player names persisting above inactive Warframe while controlling Necramech if they have Last Gasp unlocked in their Focus School.
- Fixed Last Gasp UI sometimes not appearing on subsequent uses of this ability in one mission.
Hotfix 33.6.9 (2023-09-12)
- Fixed Unairu’s Poise not triggering reliably if Client has low frame rate (below 30 FPS).
Hotfix 33.5.1 (2023-06-21)
- Fixed a script error caused by Last Gasp.
Update 33.5 (2023-06-21)
- Thrax enemies now fill Last Gasp’s meter at the same rate as Eximus Units.
- Fixed being able to use Transference (to Origin System Drifter/Operator) during the Kaithe phase of The Steel Path Orowyrm fight after Host migration.
- Also fixed being able to use Last Gasp during this stage if downed.
Hotfix 32.2.10 (2023-01-18)
- Fixed becoming invisible and locked in as Operator after being grabbed by Ropalolyst during Last Gasp.
Hotfix 32.2.9 (2023-01-11)
- Fixed the Zanuka Hunter not capturing you and bringing you into the recovery mission if Last Gasp is active.
Update 32.1 (2022-11-02)
- Fixed a crash in the Unairu focus school's Caustic Strike ability if the player has Unairu Wisp unlocked and dies just after hitting an enemy with Caustic Strike while the Wisp is active.
Hotfix 32.0.1 (2022-09-07)
- Fixed Warframe standing still and rooted in place on screen during Last Gasp after being downed.
Update 32.0 (2022-09-07)
- LAST GASP REWORK
We have made some changes to Unairu’s Passive ‘Last Gasp’ to improve its convenience and usability.
- Last Gasp meter now starts at 0% instead of 50%, but there is no initial drain. Instead, drain will set in after a few seconds of not getting any kills. Once the drain has run for a few seconds, it will begin to accelerate.
- This was intended to address players remaining in Last Gasp indefinitely by timing their kills. Each kill now fills the meter by 1/3, and Eximus kills refill the meter instantly.
- You can now hold the Transference input to return to your downed Warframe.
- The UI has been updated to communicate these changes.
- Removed ‘get up’ animation when reviving in Last Gasp.
- Stopped looping sound when Last Gasp ends.
- Reduced the spawn animation of Last Gasp.
Update 31.6 (2022-06-09)
- Fixed Magnetic Flare lasting 30 seconds across all Ranks instead of scaling with level as intended.
- Fixed Unairu Wisp only being spawned if the target is vulnerable to Caustic Strike.
- The wisp will spawn even if the target cannot have their armor removed by Caustic Strike.
- Fixed bug where getting grabbed by Ropalolyst when in Last Gasp, or entering Last Gasp while in Ropalolyst grab, would cause players to be invulnerable and unable to use Transference.
- Fixed script error related to Last Gasp.
Hotfix 31.5.7 (2022-05-06)
- The following Focus abilities have had their casting animations replaced with a faster variant:
- Caustic Strike
- Magnetic Flare
- Fixed script error related to Unairu Wisp.
Hotfix 31.5.4 (2022-05-02)
- Fixed Unairu’s Magnetic Flare being able to completely strip Profit-Taker’s shields in one cast.
- Applied the same logic with Magnetic Flare that is used for other bosses (Eidolons and Ropalolyst for example), since completely stripping Shields in a single Magnetic Flare cast removes a large portion of certain gameplay mechanics in these fights.
Update 31.5 (2022-04-27)
- UNAIRU
The Unairu push themselves to Outlast The Enemy. Those who mastered the Unairu school are granted enhanced damage resistance and damage reflection.
Unairu’s main pillar aims to make Unairu a proper tank Focus School with increased Armor, and opportunities for increased immunity and survivability.
- 8 new Focus Abilities.
- POISE
- Gain immunity to slow, stagger, and knockdown effects for 40s after Transferring between Operator or Warframe.
- LAST GASP (Passive, Way-Bound)
- Revive your Warframe by Transferring to Operator and killing enemies before the Revive Meter drains, 15s. Each kill filles the Revive Meter by 30%.
- VENGEANCE (Passive, Way-Bound)
- During Last Gasp, Operator Damage is increased by 100% plus an additional 25% per second.
- MAGNETIC FLARE (First Ability input)
- Use First Ability to create a 8m radius field that lasts for 30s and disables the shields of any enemy that enters it.
- CAUSTIC STRIKE (Second Ability input)
- Second Ability launches an energy bomb that explodes with a 8m radius, stripping 100% of enemy armor. Tap Second Ability again to detonate in-flight.
- MAGNETIC BOOST
- Void Sling out of a Magnetic Flare to refresh its duration and increase its radius by 100%.
- REINFORCED RETURN
- Warframe is invulnerable for 4s after Operator is downed. Tap X as Operator falls to bring the Warframe to the Operator’s location.
- STATIC PURGE
- 100% chance to clear Transference Static on kill while Reinforced Return is active.
- POISE
- Reworked Unairu Wisp:
- 100% chance to summon an Unairu Wisp for each enemy hit by Sundering Dissipation that will seek out the nearest ally within Affinity Range and increase their Operator damage by 100% for 20 secs.
- Why: Its new coexistence alongside another Focus ability unifies the 2 together to add another layer that benefits both Warframe and Operator. It also removes having to pick up the Unairu Wisp manually, and will instead find you within Affinity Range.
- 100% chance to summon an Unairu Wisp for each enemy hit by Sundering Dissipation that will seek out the nearest ally within Affinity Range and increase their Operator damage by 100% for 20 secs.
- Tweaked Stone Skin:
- Increases Armor for Warframe and Operator by 200.
- Why: Adding the additional Operator Armor allows for benefits for both Warframe and Operator in the name of synergy.
- Increases Armor for Warframe and Operator by 200.
This skill tree focuses on crowd control, energy restoration and general utility.
Preceded by |
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Focus 2.0/Zenurik since Update 31.5 (2022-04-27) |
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.
Since its predecessor Zenurik 2.0, this school provides improved energy regeneration, as well as increasing headshot damage. The energy well was also decoupled from Void Dash (now called Void Sling) into it's own ability called Wellspring, which now affects Necramechs and can be enhanced to amplify Warframe Ability Strength and the well's duration and range. However, Zenurik is no longer capable of producing Electricity stunning effects, Void Mode no longer pulls in enemies, and no longer has heavy attack efficiency bonus.
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.
|
60,000 / 105,000 / 215,000 / 400,000 | |
|
Temporal Shot
Precision head shot damage increased by 40 / 60 / 80 / 100% on enemies afflicted with Temporal Drag. | 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.
|
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.
|
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 within 20 meters by 80% for 15 seconds, with +100% headshot damage.
Tips
- Zenurik school can help mitigate Energy Reduction debuff in Sortie missions.
- Wellspring can help regenerating energy, though at the significantly lower rate.
- Inner Might provides full benefit of casting an ability at no cost.
Patch History
Update 35.5 (2024-03-27)
- Fixed some of Wisp’s abilities not consuming Inner Might upon cast.
Update 35.0 (2023-12-13)
- Fixed being able to use Inner Might multiple times when casting Abilities via the Railjack Tactical Menu. Now, Inner Might will be used for the initial cast and go into cooldown, as intended.
- Fixed subsequent casts of Xaku's The Lost and The Vast Untime Abilities not consuming Inner Might charges, allowing them to be cast for free repeatedly.
- Fixed an issue where Nidus' Virulence Energy refund per enemy hit was incorrectly displayed as zero when Zenurik's Inner Might was equipped.
Hotfix 34.0.1 (2023-10-18)
- Fixed Zenurik’s Inner Might ability not working at mission start.
Update 33.0 (2023-04-26)
- Fixed the “Energy Drain” stat in the Warframe ability page showing as 0 when Zenurik’s Inner Might is equipped.
Hotfix 32.3.5 (2023-02-28)
- Fixed Zenurik’s Inner Might charges not being consumed when triggered before casting Yareli’s Merulina.
- Fixed script error that could occur to Clients clients after casting Zenurik’s Inner Might.
Hotfix 32.3.4 (2023-02-23)
- Fixed Zenurik’s Inner Might at max rank granting a free ability cast every 90 seconds, instead of every 60 as intended.
Update 32.2 (2022-11-30)
- The Last Gasp Indicator now pulses to its FX audio.
Hotfix 32.0.3 (2022-09-14)
- Fixed casting an ability via the Railjack Tactical menu at no cost back to back if you have Zenurik’s Inner Might active.
Update 32.0 (2022-09-07)
- Fixed Zenurik’s Inner Might causing Atlas’ Rubble Heap Augment Mod to cost Energy even when you have over 1400 rubble.
- Fixed issue of recasting Vast Untime on Xaku consuming a charge of Inner Might but not reducing the casting cost.
Hotfix 31.6.4 (2022-07-14)
- Fixed being unable to pick up Energy Orbs after casting Zephyr’s Airburst while Zenurik’s Inner Might is active.
Hotfix 31.6.3 (2022-06-16)
- Fixed a script error that could occur if Zenurik's Disarming Sling hit a player under the effects of a Radiation proc.
Update 31.6 (2022-06-09)
- Updated the FX on Zenurik’s Temporal Drag.
- Changed Temporal Drag and Temporal Shot so that only one damage number pops up when headshotting a slowed enemy.
- The reason behind this change simply is less damage number pop-up spam and consistency with other damage buffs across the game. Precision headshot damage buffs, for example, buff the damage on headshots but only display the one aggregated damage number per shot. Before this change, headshotting enemies affected by Temporal Drag would show two damage numbers, one for the base damage and one for the bonus. Now it will behave exactly like normal precision headshot buffs, only it will be conditional on the target enemy being slowed by the Temporal Drag ability.
- Temporal Shot’s bonus headshot damage on targets can now be affected by another player’s Temporal Drag.
- Fixed Temporal Drag not using chosen Energy colors.
- Fixed the Rubble Heap Augment mod not granting free casts of Atlas’ Landslide if Inner Might was equipped.
- Fixed case of Hildryn’s Helminth abilities costing less Shields if Inner Might was equipped.
Hotfix 31.5.7 (2022-05-06)
- Replaced the following Focus abilities’ 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 Might’s 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 School’s 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.
Notes
- The Operator's Projection when activating a Focus ability is affected by map geography and gravity the same as any other object, being capable of being blocked by obstacles and falling. If the Projection falls into a pit or any other "bottomless" drop, the Focus ability will be forcefully deactivated.
- The Focus ability will not be deactivated manually when the Operator's Projection is inside a Nullifier Globe, as the deactivation of the Focus is also counted as an ability activation.
- Because the Operator's projection is considered its own map entity, it is capable of interacting with Interception capture points, and triggering Orokin Void and Orokin Moon pressure plates.
- Host migration will end any and all activated passives, forcing players to reactivate their focus ability to enable their passive abilities again.
- This bug with "until end of mission" passives also happens with any self-initiated revive (arcane or otherwise).
- Focus abilities cannot be activated if a Warframe is using a channeled ability that restricts its mobility, e.g. Banshee's Sound Quake and Nyx's Absorb. Other channeled abilities will remain active and continue draining energy throughout the duration of the Focus ability, with the exception of Ivara's Prowl which is an invisibility-type power and will thus be deactivated.
- Focus Lenses cannot be put on Sentinels, Sentinel Weapons, or Kubrows.
Tips
- If activating Focus purely to activate its passive abilities and without enemies nearby, manually deactivating the ability will allow players to return to normal state immediately to prevent having to play out the rest of the attack's duration. However, this does not reduce the cooldown towards the next use: the charge will reset to 0 regardless of whether the ability is ended early or not.
- As activating a Way increases the cooldown time of Focus abilities, it is recommended that no more than 3-4 Ways be activated at a time to keep cooldown to a respectable level. It is thus prudent to choose which Ways to activate that suit the mission beforehand.
- Alternatively if using a focus ability purely for activating its passives during a long mission such as survival or defense, consider disregarding the above and instead equipping all the passive abilities you may be interested in using. It may take longer to activate them the first time, but you gain a number of extra abilities to assist through the mission
- Due to affinity distribution mechanics when Focus lenses convert affinity into Focus points, the most effective placement of your first lens depends on play-style and role. If you are personally doing almost all of the killing, it is more effective to install Focus lenses on Warframes, as Warframes will be able to receive Focus regardless of weapon used, and can receive the full amount of Focus point conversion upon kills using Warframe powers. This is the obvious choice for solo play. When you are playing a more supporting role, if you don't need other weapons, a single weapon equipped with a lens will be much more effective. For balanced team play, where you expect to get no more than 1/3 of the kills, a single weapon will be better than a frame. If you wish to use multiple weapons while farming lensing the frame still makes sense.
Trivia
- The Focus system has been in development for a very long period, and was initially slated for release in Update 14. The developers admitted that Augmented Mods and Arcane Enhancements initially started out as components of the Focus system before being split from it entirely.
- The five schools of Focus are based off the five elements of Wu Xing found in Book of Documents(尚书) and is widely used in ancient Chinese philosophical traditions. It resembles the five elements of godai, which lacks Naramon (the tree), as seen on the backgrounds of each school's skill tree page. The Five Elements are Fire, Earth, Water, Wood, and Metal.
- The Naramon School represents Wood 木. In Wu Xing this is associated with the eyes, growth, flourish, and reaching outward.
- The Madurai School represents Fire 火. In Wu Xing this is associated with the heart, force, passion, and raw power.
- The Unairu School represents Earth 土. In Wu Xing this is associated with the flesh, stability, durability, and bearing.
- The Zenurik School represents Metal 金. Also interpretable as mineral or crystal, this is associated in Wu Xing with the lung, concentrating, reserving, and abundance.
- The Vazarin School represents Water 水. In Wu Xing this is associated with the bone, flexiblility, supporting, adaptability, and sympathy.
- While the replies that the player chooses during the Operator's conversation with the Lotus has no gameplay effect, the choice of replies are used to reorder the choices of Tenno Schools. Once the selection screen appears, with the school most suited to the Operator appearing on the left, and choice to the right being the least suited. Example: choosing the conversation options relating to knowledge will put Naramon to the leftmost side as the most desirable choice. Players are still free to choose the Focus they wish to start with however.
Answers | School |
---|---|
First Choice | |
"I remember Studying..." | Naramon +1 |
"I remember a Fight..." | Unairu +1 |
"I remember someone holding my hand..." | Vazarin +1 |
Second Choice | |
"We Stuck Together..." | Madurai +1 |
"Things Happens for a reason..." | Zenurik +1 |
"They tried to help us..." | Vazarin +1 |
Third Choice | |
"They paid for what they did..." | Unairu +1 |
"She sang to us..." | Zenurik +1 |
"She was Brilliant..." | Naramon +1 |
"She was Brave..." | Madurai +1 |
Fourth Choice | |
"We sought Knowledge..." | Naramon +1 |
"We fight for honor..." | Zenurik +1 |
"We fight for justice..." | Unairu +1 |
"We were fearless..." | Madurai +1 |
"We protected the innocents..." | Vazarin +1 |
Bugs
- Joining a high-latency game has a tendency to cause the selected Focus ability to fully charge instantaneously and removes the cooldown completely.
- Using the focus ability may make you unable to use your melee weapon or roll for the remainder of the mission.
- Host migration will reset the cooldown of the Focus ability and disable passive effects from previous activation.
- As of Update 18.4.10, the cooldown being reset has been fixed, however, passives effects can potentially still be disabled if a host migration occurs.
- Activating a focus ability while in an elevator will cause your Warframe to fall through the lift. Deactivating will place you at the last "safe spot". In some instances, you will be stuck infinitely falling.
- If you end up infinitely falling, you can teleport back into the map by typing /unstuck in squad chat (or clan chat if you're playing solo) and then clicking okay. This teleports you back to your last 'safe' location. *Note: using this command forces you to restart the game after the mission ends.
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