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| name = Grineer Manic
 
| name = Grineer Manic
 
| image = GrineerManic.png
 
| image = GrineerManic.png
  +
| introduced = {{ver|16}}
 
| faction = Grineer
 
| faction = Grineer
| type =
+
| type = Melee
 
| weapon = Claws
 
| weapon = Claws
  +
| abilities = Invisibility
   
 
| clonedflesh = 350
 
| clonedflesh = 350
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| baseexperience = 500
 
| baseexperience = 500
| baselevel =
+
| baselevel = 1
| abilities =
+
| spawnlevel =
 
| specialbodyparts = Head: 2.0x
 
| specialbodyparts = Head: 2.0x
| unprotectedbodyparts =
 
 
| codex_scans = 3
 
| codex_scans = 3
| other_drops =[[Ash]] Chassis Blueprint<br />[[Ash]] Neuroptics Blueprint<br />[[Ash]] Systems Blueprint
+
| blueprint_drops = {{WF|Ash}} Chassis Blueprint 12.78%<br />{{WF|Ash}} Neuroptics Blueprint 12.78%<br />{{WF|Ash}} Systems Blueprint 7.44%
 
| notes = Dashes in for quick strikes.
 
| notes = Dashes in for quick strikes.
 
}}
 
}}
 
 
<section begin=intro />Dashing in for quick strikes before falling back to the shadows, the [[Grineer]] '''Manic''' is difficult to catch and deadly to ignore. Although only a few Manics will spawn in a given Grineer mission, its speed and damage make it a devastating enemy to face.<section end=intro />
 
<section begin=intro />Dashing in for quick strikes before falling back to the shadows, the [[Grineer]] '''Manic''' is difficult to catch and deadly to ignore. Although only a few Manics will spawn in a given Grineer mission, its speed and damage make it a devastating enemy to face.<section end=intro />
   
Manics have a chance to drop [[Ash]] blueprints upon death, similar to how [[Eximus]] enemies can drop [[Oberon]] Parts, making the parts fairly difficult to acquire compared to other frames.
+
Manics have a chance to drop {{WF|Ash}} blueprints upon death, similar to how [[Eximus]] enemies can drop {{WF|Oberon}} Parts, making the parts fairly difficult to acquire compared to other frames.
  +
  +
==Farming Locations==
  +
''These are based on opinions and may not be 100% true. These should be viewed as advice for finding the enemies until better facts are proven.''
  +
;Normal Manic (only one that can drop {{WF|Ash}} components)
  +
{{#invoke:Missions|getMissions|Memphis|Caracol|Yursa}}
  +
  +
;Drekar Manic
  +
{{#invoke:Missions|getMissions|Titania}}
   
 
==Spawning==
 
==Spawning==
  +
''These are based on trial and error and may not be completely true. These should be viewed as advice for farming them until better facts are proven.''
The Manic will only spawn if the level's alarm is active, including missions where the alarm is active from the start (such as [[Excavation]] and [[Survival]]), and will announce its presence with loud, howling laughter.
 
  +
# A Manic is guaranteed to spawn after a certain number of minutes in [[Defection]] depending on the location. <!--Tested both solo and in parties. Memphis, Phobos has a timer of about 11 minutes, consistent over 20+ runs. Caracol, Saturn has a timer of about 7 minutes, consistent over 10 runs. Yursa, Neptune has a timer of almost exactly 5 minutes and 20 seconds, consistent over 7 runs.-->
 
 
The Manic will only spawn if the level's alarm is active, including missions where the alarm is active from the start (such as [[Excavation]] and [[Survival]]), and will announce its presence with loud, howling laughter: [[File:GrineerManicLaugh.ogg|link=]]
#* Memphis on Phobos has a spawn timer of 10-12 minutes after opening the door to the first Med Booster.
 
#* Caracol on Saturn has a spawn timer of 6-8 minutes after opening the door to the first Med Booster.
+
# A Manic is guaranteed to spawn after a certain number of minutes in [[Defection]] depending on the location.
 
<!--Tested both solo and in parties. Memphis, Phobos has a timer of about 11 minutes, consistent over 20+ runs. Caracol, Saturn has a timer of about 7 minutes, consistent over 10 runs. Yursa, Neptune has a timer of almost exactly 5 minutes and 20 seconds, consistent over 7 runs.-->
#* Yursa on Neptune has a spawn timer of 5-6 minutes after opening the door to the first Med Booster.
 
 
#* Memphis on [[Phobos]] has a Manic spawn timer of 10-12 minutes after opening the door to the first Med Booster.
#* Multiple manics can spawn in this mission type, and as such, they can be hard to track down since they can die before reaching players.
 
  +
#* Caracol on [[Saturn]] has a Manic spawn timer of 6-8 minutes after opening the door to the first Med Booster.
#* The [[Lotus]] will even comment on the Manic's presence indicating it has come after the survivors.
 
 
#* Yursa on [[Neptune]] has a Manic spawn timer of 5-6 minutes after opening the door to the first Med Booster.
#* They will fight, and can be killed by, the [[Infested]].
 
  +
#* Multiple Manics can spawn in a single Defection mission.
# After completing the [[A Man of Few Words]] quest there is a high chance of a Manic spawning when helping [[Clem]] on [[Uranus]]. However, this is ''not guaranteed''
 
 
#* The [[Lotus]] will comment on the Manic's presence, indicating it has come to kill the survivors.
# There is a possibility for a Manic to spawn after 14 to 16 minutes in any Grineer Survival mission, or after about 5 Excavators in any Grineer Excavation mission. While this can happen, it is once again ''not guaranteed''. <!-- Do they have special spawn times in defence, interception or other endless missions? Is it worth nothing that they will spawn normally in other normal missions eg Exterminate?-->
 
 
#* Manics will fight against, and can be killed by, the [[Infested]].
 
# After completing the [[A Man of Few Words]] quest there is a high chance of a Manic spawning when helping [[Clem]] on [[Uranus]]. However, this is ''not guaranteed''.
 
# There is a possibility for a Manic to spawn after 14 to 16 minutes in any Grineer Survival mission, or after about 5 Excavators in any Grineer Excavation mission. This is ''not guaranteed''. <!-- Do they have special spawn times in defence, interception or other endless missions? Is it worth nothing that they will spawn normally in other normal missions eg Exterminate?-->
  +
# Manics are guaranteed to spawn in [[Disruption]] Missions during an active '''Pack Hunters''' [[Disruption#Conduit Effects|Effect]].
   
 
There is a higher chance of Manics spawning when a squad member separates from the group as mentioned in [https://www.youtube.com/watch?v=U7bmMOBlT3Q Sanctuary Highlights].
 
There is a higher chance of Manics spawning when a squad member separates from the group as mentioned in [https://www.youtube.com/watch?v=U7bmMOBlT3Q Sanctuary Highlights].
   
Additionally, Drekar Manics and Manic Bombards will spawn during the [[Tyl Regor]] fight at [[Uranus#Missions|''Titania'', Uranus]] ([[Assassination]] mission). There will be at least 4 Manics (of which one is a bombard), and the amount will increase with additional players. Note that the ''Drekar Manics'' '''do not''' however drop Ash Warframe part blueprints. <!-- Will these Manic bombards drop loot as usual? -->
+
Additionally, Drekar Manics and Manic Bombards will spawn during the [[Tyl Regor]] fight at [[Uranus#Missions|''Titania'', Uranus]] ([[Assassination]] mission). There will be at least 4 Manics (of which one is a bombard), and the amount will increase with additional players. <!-- Will these Manic bombards drop loot as usual? -->
   
 
==Tactics==
 
==Tactics==
 
 
As its description implies, the Manic is a fast-striking and elusive melee unit, capable of cloaking to close in on foes and having an ability to Stealth Kill unsuspecting players (the player must be facing away from the Manic to have this happen).
 
As its description implies, the Manic is a fast-striking and elusive melee unit, capable of cloaking to close in on foes and having an ability to Stealth Kill unsuspecting players (the player must be facing away from the Manic to have this happen).
   
*Manics are capable of cloaking for periods of time to close distance across open ground; their masks, however will still shine, indicating their current position. When cloaked, they will move very fast and teleport in an unpredictable manner.
+
*Manics are capable of cloaking for periods of time to close distance across open ground; their masks, however, will still shine, indicating their current position. When cloaked, they will move very fast and teleport in an unpredictable manner.
 
**They cannot teleport to a position that would not normally be accessible to default pathfinding, such as on top of boxes, or disconnected ledges.
 
**They cannot teleport to a position that would not normally be accessible to default pathfinding, such as on top of boxes, or disconnected ledges.
*A Manic's attacks can inflict an extremely deadly {{Icon|Proc|Slash|text}} proc which causes Bleed damage over time. Any Warframes without extensive health reserves can easily fall victim to this Bleed effect, which as usual ''ignores armor and shields''.
+
*A Manic's attacks can inflict an extremely deadly {{Icon|Proc|Slash|text}} proc which causes Bleed damage over time. Any Warframes without extensive health reserves can easily fall victim to this Bleed effect, which as usual ''ignores armor''.
 
**Rolling will reduce each damage tick by 75%
 
**Rolling will reduce each damage tick by 75%
*Manics can use [[Dispel]] to remove abilities, even if the ability they are dispelling does not directly affect it (tested with [[Iron Skin]], [[Hysteria]] and [[Blessing]], and [[Rift Walk]]). Manics can only Dispel as part of their pouncing attack (see below).
+
*Manics can use [[Dispel]] to remove abilities, even if the ability they are dispelling does not directly affect it (tested with {{A|Iron Skin}}, {{A|Hysteria}}, and {{A|Blessing}}). Manics can only Dispel as part of their pouncing attack (see below).
**Manics will not Dispel a [[Decoy]], they will simply attack it.
+
**Manics will not Dispel a {{A|Decoy}}, they will simply attack it.
 
Manics have the ability to pounce and tackle a Tenno to the ground, leaving the player unable to move. This can occur if the player is facing away from the Manic when it tackles them or is staggered by knockback, with an imperfect chance to happen in either circumstance. If successful, the Manic will slash at the player several times for heavy damage. Teammates can use slam attacks and Warframe abilities to cause [[knockdown]], which will dislodge the Manic from a teammate. Alternatively they can shoot at it until it cloaks. Despite technically being on the ground, Finishers cannot be performed on the Manic when it has tackled a player, possibly due to the risk of hitting the tackled Tenno.
 
 
*The player cannot attack or use Warframe abilities when tackled. Other enemies will also continue to attack the player.
 
*Ragdolled Manics can also trigger a tackle if collided with mid-air or even while the player is mid-air, on either such occasion, the player is rendered floating along with the Manic.
 
*Manics can also tackle [[Kubrow]]s but not [[Sentinels]] (can still kill the latter with jump attacks). Such an attack is near-fatal for the companion as the Manic's tackle attack deals high damage.
 
   
 
Manics are affected by the following effects and abilities, but suffer reduced effects from certain [[Warframe]]s:
 
Manics are affected by the following effects and abilities, but suffer reduced effects from certain [[Warframe]]s:
   
*Manics can be stunned by parrying them or abilities like [[Teleport]], although the former is very difficult to accomplish without the aid of mods like {{M|Parry}}. However, they cannot be Finished, and will instead take a high damage multiplier.
+
*Manics can be stunned by parrying them or abilities like {{A|Teleport}}, although the former is very difficult to accomplish without the aid of mods like {{M|Parry}}. However, they cannot be Finished, and will instead take a high damage multiplier.
*Manics can be [[knockdown|knocked down]] by weapons with very high slam attack radius, such as the [[Jat Kittag]], and most fist weapons. They will get up at an extremely fast rate, but they are susceptible to ground finishers while in this state. Unlike ragdoll effects inflicted by Warframe abilities, Manics '''cannot''' recover mid-flight from slam attacks.
+
*Manics can be [[knockdown|knocked down]] by weapons with very high slam attack radius, such as the {{Weapon|Jat Kittag}}, and most fist weapons. They will get up at an extremely fast rate, but they are susceptible to ground finishers while in this state. Unlike ragdoll effects inflicted by Warframe abilities, Manics '''cannot''' recover mid-flight from slam attacks.
*Certain ''area of effect'' abilities such as [[World On Fire]] will deal area of effect damage and track the Manic killing them easily.
+
*Certain ''area of effect'' abilities such as {{A|Inferno}} will deal area of effect damage and track the Manic killing them easily.
*[[Blind]]ing effects, such as [[Radial Blind]], will prevent the Manic from attacking but not from cloaking or dodging.
+
*[[Blind]]ing effects, such as {{A|Radial Blind}}, will prevent the Manic from attacking but not from cloaking or dodging.
**[[Mesa]]'s [[Shooting Gallery]], however, stuns for its full duration.
+
**{{WF|Mesa}}'s {{A|Shooting Gallery}}, however, stuns for its full duration.
 
*Abilities that can ''ragdoll'' will have greatly reduced effect on the Manic. The damage is unaffected.
 
*Abilities that can ''ragdoll'' will have greatly reduced effect on the Manic. The damage is unaffected.
**[[Pull]] and [[Crush]] will ragdoll the Manic, but similar to [[Stalker]]'s reaction to the ability, the Manic will recover while flying and lose the momentum from the ability.
+
**{{A|Pull}} and {{A|Crush}} will ragdoll the Manic, but similar to [[Stalker]]'s reaction to the ability, the Manic will recover while flying and lose the momentum from the ability.
**[[Rhino Stomp]] is another affected ability: The Manic will be ragdolled and trapped in the time-slow for part of the ability's duration, but shortly after being hit will make a breaking-out motion and cease to be affected.
+
**{{A|Rhino Stomp}} is another affected ability: The Manic will be ragdolled and trapped in the time-slow for part of the ability's duration, but shortly after being hit will make a breaking-out motion and cease to be affected.
**[[Soul Punch]] works normally and can be used to knock them down repeatedly with very little effort.
+
**{{A|Soul Punch}} works normally and can be used to knock them down repeatedly with very little effort.
**[[Landslide]] can target the manic even when invisible and can be used repeatedly to kill the manic with relatively little effort.
+
**{{A|Landslide}} can target the manic even when invisible and can be used repeatedly to kill the manic with relatively little effort.
**[[Tornado]] is also capable of ragdolling Manics, should the Manic be uncloaked.
+
**{{A|Tornado}} is also capable of ragdolling Manics, should the Manic be uncloaked.
*Manics can be [[Mind Control]]led for the full duration, although their actual usefulness is limited as they normally just jump around and teleport rather than directly attacking enemies.
+
*Manics can be {{A|Mind Control}}led for the full duration, although their actual usefulness is limited as they normally just jump around and teleport rather than directly attacking enemies.
*Certain Warframe abilities (tested with [[Rhino Stomp]], [[Rhino Charge]], [[Tornado]], [[Dive Bomb]], and [[Shock]]) can damage Manics normally but cannot kill the Manic, for unknown reasons. If the Manic does not have enough health to absorb the damage of these abilities, it takes no damage from it.
+
*Certain Warframe abilities (tested with {{A|Rhino Stomp}}, {{A|Rhino Charge}}, {{A|Tornado}}, [[Dive Bomb]], and {{A|Shock}}) can damage Manics normally but cannot kill the Manic, for unknown reasons. If the Manic does not have enough health to absorb the damage of these abilities, it takes no damage from it.
**Manics can be killed by [[Saryn]]'s [[Spore]], [[Miasma]] and Mesa's [[Peacemaker]].
+
**Manics can be killed by {{WF|Saryn}}'s [[Spore]], {{A|Miasma}} and Mesa's {{A|Peacemaker}}.
**Manics are also affected by [[Trinity]]'s [[Well Of Life]] and [[Energy Vampire]] abilities. Because of this, the combo wherein both abilities are cast in complimentary intervals (such as to deal massive {{Icon|Proc|True|text}} damage) works as normal against Manics.
+
**Manics are also affected by {{WF|Trinity}}'s {{A|Well Of Life}} and {{A|Energy Vampire}} abilities. Because of this, the combo wherein both abilities are cast in complimentary intervals (such as to deal massive {{Icon|Proc|True|text}} damage) works as normal against Manics.
   
Should the Manic successfully kill all the targets, it will flee much like Stalker, announcing its departure with another loud, howling laughter of satisfaction. Players can still revive if this happens, however they have a chance to re-encounter the Manic later regardless of whether alarms are reset or not.
+
Should the Manic successfully kill all the targets, it will flee much like Stalker, announcing its departure with another loud, howling laughter of satisfaction. Players can still revive if this happens, however, they have a chance to re-encounter the Manic later regardless of whether alarms are reset or not.
   
 
{{InfoboxSide|header=Variants|<tabber>
 
{{InfoboxSide|header=Variants|<tabber>
 
|-|Drekar Manic=
 
|-|Drekar Manic=
 
{{EnemyHoriz
 
{{EnemyHoriz
| name = Drekar Manic
+
| name = Drekar Manic
| image = SeaLabManic.png
+
| image = SeaLabManic.png
| weapon = Claws
+
| introduced = {{ver|17}}
| tileset = [[Grineer Sealab]]
+
| weapon = Claws
  +
| tileset = [[Grineer Sealab]]
|clonedflesh = 450
 
|ferritearmor = 25
+
| clonedflesh = 450
  +
| ferritearmor = 25
|baseexperience= 500
+
| baseexperience = 500
|baselevel =
 
|codex_scans = 3
+
| baselevel =
  +
| codex_scans = 3
|mod_drops ={{M|Fast Hands}} {{text|gray|0.469%}}<br />15 [[Endo]] {{text|gray|0.469%}}<br />{{M|Point Strike}} {{text|gray|0.469%}}<br />{{M|Pressure Point}} {{text|gray|0.469%}}<br />{{M|Final Harbinger}} 0.141%<br />50 [[Endo]] 0.141%<br />{{M|North Wind}} 0.141%<br />{{M|Reflex Coil}} 0.141%<br />{{M|Flow}} {{text|#cc9900|0.031%}}<br />80 [[Endo]] {{text|#cc9900|0.031%}}
 
 
| mod_drops =
 
}}
 
}}
 
|-|Nightwatch Manic=
 
|-|Nightwatch Manic=
Line 119: Line 125:
   
 
==Tips==
 
==Tips==
*[[Desecrate]] '''will''' work on the Manic, thus giving you an extra chance at obtaining {{M|Four Riders}}, {{M|Final Harbinger}} and [[Ash]] component blueprints.
+
*{{A|Desecrate}} '''will''' work on the Manic, thus giving you an extra chance at obtaining {{M|Four Riders}}, {{M|Final Harbinger}} and {{WF|Ash}} component blueprints.
 
*Drekar Manics are valid targets for the [[Sands of Inaros]] quest, spawning in a minimum group of 3 during the assassination of [[Tyl Regor]] on Uranus.
 
*Drekar Manics are valid targets for the [[Sands of Inaros]] quest, spawning in a minimum group of 3 during the assassination of [[Tyl Regor]] on Uranus.
 
*Due to their erratic movement, it can be very difficult to defeat in large rooms. Lure them into corridors or side rooms for an easier fight; they cannot travel through doors without opening them, Giving away their location.
 
*Due to their erratic movement, it can be very difficult to defeat in large rooms. Lure them into corridors or side rooms for an easier fight; they cannot travel through doors without opening them, Giving away their location.
 
**In large, open spaces such as those found in the Grineer settlement tileset, the Manic's erratic behavior plays to its disadvantage as it will often juke erratically rather than chase a player in a straight line. Should the Manic prove too difficult to fight, fleeing into other rooms is always an option; if the alarm has been reset since the Manic's appearance it will change to unalerted status once the player gets far enough away (usually into the next room).
 
**In large, open spaces such as those found in the Grineer settlement tileset, the Manic's erratic behavior plays to its disadvantage as it will often juke erratically rather than chase a player in a straight line. Should the Manic prove too difficult to fight, fleeing into other rooms is always an option; if the alarm has been reset since the Manic's appearance it will change to unalerted status once the player gets far enough away (usually into the next room).
**Speedrunners can ignore the Manic altogether: despite its speed its movement pattern is erratic even when chasing a player, which slows Manics down.
+
**Speedrunners can ignore the Manic altogether: despite its speed, its movement pattern is erratic even when chasing a player, which slows Manics down.
*Manics can be killed with [[Magnetize]] easily, as they are not immune to damage from weapons with an addition of a vastly increased hit area to compensate a Manic's erratic teleporting.
+
*Manics can be killed with {{A|Magnetize}} easily, as they are not immune to damage from weapons with an addition of a vastly increased hit area to compensate a Manic's erratic teleporting.
*Due to the Manic's sporadic and rapid movement, it can be exceedingly difficult to scan for the Codex. Freezing it with [[Frost]]'s [[Freeze]] ability, or otherwise hitting it with a {{Icon|Proc|Cold|text}} proc, slowing it down using [[Molecular Prime]], or other abilities make the scanning process easier. Additionally, a [[Helios]] can scan the Manic whilst the player defends against it.
+
*Due to the Manic's sporadic and rapid movement, it can be exceedingly difficult to scan for the Codex. Freezing it with {{WF|Frost}}'s {{A|Freeze}} ability, or otherwise hitting it with a {{Icon|Proc|Cold|text}} proc, slowing it down using {{A|Molecular Prime}}, or other abilities make the scanning process easier. Additionally, a [[Helios]] can scan the Manic whilst the player defends against it.
 
*As Manics will only spawn after the level's alarm has been raised, completing a mission as stealthily as possible will prevent them from appearing.
 
*As Manics will only spawn after the level's alarm has been raised, completing a mission as stealthily as possible will prevent them from appearing.
 
*Manics can be tagged using the waypoint system. Though tricky, aiming directly at it and applying a waypoint (default key "G", on PC) will mark the Manic with an "Enemy" waypoint whenever it is not invisible. This can make it easier to track the Manic's movement.
 
*Manics can be tagged using the waypoint system. Though tricky, aiming directly at it and applying a waypoint (default key "G", on PC) will mark the Manic with an "Enemy" waypoint whenever it is not invisible. This can make it easier to track the Manic's movement.
*Fighting Manics while inside Frost's [[Snow Globe]], especially with {{M|Chilling Globe}} augment, makes Manics much easier to fight.
+
*Fighting Manics while inside Frost's {{A|Snow Globe}}, especially with {{M|Chilling Globe}} augment, makes Manics much easier to fight.
*Manics are also vulnerable to both [[Vauban]]'s [[Vortex]] and [[Nidus]]'s [[Larva]], pulling them in and locking them in place.
+
*Manics are also vulnerable to {{WF|Nidus}}'s {{A|Larva}}, pulling them in and locking them in place.
*The Manic's tackle can be blocked using two methods, blocking and channeling.
+
*The Manic's tackle can be blocked using melee.
 
**Interestingly enough, blocking the tackle will not damage [[Rhino|Rhino's]] {{A|Iron Skin}}, as blocking any other attack would.
**While blocking is pretty straight forward, channeling is an alternative. Channeling does not require you to block, instead will auto block and prevent the Manic from tackling you no matter what you are doing, so long as you have channel active. Keep in mind this will count as a channeled block and will consume 5 energy.
 
 
*Casting {{WF|Saryn}}'s {{A|Miasma}} can be an effective method of tracking Manics, regardless of whether they are visible or not. All one needs to do is follow the particles emitted by the Manic due to Miasma, which can be seen even when the Manic is invisible.
***Blocking a tackle in this fashion, versus the normal block, will always stagger the Manic, opening up free hits.
 
**Interestingly enough, blocking the tackle will not damage [[Rhino|Rhino's]] [[Iron Skin]], as blocking any other attack would.
 
*Casting [[Saryn]]'s [[Miasma]] can be an effective method of tracking Manics, regardless of whether they are visible or not. All one needs to do is follow the particles emitted by the Manic due to Miasma, which can be seen even when the Manic is invisible.
 
 
*Manics can move fast and teleport or stay invisible, one way or the other if the Manic doesn't see you he will just stay invisible and you can still see it by the red lines he leaves on his way but you can't attack them.
 
*Manics can move fast and teleport or stay invisible, one way or the other if the Manic doesn't see you he will just stay invisible and you can still see it by the red lines he leaves on his way but you can't attack them.
*Manics will target [[Loki]]'s [[Decoy]] over companions and Tenno, making it easier to predict where the Manic will attack from.
+
*Manics will target {{WF|Loki}}'s {{A|Decoy}} over companions and Tenno, making it easier to predict where the Manic will attack from.
*Using explosive weapons like the [[Tonkor]], the [[Penta]], or [[Castanas]] can help alleviate the need to accurately strike a Manic, especially if used in conjunction with Loki's Decoy.
+
*Using explosive weapons like the {{Weapon|Tonkor}}, the {{Weapon|Penta}}, or {{Weapon|Castanas}} can help alleviate the need to accurately strike a Manic, especially if used in conjunction with Loki's Decoy.
*[[Trinity]]'s [[Link]] ability will track a Manic even while invisible.
+
*{{WF|Trinity}}'s {{A|Link}} ability will track a Manic even while invisible.
*[[Nezha]]'s [[Warding Halo]] ability will prevent a Manic from attacking you as their AI actively avoids damage.
+
*{{WF|Nezha}}'s {{A|Warding Halo}} ability will prevent a Manic from attacking you as their AI actively avoids damage.
**Further, [[Divine Spears]] will temporarily disable all Manics within range.
+
**Further, {{A|Divine Spears}} will temporarily disable all Manics within range.
  +
*{{WF|Ivara}}'s [[Quiver|Sleep Arrow]] can put a Manic to sleep.
*The Manics can be affected with the [[Devour]] and will not receive less time, is a full time until it end, but once is devoured his sand is red.
 
 
**Likewise, Ivara can pickpocket them when you use {{A|Prowl}}.
*They can be put to sleep with [[Ivara|Ivara's]] [[Quiver|Sleep Arrow]].
 
 
*{{WF|Inaros}}' {{A|Devour}} can be used to temporarily remove a Manic from the fight, however, the Manic becomes invulnerable while marked for devour.
**Likewise, Ivara can pickpocket them while [[Prowl]]ing.
 
  +
*In the [[Grineer Sealab]]. You can sometimes trick Manics into falling in the water. They will soon drown and be instantly killed with the loot intact.
*Inaros' Devour can be used to temporarily remove a manic from the fight, however, the Manic becomes invulnerable while marked for devour.
 
   
 
==Trivia==
 
==Trivia==
Line 150: Line 154:
 
**According to [https://forums.warframe.com/index.php?/topic/241450-enemies-of-the-tenno-grineer-submission-winner-and-interview/ Kadabura's original concept art] the masks on the Manic's back belong to its fallen comrades.
 
**According to [https://forums.warframe.com/index.php?/topic/241450-enemies-of-the-tenno-grineer-submission-winner-and-interview/ Kadabura's original concept art] the masks on the Manic's back belong to its fallen comrades.
 
**Several of the masks feature elongated eye lenses, which did not correspond to any implemented Grineer units at the time the Manic was introduced. However, they closely match a mask worn by one of the [[:File:Grineer-pg9.jpg|Grineer concepts]] that later became [[Guardsman|Guardsmen]], [[Bailiff]]s, and [[Artificer]]s, and one of the masks would ultimately be used for [[Executioner Gorth]].
 
**Several of the masks feature elongated eye lenses, which did not correspond to any implemented Grineer units at the time the Manic was introduced. However, they closely match a mask worn by one of the [[:File:Grineer-pg9.jpg|Grineer concepts]] that later became [[Guardsman|Guardsmen]], [[Bailiff]]s, and [[Artificer]]s, and one of the masks would ultimately be used for [[Executioner Gorth]].
*''[[wiktionary:manic|Manic]]'' refers to a person who suffers from ''[[wikipedia:Mania|mania]]'', which is a mood of abnormally elevated arousal energy level and is often associated with bipolar disorder.
+
*''[[wiktionary:manic|Manic]]'' describes a person suffering from ''[[wikipedia:Mania|mania]]'', which is a mood of abnormally elevated arousal energy level and is often associated with bipolar disorder.
   
 
==Media==
 
==Media==
Line 178: Line 182:
 
manic.jpg|The Manic using his tackle attack on Decoy
 
manic.jpg|The Manic using his tackle attack on Decoy
 
drekarmanic.jpg|The Drekar Manic using his tackle attack on Decoy
 
drekarmanic.jpg|The Drekar Manic using his tackle attack on Decoy
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michael-zaguirre-grineermanic.jpg
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==Patch History==
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{{Scrollbox/Article|
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{{ver|16.3}}
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*Adjusted Grineer Manic to regen 2% of health a second, after a 7 second delay.
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*Slightly lowered the damage of claw attack and the Manic’s Slash proc chance of his attacks.
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{{ver|16}}
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*Introduced.
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}}
 
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Revision as of 09:31, 10 July 2020

Dashing in for quick strikes before falling back to the shadows, the Grineer Manic is difficult to catch and deadly to ignore. Although only a few Manics will spawn in a given Grineer mission, its speed and damage make it a devastating enemy to face.

Manics have a chance to drop AshIcon272 Ash blueprints upon death, similar to how Eximus enemies can drop OberonIcon272 Oberon Parts, making the parts fairly difficult to acquire compared to other frames.

Farming Locations

These are based on opinions and may not be 100% true. These should be viewed as advice for finding the enemies until better facts are proven.

Normal Manic (only one that can drop AshIcon272 Ash components)

Script error: The function "getMissions" does not exist.

Drekar Manic

Script error: The function "getMissions" does not exist.

Spawning

These are based on trial and error and may not be completely true. These should be viewed as advice for farming them until better facts are proven.

The Manic will only spawn if the level's alarm is active, including missions where the alarm is active from the start (such as Excavation and Survival), and will announce its presence with loud, howling laughter:

  1. A Manic is guaranteed to spawn after a certain number of minutes in Defection depending on the location.
    • Memphis on Phobos has a Manic spawn timer of 10-12 minutes after opening the door to the first Med Booster.
    • Caracol on Saturn has a Manic spawn timer of 6-8 minutes after opening the door to the first Med Booster.
    • Yursa on Neptune has a Manic spawn timer of 5-6 minutes after opening the door to the first Med Booster.
    • Multiple Manics can spawn in a single Defection mission.
    • The Lotus will comment on the Manic's presence, indicating it has come to kill the survivors.
    • Manics will fight against, and can be killed by, the Infested.
  2. After completing the A Man of Few Words quest there is a high chance of a Manic spawning when helping Clem on Uranus. However, this is not guaranteed.
  3. There is a possibility for a Manic to spawn after 14 to 16 minutes in any Grineer Survival mission, or after about 5 Excavators in any Grineer Excavation mission. This is not guaranteed.
  4. Manics are guaranteed to spawn in Disruption Missions during an active Pack Hunters Effect.

There is a higher chance of Manics spawning when a squad member separates from the group as mentioned in Sanctuary Highlights.

Additionally, Drekar Manics and Manic Bombards will spawn during the Tyl Regor fight at Titania, Uranus (Assassination mission). There will be at least 4 Manics (of which one is a bombard), and the amount will increase with additional players.

Tactics

As its description implies, the Manic is a fast-striking and elusive melee unit, capable of cloaking to close in on foes and having an ability to Stealth Kill unsuspecting players (the player must be facing away from the Manic to have this happen).

  • Manics are capable of cloaking for periods of time to close distance across open ground; their masks, however, will still shine, indicating their current position. When cloaked, they will move very fast and teleport in an unpredictable manner.
    • They cannot teleport to a position that would not normally be accessible to default pathfinding, such as on top of boxes, or disconnected ledges.
  • A Manic's attacks can inflict an extremely deadly Script error: The function "Proc" does not exist. proc which causes Bleed damage over time. Any Warframes without extensive health reserves can easily fall victim to this Bleed effect, which as usual ignores armor.
    • Rolling will reduce each damage tick by 75%
  • Manics can use Dispel to remove abilities, even if the ability they are dispelling does not directly affect it (tested with IronSkin130xWhite Iron Skin, Hysteria130xWhite Hysteria, and Blessing130xWhite Blessing). Manics can only Dispel as part of their pouncing attack (see below).
    • Manics will not Dispel a Decoy130xWhite Decoy, they will simply attack it.

Manics are affected by the following effects and abilities, but suffer reduced effects from certain Warframes:

  • Manics can be stunned by parrying them or abilities like Teleport130xWhite Teleport, although the former is very difficult to accomplish without the aid of mods like Mod TT 20px Parry. However, they cannot be Finished, and will instead take a high damage multiplier.
  • Manics can be knocked down by weapons with very high slam attack radius, such as the JatKittag Jat Kittag, and most fist weapons. They will get up at an extremely fast rate, but they are susceptible to ground finishers while in this state. Unlike ragdoll effects inflicted by Warframe abilities, Manics cannot recover mid-flight from slam attacks.
  • Certain area of effect abilities such as Inferno130xWhite Inferno will deal area of effect damage and track the Manic killing them easily.
  • Blinding effects, such as RadialBlind130xWhite Radial Blind, will prevent the Manic from attacking but not from cloaking or dodging.
  • Abilities that can ragdoll will have greatly reduced effect on the Manic. The damage is unaffected.
    • Pull130xWhite Pull and Crush130xWhite Crush will ragdoll the Manic, but similar to Stalker's reaction to the ability, the Manic will recover while flying and lose the momentum from the ability.
    • RhinoStomp130xWhite Rhino Stomp is another affected ability: The Manic will be ragdolled and trapped in the time-slow for part of the ability's duration, but shortly after being hit will make a breaking-out motion and cease to be affected.
    • SoulPunch130xWhite Soul Punch works normally and can be used to knock them down repeatedly with very little effort.
    • Landslide130xWhite Landslide can target the manic even when invisible and can be used repeatedly to kill the manic with relatively little effort.
    • Tornado130xWhite Tornado is also capable of ragdolling Manics, should the Manic be uncloaked.
  • Manics can be MindControl130xWhite Mind Controlled for the full duration, although their actual usefulness is limited as they normally just jump around and teleport rather than directly attacking enemies.
  • Certain Warframe abilities (tested with RhinoStomp130xWhite Rhino Stomp, RhinoCharge130xWhite Rhino Charge, Tornado130xWhite Tornado, Dive Bomb, and Shock130xWhite Shock) can damage Manics normally but cannot kill the Manic, for unknown reasons. If the Manic does not have enough health to absorb the damage of these abilities, it takes no damage from it.
    • Manics can be killed by SarynIcon272 Saryn's Spore, Miasma130xWhite Miasma and Mesa's Peacemaker130xWhite Peacemaker.
    • Manics are also affected by TrinityIcon272 Trinity's "Well Of Life" wasn't found in Module:Ability/data and EnergyVampire130xWhite Energy Vampire abilities. Because of this, the combo wherein both abilities are cast in complimentary intervals (such as to deal massive Script error: The function "Proc" does not exist. damage) works as normal against Manics.

Should the Manic successfully kill all the targets, it will flee much like Stalker, announcing its departure with another loud, howling laughter of satisfaction. Players can still revive if this happens, however, they have a chance to re-encounter the Manic later regardless of whether alarms are reset or not.

Variants

Drekar Manic General Drops
SeaLabManic
Introduced Update 17.0 (2015-07-31) Mod Drops:
Mod TT 20px Fast Hands 0.5691%
Mod TT 20px Point Strike 0.5691%
Mod TT 20px Pressure Point 0.5691%
Endo Endo 0.5691%
Mod TT 20px Final Harbinger 0.1659%
Mod TT 20px North Wind 0.1659%
Mod TT 20px Reflex Coil 0.1659%
Endo Endo 0.1659%
Mod TT 20px Flow 0.0303%
Endo Endo 0.0303%
Tileset Grineer Sealab
Weapon Claws
Codex Scans 3
Statistics
Cloned Flesh 450
DmgSlashSmall64 + DmgFireSmall64 + DmgViralSmall64 +++ DmgImpactSmall64  DmgGasSmall64 ‐‐
Ferrite Armor 25
DmgPunctureSmall64 ++ DmgCorrosiveSmall64 +++ DmgSlashSmall64 - DmgBlastSmall64 -
Affinity 500

Nightwatch Manic General Drops
NightwatchManic
Introduced Undetermined Mod Drops:
None
Tileset Tactical Alert
Weapon Claws
Codex Scans 3
Statistics
Cloned Flesh 350
DmgSlashSmall64 + DmgFireSmall64 + DmgViralSmall64 +++ DmgImpactSmall64  DmgGasSmall64 ‐‐
Ferrite Armor 25
DmgPunctureSmall64 ++ DmgCorrosiveSmall64 +++ DmgSlashSmall64 - DmgBlastSmall64 -
Affinity 500

Tips

  • Desecrate130xWhite Desecrate will work on the Manic, thus giving you an extra chance at obtaining Mod TT 20px Four Riders, Mod TT 20px Final Harbinger and AshIcon272 Ash component blueprints.
  • Drekar Manics are valid targets for the Sands of Inaros quest, spawning in a minimum group of 3 during the assassination of Tyl Regor on Uranus.
  • Due to their erratic movement, it can be very difficult to defeat in large rooms. Lure them into corridors or side rooms for an easier fight; they cannot travel through doors without opening them, Giving away their location.
    • In large, open spaces such as those found in the Grineer settlement tileset, the Manic's erratic behavior plays to its disadvantage as it will often juke erratically rather than chase a player in a straight line. Should the Manic prove too difficult to fight, fleeing into other rooms is always an option; if the alarm has been reset since the Manic's appearance it will change to unalerted status once the player gets far enough away (usually into the next room).
    • Speedrunners can ignore the Manic altogether: despite its speed, its movement pattern is erratic even when chasing a player, which slows Manics down.
  • Manics can be killed with Magnetize130xWhite Magnetize easily, as they are not immune to damage from weapons with an addition of a vastly increased hit area to compensate a Manic's erratic teleporting.
  • Due to the Manic's sporadic and rapid movement, it can be exceedingly difficult to scan for the Codex. Freezing it with FrostIcon272 Frost's Freeze130xWhite Freeze ability, or otherwise hitting it with a Script error: The function "Proc" does not exist. proc, slowing it down using MolecularPrime130xWhite Molecular Prime, or other abilities make the scanning process easier. Additionally, a Helios can scan the Manic whilst the player defends against it.
  • As Manics will only spawn after the level's alarm has been raised, completing a mission as stealthily as possible will prevent them from appearing.
  • Manics can be tagged using the waypoint system. Though tricky, aiming directly at it and applying a waypoint (default key "G", on PC) will mark the Manic with an "Enemy" waypoint whenever it is not invisible. This can make it easier to track the Manic's movement.
  • Fighting Manics while inside Frost's SnowGlobe130xWhite Snow Globe, especially with Mod TT 20px Chilling Globe augment, makes Manics much easier to fight.
  • Manics are also vulnerable to NidusIcon272 Nidus's Larva130xWhite Larva, pulling them in and locking them in place.
  • The Manic's tackle can be blocked using melee.
    • Interestingly enough, blocking the tackle will not damage Rhino's IronSkin130xWhite Iron Skin, as blocking any other attack would.
  • Casting SarynIcon272 Saryn's Miasma130xWhite Miasma can be an effective method of tracking Manics, regardless of whether they are visible or not. All one needs to do is follow the particles emitted by the Manic due to Miasma, which can be seen even when the Manic is invisible.
  • Manics can move fast and teleport or stay invisible, one way or the other if the Manic doesn't see you he will just stay invisible and you can still see it by the red lines he leaves on his way but you can't attack them.
  • Manics will target LokiIcon272 Loki's Decoy130xWhite Decoy over companions and Tenno, making it easier to predict where the Manic will attack from.
  • Using explosive weapons like the Tonkor Tonkor, the Penta Penta, or Castanas Castanas can help alleviate the need to accurately strike a Manic, especially if used in conjunction with Loki's Decoy.
  • TrinityIcon272 Trinity's Link130xWhite Link ability will track a Manic even while invisible.
  • NezhaIcon272 Nezha's WardingHalo130xWhite Warding Halo ability will prevent a Manic from attacking you as their AI actively avoids damage.
    • Further, DivineSpears130xWhite Divine Spears will temporarily disable all Manics within range.
  • IvaraIcon272 Ivara's Sleep Arrow can put a Manic to sleep.
    • Likewise, Ivara can pickpocket them when you use Prowl130xWhite Prowl.
  • InarosIcon272 Inaros' "Devour" wasn't found in Module:Ability/data can be used to temporarily remove a Manic from the fight, however, the Manic becomes invulnerable while marked for devour.
  • In the Grineer Sealab. You can sometimes trick Manics into falling in the water. They will soon drown and be instantly killed with the loot intact.

Trivia

  • The Manic is the first of the winning fan entries from the Enemies Of The Tenno Contest to be implemented, designed by player Kadabura.
  • Manic describes a person suffering from mania, which is a mood of abnormally elevated arousal energy level and is often associated with bipolar disorder.

Media

  • The laughter heard when the Manic spawns:
  • Sound of a Manic dying:

Patch History

Update 16.3 (2015-04-09)

  • Adjusted Grineer Manic to regen 2% of health a second, after a 7 second delay.
  • Slightly lowered the damage of claw attack and the Manic’s Slash proc chance of his attacks.

Update 16.0 (2015-03-19)

  • Introduced.