The gunslinger Mesa wields both style and power to overcome her foes in a rapid shower of ballistic ordnance. Mesa drew her guns in Update 15.5.
Acquisition
Mesa's main blueprint can be purchased from the Market. Mesa's component blueprints from defeating Mutalist Alad V on Mutalist Alad V Assassinate, Eris.
Drop
Chance
Expected
Nearly Guaranteed
Chassis Blueprint
38.72%
6 – 7
27 ± 9
Neuroptics Blueprint
38.72%
Systems Blueprint
22.56%
Expected refers to total number of attempts a player can expect to need in order to receive at least one of each drop associated with the respective values.
Nearly Guaranteed refers to the total number of attempts a player needs to obtain a 99%, 99.9%, and 99.99% probability to receive at least one of each drop associated with the respective values.
For more detailed definitions and information on how these number were obtained, visit here.
Though Mesa is not a quest-driven Warframe, completion of Patient Zero quest is a prerequisite in order to obtain her component blueprints.
Trivia
After Oberon, Mesa is the second Warframe whose main blueprint sells for 30,00030,000.
The line in Lotus' summary, "Do you feel lucky, Tenno?" is a direct reference to one of Dirty Harry's most popular quotes
Mesa was first revealed in Devstream 41, when Art Director Mike "Mynki" Brennan displayed her concept art.
According to Brennan her default helmet is actually blindfolded, as she enjoys a challenge during fights.
With her gunslinger theme, Mesa's name is most likely a reference to the land formation of the same name which is common in the Western and Southwestern United States.
The word mesa is the Portuguese and Spanish word for "table"; the mesa land formation is an elevated area of land with a flat top.
Mesa is the second Warframe to come with built-in exalted weapons, following Valkyr.
Excalibur's Exalted Blade was added after Mesa was introduced, despite being a Warframe that came before both Mesa and Valkyr.
The firing hammers for Mesa's Regulator pistols are mounted on her thumbs.
Mesa's Regulator pistols are colored separately in their exalted weapon menu rather than the main Warframe color selection.
Some related files refer to Mesa as "Cowgirl", which was most likely her name used during development.
The name of Mesa's 4th ability, Peacemaker, is probably derived from the Colt Single Action Army revolver, which was also called the Colt Peacemaker. Keeping with Mesa's Western theme, the revolver saw considerable use in the American Old West.
Additionally, the name of Mesa's Regulator Pistols might be a reference to the Regulators, a posse from the American Old West said to have been co-founded by Billy The Kid.
As a Prime Warframe, Mesa Prime possesses a special passive ability where contact with an Orokin VoidDeath Orb will make them release an energy pulse that grants 250Energy to all nearby allies. This effect can only occur once per Death Orb, and can occur even if the Death Orb has been previously destroyed.
Mesa Prime's Ballistic Battery features multi energy lines instead of scattered energy particles.
Trivia
Information about Mesa Prime was first unintentionally leaked through Prime Access program for Nintendo Switch.
Mesa Prime's Prime Access was the first to feature a Primed alternative helmet.
Mesa Prime's hat bears a resemblance to that of Limbo Prime's.
Mesa Prime's Regulators also have a unique model as compared to her non-Prime variant.
Mesa has improved proficiency with secondary weapons, and gains a health bonus at the expense of not having a melee weapon equipped. The following are passive bonuses available to Mesa:
Mesa converts 40% / 50% / 60% / 70% of the total damage inflicted by her primary and secondary weapons into stored bonus damage to be used for the next shot when activated again. A maximum of 20 / 50 / 90 / 140 damage is stored for every instance of damage, and a maximum of 400 / 800 / 1200 / 1600 damage is stored at full capacity. When Ballistic Battery is deactivated by pressing the ability key again (default 1 ), the stored damage is unleashed on the next gunshot fired.
Charged shots from Gunblades will also contribute to Ballistic Battery's damage.
Damage percentage and maximum stored damage at full capacity are affected by Ability Strength.
While active, a charge counter becomes visible on the ability icon that tracks stored damage from 0% to 100%.
Once deactivated, the stored damage is added to your equipped weapon's damage. The stored damage will have the same damage composition as the equipped weapon and is not affected by base damage mods (e.g., a Lanka with a maxed Serration equipped will inflict 300 × (1 + 1.65) + 1600 = 2,395Electricity damage from a fully charged shot when Ballistic Battery is deactivated).
The stored damage is only applied to a weapon's projectile damage in most cases. This includes the Torid, Penta, and Ogris. Syndicate Radial Effects, while able to contribute to the charge counter, are not affected by the stored damage upon Ballistic Battery's deactivation.
Stored damage is not split across multiple projectiles in the case of multishot weapons; only a single projectile can acquire stored damage.
Beam Weapons get the bonus damage applied to the whole magazine as long as you do not lose your target.
Recasting the ability before using the stored damage buff will cancel the buff.
Does not affect melee attacks (including Redeemer shots).
Peacemaker's Regulator pistols can contribute to the charge counter, and Ballistic Battery can be deactivated while Peacemaker is active. Stored damage can be applied to a single Regulator shot.
Any effect which forcibly strips abilities - e.g. falling into a bottomless pit or entering a Nullifier field - will cause Ballistic Battery to discharge on the next shot, with the damage bonus intact, similar to when the ability is manually deactivated. Needs testing for the Stalker or for Zanuka's Dispel / Dispel Bomb.
Mesa's body will glow in her chosen energy color with intensity and coverage scaling with damage stored.
A simple-to-use but incredibly useful skill, make use of Ballistic Battery early and often. It can be extremely useful for eliminating heavy enemy units, as the skill damage value does not properly reflect the actual potential damage of a well-placed, fully-charged shot.
The damage added is to your attack's base damage, so if you are using a weapon with a high critical chance/multiplier and/or aiming for a headshot, the added damage can turn out to be much more than 1600.
Ballistic Battery stores energy when containers are shot, presumably because they use health to determine if enough damage has been dealt to open them.
This ability can be used with a Furis pistol that has a Winds of Purity mod to easily restore Mesa to full health, should the shot connect.
Bugs
Rank 0 Ballistic Battery stores more damage per instance than other ranks.
Ballistic Battery does not store damage dealt to the Eidolons' Synovia, it does however store the damage dealt to the Eidolon after all its Synovia have been destroyed.
Misc:3 (number of targets per stun) 1.5 s (stun interval) 2 (instances in coop play)
Info
Mesa releases an energy lasso that swirls around her, causing her to gain 10% / 15% / 20% / 25% weapon damage. The lasso will remain active for 15 / 20 / 25 / 30 seconds.
Damage bonus is affected by Ability Strength. For example, with a max Intensify, the damage bonus will be increased to: Damage Bonus × (1 + Ability Strength Mods) =0.25 × 1.3 = 32.5%.
Shooting Gallery applies an increase to your weapon's damage and stacks additively with other damage mods.
For example, with a max Intensify and a max Hornet Strike and rank-3 Shooting Gallery, Lex will inflict 130 × (1 + 2.2 + 0.25 × 1.3) = 458.25 damage.
The lasso will lash out at 3 enemies within 10 / 12 / 14 / 16 meters with beams of energy every 1.5 seconds. Affected enemies will have their ranged weapons jammed and will stand in place and attempt to unjam the weapon over a short duration; melee fighters (for example most Infested, Butchers, or Prod Crewmen) will suffer a temporary stun instead.
Number of targets per stun and stun interval are not affected by mods.
Can repeatedly affect enemies that recover from a previous weapon jam or stun.
Will prevent Volatile Runners from detonating.
Has no effect on flying enemies (such as Ospreys, Orokin Drones, etc).
When playing in a group, 2 instances of the buff will spawn. One will stay on Mesa for the full duration of the ability, while another will periodically transfer between all allied players within an unrestricted range, temporarily providing the affected player with all benefits of the ability.
Duration per player is calculated by the following expression: Duration = Total Duration / (Total Number of Players - 1).
Ability Synergy:Peacemaker's Regulators are affected by Shooting Gallery's damage bonus.
OperatorAmps are not affected by by Shooting Gallery's damage bonus.
Cannot be recast while active.
Subsuming Mesa to the Helminth will offer Shooting Gallery and its augments to be used by other Warframes.
Muzzle Flash is a Warframe Augment Mod for Mesa, that makes Shooting Gallery emit a flash that blinds enemies around Mesa when an ally buffed with Shooting Gallery assists in 6 kills.
Mesa envelops herself in an energy shield for 10 / 15 / 20 / 25 seconds, which reduces incoming damage from enemy gunfire by 50% / 60% / 70% / 80%. The shield reflects hitscan bullets back to the attacker over unrestricted range, but deflects non-hitscan projectiles randomly up to 45° from the point of impact. Affected gunfire will instead divert towards a random enemy, if any, within an 11-meter radius and up to 90° from the point of impact.
Damage reduction is affected by Ability Strength and cannot exceed 95% under any circumstances.
Diverted gunfire is physically redirected. As such, obstacles in the environment can prevent it from hitting enemies.
Damage is equivalent to what enemies would receive if they were to damage themselves.
Status Effects can proc normally, on both Mesa and enemy targets.
Deflect and divert angles are not affected by mods.
Projectile-based knockdown is resisted, such as the grappling hooks from Scorpions and Infested Ancients. However, knockdown caused by radial blasts from units such as Shockwave MOAs and Heavy Gunners will bypass Shatter Shield.
Shatter Shield does not protect Mesa from area damage or melee attacks, thus damage will be dealt as normal.
As damage reduction is capped to 95%, any Ability Strength beyond 119% will not have further effect to Shatter Shield. Maximum damage reduction can be achieved with just a rank 3 Intensify, or a rank 4 Augur Secrets for 3 less drain.
Players should take caution, as while damage reduction will apply to Projectile/Hitscan weaponry, it does not apply to explosions.
Bombard rockets will be deflected and often will ricochet back into enemies with a good chance of proccing radial knock-down.
Bugs
Reflected damage from non-hitscan weapons is not calculated properly. The reflected damage enemies receive from non-hitscan weapons does not appear to factor in the enemy's level, causing the same damage to be reflected regardless of enemy difficulty.
When shot by an Embolist with Shatter Shield active Mesa will receive the poison proc even if the damage source was friendly.
Some types of projectiles stop when hitting Shatter Shield and disappear at the time their damage is being dealt to a target within range, instead of being visually redirected towards them. No damage loss, though.
Misc:50 (damage) 50 m (maximum shooting distance) 15° (minimum FoV)
Info
Mesa stands her ground, holsters her current weapon, and draws her Regulators pistols as her secondary Exalted Weapon. While Peacemaker is active, a focus ring appears in the form of a blurred reticle which can be aimed at enemies. Holding the fire button will cause Mesa to auto-target random enemies inside the focus ring up to 50 meters away. Each gunshot will reduce the size of the focus ring until its field of vision is reduced to 15°.
Maximum shooting distance is not affected by Ability Range.
The focus ring's field of vision resets to its initial value if Peacemaker expires or is deactivated.
In order to achieve target acquisition with Peacemaker, enemies have to be within range and positioned inside the focus ring, and the player's camera must have line of sight with the enemy.
Mesa's Regulator pistols inflict 50 damage per shot. This is not affected by Ability Strength, but is instead affected by the weapon's mod configuration which will appear after the ability is unlocked, equipped in her Regulators, and buffs.
Peacemaker has a built-in damage buff, increasing its base damage by 100% / 115% / 133% / 150%.
This buff is affected by Ability Strength and stacks additively with Damage mods, such as Hornet Strike.
Immediately upon drawing her Regulators, she receives another 150% damage buff
This buff is affected by Ability Strength and stacks additively with Damage mods
The rate of fire will ramp up for each gunshot. The rate of fire will reset if the fire button is released or if no gunshots are fired during a brief period of inactivity.
The Regulators are automatic; players need only to hold down the fire button to continue firing.
Peacemaker drains 15 energy per second and will remain active so long as Mesa has energy.
Peacemaker will end if Mesa runs out of energy or if deactivated by pressing the ability key again.
Peacemaker's energy drain is not converted into shields by Augur Mods.
Due to anti-AFK countermeasures, following two minutes of being immobile, energy gain from all sources will be stopped regardless of whether Mesa is scoring kills with Peacemaker.
Holstering the Regulators upon deactivation is affected by holster speed mods, but not cast speed.
The radius of the focus ring is affected by Ability Range, though the latter's effect is negligible.
The formula used to calculate the field of view angle with mods is non-linear and currently unknown.
While Peacemaker is active, Regulators are the only weapon Mesa can use. She also cannot activate any of her other abilities, although Ballistic Battery can be deactivated with its stored damage applied to a single shot.
After a very brief "draw" period, Mesa is completely immobile and vulnerable to damage while Peacemaker is active, although she will resist crowd-controlling status effects and knockdowns.
The Regulators are Mesa and Mesa Prime's signature Exalted Weapon, which are used when her Peacemaker ability is activated. Unlike other ranged weapons, the rapid-firing Regulators will automatically target and shoot at enemies within a large aiming circle directed by the player, removing the need for precise aim.
Casting Shatter Shield before activating Peacemaker is recommended, due to Mesa becoming vulnerable to attacks while Peacemaker is active.
While you cannot initiate movement while channeling Peacemaker, it can be cast while falling or immediately after initiating a bullet-jump, thus allowing you to start shooting before you actually arrive at your intended location. Channeling Peacemaker also makes you immune to the stagger effect you would normally receive upon hitting the ground after a long fall.
Limbo makes a great complement to Mesa when using this ability, as using Banish on Mesa allows her to become immune to enemy damage while also allowing her to damage enemies outside of the Rift Plane with her Peacemaker. If Cataclysm is cast anywhere with enemies inside Mesa may take damage if they fire at her, even she is not inside the Cataclysm but still under the effect of Banish.
While in the Rift Plane you should deactivate Peacemaker whenever possible to regain energy, especially in a group with multiple Energy Siphon Mods.
Volt's Electric Shield will buff rounds of the Regulator's shots that pass through it.
Volt's Electric Shield will also cause the shots fired to have increased proc chance for Impact, Puncture, or Slash
Volt's Electric Shield has been noted to occasionally, unknown whether as a bug or not, cause a type of punch-through effect that will make Peacemaker penetrate targets. It has been additionally noted that the punch-through is not affected by Peacemakers default range and can kill enemies hit by it, the highest example was roughly a kill 85 meters away from Mesa's default 50. Punch-through effect seems to hit once per 10 shots, so fairly often.
Similar to most Warframe abilities, Peacemaker targets the enemy's torso to inflict damage. It is particularly effective against Corrupted Vor as all Regulator pistol shots will always hit Vor's energy core, the only body part where he is vulnerable to damage.
Since Mesa stays immobile with Peacemaker active, it's highly suggested to bring a Sentinel with Vacuum equipped to pick up Energy Orbs and prolong the duration Peacemaker stays active.
Because of the red hue that affects the scenery around you, using a red energy color can make it more difficult to see the focus ring, which uses the energy color.
Bugs
Shots ignore, both friendly and hostile, snowglobes (Mesa can hit targets on the opposite side of a snowglobe whilst standing outside of it) and certain obstacles (such as Defense cryopods).
Occasionally the draw animation for the Regulator pistols may not occur.
Peacemaker's fire rate is severely hindered when the user's FPS is lower than 30, with lesser FPS resulting in lesser fire rate.
Peacemaker can be utilized by Specters and still allow them to move to a certain degree of minimal slowdown.
When viewed in the Orbiter's Arsenal, the FoV angle is fixed at 15°, regardless of Mesa's range value. When viewed in a mission, however, its value will be affected by Ability Range mods. It is currently unknown whether the angle's value is meant to be fixed at 15° or not.
Fixed certain Warframe abilities (Mesa's Shattered Shield) that create reflecting bullets counting towards hits that increase the Hata-Satya Critical Chance buff. Only hits performed by Soma Prime should increase the Hata-Satya Critical Chance buff.
Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.
Fixed Mesa’s Peacemaker deactivating Melee-only mode if it was active before the ability was cast.
Fixed Mesa’s Shooting Gallery ability applying to Operators damage output.
The ‘Toggle Prime Details’ has been added back to Mesa Prime! The team has made improvements towards the blending of both Mesa TennoGen Skins and her Prime Details.
Warframes with unique Ability-driven (Exalted) Weapons can now be separately Modded in your Arsenal! This includes the ability to customize their appearance too!
If you own any of the following Warframes, their “Exalted” Weapon have been added to your Arsenal:
Mesa’s Regulators
If you own or purchase the Mesa Presidio Skin, you will automatically receive the Presidio Regulators skin to equip onto Mesa’s Regulators.
Exalted Weapons work in the following ways:
They appear in your Arsenal as an unranked moddable Weapon option once you’ve unlocked the Ability.
All Exalted weapons use the Mod classes expected for the class of weapon.
While Exalted Weapons can be ranked, they do not count towards Mastery Rank (with the exception of Khora’s Venari).
Fixed Mesa's Ballistic Battery ability's interaction with Beam weapons to behave like other weapon types: the Damage bonus is now only applied to one Damage hit, but it is not affected by the Beam weapon ramp-up and always applies full Damage.
Peacemaker now roots Mesa in place while creating a focus ring on the HUD.
Pressing Fire will have Mesa automatically attack all enemies inside the ring, and each enemy slain will decrease the radius of the ring while increasing Mesa’s damage dealt.
While in Peacemaker players can look in any direction.
Range Mods will affect the size of Peacemaker’s ring.
Fixed Mesa’s Ballistic Battery effects showing as being used when activating the ability.
Fixed Mesa’s Shooting Gallery buff animation pathing incorrectly when standing near a wall.
Fixed Mesa’s Peacemaker, Nyx’s Psychic Bolts, and Limbo’s Cataclysm affecting enemies that are immune to Tenno abilities.
Fixed an issue where Mesa’s Alt Helmet was given, for free, to anyone who crafted the frame or purchased her independently. Helmets acquired this way are no longer in inventories.