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*'''+50''' health when a melee weapon is not equipped. |
*'''+50''' health when a melee weapon is not equipped. |
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− | ==Abilities== |
+ | ==Abilities == |
{{:Ballistic Battery}} |
{{:Ballistic Battery}} |
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Revision as of 03:23, 19 September 2018
Marksman's Dexterity
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:
- +10% fire rate with dual wielded sidearms.
- +20% reload speed for one handed sidearms.
- +50 health when a melee weapon is not equipped.
Abilities
1 25 |
Ballistic Battery When activated, this power stores damage caused by guns. When triggered again, that damage is channeled through the next gunshot. Introduced in Update 15.5 (2014-11-27) |
Strength:40% / 50% / 60% / 70% (damage percentage) 20 / 50 / 90 / 140 (max damage per instance) 2000 / 3000 / 4000 / 5000 (max stored damage) | |
Duration:N/A | |||
Range:N/A |
Info
- Mesa expends 25 energy to bolster her armaments. While active, 40% / 50% / 60% / 70% of the total damage inflicted by her primary and secondary weapons into stored bonus damage; a maximum of 20 / 50 / 90 / 140 damage is stored for every instance of damage, and a maximum of 2000 / 3000 / 4000 / 5000 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.
- Stored value is displayed as a Buff icon beside Mesa's hitpoint indicators.
- Instances of damage that contribute to the charge counter include Multishots, Critical Damage, DoTs, Status Effect damage, and Syndicate Radial Effects from Weapon Augment Mods and Syndicate weapons. For example, Ballistic Battery will store damage from Torid clouds as well as damage from the physical projectile.
- Once deactivated, the stored damage is added to the 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) + 5000 = 5,795 Electricity damage from a fully charged shot when Ballistic Battery is deactivated).
- Elemental Damage Mods, Faction Damage Bonus, Critical Damage, Headshots, and Status Effect damage will factor in the increased damage in their calculations.
- 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.
- Recasting the ability before using the stored damage buff will cancel the buff.
- Does not affect melee attacks (including Gunblade shots).
- Ability Synergy: 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.
- Mesa's body will glow in her chosen energy color with intensity and coverage scaling with damage stored.
- Has an initial cast of 0.5 seconds.
Augment
- Main article: Ballistic Bullseye
Ballistic Bullseye is a Warframe Augment Mod for Mesa that gives shots enhanced by Ballistic Battery increased Critical Chance.
Ballistic BullseyeTips & Tricks
- 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 5000.
- 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.
2 50 |
Shooting Gallery Gives an ally extra damage while jamming the guns of nearby enemies. This power shifts between team members. Introduced in Update 15.5 (2014-11-27) |
Strength:10 / 15 / 20 / 25 % (damage bonus) | |
Duration:15 / 20 / 25 / 30 s (duration) | |||
Range:10 / 12 / 14 / 16 m (target radius) | |||
Misc:
3 (number of targets per stun) | |||
Subsumable to Helminth |
Info
- Mesa expends 50 energy to releases a 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.
- Weapon damage bonus 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 damage bonus affects both melee and ranged weapons, despite the ability's name.
- Weapon damage bonus stacks additively with other damage mods.
- 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.
- 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 squad, 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.
- Operator Amps 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.
Augment
- Main article: Muzzle Flash
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.
Muzzle FlashTips & Tricks
- Always ensure to activate Shooting Gallery first before engaging in a gunfight to boost the overall weapon damage of Mesa and her allies.
- Equipping Muzzle Flash is an effective way of short- to mid-ranged crowd control, especially when holding out in Defense and Survival missions.
- Muzzle Flash is also a viable augment for Defection missions to keep the Infestation from effectively engaging escorted Kavor Defectors.
- Muzzle Flash can also temporarily blind Demolisher units in Disruption missions, leaving more openings to finish them off before they get a chance at destroying a conduit.
3 75 |
Shatter Shield Envelops Mesa in a barrier of energy, reflecting back incoming bullet damage. Introduced in Update 15.5 (2014-11-27) |
Strength:50% / 60% / 70% / 80% (damage reduction) | |
Duration:10 / 15 / 20 / 25 s | |||
Range:5 / 7 / 9 / 11 m | |||
Misc:
95% (damage reduction cap) |
Info
- Mesa expends 75 energy to envelop 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 5 / 7 / 9 / 11 meter radius and up to 90° from the point of impact.
- Damage reduction is capped at 95%, achievable with 119% Ability Strength.
- 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.
- 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.
- Cannot be recast while active.
Augment
- Main article: Staggering Shield
Staggering Shield is a Warframe Augment Mod for Mesa that gives shots reflected by Shatter Shield a chance to stagger enemies.
Staggering ShieldTips & Tricks
- 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.
4 25 +15/s |
Peacemaker With intense focus, Mesa draws her Regulator pistols, shooting down her foes in rapid succession. Introduced in Update 15.5 (2014-11-27) |
Strength:1.00x / 1.15x / 1.33x / 1.50x (damage multiplier) | |
Duration:N/A | |||
Range:N/A | |||
Misc:
50 (damage) |
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°.
- 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.
- The formula used to calculate the field of view angle with mods is non-linear and currently unknown.
- Mesa's Regulator pistols inflict 50 damage per shot, with a damage multiplier of 1.00x / 1.15x / 1.33x / 1.50x.
- This buff is applied twice, additively with each other.
- Each buff stacks additively with Damage mods, such as Hornet Strike.
- One buff instance is not affected by Conditional Ability Strength Bonuses, such as Growing Power, Energy Conversion, Pax Bolt, Parasitic Link, Peaceful Provocation, and Empower.
- As Peacemaker is fired, it receives an additional damage bonus which increases up to a maximum of 150%.
- Damage bonus is applied multiplicatively.
- The damage bonus increases linearly with every burst, with the maximum amount being reached at the 20th burst.
- The damage bonus resets to its initial value if Peacemaker expires or is deactivated.
- The damage formula is given by the following:
- For example, using maxed Intensify, Hornet Strike, Convulsion, and on the 8th burst a rank-3 Peacemaker will deal:
- All gunshots have a 300% critical multiplier with a 25% critical chance, a 10% status chance, and 100% accuracy.
- Damage is divided into 50% Impact, 25% Puncture, and 25% Slash.
- The mods that can be equipped on and/or affect Regulators include:
- damage (e.g., Hornet Strike and Pistol Amp)
- physical (e.g., Concussion Rounds)
- elemental (e.g., Heated Charge)
- multishot (e.g., Barrel Diffusion)
- faction (e.g., Expel Grineer)
- critical chance and damage (e.g., Pistol Gambit and Target Cracker)
- status chance (e.g., Sure Shot and Pistol Pestilence)
- fire rate (e.g., Gunslinger)
- Regulators can not be equipped with pistol range mods (e.g., Ruinous Extension), Acolyte Mods (e.g., Sharpened Bullets), or Amalgam Mods (e.g., Amalgam Barrel Diffusion).
- Riven Mods are not generated for Regulators.
- Regulators cannot zoom, thus cannot benefit from Embedded Catalyzer, Hydraulic Crosshairs, Pressurized Magazine, Sharpened Bullets, Spry Sights, or Targeting Subsystem.
- Peacemaker is affected by and can trigger Warframe Arcanes and Exodia Arcanes.
- The pistols are fired in bursts of two gunshots.
- Fire Rate will ramp up from 25% to 100% over 3.5 seconds when firing. Fire Rate 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 costs 25 energy to activate. It then drains 15 energy per second while active and will remain active until Mesa's energy is depleted, or the ability is deactivated by pressing the ability key again.
- Mesa cannot replenish energy using Energy Vampire, Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores, Energy Siphon, Energy Nexus, Dreamer's Bond, and/or Wellspring while Peacemaker is active.
- Energy Orbs, Orokin Void Death Orb's energy restores, Rage, Hunter Adrenaline, Spellbound Harvest, Arcane Energize, and Emergence Dissipate's Energy Motes can still replenish Mesa's energy during Peacemaker.
- Peacemaker's energy drain is not converted into shields by Augur Mods.
- Drawing the Regulators is affected by Casting Speed.
- Holstering the Regulators upon deactivation is affected by holster speed mods, but not cast speed.
- While Peacemaker is active, Regulators are the only weapon Mesa can use. She also cannot activate any of her other abilities with the exception of Ballistic Battery.
- Ability Synergy:
- Peacemaker's Regulators can contribute to Ballistic Battery's charge counter, and Ballistic Battery can be deactivated while Peacemaker is active. Stored damage can be applied to a single Regulator shot.
- Peacemaker's Regulators are affected by Shooting Gallery's damage bonus.
- 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.
- Peacemaker cannot target Capture Targets, Revenant's Enthrall, enemies inside a Nullifier Bubble, Kyta Raknoids, Condrix, nor the Teralyst, Gantulyst, or Hydrolyst.
- Peacemaker does not target invulnerable enemies.
- Peacemaker's shots can damage enemies across the Rift Plane.
- When activated the scenery around Mesa will be colored in a red hue. This effect is only noticable by Mesa's player.
Weapon
- Main article: Regulators
The Regulators are Mesa and Mesa Prime's signature Exalted Weapon, summoned by activating the ability Peacemaker. 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.
- This weapon deals primarily Impact damage.
- Innate two and one polarities.
Advantages
- Very high critical chance and critical multiplier.
- Very high fire rate.
- Innate damage bonus that stacks with damage mods.
- Damage and fire rate ramp up per shots fired.
- See Peacemaker for more details regarding damage bonus and bonuses per shots fired.
- Pinpoint accuracy.
- Has infinite ammunition and does not need to reload.
Disadvantages
- Low status chance.
- Limited range of 50 meters.
- Restricted method of aiming.
- User cannot move while active unless equipped with Mesa's Waltz.
- No zoom, thus cannot benefit from Embedded Catalyzer, Hydraulic Crosshairs, Pressurized Magazine, Sharpened Bullets, Spry Sights, or Targeting Subsystem.
- Requires energy to activate and keep active.
- As Exalted Weapon, it cannot benefit from, nor contribute to the set bonus of any Set Mods.
- Cannot equip pistol range mods (e.g., Ruinous Extension), Acolyte Mods (e.g., Sharpened Bullets) or Amalgam Mods (e.g., Amalgam Barrel Diffusion).
- This includes mods based on Acolyte mods, such as Galvanized Crosshairs.
- Does not have an Exilus slot.
- Cannot equip Secondary Arcane Enhancements.
Augment
- Main article: Mesa's Waltz
Mesa's Waltz is a Warframe Augment/Exilus Mod usable in both PvE and Conclave that allows Mesa to move at a reduced speed while channeling Peacemaker.
Mesa's WaltzTips & Tricks
- 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.
- You can also be moved around by certain entities/enemies, including the Domestik Drone.
- 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.
- 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.
- Slotting Crimson Archon Shards for Secondary Critical Chance instead of Ability Strength benefits Peacemaker's overall damage output better due to the higher chance of her Regulators triggering the base 3x critical multiplier rather than the capped additive bonus afforded by increased Ability Strength.
- Prioritizing Secondary Critical Chance for the Regulators does have the cost of the Shards not augmenting Mesa's other abilities that would otherwise benefit from Ability Strength.
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.
Strength Mods | Duration Mods | Range Mods |
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