Oberon is a paladin among Warframes. Endowed with zealous offensive powers and sacred protective skills, he is a balanced fighter with assault and supportive capabilities. Oberon came to light in Update 11.5 (2013-12-19).
Alternatively, upon completion of The Duviri Paradox, Oberon's main and component blueprints can be earned from The Circuit. By selecting him on the rotating week he is available, players can earn his blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.
Historical
Prior to Update 29.10 (2021-03-19), Oberon's component blueprints dropped from Eximus enemies.
Oberon's Systems is required to build Seeding Step Ephemera.
Trivia
Oberon (also spelled Auberon) is classically portrayed as a king of the fairies in medieval and Renaissance literature. He is best known as a character in William Shakespeare's play A Midsummer Night's Dream, in which he is Consort to Titania, Queen of the Fairies.
As of The Silver Grove update, Oberon's Renaissance bride Titania has been made into a playable Warframe.
Oberon used to share his name with a mission node on Uranus, which in astronomy corresponded to one of Uranus' moons — Titania follows this same trend.
Oberon was designed by Michael "Mynki" Brennan.
Developer Digital Extremes has described Oberon's ability design as based around the idea of a Paladin or Druid.
Oberon was first constructed under the name Paladin. (internally, Lotus/StoreItems/Powersuits/Paladin)
In its first conception, Oberon's Hallowed Ground ability was called "Stairway to Heaven".
Oberon's visual design is likely modeled after the white stag, a rare, pale-pelted deer that plays a mythological role in many cultures.
In Arthurian legend, the white stag was said to be nearly impossible to capture and seeing a white stag was an omen that it was time for the knights of the kingdom to pursue a quest.
Oberon bears the white stag's likeness with his pale coat, antlered default helmet, and cervine hooves.
Oberon's close ties to the Madurai polarity — a sharp, sweeping symbol linked primarily to damage mods — reinforce his theme as a zealous warrior.
Oberon Component Blueprint, as dropped by an Eximus enemy.
Previously, Oberon's blueprints were obtained in the Everest, Earth assassination mission by the old model of Councillor Vay Hek. (This changed in Update 13.0 (2014-04-09) by which the blueprints are now dropped by Eximus units in any mission they appear.)
This marked Oberon as the second Warframe to have replaced a previous Warframe from a boss mission, preceded by Valkyr having replaced Volt.
Compared to the construction materials of other Warframes, which are often similar, Oberon's assembly is the only one requiring two Orokin Cells and two Gallium.
Prior to the Update 29.10 (2021-03-19) Railjack update, Oberon was one of the only 3 Warframes whose component blueprints were dropped from non-boss enemies.
The Void Relics for this item have been removed from the drop tables and do not drop during missions at this time. Check the current Prime Resurgence rotation to see if Varzia offers relics for this item. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players.
Protect the balance with this regal forest guardian. Featuring altered mod polarities for greater customization.
Greed and denial will seduce any destruction... even our own. We're blind to future consequence, casting our debts on those to come. But what if now, the Gray Mother sought revenge?
A brutal thorn... piercing the gushing ulcers of waste and industry.
A new green... sown upon sanguine ground. Fertilized... with the blood and bone of its defilers.
Oberon Prime is the Primed variant of Oberon, possessing higher armor and energy capacity, as well as two additional polarities. Oberon Prime was released alongside Silva & Aegis Prime and Sybaris Prime.
As with any other Prime Warframe, moving close to the location of an Orokin VoidDeath Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
Oberon Prime's Hallowed Ground sprouts fields of ferns, instead of fields of grass like his non-Primed variant :)
Trivia
Oberon Prime was designed by Michael "Mynki" Brennan.[1]
Oberon Prime's design might be a reference to bulls, and their connection to nature in many religions and cultures.
His design also features several parts resembling crenellated walls, such as the battlements of a castle, likely referencing Oberon's knightly and protective nature.
Media
OBERON PRIME - Ultimate Guide to Vegitarianism Warframe
Creatures of nature rejuvenate in Oberon's presence, causing all Companions to receive +25%Health, Shield and Armor links. Oberon's own Companion also receives 1 instant revive per mission.
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
Oberon expends 25energy to smite an enemy target with hallowed light up to 20 / 30 / 40 / 50 meters away, dealing 150 / 200 / 300 / 500 damage distributed evenly between Impact and Radiation as well as a guaranteed Knockdown and Radiation status effect.
The affect target emits 3 / 4 / 5 / 6 orb projectiles that seek out enemies within 5 / 7.5 / 10 / 12.5 meters from the main target, over a duration of 12 seconds. Each orb deals 75 / 85 / 100 / 150Radiation damage, plus 15% / 20% / 25% / 35% of the main target's maximum health and shields divided among the number of orbs, as well as a guaranteed Stagger and Puncture status, and a ?%Radiation status chance.
Orb Damage is affected by Vigorous Swap and other modifiers that affect abilities that deal "weapon damage", including damage boosting abilities such as Eclipse.
If there are more orbs than enemies in homing range, the remainder will fire in random directions bouncing off of any environmental surface they touch, locking on to the first enemy which crosses into their homing range.
Multiple orbs from a single cast can hit the same enemy if they travel close enough to the target after bouncing.
Smite is a one-handed ability and as such will not interrupt full actions such as reloading, shooting, or charging weapons.
Subsuming Oberon to the Helminth will offer Smite and its augments to be used by other Warframes.
Smite Infusion is a Warframe Augment Mod for Oberon that allows Smite to be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional Radiation damage to all attacks.
Smite's guaranteed Radiation proc can be used to turn a high-threat target and nearby foes against each other.
Bugs
When affected by the critical chance buff from a Smeeta Kavat's Charm, the orbs will deal orange critical hits, though will only do 0-1 additional damage depending on target. (E.g: level 125 Chargers receive 0 additional damage from the critical hits, but level 125 Bombards receive 1 more damage, tested at 154% Ability Strength.)
Oberon expends 50energy to consecrate the ground in an angle of 90 / 100 / 120 / 180 degrees in front of him, spanning up to 8 / 10 / 12 / 15 meters, for 10 / 15 / 17 / 20 seconds. Enemies standing on the area of effect are dealt 25 / 50 / 75 / 100Radiation damage with a 5 / 10 / 12 / 15%Radiationstatus chance every 0.5 seconds, while allies are relinquished of any negative Status Effects and become immune to them for as long as they are standing on the area. Up to a maximum of 4 Hollowed Ground can exist at a time.
Radius follows the expression:
Base Range + 11.25 × (Ability Range - 1)
For example, with a maxed Stretch, the radius will increase to:
15 + 11.25 × (1.45 - 1) = 20.0625 meters.
Angle follows the expression:
Base Angle + 135° × (Ability Range - 1)
For example, with a maxed Stretch, the angle will increase to:
180° + 135° × (1.45 - 1) = 240.75°).
234% Ability Range is needed to bring the angle up to 360°, making it a full circle. This will also increase the radius to 15 + 11.25 × (2.34 - 1) = 30.075 meters.
Flying enemies that are too high above the ground may not be affected by this ability.
Ability Synergy:
If Oberon or any allies affected by Renewal stands on Hallowed Ground, they will receive the Iron Renewal buff, which grants 125 / 150 / 175 / 200 bonus armor for as long as Renewal is active. Once Renewal is deactivated, the armor buff will remain on all affected units for 20 more seconds.
Bonus armor is added after other armor increases (e.g. an Oberon with a maxed Steel Fiber and Intensify will have (185 × 2.0) + (200 × 1.3) = 630 armor).
As Link Fiber scales with the player's armor, companions with this mod benefit twice from Iron Renewal, as the companion links into the player's increased armor and then gets buffed by Iron Renewal.
Enemies that survive Reckoning while standing on Hallowed Ground will have their armor permanently reduced by 10% / 20% / 30% / 50%.
If cast in midair, Oberon will instantly drop to the ground to perform this ability.
Hallowed Ground spawns foliage inside its area of effect as visual representation. Oberon creates a field of grass, while Oberon Prime creates a field of ferns. Grass and ferns are affected by Oberon's chosen Warframe Accent color.
The shimmering energy field encompassing the ground is affected by Oberon's chosen Warframe energy color.
Hallowed Eruption is a Warframe Augment Mod for Oberon. Upon casting Hallowed Ground again with a previous instance still active, the first one will immediately expire, dealing all remaining damage in a single instance with a chance to deal Radiation proc. This mod also passively increases Hallowed Ground's duration.
Enemies will traverse and fight through Hallowed Ground without any special attempts to evade its area of effect.
Narrow pathways such as doorways and halls are effective at forcing groups of enemies to cluster into Hallowed Ground.
Summoning multiple, overlapping layers of Hallowed Ground will deal the full combined damage over time to enemies.
Hallowed Ground is most efficiently used in areas where constant enemy and ally activity is expected over an extended period of time.
Hallowed Ground's status effect immunity can be used to pass through environmental traps unhindered, such as Grineer MagneticSensor Bars and Corpus Laser Barriers.
Note however that activating these traps in spy missions will still trigger vault alarms.
Oberon channels a field around him with radius of 10 / 15 / 20 / 25 meters. Ally players entering the field will receive a buff which will regenerate 15 / 20 / 25 / 40 health every second, while allied summoned units affected will regenerate 5 / 6.7 / 8.3 / 13.3 health every second (1/3rd the normal rate), for as long as Renewal remains active, regardless of range. Fully healed allies are additionally cleared of all negative Status Effects. Affected allies that enter Bleedout will have their timer slowed by 20% / 25% / 35% / 45%.
The duration of the expanding pulse is inversely affected by Ability Strength, meaning it reaches its total range faster the more Ability Strength is used.
Renewal will continue to heal all affected targets for the duration of the ability, even if all their health has been restored and regardless of distance. Buff will remain until skill is deactivated, Oberon runs out of energy, or Oberon/ally falls off the map.
Ability Synergy: If Oberon or any allies affected by Renewal stands on Hallowed Ground, they will receive the Iron Renewal buff, which grants 125 / 150 / 175 / 200 bonus armor for as long as Renewal is active. Once Renewal is deactivated, the armor buff will remain on all affected units for 20 more seconds.
Bonus armor is added after other armor increases (e.g. an Oberon with a maxed Steel Fiber and Intensify will have (185 × 2) + (200 × 1.3) = 630 armor).
As Link Fiber scales with the player's armor, companions with this mod benefit twice from Iron Renewal, as the companion links into the player's increased armor and then gets buffed by Iron Renewal.
Renewal costs 25energy to activate, then drains 2energy per second while active. When allied targets are below their maximum health, Renewal will drain an additional 3 energy per second for every allied player and 1 energy per second for every allied summoned unit affected by its healing; Renewal will end if Oberon runs out of energy, it is dispelled, or if deactivated manually by pressing the ability key again (default 3 ).
The number of allied targets currently being healed by Renewal is shown on the ability icon. If no allies targets are being healed at the time, the ability icon will only animate to indicate that Renewal is activated.
Multiple instances of Renewal's healing per second, and of Iron Renewal armor buff, do stack with each other.
Renewal's initial casting area will not expire unless Renewal is deactivated, allowing allies to receive the buff when they choose.
If Renewal is removed from Oberon or an Ally, (such as by falling/jumping out of bounds, or from the effects of a Nullifier or Nul Scrambus) they will not be able to regain the buff until Oberon re-casts Renewal. They can still gain the buff from another allied Oberon, though, as long as that Oberon's buff has not also been removed.
Phoenix Renewal is a Warframe Augment Mod for Oberon's Renewal. If a player takes fatal damage while under the effects of Renewal, instead of becoming incapacitated, the player is healed for a percentage of their health and granted 5 seconds of Invulnerability. Each player that triggers Phoenix Renewal's effects must individually undergo a 90-second cooldown before they can benefit again.
Oberon expends 100energy to lift all enemies within 8 / 10 / 12 / 15 meters up into the air and violently slams them to the ground, dealing 500 / 750 / 1000 / 1250 damage distributed evenly between Impact and Radiation with guaranteed Knockdown and Radiation status, plus an additional 100 / 225 / 400 / 625 damage to enemies already affected by Radiation status effect. An enemy that dies by the effect of this ability has a 25% / 35% / 45% / 50% chance of spawning a Health Orb.
Affected enemies that survive the impact will emit an intense flash of light, Blinding surrounding enemies within 2.5 / 3 / 3.5 / 4 meters that were unaffected by the initial cast, for 1 / 2 / 3 / 4 seconds.
Ability Synergy: Enemies that survive Reckoning while standing on Hallowed Ground will have their armor permanently reduced by 10% / 20% / 30% / 50%.
Hallowed Reckoning is a Warframe Augment Mod for Oberon's Reckoning that makes enemies hit drop patches on the ground, dealing Radiation damage over time to enemies and provide armor to allies standing on them. It also passively increases Reckoning's range.
With one player using Corrosive Projection, 100% armor strip can be achieved at 164% Ability Strength.
Use Reckoning when surrounded by a large group of enemies to maximize its offensive effects and health orb generation.
Similar to Smite, Reckoning's Impact / Radiation damage type is particularly effective vs Corpus Shields and Grineer Alloy Armor, while being less effective against most types of Infested units.
Reckoning's widespread Radiation proc can be used to tactically nullify the threat of a large area of enemies, relieving allies outside of the area (temporarily) from needing to deal with them.
Enemies blinded by Reckoning's outer flashes are vulnerable to melee finishers.
With the health-to-energy conversion of an equipped Equilibrium mod, dropped health orbs from Reckoning may meet or exceed the ability's energy cost.
Pair with the Health Conversion mod to gain additional armor from Reckoning's health orbs.
Against higher level enemies, Ability Strength benefits health orb generation by increasing Reckoning's potential to kill.
Using Smite and Hallowed Ground to confuse enemies before using Reckoning, successfully increasing damage output.
Reckoning already has a 100% chance to confuse targets, increasing its own damage with further casts.
Bugs
Occasionally, if Oberon is knocked down just as Reckoning is cast, enemies will be attacked as normal without Oberon doing the skill animation. Only upon standing up from being previously knocked down does Oberon then perform the animation.
Casting Smite then immediately casting Reckoning removes the casting animation of Reckoning, allowing for player movement while casting Reckoning.
Rarely, spamming the ability on a group of enemies will make some enemies hover permanently in the air, much to the effect of Bastille. This may be caused by an enemy that is being lifted is struck again by the ability but not brought down.
Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
Vitality: Reduced from +440% to +100% Health
Redirection: Reduced from +440% to +100% Shield Capacity
Steel Fiber: Reduced from +110% to +100% Armor
Flow: Reduced from +150% to +100% Energy Max
Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.
Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.
Warframe Stat Changes:
OBERON
Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 185 (from 175)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)
OBERON PRIME
Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 240 (from 225)
Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)
While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!
FURTHER COMPANION QUALITY-OF-LIFE CHANGES
A few further changes that are worth mentioning:
Oberon's Passive now applies to all Companion Types.
Previously only Kavats, Kubrows, Predasites, and Vulpaphylas would receive +25% Health, Armor, and Shield links, plus the 1 instant revive per mission.
Reduced the Mastery Rank restriction of all Prime Warframes to 0.
Only 11/34 frames had any Mastery Rank restrictions, so we decided to make these consistent with the rest (there were no Mastery Rank restrictions on any non-Primed Warframes).
Was: Enemies affected by Reckoning emit a 2m Area of Effect that increases Ally armor by 250 and inflicts 150 damage per second to enemies.
Now: Area of Effect Range increased to 3m, which scales with Ability Range. Enemy damage increased to 300 damage per second. Additionally increases the Range of Reckoning by 40%.
ARMOR CHANGES
Increase Oberon's Reckoning armor reduction from 30% to 50%.
While maintaining our original intentions to connect Railjack to some more ‘core Warframe’ style rewards, we’ve made a few changes to have Ash components be more new player friendly for those starting their Railjack journey. While Oberon parts do drop in new player friendly areas, having his Neuroptics reside within the Veil Proxima was a steep climb to have a chance at collecting all the parts you need.
Moved Oberon Neuroptics from Veil Proxima to Earth, reducing Endo drops slightly and rearranging the drop %.
Oberon have been added to Railjack rewards! Oberon Component Blueprints can be found in Grineer Railjack Point of Interest and Skirmish Bonus reward tables
We’ve permanently removed Oberon Blueprints from Eximus drop tables. We did this to connect Railjack to some more ‘core Warframe’ style rewards, and make their acquisition more straightforward for matchmaking purposes.
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.
Additional passive ability that adds 100% to Hallowed Ground duration
Always applies radiation status on detonation
Fixed missing sound effect when Hallowed Eruption is detonated
Smite Infusion - Smite Augment - Oberon
Holding the casting button will send out a wave (much like similar, expanding Warframe Abilities) giving the elemental buff to every player it touches, including the caster
Oberon’s Immortal skin has received the PBR treatment! This fixes issues with the Immortal Skin texture introduced this week as well as Oberon Prime’s shoulders appearing very plain without his Prime Armor attachments.
Tweaked Hallowed Ground FX to reduce performance issues.
Range Mods now apply 75% to Range (distance from Oberon) and 75% to Arc Angle of Hallowed Ground (before was 25% to Range and 75% to Arc before).
Renewal
Oberon’s Renewal now heals friendly summoned units (IE Nekros’ Shadows of the Dead) at 1/3 the rate but consumes 1/3 the Energy drain for doing so. The change to have Renewal not affect friendly summons was met with varying opinions, and is now further tweaked to meet a happy middle ground.
Oberon’s Renewal Armor buff will be applied to allies anytime they step on Hallowed Ground while Renewal is active on them as opposed to them having to be on Hallowed Ground when Renewal hits them.
Renewal no longer affects Nidus’ Maggots as to not prevent them from exploding (their intended behavior).
Reckoning
Oberon’s Reckoning Armor debuff is now based on the target's base Armor instead of current Armor (meaning no more diminishing returns).
Conclave: Decreased Oberon’s Renewal stats to balance the removal of Heal Time in Conclave.
Smite:
Increased Smite's projectile damage from 20% of the target's max Health + Shield to 35%.
Added base damage to Smite and its projectiles. With the damage of Smite scaled into its projectiles, this will give Smite more punch when facing lower level enemies.
Renewal:
Oberon’s ability to keep himself and his teammates alive is a large part of his overall role. Feedback brought forth further tweaks with the intention to solidify this role.
Removed Heal Time from Renewal. Renewal now functions more conventionally as a toggle which drains 2 Energy per second while active + 3 Energy per second per target actively being healed. *Please note that Trinity's Energy *Vampire will not give Oberon Energy while Renewal is active.
Added the "is active" ability icon animation to Renewal.
Fixed Renewal bleedout buff being removed when entering bleedout.
*We are aware of a UI bug where the Arsenal stats for Renewal show that Energy per target is not affected by Efficiency/Duration Mods. A fix will come at a later date- we wanted to get this out ASAP!
Hallowed Ground:
Fixed Hallowed Ground being impossible to see with low particle quality setting. *Please note we are still working on Hallowed Ground FX improvements overall.
Fixed a script error with Hallowed Eruption Augment upon deactivating while another Oberon has Hallowed Ground active, resulting in the FX to remain forever.
Conclave: Tweaked Oberon’s abilities to reflect his changes in Conclave.
Oberon Revisited
Passive: Allied pets receive Health, Armor and Shield buff. In addition your pet receives 1 instant revive per mission.
Smite
Damage from projectiles emitted from the enemy scales based on enemy level. Projectile damage spreads across all projectiles and is affected by Mods.
Hallowed Ground
Hallowed Ground is now more of an 'arc' shape (Range Mods create a wider/longer arc).
Added a Status Chance that is affected by Strength Mods.
Adjusted damage and ranges.
Renewal
Increased casting animation speed.
Changed to an expanding wave of healing instead of a projectile.
Energy drain starts once wave hits allies, not leading up to it.
Whenever Oberon casts Renewal on an ally standing on Hallowed Ground, it activates Iron Renewal, granting an Armor boost for the entire heal process, once healing is complete the Armor Boost is on a timer.
Renewal doesn’t stop healing when the target ally is at full Health. It will continue to heal as long as it is active.
Reckoning
Enemies with a Radiation Status Chance will now take bonus damage from Reckoning.
Enemies standing on Hallowed Ground will receive Armor debuffs (affected by Strength).
Augment: Renewal - Phoenix Renewal: Taking fatal damage while under the effects of Renewal will instead heal you or allies to 50% health. This effect triggers only once for each ally every 90s.
Increased the speed of Renewal projectiles over-time to almost double.
Before it moved at a speed of 15 m/s. It now has a top speed of 30 m/s and an acceleration of 5m/s/s.
Augment: Reckoning - Hallowed Reckoning: Enemies killed by Reckoning create small areas of Hallowed Ground for 10 seconds. Enemies standing in the Hallowed Ground take 150 damage per second, while allies gain 250 armor.
Augment: Hallowed Ground - Hallowed Eruption: Casting a second blessed ground will consume the first one dealing all the damage remaining in a burst. 30%/40%/50%/60% proc chance on burst.
Renewal now has a timer that displayed the current number of targets being healed.
Hallowed Ground now has an ability timer.
Hallowed Ground ability placement has been shifted backward slightly so as to allow for the casting Oberon to receive the full buff and removal/immunity effects.
Renewal now directly affects Sentinels & Kubrows.
Fixed an issue with Renewal not being properly castable with exactly 25 energy left.
Fixed an issue with the visual effect from Renewal not disappearing correctly when a client casts the ability with exactly 25 energy left.
Projectiles that are spawned after impact seek-to-target, not just spawned in direction.
Speed up projectiles by 50%.
Forced Radiation proc on the initial target.
Forced Knock-down on initial target instead of stumble.
Forced Puncture proc on all enemies hit.
Hallowed Ground changes
Allies within Hallowed Ground can not be proc’ed.
Hallowed Ground will remove all existing procs from Allies
Armor boosted by 5/10/15/20% per rank for all Allies on Hallowed Ground, with stacking being explored on multiple casts.
Renewal changes
Switch to toggle ability with smaller base cost and energy per second active drain. All Renewal benefits occur when projectile reaches target ally.
Boost Heal amount 200/250/300/400 per rank.
When target is fully healed, remove any active proc effects.
Allies affected by Renewal have slowed bleedout by 20/25/35/45% per rank. This is affected by duration mods.
Reckoning changes
Forced Radiation Proc added to damage on targets.
Small radial blind added to slam impact, but only for enemies that survive the damage of the cast. This radial blind will be applied to enemies that move into range after it’s been cast and are blinded by the impact of those being slammed by Reckoning!