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*Possesses momentum during regular swings, which resists interruption such as stagger or knockdown.
 
*Possesses momentum during regular swings, which resists interruption such as stagger or knockdown.
 
*[[Heavy Attack]] throws the glaive, which can bounce up to three times or travels up to 30 meters before returning to the user, damaging anyone in its path.
 
*[[Heavy Attack]] throws the glaive, which can bounce up to three times or travels up to 30 meters before returning to the user, damaging anyone in its path.
**Primary and secondary weapons can be fired and reloaded can be used normally with a thrown glaive, and retrieving the glaive does not interrupt these actions.
+
**Primary and secondary weapons can be fired and reloaded normally with a thrown glaive, and retrieving the glaive does not interrupt these actions.
 
**Thrown glaive is [[silent]].
 
**Thrown glaive is [[silent]].
 
**Glaive can explode mid-flight by pressing the melee button which also forces a return.
 
**Glaive can explode mid-flight by pressing the melee button which also forces a return.

Revision as of 23:51, 3 April 2020

Each strike of this infested glaive infects its target with viral pathogens. Occasionally, it discharges the spores of rabid, enemy-seeking maggots, either in-flight or on contact with an enemy.

The Pathocyst is an Infested Glaive that is the signature weapon of the Zealoid Prelate, boasting innate Script error: The function "Proc" does not exist. damage and high status chance, and releases Maggots when attacking enemies or when thrown. The Pathocyst was introduced in Hotfix 25.7.7 (2019-09-26).


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
30,000
Blade
2
GenericComponentPlug
1
Neurodes
5
Time: 1 Day(s)
Rush: PlatinumLarge 25
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price:N/A

Characteristics

This weapon deals primarily Script error: The function "Proc" does not exist. damage.

Advantages

  • Highest base damage of all glaives.
    • Innate Script error: The function "Proc" does not exist. damage – effective against Flesh and Cloned Flesh.
    • High Script error: The function "Proc" does not exist. damage – effective against health.
  • Good critical chance.
  • Above average critical multiplier.
  • Tied with GlaivePrime Glaive Prime and Cerata Cerata for the second highest status chance of all glaives, behind Falcor Falcor.
  • Possesses momentum during regular swings, which resists interruption such as stagger or knockdown.
  • Heavy Attack throws the glaive, which can bounce up to three times or travels up to 30 meters before returning to the user, damaging anyone in its path.
    • Primary and secondary weapons can be fired and reloaded normally with a thrown glaive, and retrieving the glaive does not interrupt these actions.
    • Thrown glaive is silent.
    • Glaive can explode mid-flight by pressing the melee button which also forces a return.
    • During flight or when striking an enemy, the glaive drops Infested pods which quickly hatch into Maggots that lasts for 7 seconds and will fight alongside the player.
      • Maggots can latch onto enemies and stagger them.
      • Maggots may also appear on any normal attack done to enemies.
  • Can be wielded in-tandem with a single-handed secondary weapon.
  • Innate Script error: The function "Pol" does not exist. and Script error: The function "Pol" does not exist. polarities.

Disadvantages

  • Innate Script error: The function "Proc" does not exist. damage – less effective against Infested and Infested Sinew.
  • Low Script error: The function "Proc" does not exist. damage – less effective against armor.
  • Slowest attack speed of all glaives.
  • Cannot use melee attacks while the glaive is in mid-flight.
  • Explosion inflicts self-stagger.
  • Explosion has linear damage falloff from 100% to 50% from central impact.
  • Only glaive with no innate Punch Through when thrown.
  • Spawned maggots deal negligible damage.
  • Spawned maggots will alert enemies, despite the weapon being silent.
  • Spawned maggots have a limited lifespan.
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Acquisition

Pathocyst's main blueprint and components can be obtained from defeating Zealoid Prelate on Emissary Derelict Assassination missions. All parts are tradeable between players.

Item Source Chance Expected Nearly Guaranteed
Blade Blade Zealoid Prelate Assassination 33.33% ~ 3 Kills 17 ± 5 Kills
Blade Blade Zealoid Prelate 33.33% ~ 3 Kills 17 ± 5 Kills
Pathocyst Blueprint Zealoid Prelate Assassination 33.33% ~ 3 Kills 17 ± 5 Kills
Pathocyst Blueprint Zealoid Prelate 33.33% ~ 3 Kills 17 ± 5 Kills
GenericComponentPlug Subcortex Zealoid Prelate Assassination 33.33% ~ 3 Kills 17 ± 5 Kills
GenericComponentPlug Subcortex Zealoid Prelate 33.33% ~ 3 Kills 17 ± 5 Kills

All drop rates data is obtained from DE's official drop tables. See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information, visit here.

Notes

  • Acquired blueprints can be sold for Credits64 2,500 each while its components can be sold for Credits64 3,500 each.
  • Maggots spawned by the Pathocyst do not interact with NidusIcon272 Nidus's abilities or the Strain Mod Set.
  • Spawned maggots do not benefit from additional damage from abilities, except Roar and Molecular Primed enemies. For whatever reason, being buffed with elemental boost augments such as Smite Infusion has no effect, regardless if it is casted before or after maggots are spawned.
  • Leveling the Pathocyst through stealth can be very challenging, due to maggots spawning sometimes through stealth finishers, and many more spawning through thrown attacks, which will alert enemies. Exploding maggots, while dealing low damage, may immediately thrust enemies out of a 'sleep state' (eg Sleep Arrow from Quiver or Rest & Rage) with no wakeup animation, who may then see dead bodies.
    • It is important to mod the weapon with fire rate and finisher damage to ensure one shot kills on enemies, but also extra awareness of which enemies in range are asleep or out of visual range, and which are not. Maggots may also suddenly sprint very quickly, darting around a corner if they detect enemies and then getting shot at, alerting the area.
  • Properties of exploding Maggots:
    • Explosions have 0% crit chance and status chance. (More testing required to find out damage type).
    • Explosion damage can be increased through base damage modifiers (e.g. Pressure Point, Spoiled Strike).
    • Maggot damage is not enhanced by combo multiplier, faction damage modifiers, elemental modifiers, or physical damage modifiers.
    • Maggots spawn at the same level as the weapon's current rank. For Example, a rank 24 Pathocyst will spawn level 24 Maggots.
  • The Pathocyst is the only Glaive that simply gains bonus damage on thrown attacks. All other Glaive weapons also gain bonus Status and/or boosts to Crits.

Tips

  • The main benefit of the spawned maggots is crowd control; Enemies will be briefly distracted by running maggots or stunned when they manage to latch onto them, but due to their limited life spawn they won't last long.
  • Modding the Pathocyst with high status chance and Script error: The function "Proc" does not exist. damage will extend the duration of the stun when maggots latch, assuming the cold damage procs. This can slightly boost the effectiveness of latched maggots.

Media

Videos

Patch History

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Pathocyst: 50%

Update 27.2 (2020-03-05)

Self Damage Changes

We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.

The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.

In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.

This is no longer accurate after continued testing. What we are doing now is:

No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.

Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.

Update 26.0 (2019-10-31)
As a general note, self damage has been removed from Glaive power throws. As this decision made it through the testing pipeline, some mentioned this impacts a specific Chroma interaction, but positively impacts 41 other Warframes.

  • Damage increased from 82 to 262.
  • Slam Attack increased from 82 to 786.
  • Slide Attack increased from 410 to 524.
  • Parry Angle set to 55.
  • Follow Through increased from 0.5 to 0.7.

Update 25.8 (2019-10-01)

  • Added new “fast whooshing” sounds to the Pathocyst.

Hotfix 25.7.7 (2019-09-26)

  • (Undocumented) Introduced.

Last updated: Update 26.0 (2019-10-31)