3 25 +2/s +3/s/target |
Renewal Healing waves of energy flow outward from Oberon to his allies, regenerating health over time. Introduced in Update 11.5 (2013-12-19) |
Strength:125 / 150 / 175 / 200 (armor buff) 50 / 75 / 100 / 125 (initial heal) | |
Duration:20% / 25% / 35% / 45% (bleedout slow) 20 s (buff) | |||
Range:10 / 15 / 20 / 25 m |
Info
- Oberon emits a healing pulse that travels outward up to a radius of 10 / 15 / 20 / 25 meters over 2 / 3 / 3 / 4 seconds, instantly healing Oberon and nearby allies when hit by the pulse for 50 / 75 / 100 / 125 health. Ally players affected will regenerate 15 / 20 / 25 / 40 health every second, while allied summoned units affected will regenerate ? / ? / ? / 13 health every second[citation needed], for as long as Renewal remains active. Fully healed allies are additionally cleared of all negative status effects.
- Initial heal and health over time are affected by Power Strength.
- The duration of the expanding pulse is inversely affected by Power Strength, meaning it reaches its total range faster the more Power Strength is used.
- Allies affected by Renewal include companions, Rumblers, Effigy, Sand Shadows, Shadows of the Dead, Razorflies, specters and hostages. Sortie Tenno operatives are unaffected[citation needed], as well as Maggots from Ravenous since their primary function is to explode on death.
- 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.
- Pulse range is affected by Power Range.
- Initial heal and health over time are affected by Power Strength.
- Incapacitated allies will have their bleedout time slowed by 20% / 25% / 35% / 45% for the ability's duration.
- Bleedout slow is affected by Power Duration.
- Renewal will show an additive increase to the bleedout timer, rather than slowing the rate at which it counts down.
- If Oberon or any allies affected by Renewal stands on or moves onto 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.
- The armor bonus is affected by Power Strength.
- Bonus armor is added after other armor increases (e.g. an Oberon with a maxed Steel Fiber and Intensify will have 150 × 2.1 + 200 × 1.3 = 575 armor).
- Buff duration is affected by Power Duration.
- Renewal drains 2 energy per second to remain activated. 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 ).
- Activation cost is affected by Power Efficiency, and energy drain per second and energy drain per target are affected by Power Efficiency and Power Duration.
- Oberon cannot replenish energy using Team Energy Restores, Energy Siphon, the Rift Plane, or Trinity's Energy Vampire while Renewal is active; however, Energy orbs can still replenish energy even while the ability is active.
- 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 do not stack with each other, however, Iron Renewal armor buffs do stack.[citation needed]
Augment
- Main article: Phoenix Renewal
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.
Phoenix RenewalMaximization
Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.
- Maximized Power Duration reduces the channeling cost to 0.71 energy per second, energy per target to 1.06, increases bleedout slow to 126.9%, and increases armor buff duration to 56.4 seconds.
- Reduces range to 8.5 meters.
- Maximized Power Efficiency reduces activation cost to 6.25 energy, channeling cost to 0.5 energy per second, and energy per target to 0.75.
- Reduces bleedout slow to 18% and armor buff duration to 8 seconds.
- Maximized Power Range increases the range to 62.5 meters.
- Reduces instant heal to 50 health, heal per second to 16, and armor buff to 80.
- Maximized Power Strength increases instant heal to 373.75 health, heal per second to 119.6, and armor buff to 598.
- Increases activation cost to 38.75 energy, channeling cost to 4.28 energy per second, and energy per target to 6.41.
- Reduces armor buff duration to 14.5 seconds and bleedout slow to 32.625%.