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Rest & Rage In Night Form targets are put to sleep. In Day Form targets become more vulnerable to damage. Introduced in Update 17.0 (2015-07-31) |
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Subsumable to Helminth |
Info
- Equinox expends 25 Energy to hypnotize a target up to 20 / 30 / 40 / 50 meters away, also affecting enemies within 1 / 3 / 3 / 5 meters of the initial target, for 10 / 14 / 18 / 22 seconds.
- Night Equinox lulls enemies into sleep, Day Equinox spurs them into hyperactivity.
- Affected enemies are forced to sleep. They automatically wake up when the duration expires or their health reaches 80% / 70% / 60% / 50% of their current values.
- Sleeping enemies are:
- Open to Melee Finisher attack prompts (default X );
- Susceptible to Stealth Damage Multipliers;
- Ragdolled in a sleeping posture when dealt damage;
- Cannot recover from Stagger, Knockdown, and Ragdoll effects until they wake.
- Enemies retain their current alertness state on cast (i.e., unaware enemies put to sleep will remain unaware for this duration, while alerted enemies will remain alert). Enemies under the effects of Rest will always be susceptible to melee finishers and stealth damage multipliers; however, affected enemies that were previously alerted will not grant Stealth Kill Affinity Bonuses.
- Energy threads will visually strike enemies in the targeted area to indicate affected targets.
- Affected enemies are enraged. They receive 20% / 30% / 40% / 50% Damage Vulnerability, and 5% / 10% / 15% / 20% movement speed and attack speed bonuses.
- The damage vulnerability adds multiplicatively to the original damage the affected enemy would receive (e.g., with a maxed Intensify, an enemy that would receive 250 damage will be dealt 250 × (1 + 0.5 × 1.3) = 412.5 damage under the effects of a rank-3 Rage).
- Casting Rage while Provoke is active will increase the percentage of damage vulnerability.
- Enraged enemies visually emit a ribbon of energy and energy particles.
- Energy threads will visually emit from Day Equinox to strike enemies in the targeted area.
- Rest and Rage's sleep and enrage effects can overlap on targets already affected by either version of the ability.
- Recasting on the same target will not refresh Rest or Rage effects; however, unaffected enemies can be acquired within the targeted area.
- Subsuming Equinox to the Helminth will offer Rest & Rage and its augments to be used by other Warframes. The Rest or Rage versions are determined by the Warframe's primary emission color.
Augment
- Main article: Calm & Frenzy
Calm & Frenzy is a Warframe Augment Mod for Equinox that aids her in spreading the effects of Rest & Rage. Enemies slain while affected by Rest & Rage spreads it to others within close proximity, for the remaining duration.
Calm & FrenzyTips & Tricks
- Rest can be used for crowd control by using it on a large group of enemies, doing this will let you use stealth attacks on them while they are affected.
- Rest is not effective against Eximus units with active Overguard and thus cannot be put to sleep. If the active Overguard is removed, then the unit can be put to sleep.
- Rage can be used make Maim more effective by having the aura of Slash damage do more and acquire more charge for a more powerful release.
- It is possible to activate stealth kill affinity bonuses on enemies using low-damage automatic weapons (ex. Grakata) by casting Rest on an unaware enemy. Affected enemies can then be shot repeatedly and then killed without changing their unaware state, allowing for the affinity multiplier to activate.
- When combined with awareness of nearby enemies and sufficient duration on the ability, Rest can be paired with Covert Lethality to great effect. Casting the ability on otherwise-hard-to-kill enemies -- single targets, or small-to-medium-sized groups -- opens them up to stealth attacks and finisher moves.
- Note that this combination is only effective if the targeted enemies are actually vulnerable to stealth finishers. Some enemies, (such as certain infested units or robotic enemies), are either frequently troublesome to target with a finisher move (due to hitbox detection issues) -- such as the Infested Ancients -- or they are completely immune to finisher moves at the time of this writing (Hotfix 18.1.4 (2015-12-21)), because they do not trigger the finisher prompts.
- Units which are immune to stealth finishers are -- Rollers, all Regulator variants, all Osprey variants (including Mutalist Ospreys), Security Cameras, Corpus Turrets, Orokin Drones, all Sentient enemies, and all Eximus units with active Overguard as of (Update 31.5 (2022-04-27)).
- Except for the enemies immune to stealth finishers listed above, this combination works against all enemies, regardless of their alertness level prior to becoming a target of Rest.
- Note that mods that affect melee attack-speed will also affect the speed of Finisher animations, so using attack-speed mods in conjunction with Covert Lethality -- rather than just using damage mods -- is advised. (If your strategy is to consistently kill with stealth finishers, it doesn't really matter how much damage your normal attacks would otherwise do.)
- Note that this combination is only effective if the targeted enemies are actually vulnerable to stealth finishers. Some enemies, (such as certain infested units or robotic enemies), are either frequently troublesome to target with a finisher move (due to hitbox detection issues) -- such as the Infested Ancients -- or they are completely immune to finisher moves at the time of this writing (Hotfix 18.1.4 (2015-12-21)), because they do not trigger the finisher prompts.
Maximization
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.
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