No edit summary |
(Undo revision 2045768 by 84.60.109.240 (talk)) |
||
(3 intermediate revisions by 3 users not shown) | |||
Line 3: | Line 3: | ||
{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}} |
{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}} |
||
{{WeaponInfoboxAutomatic |
{{WeaponInfoboxAutomatic |
||
− | <!-- |
+ | <!--overrides the name for ALL automatic calls. Needed if being used for a weapon that doesn't match the name of the page (or if the weapon's name has an odd character like '&' in it)--> |
− | |name = |
+ | |name = |
+ | <!-- |
||
---!!!!!---INSTRUCTIONS---!!!!!--- |
---!!!!!---INSTRUCTIONS---!!!!!--- |
||
Everything below this is for manually overriding the automatic values. If you're not sure how to update Module:Weapons/data (Or especially if this is a brand new weapon), you can just put stuff here instead and somebody else will drop by and move the changes along later. |
Everything below this is for manually overriding the automatic values. If you're not sure how to update Module:Weapons/data (Or especially if this is a brand new weapon), you can just put stuff here instead and somebody else will drop by and move the changes along later. |
||
Line 11: | Line 12: | ||
--> |
--> |
||
<!--Statistics--> |
<!--Statistics--> |
||
+ | |image = |
||
− | |mastery level = |
+ | |mastery level = |
⚫ | |||
+ | |slot = |
||
⚫ | |||
+ | |type = |
||
− | |block angle = 45° |
||
+ | |trigger = |
||
⚫ | |||
+ | |||
⚫ | |||
⚫ | |||
⚫ | |||
+ | |ammo type = |
||
⚫ | |||
− | | |
+ | |flight speed = |
⚫ | |||
⚫ | |||
+ | |noise level = |
||
⚫ | |||
+ | |fire rate = |
||
⚫ | |||
+ | |spool = |
||
⚫ | |||
+ | |accuracy = |
||
⚫ | |||
+ | |magazine = |
||
⚫ | |||
+ | |max ammo = |
||
⚫ | |||
+ | |reload = |
||
⚫ | |||
+ | |zoom = |
||
⚫ | |||
+ | |combo reset = |
||
⚫ | |||
+ | |combo min = |
||
⚫ | |||
− | | |
+ | |finisher damage = |
+ | |disposition = |
||
− | |block resist = |
||
− | | |
+ | |melee range = |
+ | |combo duration = |
||
⚫ | |||
− | | |
+ | |block angle = |
⚫ | |||
+ | |||
⚫ | |||
⚫ | |||
⚫ | |||
+ | |normal slash = |
||
+ | |normal element = |
||
⚫ | |||
+ | |normal pellet count = |
||
+ | |normal burst count = |
||
⚫ | |||
⚫ | |||
+ | |normal status chance = |
||
+ | |normal punchthrough = |
||
+ | |normal radius = |
||
+ | |normal duration = |
||
+ | |normal falloff = |
||
+ | |normal ammo cost = |
||
+ | |||
⚫ | |||
+ | |charge impact = |
||
+ | |charge puncture = |
||
+ | |charge slash = |
||
+ | |charge element = |
||
+ | |charge damage = |
||
+ | |charge time = |
||
+ | |charge pellet count = |
||
+ | |charge burst count = |
||
+ | |charge critical chance = |
||
+ | |charge critical damage = |
||
⚫ | |||
+ | |charge punchthrough = |
||
+ | |charge radius = |
||
+ | |charge duration = |
||
+ | |charge falloff = |
||
⚫ | |||
+ | |||
+ | <!--Area Attacks--> |
||
+ | |area impact = |
||
+ | |area puncture = |
||
+ | |area slash = |
||
+ | |area element = |
||
+ | |area damage = |
||
+ | |area pellet count = |
||
+ | |area critical chance = |
||
+ | |area critical damage = |
||
+ | |area status chance = |
||
+ | |area radius = |
||
+ | |area duration = |
||
+ | |area falloff = |
||
+ | |area ammo cost = |
||
+ | |||
⚫ | |||
+ | |secondaryarea impact = |
||
+ | |secondaryarea puncture = |
||
+ | |secondaryarea slash = |
||
+ | |secondaryarea element = |
||
+ | |secondaryarea damage = |
||
+ | |secondaryarea pellet count = |
||
+ | |secondaryarea critical chance = |
||
+ | |secondaryarea critical damage = |
||
+ | |secondaryarea status chance = |
||
+ | |secondaryarea radius = |
||
+ | |secondaryarea duration = |
||
⚫ | |||
+ | |||
+ | <!--Secondary Attacks--> |
||
+ | |secondary impact = |
||
+ | |secondary puncture = |
||
+ | |secondary slash = |
||
+ | |secondary element = |
||
+ | |secondary damage = |
||
+ | |secondary pellet count = |
||
+ | |secondary burst count = |
||
+ | |secondary critical chance = |
||
+ | |secondary critical damage = |
||
+ | |secondary status chance = |
||
+ | |secondary punchthrough = |
||
+ | |secondary radius = |
||
+ | |secondary duration = |
||
+ | |secondary falloff = |
||
+ | |secondary charge time = |
||
+ | |secondary fire rate = |
||
+ | |secondary trigger = |
||
+ | |secondary ammo cost = |
||
+ | |||
⚫ | |||
+ | |throw impact = |
||
+ | |throw puncture = |
||
+ | |throw slash = |
||
+ | |throw element = |
||
+ | |throw damage = |
||
+ | |throw critical chance = |
||
+ | |throw critical damage = |
||
+ | |throw status chance = |
||
+ | |throw punchthrough = |
||
+ | |throw falloff = |
||
+ | |throw charge time = |
||
+ | |||
⚫ | |||
+ | |charged throw impact = |
||
+ | |charged throw puncture = |
||
+ | |charged throw slash = |
||
+ | |charged throw element = |
||
+ | |charged throw damage = |
||
+ | |charged throw critical chance = |
||
+ | |charged throw critical damage = |
||
+ | |charged throw status chance = |
||
+ | |charged throw punchthrough = |
||
+ | |charged throw falloff = |
||
⚫ | |||
+ | |||
+ | <!--Slam Melee Attacks--> |
||
+ | |slam attack = |
||
+ | |slam radial damage = |
||
+ | |slam radius = |
||
+ | |||
+ | |||
+ | <!--Heavy Melee Attacks--> |
||
+ | |heavy attack = |
||
+ | |heavy attack windup = |
||
+ | |heavy slam attack = |
||
+ | |heavy slam radial damage = |
||
+ | |heavy slam radius = |
||
+ | |||
+ | <!--Other Melee Attacks--> |
||
+ | |slide attack = |
||
+ | |wall attack = |
||
+ | |||
⚫ | |||
+ | |syndicate effect = |
||
+ | |augments = |
||
+ | |polarities = |
||
+ | |exilus polarity = |
||
+ | |stance polarity = |
||
+ | |users = |
||
+ | |introduced = |
||
}} |
}} |
||
{{Codex|Built for close combat, the Sheev's plasma blade slices through flesh and armor with equal ease.}} |
{{Codex|Built for close combat, the Sheev's plasma blade slices through flesh and armor with equal ease.}} |
||
Line 54: | Line 192: | ||
'''Advantages:''' |
'''Advantages:''' |
||
+ | *Second highest base damage of all single daggers, behind {{Weapon|Karyst}}. |
||
*High {{Icon|Proc|Slash|text}} damage – effective against [[health]]. |
*High {{Icon|Proc|Slash|text}} damage – effective against [[health]]. |
||
*Very high [[status chance]]. |
*Very high [[status chance]]. |
Revision as of 00:14, 28 December 2019
The Sheev is a razor-like dagger of Grineer design that serves as a backup in the event that a Grineer is disarmed by any means. It offers high Script error: The function "Proc" does not exist. damage and status, and the tip of the blade glows with charged plasma that allows Script error: The function "Proc" does not exist. procs on Slam Attacks, but has the slowest attack speed of any dagger.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
20,000 |
1 |
1 |
1 |
Time: 12 Hour(s) | |
Rush: 35 | |||||
Market Price: N/A | Blueprints Price:N/A |
Acquisition
This weapon was awarded from the Operation: Gate Crash event for completing the event node 15 times, complete with a free weapon slot and a pre-installed Orokin Catalyst.
The blueprint and parts were formerly a reward from the Fifth Season of Sorties; they can now be found as an Invasion reward. All components can be traded.
Characteristics
This weapon deals primarily Script error: The function "Proc" does not exist. damage
Advantages:
- Second highest base damage of all single daggers, behind Karyst.
- High Script error: The function "Proc" does not exist. damage – effective against health.
- Very high status chance.
- Decent critical chance.
- Above average critical multiplier.
- Slam attack inflicts guaranteed Script error: The function "Proc" does not exist. proc.
- Can use the dagger-exclusive Covert Lethality mod.
- Stance slot has Script error: The function "Pol" does not exist. polarity, matching Pointed Wind and Stinging Thorn stances.
- Innate Script error: The function "Pol" does not exist. polarity.
Disadvantages:
- Low Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage – less effective against shields and armor.
- Lowest attack speed of all daggers, and tied with the Plasma Sword for the slowest attack speed of all melee weapons.
Notes
- The Sheev will inflict Script error: The function "Proc" does not exist. proc on surrounding enemies on its slam attack. This proc does not change even if additional elemental mods are equipped on the weapon.
- When equipped without a Stance mod, the Sheev adds a 4th lunging stab on its normal attack combo that propels the Warframe a good distance forward, which is useful for catching up to moving enemies. It also has a 100% chance of inflicting Script error: The function "Proc" does not exist. bleed proc. This effect is lost if one uses the Pointed Wind stance, which replaces the lunge with a sweeping slash.
- If the lunge lands behind an unalerted enemy, a stealth attack will be performed instead.
Tips
- This weapon's high status chance make it ideal for status builds using mods like Virulent Scourge and Volcanic Edge.
Trivia
- The Sheev is a unique dagger originally featured as a reward in the Operation Gate Crash event and later as a buildable sortie reward. Players had to finish the Gate Crash node five times on each planet, for a total of 15 times or collect all parts from the sortie reward pool to obtain it.
- Like all event reward weapons, the Sheev came with its own weapon slot and pre-installed with an Orokin Catalyst.
- The weapon's name is likely derived from shiv, a slang term referring to improvised blade weapons, most commonly used as knives or daggers.
- Interestingly, the Sheev's blade shape is based on some combat knife designs, justifying its Codex entry's description.
- While the Sheev shares the same slam attack properties as the Heat Dagger, the former does not have the latter's circle of flame visual effect.
- The glowing "plasma" at the end of the weapon pulses. This 'plasma' appears similar to the 'plasma' at the edges of Grineer cleavers and machetes.
- Concept art for this weapon was first featured in Livestream 15.
- Although the description claims it is effective against flesh and armor, it has little Script error: The function "Proc" does not exist. damage, making the dagger a poor choice to use against armored enemies.
- Despite being acquired from Invasions, the Sheev is the only weapon that does not share a Vandal or Wraith variation, unlike the rest of the weapons that are obtained in the same way.
Media
Sheev Skins
Patch History
Update 26.0 (2019-10-31)
- Mastery Rank increased from 0 to 5.
- Damage increased from 45 to 270.
- Range increased from 1 to 1.7.
- Critical Chance increased from 5% to 13%.
- Critical Damage increased from 2x to 2.1x.
- Slam Attack increased from 90 to 540.
- Slide Attack increased from 96 to 540.
- Parry Angle set to 45.
- Follow Through increased from 0.3 to 0.9.
Hotfix 19.6.3 (2017-01-17)
- Sheev components now are a Grineer Invasion offering!
Hotfix 14.8.1 (2014-09-25)
- Fixed issues with elemental visual effects on the Sheev.
Hotfix 14.7.3 (2014-09-19)
- Increased attack speed of Sheev. To be continued, looks to have just been slide speed.
Update 14.7 (2014-09-17)
- Introduced via Operation Gate Crash (reward).
Last updated: Update 26.0 (2019-10-31)
See Also
- Heat Dagger, a very similar weapon.