4 25 +12-24/s |
Sol Gate Open a portal to the sun to irradiate enemies with a devastating beam of pure solar plasma. Introduced in Update 25.0 (2019-05-22) |
Strength:1,000 / 1,100 / 1,250 / 1,500 (base beam damage per half second) 2,000 / 2,200 / 2,500 / 3,000 (boosted beam damage per half second) | |
Duration:N/A | |||
Range:40 m (beam length) | |||
Misc:
500 % (base beam max damage ramp-up) |
Info
- Wisp tears open and sustains a portal to the sun to harness its destructive power. While sustaining the portal, Wisp focuses the solar plasma into a single beam with curving flares over a length of 40 meters; the beam possesses infinite Punch Through against enemy bodies, and inflicts 1,000 / 1,100 / 1,250 / 1,500 Heat and Radiation damage per 0.5 seconds with a ?% status chance to all enemies it contacts. Each enemy that receives damage from the beam becomes more vulnerable to it, with beam damage increasing by 50% per half second up to a maximum of 500% damage bonus per damage instance. Press the ability key (default 4 ) while active to deactivate this ability.
- Damage per half second is affected by Ability Strength.
- Beam length is affected by Ability Range.
- Beam damage ramp-up is not affected by mods.
- Wisp is able to move and cast Wil-O-Wisp while Sol Gate is active.
- While Sol Gate is active, Reservoirs Motes orbiting Wisp will instead orbit around the portal. When Sol Gate is deactivated, Motes will return to Wisp again.
- Wisp recoils backward when the ability deactivates.
- Holding the fire button (default LMB ) increases the beam's damage to 2,000 / 2,200 / 2,500 / 3,000, status chance to ?%, damage ramp-up per half second to 100% up to a maximum of 1,000% damage bonus, while also increasing energy drain to 24 energy per second. Wisp's movement speed is slowed by 50% while boosting Sol Gate.
- Boosted damage per second is affected by Ability Strength.
- Boosted energy drain is affected by both Ability Efficiency and Ability Duration.
- Boosted damage ramp-up is not affected by mods.
- Sol Gate consumes 12 energy per second while active and will remain active until Wisp's energy is depleted, or the ability is deactivated by pressing the ability key again.
- Activation energy cost is affected by Ability Efficiency, and the energy drain is affected by Ability Efficiency and Ability Duration.
- Wisp cannot replenish energy using Energy Vampire, Rift Plane's innate energy regeneration, Squad Energy Restores, Energy Siphon, Energy Nexus, Dreamer's Bond, and/or Wellspring while Sol Gate is active.
- Sol Gate's energy drain is not converted into shields by Augur Mods.
- Energy can be replenished by Energy Orbs, Arcane Energize, Orokin Void Death Orb energy restores, Rage, and/or Hunter Adrenaline while the ability is active.
- Ability Synergy:
- Currently obtained Motes from Reservoirs provide additional properties to Sol Gate.
- Has a 100% chance to trigger Breach Surge's surge spark.
- Wisp cannot cast Reservoirs or Breach Surge, perform parkour Maneuvers or sprinting except dodge rolls, or other general interactions while channeling this ability.
- Wisp is immune to knockdown while channeling this ability.
- Energy beams, energy particles, and energy surge color tinting are affected by Wisp's chosen Warframe energy color.
- Sol Gate does no damage to the following targets:
- Nullifier shields
- Condor Dropship turrets
- Nightwave's Glass targets
- Arbitration shield drone
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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