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− | |||
:''For the Specters in [[Junctions]], see [[Specter (Enemy)]].'' |
:''For the Specters in [[Junctions]], see [[Specter (Enemy)]].'' |
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Line 46: | Line 45: | ||
Specters can be crafted in the [[Foundry]] (under Gear section) and once crafting is finished they must be equipped from ''Gear'' in [[Arsenal]]. |
Specters can be crafted in the [[Foundry]] (under Gear section) and once crafting is finished they must be equipped from ''Gear'' in [[Arsenal]]. |
||
− | Before a Specter building begins, a Specter loadout screen appears where a player must first set the Warframe and loadout that the Specter will use. Specters of a particular Blueprint grade use a template loadout that is derived from a player's current Warframe and weapon loadout in their Arsenal. Players can choose to change a Specter's loadout by changing their own loadout, which the Specter will replicate upon creation |
+ | Before a Specter building begins, a Specter loadout screen appears where a player must first set the Warframe and loadout that the Specter will use. Specters of a particular Blueprint grade use a template loadout that is derived from a player's current Warframe and weapon loadout in their Arsenal. Players can choose to change a Specter's loadout by changing their own loadout, which the Specter will replicate upon creation. |
+ | |||
+ | Once a Specter has begun construction, the template loadout used is saved, and can be used for future Specters to be built, allowing Specters of a certain loadout to be built even if the player changes their own loadout. The template loadout can be changed upon creating another Specter of the same grade, or the player can choose to use their previously saved loadout. Note that the loadout it copies only reflects the base statistics (scaled by level) and not the mods, and the only way to ''change'' their loadout is to finish crafting and claiming a new set of specters from the foundry. |
||
Up to four different loadouts can be saved, one for each Blueprint grade; Vapor, Phase, Force, and Cosmic, from lowest to highest grade. |
Up to four different loadouts can be saved, one for each Blueprint grade; Vapor, Phase, Force, and Cosmic, from lowest to highest grade. |
||
Line 64: | Line 65: | ||
|1 |
|1 |
||
|None |
|None |
||
− | |Vapor Specter BP |
+ | |★<br />Vapor Specter BP |
− | |Phase Specter BP |
+ | |★★<br />Phase Specter BP |
− | |Force Specter BP |
+ | |★★★<br />Force Specter BP |
|- |
|- |
||
|2 |
|2 |
||
− | |Vapor Specter BP |
+ | |★<br />Vapor Specter BP |
− | |Phase Specter BP |
+ | |★★<br />Phase Specter BP |
− | |Force Specter BP |
+ | |★★★<br />Force Specter BP |
− | |Cosmic Specter BP |
+ | |★★★★<br />Cosmic Specter BP |
|- |
|- |
||
|3 |
|3 |
||
− | |Phase Specter BP |
+ | |★★<br />Phase Specter BP |
− | |Force Specter BP |
+ | |★★★<br />Force Specter BP |
− | |Cosmic Specter BP |
+ | |★★★★<br />Cosmic Specter BP |
− | |Cosmic Specter BP |
+ | |★★★★<br />Cosmic Specter BP |
|} |
|} |
||
+ | <br /> |
||
<tabber>Vapor= |
<tabber>Vapor= |
||
Line 90: | Line 92: | ||
|build2=Ferrite |
|build2=Ferrite |
||
|build2amount=5,000 |
|build2amount=5,000 |
||
− | |blueprintmission=[[Rescue]] |
||
− | |blueprintmissionps4=[[Rescue]] |
||
− | |blueprintmissionxb1=[[Rescue]] |
||
|buildtime=8 |
|buildtime=8 |
||
|buildrush=20 |
|buildrush=20 |
||
Line 111: | Line 110: | ||
|build4=Alloy Plate |
|build4=Alloy Plate |
||
|build4amount=1,000 |
|build4amount=1,000 |
||
− | |blueprintmission=[[Rescue]] |
||
− | |blueprintmissionps4=[[Rescue]] |
||
− | |blueprintmissionxb1=[[Rescue]] |
||
|buildtime=8 |
|buildtime=8 |
||
|buildrush=20 |
|buildrush=20 |
||
Line 132: | Line 128: | ||
|build4=Circuits |
|build4=Circuits |
||
|build4amount=1000 |
|build4amount=1000 |
||
− | |blueprintmission=[[Rescue]] |
||
− | |blueprintmissionps4=[[Rescue]] |
||
− | |blueprintmissionxb1=[[Rescue]] |
||
|buildtime=8 |
|buildtime=8 |
||
|buildrush=20 |
|buildrush=20 |
||
Line 153: | Line 146: | ||
|build4=Gallium |
|build4=Gallium |
||
|build4amount=1 |
|build4amount=1 |
||
− | |blueprintmission=[[Rescue]] |
||
− | |blueprintmissionps4=[[Rescue]] |
||
− | |blueprintmissionxb1=[[Rescue]] |
||
|buildtime=8 |
|buildtime=8 |
||
|buildrush=20 |
|buildrush=20 |
||
Line 161: | Line 151: | ||
}} |
}} |
||
</tabber> |
</tabber> |
||
− | |||
==Behavior== |
==Behavior== |
||
===Warframe=== |
===Warframe=== |
||
− | Tenno Specters don't rely on Energy, instead utilizing a short cooldown system for their abilities. As their health, armor and shield scales with the mission level, their [[Health#Effective Health|Effective Health]] will generally scale far past the player's Warframe. |
+ | Tenno Specters don't rely on Energy, instead of utilizing a short cooldown system for their abilities. As their health, armor, and shield scales with the mission level, their [[Health#Effective Health|Effective Health]] will generally scale far past the player's Warframe. When spawned during a [[Nightmare Mode]] mission, specters will attack the player instead of enemies, forcing players to play without an AI partner. |
− | Depending on the Warframe being used, each of these specters |
+ | Depending on the Warframe being used, each of these specters has its own specific AIs tailored to assist the player Tenno in their endeavor. Abilities used by Specters have different values from their regular versions. |
− | For a comprehensive ''user tested'' guide, see [[User_blog:Toolbox_Motley/Tenno_Specter_AI_Behavior_compilation| |
+ | For a comprehensive ''user tested'' guide, see [[User_blog:Toolbox_Motley/Tenno_Specter_AI_Behavior_compilation|here]]. |
+ | |||
+ | {| class="wikitable" |
||
+ | ! Warframe |
||
+ | ! Ability Casting Behavior |
||
+ | |- |
||
+ | | {{WF|Ash}} |
||
+ | | |
||
+ | *Casts {{A|Shuriken}} when enemy is in line of sight. Cooldown of 15 seconds. |
||
+ | *Casts {{A|Smoke Screen}} very sporadically, regardless of enemy presence. Attacking with Warframe weapons will end Specter's invisibility. Operator attacks will not end invisibility. Will cast every 8-20 seconds. |
||
+ | *Casts {{A|Teleport}} when enemy is more than 10m away. Cooldown of 10 seconds. |
||
+ | *Casts {{A|Blade Storm}} when 5+ enemies are in line of sight. Does not necessarily tag all 5+ enemies with the power. Cooldown of 55 seconds. |
||
+ | |- |
||
+ | | {{WF|Atlas}} |
||
+ | | |
||
+ | *Casts first punch of {{A|Landslide}} when enemy is within 12m. Cooldown of 25 seconds. |
||
+ | *Does not cast {{A|Tectonics}}. |
||
+ | *Casts {{A|Petrify}} when enemy is within 5m. Cooldown of 80 seconds. |
||
+ | *Casts {{A|Rumblers}} when enemy is within 30m. Rumblers last 20 seconds. Cooldown of 80 seconds. |
||
+ | |- |
||
+ | | {{WF|Banshee}} |
||
+ | | |
||
+ | *Casts {{A|Sonic Boom}} when enemy is within 5m. Cooldown of 13 seconds. |
||
+ | *Casts {{A|Sonar}} when enemy is in line of sight. Cooldown of 15 seconds. |
||
+ | *Does not cast {{A|Silence}}. |
||
+ | *Casts {{A|Sound Quake}} when enemy is within 10m. Maintains for up to 5 seconds. Cooldown of 15 seconds. |
||
+ | |- |
||
+ | | {{WF|Baruuk}} |
||
+ | | |
||
+ | *Casts {{A|Elude}} when enemy is in line of sight. Lasts up to 85 seconds. Cooldown of 50 seconds, starting when Elude's effect ends. |
||
+ | *Casts {{A|Lull}} when enemy is within 30m. Cooldown of 30 seconds, often waits up to 20 seconds after cooldown to cast. |
||
+ | *Casts {{A|Desolate Hands}} when 3+ enemies are within 25m. Cooldown of 1 minute. |
||
+ | *Casts {{A|Serene Storm}} when enemy is within 5m. Freely switches between Serene Storm attacks and weapon attacks for 130 seconds. Cooldown of 40 seconds, starting when Serene Storm's effect ends. |
||
+ | |- |
||
+ | | {{WF|Chroma}}<br />({{Icon|Proc|Heat|Text}} element) |
||
+ | | |
||
+ | *Does not cast {{A|Spectral Scream}}. |
||
+ | *Casts {{A|Elemental Ward}} when enemies are within 15m. Cooldown of 55 seconds. |
||
+ | *Casts {{A|Vex Armor}} when enemies are within 15m. Cooldown of 30 seconds. |
||
+ | *Casts {{A|Effigy}} when enemies are within 15m. Seems to recall Effigy immediately the first time it's cast. Otherwise, leaves Effigy out for 15-20 seconds. After Effigy is recalled, cooldown is 1 minute. |
||
+ | |- |
||
+ | | {{WF|Ember}} |
||
+ | | |
||
+ | *Casts {{A|Fireball}} when enemy is in line of sight. Cooldown of 20 seconds. |
||
+ | *Casts {{A|Immolation}} off cooldown. Effect lasts 50 seconds. Cooldown of 10 seconds, starting Immolation's effect ends. |
||
+ | *Casts {{A|Fire Blast}} when enemy is within 15m. Cooldown of 40 seconds. |
||
+ | *Casts {{A|Inferno}} off cooldown, but seems to have no effect. Cooldown of 1 minute. |
||
+ | |- |
||
+ | | {{WF|Equinox}} |
||
+ | | |
||
+ | *Casts {{A|Metamorphosis}} off cooldown. Cooldown of 35 seconds. |
||
+ | *Casts {{A|Rest & Rage}} when enemy is within 20m. Cooldown of 25 seconds. |
||
+ | *Casts {{A|Pacify & Provoke}} when enemy is in line of sight. Cooldown of 30 seconds. Because of staggered cooldown with Metamorphosis, uptime of Pacify & Provoke is highly inconsistent. |
||
+ | *Casts {{A|Mend & Maim}} when enemy is in line of sight. Cooldown of 33 seconds. |
||
+ | |- |
||
+ | | {{WF|Excalibur}}/<br />{{WF|Excalibur Umbra}} |
||
+ | | |
||
+ | *Casts {{A|Slash Dash}} when enemy is within 15m. Cooldown of 20 seconds. |
||
+ | *Casts {{A|Radial Blind}}/{{A|Radial Howl}} when enemy is within 15m. Cooldown of 1 minute. |
||
+ | *Casts {{A|Radial Javelin}} when enemy is within 10m. Cooldown of 1 minute. |
||
+ | *Does not cast {{A|Exalted Blade}}. |
||
+ | |- |
||
+ | | {{WF|Frost}} |
||
+ | | |
||
+ | *Casts {{A|Freeze}} when enemy is in line of sight. Cooldown of 12 seconds. |
||
+ | *Casts {{A|Ice Wave}} when enemy is within 10m. Cooldown of 25 seconds. |
||
+ | *Casts {{A|Snow Globe}} when shields are below 25% and no other Snow Globes (including those made by players) exist on the map. Cooldown of 30 seconds. |
||
+ | *Casts {{A|Avalanche}} when enemy is within 10m. Cooldown of 70 seconds. |
||
+ | |- |
||
+ | | {{WF|Gara}} |
||
+ | | |
||
+ | *Casts {{A|Shattered Lash}} (arc version only) when enemy is within 5m. Cooldown of 12 seconds. |
||
+ | *Does not cast {{A|Splinter Storm}}. |
||
+ | *Casts {{A|Spectrorage}} when enemy is in line of sight. Cooldown of 70 seconds. |
||
+ | *Casts {{A|Mass Vitrify}} when enemy is within 7m. Cooldown of 70 seconds. |
||
+ | |- |
||
+ | | {{WF|Garuda}} |
||
+ | | |
||
+ | *Does not cast {{A|Dread Mirror}}. |
||
+ | *Does not cast {{A|Blood Altar}}. |
||
+ | *Casts {{A|Bloodletting}} when above 90% health. Cooldown of 30 seconds. |
||
+ | *Casts {{A|Seeking Talons}} when 4+ enemies are in line of sight. Cooldown of 40 seconds. |
||
+ | |- |
||
+ | | {{WF|Gauss}} |
||
+ | | |
||
+ | *Casts {{A|Mach Rush}} when enemy is in line of sight. Does not cast if set to Hold Position. Maintains until targeted enemy is knocked down. Can cast other abilities while active, but cannot use weapons. Cooldown of 5 seconds, starting when Mach Rush's effect ends. |
||
+ | *Casts {{A|Kinetic Plating}} when enemy is within 15m. Cooldown of 45 seconds. |
||
+ | *Casts {{A|Thermal Sunder}} when enemy is in line of sight. Cooldown of 28 seconds. |
||
+ | *Casts {{A|Redline}} when enemy is in line of sight. Cooldown of 1 minute. |
||
+ | |- |
||
+ | | {{WF|Grendel}} |
||
+ | | |
||
+ | *Casts {{A|Feast}} when enemy is within 10m. Cooldown of 40 seconds. |
||
+ | *Casts {{A|Nourish}} when holding an enemy. Cooldown of 30 seconds. |
||
+ | *Casts {{A|Regurgitate}} when holding an enemy, and another enemy is within 10m. Cooldown of 5 seconds. |
||
+ | *Casts {{A|Pulverize}} when holding an enemy, and another enemy is within 45m. Maintains for up to 1 minute. Cooldown of 1 minute, starting when Pulverize's effect ends. Uses [[Roller]] AI when in this form. |
||
+ | |- |
||
+ | | {{WF|Harrow}} |
||
+ | | |
||
+ | *Casts {{A|Condemn}} when enemies are within 20m. 15 second cooldown. |
||
+ | *Casts {{A|Penance}} when enemies are in line of sight. 25 second cooldown. |
||
+ | *Casts {{A|Thurible}} off cooldown. 50-55 second cooldown. Tries for 13.5 energy return, but will sometimes cut it shorter. Hits a lower value for the first cast after being summoned. |
||
+ | *Casts {{A|Covenant}} when enemies are in line of sight. 50 second cooldown. |
||
+ | |- |
||
+ | | {{WF|Hildryn}} |
||
+ | | |
||
+ | *Casts {{A|Balefire}} when enemy is within line of sight. Maintains until shields run out. Cooldown of 25 seconds, starting when Balefire's effect ends. |
||
+ | **Unconfirmed: may stow Balefire after a set amount of time when shields are kept charged. |
||
+ | *Casts {{A|Pillage}} when any shielded enemy is in line of sight, even if too far away to affect with the ability. Cooldown of 45 seconds. |
||
+ | *Casts {{A|Haven}} when enemy is within line of sight and shields are above 50%. Maintains until shields run out. Cooldown of 25 seconds, starting when Haven's effect ends. |
||
+ | *Does not cast {{A|Aegis Storm}}. |
||
+ | |- |
||
+ | | {{WF|Hydroid}} |
||
+ | | |
||
+ | *Casts {{A|Tempest Barrage}} when enemy is in line of sight. Cooldown of 22 seconds. |
||
+ | *Casts {{A|Tidal Surge}} when enemy is within 20m. Cooldown of 25 seconds. |
||
+ | *Does not cast {{A|Undertow}}. |
||
+ | *Casts {{A|Tentacle Swarm}} when enemy is in line of sight. Cooldown of 70 seconds. |
||
+ | |- |
||
+ | | {{WF|Inaros}} |
||
+ | | |
||
+ | *Specter corpses do not despawn. Likely tied to Inaros' passive ability. |
||
+ | *Casts {{A|Desiccation}} when enemy is within 5m. Cooldown of 20 seconds. |
||
+ | *Casts {{A|Devour}} when enemy is within 20m. Cooldown of 30 seconds. |
||
+ | *Casts {{A|Sandstorm}} when 5+ enemies are in line of sight. Maintains for up to 10 seconds. Cooldown of 1 minute, starting when Sandstorm's effect ends. Casting Sandstorm will disable the Hold Position command. |
||
+ | *Does not cast {{A|Scarab Swarm}}. |
||
+ | |- |
||
+ | | {{WF|Ivara}} |
||
+ | | |
||
+ | *Could not trigger {{A|Quiver}} in testing, though claims of Sleep Arrow usage exist. |
||
+ | *Does not cast {{A|Navigator}}. |
||
+ | *Casts {{A|Prowl}} off cooldown. Lasts indefinitely, until Specter fires an Alarming weapon or until player attacks with any Warframe weapon, even if silenced. Abilities and Operator attacks do not cancel Specter's Prowl. Does not steal from enemies. Cooldown of 13 seconds, starting when Prowl's effect ends. |
||
+ | *Casts {{A|Artemis Bow}} when enemy is within 25m. Maintains for up to 25 seconds. Cooldown of 13 seconds, starting when Artemis Bow's effect ends. |
||
+ | |- |
||
+ | | {{WF|Khora}} |
||
+ | | |
||
+ | *Does not cast {{A|Whipclaw}}. |
||
+ | *Does not cast {{A|Ensnare}}. |
||
+ | *Specter {{A|Venari}} behaves like a regular Kavat, including parkour maneuvers, without the benefits of Venari's stances. Specter Venari will follow the summoning player, rather than the Khora specter. Venari will attack enemies even if AFK mode has been triggered. After death, Venari will be respawned after 45 seconds. |
||
+ | *Casts {{A|Strangledome}} off cooldown. However, only the Strangledome assembly animation is played, with no actual effect. Cooldown of 10 seconds. |
||
+ | |- |
||
+ | | {{WF|Limbo}} |
||
+ | | |
||
+ | *Casts {{A|Banish}} when enemies are within 20m. Does not send enemies to the Rift, just causes knockdown. Cooldown of 22 seconds. |
||
+ | *Does not cast any other abilities. |
||
+ | |- |
||
+ | | {{WF|Loki}} |
||
+ | | |
||
+ | *Casts {{A|Decoy}} when enemy is in line of sight. Lasts 25 seconds, or until death. Cooldown of 10 seconds, starting when Decoy is cast. |
||
+ | *Casts {{A|Invisibility}} off cooldown. Lasts for 11 seconds, or until player attacks with any weapon. Operator attacks do not end Loki's Invisibility. Cooldown of 3 seconds if Invisibility ends via reaching its maximum duration, or cooldown of 6 seconds if Invisibility ends due to player using a weapon. |
||
+ | *Does not cast {{A|Switch Teleport}}. |
||
+ | *Casts {{A|Radial Disarm}} when enemy is within 10m. Cooldown of 70 seconds. |
||
+ | |- |
||
+ | | {{WF|Mag}} |
||
+ | | |
||
+ | *Casts {{A|Pull}} when enemy is 10-15m away. Cooldown of 20 seconds. |
||
+ | *Casts {{A|Magnetize}} when enemy is in line of sight. Cooldown of 30 seconds. |
||
+ | *Casts {{A|Polarize}} when player is within 20m with shields below 60%. Cooldown of 5 seconds. |
||
+ | **Appears to cast 3 times in a row more rapidly than possible for a player, but this is only an animation bug. |
||
+ | *Casts {{A|Crush}} when enemy is within 10m. Cooldown of 30 seconds. |
||
+ | |- |
||
+ | | {{WF|Mesa}} |
||
+ | | |
||
+ | *Casts {{A|Ballistic Battery}} when enemy is in line of sight. Cooldown of 45 seconds. |
||
+ | *Casts {{A|Shooting Gallery}} when enemy is within 10m. Cooldown of 90 seconds. |
||
+ | *Does not cast {{A|Shatter Shield}}. |
||
+ | *Casts {{A|Peacemaker}} when enemy is in line of sight. Fires for up to 10 seconds. Cooldown of 45 seconds, which begins upon starting Peacemaker, not upon ending it. |
||
+ | |- |
||
+ | | {{WF|Mirage}} |
||
+ | | |
||
+ | *Does not cast {{A|Hall Of Mirrors}}. |
||
+ | *Casts {{A|Sleight Of Hand}} when enemy is within 15m. Cooldown of 20 seconds. |
||
+ | *Casts {{A|Eclipse}} when enemy is within 20m. Cooldown of 40 seconds. |
||
+ | *Casts {{A|Prism}} when enemy is within 30m. Maintains for up to 10 seconds. Cooldown of 70 seconds, starting when Prism's effect ends. |
||
+ | |- |
||
+ | | {{WF|Nekros}} |
||
+ | | |
||
+ | *Casts {{A|Soul Punch}} when enemy is within 20m. Cooldown of 12 seconds. |
||
+ | *Casts {{A|Terrify}} when 5+ enemies are within 30m. Cooldown of 1 minute. |
||
+ | *Does not cast {{A|Desecrate}}. |
||
+ | *Does not cast {{A|Shadows Of The Dead}}. |
||
+ | |- |
||
+ | | {{WF|Nezha}} |
||
+ | | |
||
+ | *Does not cast {{A|Fire Walker}}. |
||
+ | *Casts {{A|Blazing Chakram}} when enemy is within 20m. Cooldown of 20 seconds. |
||
+ | *Casts {{A|Warding Halo}} when taking any damage. Cooldown of 70 seconds, starting when Warding Halo's health runs out. |
||
+ | *Casts {{A|Divine Spears}} when enemy is within 10m. Cancels ability immediately. Cooldown of 30 seconds. |
||
+ | |- |
||
+ | | {{WF|Nidus}} |
||
+ | | |
||
+ | *Casts {{A|Virulence}} when enemy is within 15m. Cooldown of 12 seconds. |
||
+ | *Does not cast {{A|Larva}}. |
||
+ | *Casts {{A|Parasitic Link}} when ally is within 30m, though the max range is 40m. Provides 10-28% Ability Strength boost depending on player's Warframe rank. Cooldown of 20 seconds, starting when Parasitic Link's effect ends. |
||
+ | **Does not use Parasitic Link on enemies. |
||
+ | *Casts {{A|Ravenous}} when enemy is within 15m. Seems to heal for 23 when casted without link, and 30 with. Cooldown of 50 seconds. |
||
+ | |- |
||
+ | | {{WF|Nova}} |
||
+ | | |
||
+ | *Casts {{A|Null Star}} when enemy is in line of sight. Cooldown of 30 seconds, starting when Null Star's particles have all been expended. |
||
+ | *Casts {{A|Antimatter Drop}} when enemy is in line of sight and more than 15m away. Cooldown of 25 seconds. |
||
+ | *Does not cast {{A|Worm Hole}}. |
||
+ | *Could not trigger {{A|Molecular Prime}} in testing, though claims of usage exist. |
||
+ | |- |
||
+ | | {{WF|Nyx}} |
||
+ | | |
||
+ | *Casts {{A|Mind Control}} when damaged by enemy within 20m. Cooldown of 30 seconds, starting when Mind Control's effect ends. |
||
+ | *Casts {{A|Psychic Bolts}} when enemy is in line of sight. Cooldown of 6 seconds. |
||
+ | *Casts {{A|Chaos}} when 5+ enemies are within 15m. Cooldown of 50 seconds. |
||
+ | *Casts {{A|Absorb}} when under 80% health and an enemy is within 5m. Lasts 5 seconds. Cooldown of 75 seconds. |
||
+ | |- |
||
+ | | {{WF|Oberon}} |
||
+ | | |
||
+ | *Casts {{A|Smite}} when enemy is within 20m. Cooldown of 30 seconds. |
||
+ | *Casts {{A|Hallowed Ground}} when enemy is in light of sight. Cooldown of 30 seconds. |
||
+ | *Casts {{A|Renewal}} when player health is 80% or lower. Lasts for 140 seconds. Cooldown of 40 seconds, starting when Renewal's effect ends. |
||
+ | *Casts {{A|Reckoning}} when enemy is within 10m. Cooldown of 55 seconds. |
||
+ | |- |
||
+ | | {{WF|Octavia}} |
||
+ | | |
||
+ | *Inspiration passive activates whenever the Specter casts an ability. |
||
+ | *Casts {{A|Mallet}} when enemy is within 10m. Cooldown of 15 seconds. |
||
+ | *Casts {{A|Resonator}} when enemy is within 10m. Cooldown of 16.5 seconds. |
||
+ | *Casts {{A|Metronome}} off cooldown. Cooldown of 20 seconds. |
||
+ | *Casts {{A|Amp}} when enemy is within 20m. Cooldown of 40 seconds. |
||
+ | |- |
||
+ | | {{WF|Protea}} |
||
+ | | |
||
+ | *The Specter possesses a passive but does not use it intelligently. |
||
+ | *Casts {{A|Grenade Fan}} with Shrapnel Vortex, using Shield Satellites either extremely rarely or not at all. |
||
+ | *Casts {{A|Blaze Artillery}} semi-intelligently, aiming it at groups of enemies. |
||
+ | *Casts {{A|Dispensary}}, apparently at a set interval. |
||
+ | *Appears to cast {{A|Temporal Anchor}} sporadically once the specter's health is brought below 66%. Duration appears to last between 6 seconds and 10 seconds depending on whether enemies are in close proximity. The implosion on ability expiration does occur but it is not currently known if the specter's stockpiled damage has an effect on the implosion's damage. It is also not known if the ability can save the specter from lethal damage similarly to a player controlled Protea Warframe. |
||
+ | |- |
||
+ | | {{WF|Revenant}} |
||
+ | | |
||
+ | *Does not cast {{A|Enthrall}}. |
||
+ | *Does not cast {{A|Mesmer Skin}}. |
||
+ | *Does not cast {{A|Reave}}. |
||
+ | *Casts {{A|Danse Macabre}} when shields are depleted. Maintains until no enemies remain within 20m. Cooldown of 5 seconds. Shields must begin recharging before Danse Macabre will be cast again. |
||
+ | |- |
||
+ | | {{WF|Rhino}} |
||
+ | | |
||
+ | *Casts {{A|Rhino Charge}} when enemy is 5-20m away. Cooldown of 15 seconds. |
||
+ | *Casts {{A|Iron Skin}} when enemy is in line of sight. Cooldown of 20 seconds, starting when Iron Skin's effect ends. |
||
+ | *Could not trigger {{A|Roar}} in testing, though claims of usage exist. |
||
+ | *Casts {{A|Rhino Stomp}} when enemy is within 15m. Cooldown of 70 seconds. |
||
+ | |- |
||
+ | | {{WF|Saryn}} |
||
+ | | |
||
+ | *Specter's AI will lock up when staying in the same location as its Molt, making the Hold Position command highly detrimental. |
||
+ | *Casts {{A|Spores}} when enemy is within 50m. Cooldown of 25 seconds. |
||
+ | *Casts {{A|Molt}} when enemy is in line of sight. Cooldown of 6 seconds. |
||
+ | *Casts {{A|Toxic Lash}} when enemy is in line of sight. Cooldown of 40 seconds. |
||
+ | *Casts {{A|Miasma}} when 2+ enemies are within 5m. Cooldown of 1 minute. |
||
+ | |- |
||
+ | | {{WF|Titania}} |
||
+ | | |
||
+ | *Casts {{A|Spellbind}} when enemy is within 25m. Cooldown of 20 seconds. |
||
+ | *Casts {{A|Tribute}} when enemy is within 20m. Cooldown of 40 seconds. |
||
+ | *Casts {{A|Lantern}} when enemy is within 15m. Cooldown of 30 seconds. |
||
+ | *Does not cast {{A|Razorwing}}. |
||
+ | |- |
||
+ | | {{WF|Trinity}} |
||
+ | | |
||
+ | *Casts {{A|Well Of Life}} when player shields are depleted, even if no enemy is present. Cooldown of 45 seconds. |
||
+ | *Casts {{A|Energy Vampire}} when enemy is in line of sight. Cooldown of 40 seconds. |
||
+ | *Casts {{A|Link}} when enemy is within 20m. Cooldown of 35 seconds. |
||
+ | *Casts {{A|Blessing}} when player health is below 70%. Cooldown of 1 minute. |
||
+ | |- |
||
+ | | {{WF|Valkyr}} |
||
+ | | |
||
+ | *Casts {{A|Rip Line}} when enemy is 6-15m away. Cooldown of 15 seconds. |
||
+ | *Casts {{A|Warcry}} when enemy is within 10m. Cooldown of 30 seconds. |
||
+ | *Casts {{A|Paralysis}} when enemy is within 10m. Cooldown of 25 seconds. |
||
+ | *Does not cast {{A|Hysteria}}. |
||
+ | |- |
||
+ | | {{WF|Vauban}} |
||
+ | | |
||
+ | *Casts {{A|Tesla Nervos}} when enemy is in line of sight. Cooldown of 20 seconds. |
||
+ | *Casts {{A|Minelayer}} (any variation, random) when enemy is within 25m. Overdriver affects Warframe or Specter closest to the impact point at time of casting. Cooldown of 30 seconds. |
||
+ | *Casts {{A|Photon Strike}} when enemy is in line of sight, even if blast will not reach the enemy. Cooldown of 10 seconds. |
||
+ | *Casts {{A|Bastille}} when enemy is within 10m. Cooldown of 30 seconds. |
||
+ | |- |
||
+ | | {{WF|Volt}} |
||
+ | | |
||
+ | *Casts {{A|Shock}} when enemy is in line of sight. Cooldown of 10 seconds. |
||
+ | *Casts {{A|Speed}} off cooldown. Cooldown of 30 seconds. |
||
+ | *Casts {{A|Electric Shield}} when enemy is in line of sight. Cooldown of 25 seconds. |
||
+ | *Casts {{A|Discharge}} when enemy is within 10m. Cooldown of 85 seconds. |
||
+ | |- |
||
+ | | {{WF|Wisp}} |
||
+ | | |
||
+ | *Casts {{A|Reservoirs}} when enemy is within 40m. Reservoir type is random. Cooldown of 20 seconds. |
||
+ | *Casts {{A|Wil-O-Wisp}} when enemy is within 30m. Teleports to decoy immediately. Cooldown of 12 seconds. |
||
+ | *Casts {{A|Breach Surge}} when 2+ enemies are within 30m. Cooldown of 45 seconds. |
||
+ | *Casts {{A|Sol Gate}} when 3+ enemies are within 40m. Maintains for up to 10 seconds. Cooldown of 65 seconds, starting when Sol Gate's effect ends. |
||
+ | |- |
||
+ | | {{WF|Wukong}} |
||
+ | | |
||
+ | *Does not cast {{A|Celestial Twin}}. |
||
+ | *Does not cast {{A|Cloud Walker}}. |
||
+ | *Casts {{A|Defy}} off cooldown. Cooldown of 13 seconds. |
||
+ | *Does not cast {{A|Primal Fury}}. |
||
+ | |- |
||
+ | | {{WF|Zephyr}} |
||
+ | | |
||
+ | *Casts {{A|Tail Wind}} when enemy is within 5m. Cooldown of 20 seconds. |
||
+ | *Casts {{A|Airburst}} when enemy is within 10m. Cooldown of 20 seconds. |
||
+ | *Casts {{A|Turbulence}} when Specter takes damage. Cooldown of 50 seconds. |
||
+ | *Casts {{A|Tornado}} when enemy is within 10m. Cooldown of 70 seconds. |
||
+ | |} |
||
− | <!--{{CustomCollapsible|List of Specter AIs|specterframes||}} |
+ | <!--{{CustomCollapsible|List of Specter AIs|specterframes||}} |
*{{WF|Ash}} - Uses {{A|Shuriken}} and {{A|Smoke Screen}} at regular intervals. Casts {{A|Teleport}} and {{A|Blade Storm}} rarely. {{A|Blade Storm}} targeting is rather inconsistent. |
*{{WF|Ash}} - Uses {{A|Shuriken}} and {{A|Smoke Screen}} at regular intervals. Casts {{A|Teleport}} and {{A|Blade Storm}} rarely. {{A|Blade Storm}} targeting is rather inconsistent. |
||
*{{WF|Atlas}} - Skips to the ragdolling punch of {{A|Landslide}} and then casts {{A|Rumblers}}. (Appears to be unranked.) Will not cast {{A|Tectonics}} or {{A|Petrify}}. |
*{{WF|Atlas}} - Skips to the ragdolling punch of {{A|Landslide}} and then casts {{A|Rumblers}}. (Appears to be unranked.) Will not cast {{A|Tectonics}} or {{A|Petrify}}. |
||
Line 214: | Line 514: | ||
*{{WF|Wukong}} - Will only cast {{A|Defy}} periodically. |
*{{WF|Wukong}} - Will only cast {{A|Defy}} periodically. |
||
*{{WF|Zephyr}} - Will cast {{A|Tail Wind}} when close to an enemy but is stuck in place, {{A|Airburst}} at certain intervals, and {{A|Tornado}} occasionally when enemies are at about mid-range. Specter's Airbursts can increase the size of own and Player Tornadoes and vice versa. Will not cast {{a|Turbulence}} |
*{{WF|Zephyr}} - Will cast {{A|Tail Wind}} when close to an enemy but is stuck in place, {{A|Airburst}} at certain intervals, and {{A|Tornado}} occasionally when enemies are at about mid-range. Specter's Airbursts can increase the size of own and Player Tornadoes and vice versa. Will not cast {{a|Turbulence}} |
||
+ | --> |
||
+ | |||
<!--{{CustomCollapsible/End}}--> |
<!--{{CustomCollapsible/End}}--> |
||
<!-- pure tanks |
<!-- pure tanks |
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Line 236: | Line 538: | ||
===Weapon=== |
===Weapon=== |
||
+ | The most important part about Tenno Specters' weapons is that they are not bound by normal ammo limitations. This allows them to use otherwise extremely ammo inefficient weapons and reduces the importance of melee. Reloading time shouldn't be taken into account as they have infinite magazine size |
||
+ | Tenno Specters prefer to closely guard you or their assigned position, and rarely move out of close range to take on enemies itself, a specter never chooses to [[melee]] the enemies out of range of their melee weapon, even despite having better damage than its rifles, and capability of performing [[Melee#Finishers|finishers]] (if they attempt to melee an eligible enemy). Thus you might prefer to give them long-range heavy hitters such as [[:Category:Whip|whips]], [[:Category:Polearm|polearms]], and [[:Category:Heavy Blade|heavy blades]]. Or you can equip them with something with [[Blocking#Parrying|high block rate]], since Specters love to channel-block with melee. |
||
− | The most important part about Tenno Specters weapons is that they are not bound by normal ammo limitations. This allows them to use otherwise extremely ammo inefficient weapons and reduces the importance of melee. Reloading time shouldn't be taken into account as they have infinite magazine size |
||
− | |||
− | Tenno Specters prefer to closely guard you or their assigned position, and rarely move out of close range to take on enemies itself, a specter never chooses to [[melee]] the enemies out of range of their melee weapon, even despite having better damage than its rifles, and capability of performing [[Melee#Finishers|finishers]] (if they attempt to melee an eligible enemy). Thus you might prefer to give them long range heavy hitters such as [[:Category:Whip|whips]], [[:Category:Polearm|polearms]], and [[:Category:Heavy Blade|heavy blades]]. Or you can equip them with something with [[Blocking#Parrying|high block rate]], since Specters love to channel-block with melee. |
||
Specters will rarely ever use secondaries unless when they go into bleed-out. The {{Weapon|Kulstar}} can be good as a "flare" gun of sorts that can let you know if they are down, otherwise, it does not matter what secondary is equipped. |
Specters will rarely ever use secondaries unless when they go into bleed-out. The {{Weapon|Kulstar}} can be good as a "flare" gun of sorts that can let you know if they are down, otherwise, it does not matter what secondary is equipped. |
||
Line 251: | Line 552: | ||
Tenno Specters have some specific behavior towards some specific kinds of weapons: |
Tenno Specters have some specific behavior towards some specific kinds of weapons: |
||
* [[:Category:Bow|Bow]] weapons are an exception for the non-projectile weapon rule, as specters will always charge a full shot before firing and have almost pinpoint precision, meaning they will never miss unless the enemy is behind cover, and will usually land headshots, which does not happen with other weapon types. |
* [[:Category:Bow|Bow]] weapons are an exception for the non-projectile weapon rule, as specters will always charge a full shot before firing and have almost pinpoint precision, meaning they will never miss unless the enemy is behind cover, and will usually land headshots, which does not happen with other weapon types. |
||
− | * {{Weapon|Supra}} is also an exception |
+ | * {{Weapon|Supra}} is also an exception since travel time is fast enough. |
− | * Tenno Specters using throwing explosives will only detonate the grenade when the substance limit has been reached. They will, however, detonate the {{Weapon|Penta}}'s grenades when it is in proximity of an enemy. They aim the weapon so as to try to hit the enemy with the projectile. It does not seem that Specters are affected by self-inflicted damage due to close proximity detonation. Generally, specters seem to be better with the Penta than with the {{Weapon|Tonkor}} due to better aiming and sustainability. |
+ | * Tenno Specters using throwing explosives will only detonate the grenade when the substance limit has been reached. They will, however, detonate the {{Weapon|Penta}}'s grenades when it is in the proximity of an enemy. They aim the weapon so as to try to hit the enemy with the projectile. It does not seem that Specters are affected by self-inflicted damage due to close proximity detonation. Generally, specters seem to be better with the Penta than with the {{Weapon|Tonkor}} due to better aiming and sustainability. |
* {{Weapon|Dera}} does not have pinpoint accuracy with Specters, instead, it has some deviation per shot, much like a [[Crewman]], although the fire rate and overall damage output is still that of a player's Dera. |
* {{Weapon|Dera}} does not have pinpoint accuracy with Specters, instead, it has some deviation per shot, much like a [[Crewman]], although the fire rate and overall damage output is still that of a player's Dera. |
||
Line 270: | Line 571: | ||
** Killing them gives affinity. |
** Killing them gives affinity. |
||
* Tenno Specters are spawned from golden balls. This allows Specters to be spawned at a desired spot by throwing the ball to that location. |
* Tenno Specters are spawned from golden balls. This allows Specters to be spawned at a desired spot by throwing the ball to that location. |
||
− | ** Tenno Specters cannot spawn if the Specter Ball is thrown to an out-of- |
+ | ** Tenno Specters cannot spawn if the Specter Ball is thrown to an out-of-bounds place, e.g. behind a container or at the corner of the hallway. |
* Only a single Tenno Specter per player can be active at any time during a mission. Attempting to summon a second Specter will result in the previously active Specter being killed when the second one spawns. This does not apply to their [[Syndicate]] counterparts though, it is possible to use them together. |
* Only a single Tenno Specter per player can be active at any time during a mission. Attempting to summon a second Specter will result in the previously active Specter being killed when the second one spawns. This does not apply to their [[Syndicate]] counterparts though, it is possible to use them together. |
||
* Following Tenno Specters will always teleport to a player if left behind far enough. |
* Following Tenno Specters will always teleport to a player if left behind far enough. |
||
* Pre-built Specter Gear acquired as special mission rewards will use the previous loadout saved under the player's Specter tab in the Arsenal. If no previous loadout was saved, the Specter will not be able to be summoned. |
* Pre-built Specter Gear acquired as special mission rewards will use the previous loadout saved under the player's Specter tab in the Arsenal. If no previous loadout was saved, the Specter will not be able to be summoned. |
||
* Once Crafted, you can view your saved Specter loadouts under ''Specters'' in the Equipment menu. |
* Once Crafted, you can view your saved Specter loadouts under ''Specters'' in the Equipment menu. |
||
− | * Vapor specters are logically more efficient, despite the 'default' survivability, due to being able to craft 10 each time instead of waiting the 8 |
+ | * Vapor specters are logically more efficient, despite the 'default' survivability, due to being able to craft 10 each time instead of waiting the 8-hour crafting timer for a single Cosmic with only marginally higher stats. |
==Trivia== |
==Trivia== |
||
Line 299: | Line 600: | ||
==Patch History== |
==Patch History== |
||
{{Scrollbox/Article| |
{{Scrollbox/Article| |
||
+ | {{ver|27.3.16}} |
||
+ | *Fixed a script error when summoning a friendly Saryn Specter. |
||
+ | |||
+ | {{ver|27.3.11}} |
||
+ | *Fixed Specter’s accuracy with Bows being quite poor and their fire rate not reflecting realistic usage. |
||
+ | |||
{{ver|27.0.11}} |
{{ver|27.0.11}} |
||
*Grendel Specters can now use all of his Abilities! I prefer my meatballs on the side. |
*Grendel Specters can now use all of his Abilities! I prefer my meatballs on the side. |
||
Line 318: | Line 625: | ||
{{ver|22.10}} |
{{ver|22.10}} |
||
*Increased proficiency with Weapons, and power-casting logic. Virtually every power is now castable with only a few exceptions! Specters CANNOT cast the following Abilities: Vauban's Minelayer, Ivara's Zipline, Titania's Razorwing, Nekros’ Desecrate and Shadows of the Dead, Excalibur’s Exalted Blade, Valkyr’s Hysteria, Wukong’s Primal Fury, Cloud Walker, and Defy, Atlas’ Petrify and Tectonics, Limbo's entire kit (save for the damage aspect of Banish), and finally Zephyr’s Dive Bomb. |
*Increased proficiency with Weapons, and power-casting logic. Virtually every power is now castable with only a few exceptions! Specters CANNOT cast the following Abilities: Vauban's Minelayer, Ivara's Zipline, Titania's Razorwing, Nekros’ Desecrate and Shadows of the Dead, Excalibur’s Exalted Blade, Valkyr’s Hysteria, Wukong’s Primal Fury, Cloud Walker, and Defy, Atlas’ Petrify and Tectonics, Limbo's entire kit (save for the damage aspect of Banish), and finally Zephyr’s Dive Bomb. |
||
+ | }} |
||
− | }}[[es:Espectro (Aliado)]] |
||
+ | {{GearNav}} |
||
+ | [[es:Espectro (Aliado)]] |
||
[[Category:Update 13]] |
[[Category:Update 13]] |
||
[[Category:Tenno]] |
[[Category:Tenno]] |
Revision as of 23:39, 27 July 2020
- For the Specters in Junctions, see Specter (Enemy).
Warframe Specters are AI-controlled replicants of Warframes. These Specters act autonomously from the player, and can provide support by engaging enemies with their weapons and Warframe powers. There are four ranks of Specter based on their acquisition difficulty, namely Vapor, Phase, Force, and Cosmic. Specters can be customized with any Warframes and weapons that the player owns, allowing for a wide range of versatility in Specter loadouts.
A Specter is crafted from the Foundry by copying the player's current loadout. However, this does not copy any installed mods or appearance. Instead, Specters utilize the Warframe and weapon's base unranked statistics then scale them according to the Specter's level. Additionally, the more rare the Specters the higher the damage dealt. All weapons and frames will have their default appearance.
Like the Syndicate Operatives, Specters can be commanded to Hold Position or Follow by interacting with them (X ). By default, Specters are set to Follow.
Usage
Specters can be crafted in the Foundry (under Gear section) and once crafting is finished they must be equipped from Gear in Arsenal.
Before a Specter building begins, a Specter loadout screen appears where a player must first set the Warframe and loadout that the Specter will use. Specters of a particular Blueprint grade use a template loadout that is derived from a player's current Warframe and weapon loadout in their Arsenal. Players can choose to change a Specter's loadout by changing their own loadout, which the Specter will replicate upon creation.
Once a Specter has begun construction, the template loadout used is saved, and can be used for future Specters to be built, allowing Specters of a certain loadout to be built even if the player changes their own loadout. The template loadout can be changed upon creating another Specter of the same grade, or the player can choose to use their previously saved loadout. Note that the loadout it copies only reflects the base statistics (scaled by level) and not the mods, and the only way to change their loadout is to finish crafting and claiming a new set of specters from the foundry.
Up to four different loadouts can be saved, one for each Blueprint grade; Vapor, Phase, Force, and Cosmic, from lowest to highest grade.
Acquisition
- Main article: Specter#Tenno Specters
The blueprints necessary to build Specters are automatically rewarded by Rescue missions upon completion, with the type of Blueprint dropped depending on the node that was played, and how many points were acquired. In total, three points can be attained in a mission: one point for rescuing the target, another point for not triggering the execution sequence in the process, and one more point for killing all the Wardens.
Points | Easy Rewards Level 1-15 |
Medium Rewards Level 16-25 |
Hard Rewards Level 25+ |
Nightmare Rewards As it Occurs |
1 | None | ★ Vapor Specter BP |
★★ Phase Specter BP |
★★★ Force Specter BP |
2 | ★ Vapor Specter BP |
★★ Phase Specter BP |
★★★ Force Specter BP |
★★★★ Cosmic Specter BP |
3 | ★★ Phase Specter BP |
★★★ Force Specter BP |
★★★★ Cosmic Specter BP |
★★★★ Cosmic Specter BP |
The Vapor Specter (or Bronze Specter) blueprint is rewarded from Easy and Medium difficulty Rescue missions, and yields 10 Specter uses per build. Spawns at the starting level of the enemies in the current mission.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
15,000 |
7,500 |
5,000 |
Time: 8 hrs | ||
Rush: 20 | |||||
Market Price: N/A | Blueprints Price: N/A |
The Phase Specter (or Silver Specter) blueprint is rewarded from Easy, Medium and Hard difficulty Rescue missions, and yields 5 Specter uses per build. Spawns at the starting level of the enemies in the current mission, plus three levels.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
30,000 |
750 |
5,000 |
5,000 |
1,000 |
Time: 8 hrs |
Rush: 20 | |||||
Market Price: N/A | Blueprints Price: N/A |
The Force Specter (or Gold Specter) blueprint is rewarded from Medium, Hard, and Nightmare difficulty Rescue missions, and yields 3 Specter uses per build. Spawns at the starting level of the enemies in the current mission, plus five levels.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
50,000 |
1,000 |
1,000 |
1,000 |
1,000 |
Time: 8 hrs |
Rush: 20 | |||||
Market Price: N/A | Blueprints Price: N/A |
The Cosmic Specter (or Platinum Specter) blueprint is rewarded from Hard and Nightmare difficulty Rescue missions, and yields a single Specter usage per build. Spawns at the starting level of the enemies in the current mission, plus ten levels.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
60,000 |
500 |
1,000 |
5,000 |
1 |
Time: 8 hrs |
Rush: 20 | |||||
Market Price: N/A | Blueprints Price: N/A |
Behavior
Warframe
Tenno Specters don't rely on Energy, instead of utilizing a short cooldown system for their abilities. As their health, armor, and shield scales with the mission level, their Effective Health will generally scale far past the player's Warframe. When spawned during a Nightmare Mode mission, specters will attack the player instead of enemies, forcing players to play without an AI partner.
Depending on the Warframe being used, each of these specters has its own specific AIs tailored to assist the player Tenno in their endeavor. Abilities used by Specters have different values from their regular versions.
For a comprehensive user tested guide, see here.
Warframe | Ability Casting Behavior |
---|---|
Ash |
|
Atlas | |
Banshee |
|
Baruuk |
|
Chroma (Script error: The function "Proc" does not exist. element) |
|
Ember |
|
Equinox |
|
Excalibur/ Excalibur Umbra |
|
Frost |
|
Gara |
|
Garuda |
|
Gauss |
|
Grendel |
|
Harrow |
|
Hildryn |
|
Hydroid |
|
Inaros |
|
Ivara |
|
Khora |
|
Limbo |
|
Loki |
|
Mag |
|
Mesa |
|
Mirage |
|
Nekros |
|
Nezha |
|
Nidus |
|
Nova |
|
Nyx |
|
Oberon |
|
Octavia |
|
Protea |
|
Revenant |
|
Rhino |
|
Saryn |
|
Titania | |
Trinity |
|
Valkyr | |
Vauban |
|
Volt |
|
Wisp |
|
Wukong |
|
Zephyr |
|
Weapon
The most important part about Tenno Specters' weapons is that they are not bound by normal ammo limitations. This allows them to use otherwise extremely ammo inefficient weapons and reduces the importance of melee. Reloading time shouldn't be taken into account as they have infinite magazine size
Tenno Specters prefer to closely guard you or their assigned position, and rarely move out of close range to take on enemies itself, a specter never chooses to melee the enemies out of range of their melee weapon, even despite having better damage than its rifles, and capability of performing finishers (if they attempt to melee an eligible enemy). Thus you might prefer to give them long-range heavy hitters such as whips, polearms, and heavy blades. Or you can equip them with something with high block rate, since Specters love to channel-block with melee.
Specters will rarely ever use secondaries unless when they go into bleed-out. The Kulstar can be good as a "flare" gun of sorts that can let you know if they are down, otherwise, it does not matter what secondary is equipped.
Since Specters will mostly use unmodded primaries, cannot compensate for lengthy travel time, and their DPS will be the weapon you equip, the most useful would be hit-scan, non-crit weapons with decent base damage output. You should avoid most projectile weapons and special weapons such as Synoid Simulor (Specter AI does not understand them). Syndicate weapons will not proc their effects while used by Specters.
Range-limited weapons might be less effective since Specters do not account for that behavior and do not move around much by themselves. But Glaxion, Amprex, Phage, and shotguns seem to be exceptions and will produce a good "bodyguard" Specter for the cost of efficiency at long distances.
Weapons with innate elemental damage, high base status chance, or CC potential will make Specters useful past being just another source of damage. For example, a Specter equipped with an Amprex will quite often trigger Script error: The function "Proc" does not exist. procs, which helps with crowd control in close quarters.
Tenno Specters have some specific behavior towards some specific kinds of weapons:
- Bow weapons are an exception for the non-projectile weapon rule, as specters will always charge a full shot before firing and have almost pinpoint precision, meaning they will never miss unless the enemy is behind cover, and will usually land headshots, which does not happen with other weapon types.
- Supra is also an exception since travel time is fast enough.
- Tenno Specters using throwing explosives will only detonate the grenade when the substance limit has been reached. They will, however, detonate the Penta's grenades when it is in the proximity of an enemy. They aim the weapon so as to try to hit the enemy with the projectile. It does not seem that Specters are affected by self-inflicted damage due to close proximity detonation. Generally, specters seem to be better with the Penta than with the Tonkor due to better aiming and sustainability.
- Dera does not have pinpoint accuracy with Specters, instead, it has some deviation per shot, much like a Crewman, although the fire rate and overall damage output is still that of a player's Dera.
Survivability
- Tenno Specters are affected by the Rejuvenation Aura and Trinity's Blessing, and by Oberon's Renewal, however cannot pick up Health Orbs.
- Ancient Healers under Mind Control, or their Shadow and Specter variations can heal Tenno Specters.
- Tenno Specters do not lose shield or health after life support runs out in Survival missions.
- Tenno Specters are not affected by the Shield loss from Cryogenic Leakage, the "No Shields" challenge of Nightmare Mode and the Toxic Ancient's aura.
- It is possible to revive your Specter if it hasn't bled out yet, though they appear to have a negligible bleedout health limit and often die immediately.
- Tenno Specters can revive other downed Tenno Specters, but cannot do so to a teammate.
- Stationed Tenno Specters are quite vulnerable to ground slamming enemies, Arson Eximus and such, since they tend to quickly displace them into bad positions.
Notes
- Affinity earned by the specter goes to the player's frame.
- Specters deployed in Nightmare Mode missions will be hostile to the player and defense objectives as well as enemies.
- Killing them gives affinity.
- Tenno Specters are spawned from golden balls. This allows Specters to be spawned at a desired spot by throwing the ball to that location.
- Tenno Specters cannot spawn if the Specter Ball is thrown to an out-of-bounds place, e.g. behind a container or at the corner of the hallway.
- Only a single Tenno Specter per player can be active at any time during a mission. Attempting to summon a second Specter will result in the previously active Specter being killed when the second one spawns. This does not apply to their Syndicate counterparts though, it is possible to use them together.
- Following Tenno Specters will always teleport to a player if left behind far enough.
- Pre-built Specter Gear acquired as special mission rewards will use the previous loadout saved under the player's Specter tab in the Arsenal. If no previous loadout was saved, the Specter will not be able to be summoned.
- Once Crafted, you can view your saved Specter loadouts under Specters in the Equipment menu.
- Vapor specters are logically more efficient, despite the 'default' survivability, due to being able to craft 10 each time instead of waiting the 8-hour crafting timer for a single Cosmic with only marginally higher stats.
Trivia
- Each Specter type can be visually distinguished from each other via their color (Which is applied on their Accents):
- Vapor Specters have a bronze energy glow.
- Phase Specters have a silver energy glow.
- Force Specters have a golden energy glow.
- Cosmic Specters have a white energy glow, with thin rings emanating out of them.
- Before their release, specters were referred to as Bronze, Silver, Gold and Platinum specters, matching their current color distinctions.
Bugs
- Throwing the ball on shallow water will make it disappear.
- Specters can be built using Zaws, however they do not seem to use them (or if they can, some don't at all) causing the specter to stop attacking when enemies get close.
- When holding position, melee combat may cause the specter to become unresponsive. This can be fixed by ordering them to follow and hold their position again.
Media
Patch History
Hotfix 27.3.16 (2020-04-22)
- Fixed a script error when summoning a friendly Saryn Specter.
Hotfix 27.3.11 (2020-04-09)
- Fixed Specter’s accuracy with Bows being quite poor and their fire rate not reflecting realistic usage.
Hotfix 27.0.11 (2020-01-16)
- Grendel Specters can now use all of his Abilities! I prefer my meatballs on the side.
Hotfix 25.7.6 (2019-09-18)
- Fixed enemies in the Simulacrum not recovering from Stomp cast by a Rhino Specter.
- Fixed exploit tied to Tenno Spectres.
Hotfix 25.3.3 (2019-07-16)
- Fixed an issue with Wisp Specters being unable to cast any abilities - Sol Gate is still unusable for now.
Update 22.11 (2018-01-31)
- Improved Specter firing logic during Hold Position.
- Improved Specter fire rate when using Peacemaker.
- Fixed Specters not being able to use Ability weapons with 0 max clip size (eg. Ivara's Artemis Bow).
- Fixed Specters’ trying to melee while using ranged weapons that do not allow it.
- Fixed incorrect Status Effect for Specters using Radial Blind and Radial Javelin.
Update 22.10 (2018-01-25)
- Increased proficiency with Weapons, and power-casting logic. Virtually every power is now castable with only a few exceptions! Specters CANNOT cast the following Abilities: Vauban's Minelayer, Ivara's Zipline, Titania's Razorwing, Nekros’ Desecrate and Shadows of the Dead, Excalibur’s Exalted Blade, Valkyr’s Hysteria, Wukong’s Primal Fury, Cloud Walker, and Defy, Atlas’ Petrify and Tectonics, Limbo's entire kit (save for the damage aspect of Banish), and finally Zephyr’s Dive Bomb.