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Albrecht Entrati was unsure whether this awkward composite was the result of the Indifference’s incomplete understanding of human anatomy, or an attempt at creative rearrangement thereof.

The Hollow Vein is a grounded MurmurIcon Murmur construct that can be found within Albrecht's Laboratories on Deimos.

Behavior[]

The Hollow Vein mainly moves by curling up into a wheel and rolling around the environment. It has two attacks that primarily deal DmgMagneticSmall64 Magnetic damage.

  • The Hollow Vein's melee attack consists of rearing up and releasing a 7 meter aura, dealing 15 DmgMagneticSmall64 Magnetic damage, scaled by enemy level, at a rate of 2s-1 with 100% falloff. Each hit inflicts a DmgMagneticSmall64 Magnetic proc. The Hollow Vein will continuously emit this aura as long as the Tenno is in range.
  • Its ranged attack consists of charging its fingertips with energy and releasing sweeping laser beam, dealing 50 DmgMagneticSmall64 Magnetic damage, scaled by enemy level, at a rate of 10s-1[citation needed]. Each hit inflicts a DmgMagneticSmall64 Magnetic proc.
  • While either attack is active The Hollow Vein becomes immune to status procs and most Warframe abilities.

Like other Murmur units, they can often be seen spawning from ruptures from the floor.

Notes[]

  • Silence130xWhite Silence will prevent The Hollow Vein from using either of its attacks.
  • The head and energy emissions are both considered headshots.
  • Shooting The Hollow Vein's energy emissions on the back of its arms gives +100 percentage points of Critical Chance to the attack, while also granting a bodypart multiplier 1.5x similarly to the head.

Trivia[]

  • The Hollow Vein was originally referred to as the Slinky, and was originally designed to move in a similar way to a slinky.

Gallery[]

Patch History[]

Hotfix 35.5.7 (2024-04-17)

  • Made the following changes to The Hollow Vein:
    • Greatly reduced how often it hits Defense targets with its ranged laser attack.
      • Before: Due to Defense targets being much larger than players, they were applying several hit ticks in a row onto these targets resulting in massive damage.
      • Now: it will only hit Defense targets once with its laser attack.
    • Changed its AoE attack targeting logic to improve the frequency of when it is used.
      • Before: Once the attack started and it was near something like a Defense target, it would trigger and linger indefinitely.
      • Now: The attack will only trigger when players are nearby and will be canceled when players are no longer within its radius.
    • Fixed a possible issue where Hollow Vein could theoretically make allies, Defense targets, and players hit by its laser attack permanently vulnerable to friendly fire.

Update 35.5 (2024-03-27)

ALBRECHT’S LABORATORIES CHANGES
  • Added new animations to Murmur faction enemies so that they react to Limbo’s Stasis, Rhino’s Stomp, and Mag’s Crush abilities.
  • Rebalanced The Hollow Vein to be less of a bullet sponges.
    • Reduced the total health values of these foes to make them easier to take out, especially for Eximus variants. Their large health pool was in place to help their survivability since they have no Shields or Armor, but the result was a little too tanky for our liking.
    • Fixed The Hollow Vein’s beam attack damage being tied to frame rate (damage per frame).
      • The higher the frame rate, the more damage it dealt. So we’ve decoupled it from frame rate and given it a defined tick rate to prevent this from happening.
  • The Hollow Vein is now vulnerable to Warframe abilities, staggers, and knockdowns.
    • This enemy is already fairly strong and the resistances it had were mostly invisible to players, which made it even more difficult to deal with.
Melee Finisher Improvements
  • Added new unique Mercy Finishers to the Hollow Vein enemies! Each with their own custom animations to really stick it to the Murmur in style.

Hotfix 35.0.1 (2023-12-13)

  • Made slight adjustments to The Hollow Vein’s animation.

Update 35.0 (2023-12-13)

  • Introduced.
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