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Harness antimatter. Nova uses antiparticles to provide crowd control and amplify damage output. She obliterates enemies by destabilizing matter itself.
This is Nova, wildly unpredictable.
Nova's presence on the battlefield is complex and deadly. Handle with care, Tenno.
Nova is a high-tech, antimatter themed Warframe. She is somewhat fragile, lacking any powerful defensive abilities and having low shield capacity and moderate health. In return, she features extremely powerful offensive abilities capable of demolishing entire waves of enemies. Nova materialized in Update 9.0 (2013-07-13).
Acquisition
Nova's main blueprint can be purchased from the Market. Nova's component blueprints can be obtained from defeating the Raptors on Naamah, Europa.
Alternatively, upon completion of The Duviri Paradox, Nova's main and component blueprints can be earned from The Circuit. By selecting her on the rotating week she is available, players can earn her blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.
Nova. Mercurial, unpredictable and a miraculous example of harnessed antimatter.
It would be a bold fool indeed who tried to tame lightning. One such individual was Holsom Yurr, a freelance problem-solver who commanded high fees for his low morals. A deficiency that netted him great success in endeavors where a conscience would have held others back. He is the only figure known to have secured a back-channel charter permitting him to selectively raid certain rails, so long as Orokin ships were avoided. The story of Nova and Yurr survives via the captain and security logs of the Orokin vessel Masker's Theodolite. It survives because it was deemed to be... of historical importance.
Orokin investigators scrutinized every frame of security footage, each line of the captain's log, for assurance that the outcome of this encounter was indeed true.
The passenger vessel Masker's Theodolite reported critical problems with her engines.
Nova, mistress of antimatter, was deployed to relight the Theodolite's antimatter reactor before the vessel was drawn into the gravity well of a nearby planetoid. 10,800 passengers were at risk. Clipping this Protonia Syandana to herself she exited her lander. The interior of the ship was deathly quiet, but then, chaos. Behind her the section of the ship securing her lander was detonated and blown free. Stranding her, for the time being.
Nova sped toward the shouts of trapped crewmen. Eight were locked in flow control behind a hardened glass wall.
Opening a wormhole between herself and them she phased the crewmen to safety as their compartment flooded with lethal gas. Booming from speakers in every hallway, Holsom Yurr declared himself. Holsom Yurr: the man who, at one time, had run the Pluto resistance. Who spent 3 years terrorizing the rails between Jupiter and Venus just to prove that he could. Who took that notoriety and translated it into a career: security, political assassination, courier runs, torture, graft, blackmail and, in one case so it was said, genocide. There were graves already dug for him by the many who wanted him dead.
Word was Holsom already had a tomb prepared for himself on some distant moon, with a table piled high with riches and a chair just waiting for him to be sat in for eternity. A man capable of anything, and a man who would rather die than lose. A man easily recognized by the signature item before you. It was, so they say, an item of great personal significance to the old rogue.
Why, and what history it shared with him, is a matter of some speculation.
Unaware she was being led into a trap built just for her, I don't imagine Nova took any special precautions.
This Flux model helm, for example, was fairly standard. The appealing venting displayed her antimatter nature, an announcement of power as much as an evocation of beauty.
Where were we? Ah yes. Nova and the rescued crew moved for the escape pods. Once they were clear she would about-face and find some way to free the remaining ten-thousand-seven-hundred-and-ninety-two. Alas, thuds and clangs resounded as every life pod ejected into space. Empty. Yurr clarified, boomingly, that escape was not an option. To punctuate this assertion bulkheads slammed down in every corridor shipwide. The only path Yurr left open, worryingly, was the one that led directly to the Theodolite's antimatter reactor. The very thing Nova had come to save.
He had jettisoned the antimatter core. Without that it was impossible for the reactor to function, and the Theodolite would smash into the planetoid in a matter of minutes. Yurr had been paid, by persons unknown, to neutralize Nova completely. Yurr, a man who prided himself upon an ignorance of the impossible, had agreed. And devised this trap. Nova was a being created to contain and harness antimatter. The antimatter drive no longer had a fuel core. His proposition was simple: Nova would enter the reactor chamber, crack her own containment and kickstart a new reaction using her own body as fuel.
She could save 10,800 lives, but only at the cost of her own.
She had minutes to decide. With a flick of her wrist Nova's Hikou throwing stars took out every camera in eyeshot, killing Yurr's surveillance of them. This done, she turned to the technicians she had just saved.
As she entered the reactor's chamber Yurr smugly assured her she was doing the right thing. Within the reactor's observation room the technicians nodded assent. This was going to be close . From the bridge Yurr sealed the reactor chamber's blast doors. Seconds later, on Nova's signal, the technicians overrode that command. The doors shot upwards and Nova wormholed out of the chamber and back into the corridor. Leaving that portal open she created another, straight up, into the vent system. On the bridge Yurr had little time to react, but react he did: ordering all prisoners to be killed. In that moment a portal flashed into existence, Nova launching herself amidst pirate captain and crew. And showed them what she was made of.
In a blinding flash Yurr and every mercenary on that bridge was deeply infused with Nova's antimatter, starting a chain reaction within them. Yurr realized what was happening, but too late. With a few precise shots from her Syrah-customized sniper rifle Nova neutralized those mercenaries who were quicker off the mark before grabbing Yurr by his brightly irradiated hair. Hurling him back through her network of wormholes, Nova sent Holsom Yurr pinging from portal to portal before tumbling out into the reactor chamber.
Yurr struggled to his feet as every molecule in his body approached critical.
Behind the glass the technicians gave him a final, grim salute before slamming the blast door closed. Holsom Yurr, pirate and legend, went nova. The reactor caught the reaction. The technicians harnessed it, and the engines of the Masker's Theodolite roared to life. It was, indeed, the boldest of fools who attempted to leash lightning. And so a notorious rogue, said to be unkillable, met his end in the attempt.
As the historical record now demonstrates.
Holsom Yurr was a notorious Solar Rail pirate who was hired by an unknown party to neutralize Nova. In his calculated plan, the pirate lured Nova onto an Orokin passenger vessel known as the Masker's Theodolite, and ruptured its antimatter reactor as it was being drawn into a gravity well of a planetoid. Once Nova was aboard, he jettisoned all of the ship's escape pods and then the antimatter core. Without the core, the ship's reactor ceased to function, threatening the lives of its 10,800 crew. Nova, a being that contained and harnesses antimatter, would be forced to sacrifice herself in order to replace the antimatter core.
Turning to the technicians she had saved, Nova threw her Hikou stars at Yurr's surveillance cameras and devised a strategy. She then walked into the reactor chamber, only for the technicians to override the blast doors to allow her to Wormhole into the bridge and Molecular Prime Yurr and his mercenaries, picking them off with her Alamos Sniper. She then grabbed Yurr and threw him back into the series of Worm Holes, bringing him into the reactor chamber, before the portals collapsed and the blast doors sealed shut.
The pirate's molecules reached critical and his body went nova, and the ship's engines roared to life. Yurr met his fate as antimatter fuel for the Masker's Theodolite.
Warframe Guides
“I am the Lotus. I will guide you, but we must hurry.”
Guides are created by users like you. They aren't as strictly regulated as most pages, so keep an eye out for dated or subjective information.
Have your own build and playstyle? You can contribute too! Instructions are within.
See Category:Nova Guides to read user-made guides on how to play this Warframe.
Trivia
Both the name and the abilities of this Warframe were chosen by submissions of Design Council being filtered by Digital Extremes then voting by the Design Council community.
Nova is one of the fastest Warframes, with a base sprint speed third to Gauss, second to Loki, and tied with Ash Prime, Mirage, and Wisp.
The term nova refers to the violent outbursts of energy that occur in cataclysmic variable stars. These variables are actually binary stars that consist of a tidally-distorted companion that accretes stellar material onto the surface of a white dwarf. In this accretion disk, the infalling matter is highly compressed on the white dwarf's surface due to its immense gravity. This process increases the pressure and temperature of the collected matter tremendously: enough to burn hydrogen. As this matter contains mostly hydrogen, runaway fusion reactions occur on the white dwarf's surface, producing an extremely bright thermonuclear outburst.
According to Nova's original profile, this Warframe was a result of Tenno High Council research. This is widely believed to be a nod to the Design Council that aided in Nova's creation.
Nova is the last Warframe with a helmet that grants statistical changes (The Nova Flux Helmet), as all helmets released from Nekros onward have since been entirely cosmetic.
Currently one of four frames that has three alternate helmets, the others being Loki, Excalibur, and Vauban.
In her Leverian entry Nova is described to have created a chain of linked portals in vents she didn't actually go through herself, as if she was able to place portals behind walls and facing the correct direction. It's unknown if this is just a dramatization or mistake on the Leverian's part for misinterpreting these ancient Warframe stories, or a capability Nova is supposed to be able to do lore wise.
Bugs
Dying while wearing a different helmet and using a different color scheme causes Nova's head to return to default coloring.
==Passive==
Whenever Nova receives a Knockdown, she emits a neutron burst which knocks down and damages enemies in a 6 meter radius and 250Blast damage.
Self-Stagger knockdown will also trigger this passive.
Abilities
View 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.
Nova expends 25energy to create 3 / 4 / 5 / 6 antimatter particles that orbit her and automatically launch themselves one by one every 1 second at enemies within 7 / 8 / 10 / 12 meters inflicting 80 / 100 / 120 / 150Slash damage. Each particle persists on Nova indefinitely until launched, granting her 5%Damage Reduction as they orbit her.
Damage reduction is capped at 90%, up to 18 particles.
While active, a counter becomes visible on the ability icon that displays the number of available particles.
Null Star cannot be recast until all particles have been used.
Subsuming Nova to the Helminth will offer Null Star and its augments to be used by other Warframes.
If Garuda subsumes Null Star or Nova subsumes Blood Altar, then the particles will not target enemies currently impaled by Blood Altar.
Neutron Star is a Warframe Augment Mod for Nova that allows all active Null Star particles to be detonated by pressing the ability key (1 ), seeking out enemies and dealing area-of-effect damage with a guaranteed Heat proc. Neutron Star's seek radius is doubled than that of Null Star's.
Because each particle grants 5% damage reduction, the maximum amount of damage reduction currently achievable is 90%. A total of 18 particles is needed to reach this value. This is achievable with at least 300% modded Ability Duration for a max rank Null Star.
When you are full on energy and come across extra energy spheres laying on the floor, you can cast a "free" Null Star and instantly go back to full energy. This allows you to easily keep stars active for each encounter.
Stars will launch themselves at unaware enemies, alerting them if they survive. This makes this ability sub-optimal for stealth oriented missions.
For offensive purposes, it can deal a good amount of damage to a single target by itself, dealing a total of 1200 damage after all six particles have launched (or more, if you are using Continuity and Constitution). Keep in mind that each particle will stun on hit, allowing you to continually stagger a target while you attack them.
Defensively, it is wise to use it before reviving an ally or accessing a terminal, as you are very vulnerable when doing either. Activating Null Star beforehand can stun or kill any enemies nearby that decide to attack you, preventing you from taking a lot of unnecessary damage.
On higher enemy ranks Nova may wish to use the skill in the same manner as Rhino's Iron Skin and recast it every time it is depleted as this will prevent her from being blindsided by enemies that are stuck in corners or behind obstacles. This is particularly important in Grineer tilesets because infantry will often jam themselves into corners on either side of the round doorways and open fire as soon as the player passes by.
To focus on keeping Null Star particles for damage reduction, it might be beneficial to have Ability Range lower than 100%. Lower range will prevent particles from seeking enemies at a distance.
Null Star particles will seek deactivated Bursa in range. It is advisable to stay away to prevent wasting the particles.
The Molecular Fission augment will allow Molecular Prime to restore up to two charges of Null Star per enemy killed while under its effects.
Bugs
If you are spamming melee attacks while you cast or right after you cast Null Star, it will render you unable to perform any melee attack for a short duration even though your cast animation is already finished.
Nova expends 50energy to create a volatile orb of antimatter that travels forward which is steered with the aiming reticle. This particle absorbs all damage (friendly and hostile) when shot at, lasting indefinitely until it makes contact with a surface. Upon collision, the particle inflicts 10Radiation damage on contact, then explodes to inflict 100 / 125 / 150 / 200 base damage multiplied by 2x / 4x / 6x / 8x of all absorbed damage as Radiation damage to all enemies within 5 / 8 / 10 / 15 meters.
The antimatter particle has an absorption cap of 25,000 damage. Upon reaching the damage cap, the particle will speed up.
The explosion bypasses obstacles in the environment, and its damage does not decrease with distance.
The particle does not absorb damage from other Antimatter Drop explosions.
The particle is guided via the HUD's targeting reticle, steering itself towards any object the reticle is placed on including environmental obstacles and enemies.
Looking directly at the particle will slow it down significantly.
Multiple particles can be active simultaneously.
The coloring of the particle changes towards the caster's energy color as it absorbs damage.
Nova's visuals will appear gold when cast by Nova Prime.
This ability is a one-handed action; as such, it will not interrupt full actions such as reloading, charging, or shooting.
Antimatter Absorb is a Warframe Augment Mod for Nova's Antimatter Drop that allows it to absorb incoming enemy gunfire, adding to its total damage potential.
It is wise to have a full magazine before releasing an Antimatter Drop. Upon using the ability, continue firing at it nonstop. A high powered weapon can easily cause Antimatter Drop to deal well over 20,000 damage. Using Weapons modified for high object damage is best as this ability cannot absorb critical hits.
A quick and reliable way to utilize the Antimatter Drop's damage potential is to aim it at the floor and blast it with a shotgun point blank as soon as it's launched, resulting in a radial explosion around the player. A well-modded Sancti Tigris or Tigris Prime are capable of fully charging the Drop with a single duplex shot, while Arca Plasmor's wide effective area makes it easy to hit the Drop without taking time to aim.
Antimatter Drop moves towards a point at which the player is placing their reticle, whether aiming or not. Keep this in mind to control it. If you aren't absolutely sure that enemy fire will kill you it may be wiser to persevere through the hail of bullets and continue guiding the Drop until it detonates as prematurely running for cover may cause a loaded drop to float back to you and waste your invested ammo.
If done correctly, this is the most effective ability that can be used against powerful bosses that retain a single stage of health, as a well-charged drop can deal damages up to more than 100,000 Radiation damage on a single explosion.
Using accurate weapons or weapons with a high rate of fire such as the Flux Rifle or Supra/Supra Vandal is recommended to provide a continuous flow of damage to the drop.
The Opticor is an example of one weapon that can provide a large amount of damage to the drop.
It is preferable to use weapons that have zero or little recoil, as recoil moves the weapon and this will move the reticle as well. Which in turn will steer the orb away from the centerline (when it flies away from you) and will make it take time to re-steer it to where you wish it to hit
Critical damage does not amplify the Drop further, as Critical hits do not affect objects.
Most likely due to the behavior of abilities with Cataclysm, it is ill-advised to use Antimatter Drop inside of said ability. The orb will always count as "outside of the rift plane" and therefore you will be unable to hit it unless you leave the Cataclysm.
Using the augment, you can create a moving shield that charges itself.
Being squad host will remove the burden on experiencing input lag when using this ability. When playing as a client the position needs to be sent to the host & back to you.
Bugs
If Nova is killed while the Orb is still active, the Orb is re-assigned as a neutral entity, capable of damaging all factions. This allows the Orb to kill allies and the Nova who initially casts this ability.
Absorb multiplier is affected by ability strength. It is supposed to be a fixed 8.0x multiplier.
Nova expends 75energy to open a wormhole directly in front of her, creating a rectangular portal entrance with an energy trail leading to the exit point up to 50 meters away, centered on the location on the aiming reticle. Allies and enemies passing through the portal entrance will instantaneously travel to the exit point, up to a maximum of 1 / 2 / 3 / 4 uses per wormhole. Wormholes can last for a maximum of 10 / 12 / 14 / 16 seconds or until all uses are performed. Only 1 / 2 / 3 / 4 wormholes can be active simultaneously.
All weapon gunfire and abilities (including hitscan bullets, projectiles, and beams) will instantaneously travel through a Wormhole's portal entrance, to continue their flight direction and trajectories from the exit point.
Redirected objects do not subtract uses from a Wormhole, allowing continuous teleportation of gunfire and abilites throughout a Wormhole's lifetime.
Redirected objects will travel from the exit point toward their previous direction (e.g. while firing a Quanta's beam into a Wormhole entrance, circle around the portal to sweep the beam from side to side).
Objects can be teleport through the reverse side of a Wormhole's portal entrance, resulting in the redirected object traveling toward your direction.
Creating another wormhole when the maximum number of active wormholes has been reached will cause the oldest wormhole to collapse.
Wormholes created directly over an ally or an enemy will cause them to travel instantly as if they have entered it.
This ability is a one-handed action; as such, it will not interrupt full actions such as reloading, charging, or shooting.
The wormhole is created with a hit-scan "projectile" around Nova's feet to the reticle. This is why wormholes created over guardrails do not appear at their targeted location.
Wormholes can cover large areas of map; extremely useful when you want to reach a key objective in time or a teammate before they bleed out.
Bugs
If a Worm Hole is placed at the proximity of a Snow Globe and/or going through a Snow Globe one will not be able to enter the wormhole.
When using Worm Hole behind a crossable barrier, then jumping over the barrier into the portal, it will teleport you back to the starting position.
Nova expends 100energy to unleash a radial wave of antimatter particles. The wave starts 5 meters from Nova and propagates at a speed of 5 meters per second for 2 / 3 / 4 / 6 seconds before dissipating. All enemies in range are coated in antimatter that destabilizes their molecular structure for 10 / 15 / 20 / 30 seconds.
For example, Molecular Prime at rank 3 with 150% Ability Duration will have wave radius of:
5 + (5 × (6 × 150%)) = 50 meters
Primed enemies are Slowed by 10% / 20% / 25% / 30% and detonate upon death dealing 150 / 300 / 500 / 800Blast damage to enemies within 6 / 7 / 8 / 10 meters. Primed enemies take 100%Damage Vulnerability to their Health.
Speed debuff is capped at 75%, achievable with 145% Ability Strength.
Reducing Ability Strength can yield a negative speed debuff that increases enemy speed.
Molecular Prime works incredibly well in conjunction with Antimatter Drop, weakening a boss, or killing entire legions of enemies by triggering an explosion.
It should be noted that the slow effect for Molecular Prime stacks with other abilities that slow. When used alongside Frost's Snow Globe, or other effects such as Cold elemental mods, this ability is also capable of bringing enemies and bosses to a grinding halt, dramatically slowing them and easing the capability of landing headshots for the whole team.
Synergizes well with Nyx's Chaos as units will attack each other dealing double damage, weakening every individual until someone dies and causes a series of chain explosions that can kill the entire group.
Synergizes well with Saryn's SporesCorrosive proc by first spreading and weakening every individual armored unit, then causing a series of chain explosions when a single one dies.
Synergizes well with Loki's augment mod Irradiating Disarm for his fourth ability Radial Disarm which creates an AoE disarm and Radiation proc as units will attack each other dealing double damage, weakening every individual until someone dies and causes a series of chain explosions that can kill the entire group.
Primed enemies' bodies visibly dissolve after death by detonation, but they are actually hidden and not yet removed, thus allowing Nekros to cast Desecrate.
Bugs
Casting Molecular Prime then having a Trinity cast Blessing before executing a target will cause the explosion to be the color of the Trinity's energy, rather than your own.