Rage is a Warframe mod that converts a percentage of Health damage received into Energy.
Applies to Status Effects that deal damage over time and damage that bypasses shields.
Does not apply to the following sources of damage;
Self-inflicted damage (Using explosive weapons in close quarters, for example),
Laser traps encountered in the Orokin Void and Orokin Derelicts,
Health lost due to the Vampire Nightmare Mode modifier, or health drained in Survival missions by falling to 0% life support.
Rage gains more mileage when equipped to Warframes with high Health such as Ash, Inaros, Mesa, Saryn or Nidus.
In particular, Inaros and Nidus benefit greatly from Rage due to their lack of shields and significantly high health.
Rage can be used alongside healing effects to create a renewable source of energy.
Examples of healing include Life Strike for melee weapons, Valkyr's Hysteria ability, and the healing abilities of Trinity and Oberon.
Note that Trinity already possesses a primary means of generating energy.
Many Warframe ability Augments create healing effects which can be employed in the same fashion.
Beware of high amounts of burst damage which may overwhelm a Warframe before they can heal themselves.
Rage increases the time Wukong can actively resist death via Defy.
If the player has Quick Thinking equipped and suffers lethal damage, the gain in energy will be converted back over as emergency health.
When hunting for vaults in the Orokin Derelict, choosing the Decaying Dragon Key handicap to sacrifice shields will reduce the time needed before Rage can take effect.
Rage does not provide energy if attacked by Arc Traps
While Rage is occasionally dropped by Tenno Specter in Dark Sector conflicts, the mod will not be added to the player's inventory if acquired in this fashion. This is a holdover from when Dark Sector conflicts were a PVE only game mode.
Patch History Edit
Patch history is needed. Click
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