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Rest & Rage In Night Form targets are put to sleep. In Day Form targets become more vulnerable to damage. Introduced in Update 17.0 (2015-07-31) |
Strength:20% / 30% / 40% / 50% (Rage damage vulnerability) 5% / 10% / 15% / 20% (Rage enemy speed bonus) | |
Duration:10 / 14 / 18 / 22 s | |||
Range:1 / 3 / 3 / 5 m (area radius) 20 / 30 / 40 / 50 m (cast range) | |||
Misc: 80% / 70% / 60% / 50% (Rest wakeup health threshold) | |||
Subsumable to Helminth |
Info
- Equinox hypnotizes a target up to 20 / 30 / 40 / 50 meters away. Enemies within 1 / 3 / 3 / 5 meters are also affected. This lasts 10 / 14 / 18 / 22 seconds.
- Night Equinox lulls enemies into sleep, Day Equinox spurs them into hyperactivity.
- Duration is affected by Power Duration.
- Cast range and targeted area radius are affected by Power Range.
- Affected enemies are forced to sleep. They automatically wake up when the duration expires or their health reaches 80% / 70% / 60% / 50% of their current values.
- Wakeup health threshold is not affected by Power Strength.
- Sleeping enemies are:
- Open to Melee Finisher attack prompts (default E );
- Susceptible to Stealth Damage Multipliers;
- Visually tethered to the ground by energy threads;
- Ragdolled in a sleeping posture when dealt damage;
- Cannot recover from stagger, knockdown, and ragdoll effects until they wake.
- Enemies retain their current alertness state on cast (i.e., unaware enemies put to sleep will remain unaware for this duration, while alerted enemies will remain alert). Enemies under the effects of Rest will always be susceptible to melee finishers and stealth damage multipliers; however, affected enemies that were previously alerted will not grant Stealth Kill Affinity Bonuses.
- Energy threads will visually strike enemies in the targeted area to indicate affected targets.
- Damage vulnerability and enemy speed bonus are affected by Power Strength.
- The damage vulnerability adds multiplicatively to the original damage the affected enemy would receive (e.g., with a maxed Intensify, an enemy that would receive 250 damage will be dealt 250 × (1 + 0.5 × 1.3) = 412.5 damage under the effects of a rank-3 Rage).
Augment
- Main article: Calm & Frenzy
Calm & Frenzy is a Warframe Augment Mod for Equinox that aids her in spreading the effects of Rest & Rage. Enemies slain while affected by Rest & Rage spreads it to others within close proximity, for the remaining duration.
Calm & FrenzyTips & Tricks
- It is possible to activate stealth kill affinity bonuses on enemies using low-damage automatic weapons (ex. Grakata) by casting Rest on an unaware enemy. Affected enemies can then be shot repeatedly and then killed without changing their unaware state, allowing for the affinity multiplier to activate.
- When combined with awareness of nearby enemies and sufficient duration on the ability, Rest can be paired with Covert Lethality to great effect. Casting the ability on otherwise-hard-to-kill enemies -- single targets, or small-to-medium-sized groups -- opens them up to stealth attacks and finisher moves. The mod itself does guaranteed "Lethal Damage" on a successful finisher animation, which means if you perform the animation, the enemy dies, guaranteed.
- Note that this combination is only effective if the targeted enemies are actually vulnerable to stealth finishers. Some enemies, (such as certain infested units or robotic enemies), are either frequently troublesome to target with a finisher move (due to hitbox detection issues) -- such as the Infested Ancients -- or they are completely immune to finisher moves at the time of this writing (U18.1.4), because they do not trigger the finisher prompts.
- Units which are immune to stealth finishers are -- Rollers, all Regulator variants, all Osprey variants (including Mutalist Ospreys), Security Cameras, Corpus Turrets, Orokin Drones, and all Sentient enemies.
- Except for the enemies immune to stealth finishers listed above, this combination works against all enemies, regardless of their alertness level prior to becoming a target of Rest.
- Note that mods which affect melee attack-speed will also affect the speed of Finisher animations, so using attack-speed mods in conjunction with Covert Lethality -- rather than just using damage mods -- is advised. (If your strategy is to consistently kill with stealth finishers, it doesn't really matter how much damage your normal attacks would otherwise do.)
- Note that this combination is only effective if the targeted enemies are actually vulnerable to stealth finishers. Some enemies, (such as certain infested units or robotic enemies), are either frequently troublesome to target with a finisher move (due to hitbox detection issues) -- such as the Infested Ancients -- or they are completely immune to finisher moves at the time of this writing (U18.1.4), because they do not trigger the finisher prompts.