Warframe 1999: All Trinity rework details
With the Warframe 1999 update, Trinity is getting a glow-up with a new Lettie Gemini skin and a light rework that increases her usefulness. Since Trinity was the only available healer in the Vanilla version of Warframe, her party-wide damage reduction shenanigans made her a formidable ally to have in the first few years.
Nowadays, there are many other options for individual elements that define Trinity's kit. Energy economy is much easier to manage with options like Energy Nexus, and there are many more protective Warframes for squad sustain and survivability.
This equation isn't going to be overturned with Warframe 1999 changes: it is, after all, a "light" rework. However, the new buffs ensure that Trinity handles much smoother as a modern-day Warframe should, and a big change to her Energy Vampire means that positive Ability Duration builds are far more viable now.
All changes to Trinity coming in Warframe 1999
Arguably the biggest raw power increment to Trinity comes with the rework of her passive. Instead of the borderline useless passive she currently has, Trinity will now get a large boost to her HP pool that will also apply to allies within her Affinity range:
- Trinity and any allies within Affinity Range will gain 50% of Trinity’s Max Energy as Health. (25% in Conclave)
Changes to Well of Light (First Ability)
Well of Life is considered to be the Helminth wildcard slot for how static it is. To address that static nature, the rework will make it a more practical CC and defense tool by making it castable on three targets, and creating safe areas around them where you will instantly revive if downed (no more than once every two minutes).
- Can now be cast on 3 enemies total (previously was only 1).
- If Trinity or Allies die within the radius of the Well, the death is negated and the Well ends.
- The saved player is fully healed and experiences a brief period of invulnerability.
- Saved players experience a 60s cooldown before they can be saved by Well of Life again (120s for Helminth version). This cooldown is indicated via an icon in their HUD.
- Added SFX and pop-up to indicate to a player when they have been Saved by the Well.
- Can now be cast while moving.
- Increased Radius from 15 to 20m.
- Increased Duration from 12 to 20s.
- Improved animation so the enemy being lifted aligns better with Trinity’s hand motions.
- Added a delay for recasting to avoid accidental dismissal.
Changes to Energy Vampire (Second Ability)
The biggest change to EV is that it can now cast a higher number of total pulses, provided it keeps going while keeping the pulses steady at a capped interval of 2.25 seconds for positive Ability Duration builds.
- Energy Vampire is no longer capped at 4 Energy Pulses. Pulses are now released at a set Interval for the duration of the Ability.
- The Pulse Interval (ie. how often enemies emit energy) can no longer exceed 2.25s, meaning positive Duration is more viable for Energy Vampire usage. Increasing Duration will also increase the number of energy pulses released by the enemy since they are now emitted at set intervals.
- We’ve added a Pulse Interval stat to the Ability screen to help players build around this mechanic.
- Negative Duration will still decrease the Pulse Interval and Ability Duration, so traditional Energy Vampire builds should be largely unaffected by this change. In fact, at 13% Duration, this Ability still releases 4 rapid-fire Pulses that EV players know and love.
- Players can now recast this Ability, causing the previous target to be released.
- Can now be cast while moving.
The Vampire Leech augment mod is also getting a buff:
- Increased Shield Regen from 150% to 225%.
Changes to Link (Third Ability)
Link is now castable on more than three targets, adding one more with each 25% additional Ability Strength. This makes it a more viable tool for high-Strength builds as a way to survive in high-level content.
- Trinity can now recast Link while it is active and cast it while she is moving.
- The number of Link’s targets now scales with Power Strength.
- Increased Duration from 12 to 17s.
- Updated “Damage Reduction” stat to say “Damage Redirection” since you are passing it on to your foes.
Changes to Blessing (Fourth Ability)
Blessing received the least amount of buffs since universal Damage Reduction is already the most powerful thing to counter enemy-level scaling (barring Invisibility and outright Invulnerability gimmicks). As such, Citrine's way to buff allies still remains by and large the superior one.
- Increased Duration from 10 to 15s.
- Damage Resistance from Blessing now persists upon recast. (this only applied to a few seconds during the start of the recast, but any loss of DR can be killer — literally.
The Champion's Blessing augment mod is also getting a big duration buff:
- Increased Duration from 12s to 30s.
As mentioned earlier, Trinity will likely still play second fiddle to the likes of Wisp and Citrine as the community-favorite support frame. Nevertheless, these changes still make a lot of legroom for comfy high-Duration Trinity builds after the reworks go live.
Check out our other guides on Warframe:
- All Warframes tier list
- Warframe Incarnon weapons tier list
- Kuva weapons tier list
- All Warframe Twitch drops this week
- Best stat-stick weapons in Warframe