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Dispensary Deploys a device that generates 3 pickups after a short delay: empowered health orb, universal ammo pack and energy orb. Introduced in Update 28.0 (2020-06-11) |
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Misc:
2 s (pickup spawn interval) | |||
Subsumable to Helminth |
Info
- Protea expends
75 energy to unfurl the supply cache from her utility belt in front of her. The Dispensary hovers in place for
10 / 15 / 20 / 25 seconds. After being deployed, the supply cache warps in Pickups one by one every 2 seconds in the following sequence: an Empowered Health Orb that restores 100 Health points, a Universal Ammo Pack that restores 1x Ammo Pickup for the currently equipped Weapon, and an Energy Orb. This rotating sequence will repeat until the Dispensary's duration expires. If all previous pickups of a given type have not been collected when the Dispensary attempts to warp in a new copy, that attempt will be skipped. Each pickup type has a
10% / 15% / 20% / 25% chance to drop a second copy when first warped in and on each replenishment. Only 1 Dispensary may be active at once.
- Each individual pickup type will replenish once every 6 seconds as the Dispensary rotates through them. Empowered Health Orbs will attempt to spawn at 2, 8, 14, 20... seconds after deployment, Universal Ammo Packs will attempt to spawn at 4, 10, 16, 22... seconds after deployment, and Energy Orbs will attempt to spawn at 6, 12, 18, 24... seconds after deployment.
- Deploying animation speed is affected by Casting Speed.
- Pickups are arranged in a triangular formation around the cache, spawning from the top of the cache then dropping to the ground below.
- Empowered Health Orb health restore value is used as base value for mod interactions, such as
Equilibrium and
Mending Shot, though not
Synth Fiber for Companions.
- Universal Ammo Pack restores Atmospheric Archgun ammo upon collection. However, it does not affect the Archgun Deployer cooldown in the Gear menu.
- While deployed, the Dispensary's location is indicated on the minimap using its ability icon.
- Deploying a new Dispensary will remove the current one.
- Pickups produced by the Dispensary are individual instances per player. If one player picks up an item, it will only disappear for that player while other players can collect their instances at their leisure.
- Pickups are still subject to squad-wide pickup count limit and will despawn from the oldest to the newest after the limit is reached.
- Pickups are replenished one by one according to the aforementioned drop sequence, if multiple pickups were collected by the same player.
- Can be recast while active to deploy a new Dispensary while removing the active cache, dropping multiple new pickups at a different location.
- Casting Dispensary is a full-body animation that allows movement.
- Dispensary is an invulnerable object that hovers in the air where Protea deploys it.
- Protea will deploy the Dispensary toward the direction her character model is facing at the end of the casting animation.
- Supply cache despawns by folding back into its compact form and teleports back to Protea's utility belt.
- Dispensary supply cache uses a custom model that resembles a floating and rotating vase, opening up its three petals to reveal a floral design. Each petal moves in an up and down motion, producing energy lights individually and in unison when spawning pickups. A pollen cloud visual effect bursts upward as a pickup is spawned.
- Subsuming Protea to the Helminth will offer Dispensary and its augments to be used by other Warframes.
See Also[]
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16 comments
All mods that were related to sentinels/pets had some changes, but an augment didnt?
Its useless now, even more than before
The augment is gorgeous with oberon
Why is this augment gorgeous with Oberon? I'm not aware of any benefit he would derive from this.
As it is mentioned in the Bugs section: "Using this ability inside The Index has the potential to stop all Energy Dispensers from spawning energy orbs for the rest of the match, for all players."
I can 100% confirm; As a Titania player I become completely useless without any meaningful energy sustain
Go eclipse on 3 for dps and energize r5, yellow shards for pick energy efficiency and you wont runout
Ah yes, just casually use arcane energize rank 5 (rarest arcane in the game)
Just get plat
Is it fixed yet?
If you get over 100% Extra Pickup Chance you can actually get 3 drops at a time. Had 105% chance and game blessed me with three energy orbs in one pop.
New meta
How does it behave with negative strength? Looking at Nova with speed/slow builds.
Just reduces the extra pickup rate
Lmao if it drained energy and ammo instead.
Dispensary is brokenly powerful for energy issues, but it only has one flaw. ONE FLAW.
Your pet must be alive to make the synergy work, or else its literally advised to just bring spectrorage with its augment due to it being more consistent and reliable, but it also has its own flaws being only workable on power range build focused frames.
But u can actually bypass it, with combat discipline, an aura mod u will use only with arcane avenger for 45% absolute crit chance increase to make non-crit weps crit viable.
Due to u losing health after killing enemies, you can now pick up health orbs, bypassing the pet unable to trigger synth fiber while dead [and make sure you always gain energy in the same time back with equilibrium when you needed the most], instead of running away cowardly, waiting your pet to revive at a closed corner to make sure it dosent die after 1 sec of exposure to enemies.
Or just have deimos pets that revive forever.
No pets allowed in The Circuit.
But you can use arcane blessing for keep use equilibrium :)
Just for completion's sake...
This is no longer relevant. It USED to be that you couldn't pick up a health orb unless you were missing health. it was very annoying.
But it has since changed. if your missing either, Equilibrium will activate.
This means:
1)You do not need to be missing health to get energy from health orbs via equilibrium
2) you will pick up health orbs more often, meaning, there will be fewer health orbs laying around when you need them for healing.
POOT DISPENSER HEER!
Isn't this ideal on Larvos?
Very ideal
Don’t see why
He already does all of this with his fourth
Is this good on 300% Power strength Revenant ? Using the only duration mods which are transient fortitude and primed continuity.
This is good on any high strength and duration build. Add in synth fiber and equilibrium, you won't have to worry about energy anymore.
Youre totally wrong on high strength and duration. unless you want to stand on 1 location for the whole mission these two stats are merely doing anything. both 100% of strength and duration is more than enough for dispensary or else youre just dealing with more and more diminishing returns the more you stack these two stats for dispensary
"unless you want to stand on 1 location for the whole mission" This is how 90% of gametime is played if you do it right as all endless missions are farming one spot with a good team. Only a Revenant player would move around and ruin this for everyone. You're like a Wokung Clone gone rogue. Annoyance.
12 sec for subsume means there's 0 reason to even bother with it on a frame that doesn't build duration.
I have a high duration and strength build on my wisp so dispensary so I have a 60% drop chance and 26-second duration. so it just makes sense for me. but unless your warframe has a similar high-duration build dispensary kinda sucks.
Why is everyone including equilibrium into the equation when you need to be damaged in order to pick up health orbs... At a certain level, being damaged is not possible without dying.
Because Synth Fiber allows your Warframe to continuously pick up Health Orbs to trigger the mod's effects on your Companion, which at high high levels is likely a Vulpaphyla that never goes away.
Good news! Now Equilibrium will allow a health pickup if it would restore energy.
I wonder if anyone will be able to think of a way to make this synergize well with Mirage's Explosive Legerdemain augment?
ERECTIN' A DISPENSER
I HEAR SOMEONE BUILDING DIAPER CHANGING STATION
damn it heavy
Anyone else feel like this should give a 50 energy orb instead of a 25? I mean it drops "empowered" health orbs and ammo drops that can give ammo to anything but the energy is the only thing that's base
That's a good point but if you get more energy than it costs that's kinda broken. i have a 60% chance for a double drop chance. meaning I would likely get 100 energy after spending 80 something (bad efficiency on my build). TLDR that could be crazy broken.
Dude with max ee it costs 18.75 while giving at least one orb for 25 energy. Zenurik grants 150 energy for free. Garuda spin 2 times to get nearly 100% of energy and then hit someone with melee to regain full hp. Rage allows to get energy 'for free'(while there are frames who can restore full hp very fast). There are more ways to get resources for free and sometimes you get your resources maxed out at once. 25 or 50 secs will not make much difference.
25 or 50 energy*
"an Empowered Health Orb that restores 100 Health points"
"Empowered Health Orb health restore value is used as base value for mod interactions, such as [1] Equilibrium"
Blind Rage + Equilibrium + Synth Fiber. "What even is energy economy?"
I second this notion! My equilibrium isn't maxed out, yet it costs 75 base to cast this and I get at LEAST 200 back within the first couple of drops. This thing is silly and I love it.
Dispenser goin' up...
Need a dispenser here!