Negate is a mod that allows Wyrm (and its Prime counterpart) to nullify Status Effects ailing the player's Warframe.
Stats[]
Rank | Cooldown | Cost |
---|---|---|
0 | 15s | 4 |
1 | 13s | 5 |
2 | 11s | 6 |
3 | 9s | 7 |
4 | 7s | 8 |
5 | 5s | 9 |
Acquisition[]
- This mod can be acquired from Cephalon Simaris for
75,000.
Notes[]
- Negate also protects from knockdowns from being grappled or Seismic Shockwave, as well as the stun after Commanders' Switch Teleport.
- The cooldown duration is not reduced by
Manifold Bond because the cooldown is treated as a debuff on the player with a timer.
Patch History[]
Update 36.0 (2024-06-18)
- Fixed Wyrm’s Negate Mod knocking down players if they switch Loadouts in Relays, towns and the Simulacrum.
Update 35.6 (2024-05-15)
- Fixed player getting zapped by the Negate Mod equipped on their Wyrm Sentinel every 5 seconds after opening Arsenal in a Relay/Town.
Hotfix 35.5.7 (2024-04-17)
- Fixed players getting knocked down every 5 seconds after leaving the Arsenal in a town/Relay when the Negate Mod is equipped on their Wyrm.
Update 22.20 (2018-05-17)
- Introduced.
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22 comments
Knockdown bug definitely still a thing
Fixed Wyrm’s Negate Mod knocking down players if they switch Loadouts in Relays, towns and the Simulacrum.
Negate did it? It's hilarious, but there is a problem: it STILL knocks down on the loadout switch, it happens to me regularly and I had no idea why.
2024-04-17 Fixed players getting knocked down every 5 seconds after leaving the Arsenal in a town/Relay when the Negate Mod is equipped on their Wyrm.
2024-05-15 Fixed player getting zapped by the Negate Mod equipped on their Wyrm Sentinel every 5 seconds after opening Arsenal in a Relay/Town.
2024-06-18 Fixed Wyrm’s Negate Mod knocking down players if they switch Loadouts in Relays, towns and the Simulacrum.
Interesting... Third time's the charm!
Does the order you mod this precept in matter, or will it always immediately passively nullify a status effect once the cooldown's finished?
It's honestly pretty great especially if you are not using PSF on every frame. Negate on 5s cd can already protect you from occasional grapples and knockdowns.
Prevents acolyte Violance from silence?
Not a status effect, Violence can only be stopped via another silence; or immediate nuke to the face.
Does this work before or after Primed Sure Footed?
Together. Don't use other sources of status "reduction" with this mod as PSF will reduce the proc to 0 and Negate will instantly cleanse the Knockdown of 0. The only exception is immunity (Overguard, actual invulnerability, etc). iirc, PSF and stuff like Negation Swarm function "after" a proc. Not like Overguard which just prevents the proc from happening in the first place (similar to how adaptation responds to Overguard but not immunity, Adaptation applies after damage is taken (even if damage dealt is 0, such as when blocking) but immunity to damage (such as Mesmer Skin) prevents the interaction).
Hot Garbage
Is this effective against infested toxim clouds?
mst doesnt negate
Bahahaha this comment is gold and idk if ppl realize what u mean here xD
This mod cannot be traded currently, bought it to sell and when i tried to select it for trade popup said "Negate cannot be traded. Unique copies of abilities cannot be traded.
You need to have more than 1 copy of the mod in order to trade it.
This mod is ABSOLUTELY amazing. The amount of annoying knockdowns, staggers, mag procs/drain hits, blast procs, toxin, slash, cold, infested grapples, that it all saves you from, over time is priceless.
Being immune to 1 status effect every 5 seconds is a huge improvement to quality of life, not to mention helping you stay alive through mobility, and not taking toxin or slash procs.
If you've already scanned everything (Helios), and don't have ammo problems (Carrier), Wyrm with Negate is easily one of the, if not THE best choice for the average endgame player. If you prefer pets, a Smeeta Kavat with Charm is the obvious other choice right now.
Don't forget Rolling Guard, Rapid Resilience, and Adaptation as well, any one or even a combination if you can find a spot in your builds makes you almost basically invulnerable
What's so hard to understand about this mod? It basicly reads;
Prevents 1 status effect on your Warframe. 5 second cooldown.
Can you explain like I'm five?
Sometimes bad things wont happen.
Very true & LOL
Does this works against Eidolon's Energy Spike?
It works for the first energy spike the following ones are not affected by Negate.
Only against the first wave
It wouldn't be a cool new Warframe ability if you could understand it by reading it.
this is definitely going to help on slash physical enhancement sorties.
1.) Does "prevent" mean you are immune for the whole mission?
2.) Does it prevent one or all statuses if you're effected by more than one after the 5 second cooldown?
3.) Do the prevented statuses last while your Wyrm is dead?
1) No. Whenever you would be affected by a Status proc and Negate is not on cooldown, Wyrm will prevent that proc from ocurring and Negate will enter cooldown. Any procs that happen during the cooldown period will affect you normally.
2) It prevents the first one. If a second one occurs during the cooldown, it will affect you normally.
3) Haven't tested but I'm pretty sure the answer is no.
1. I highly doubt DE would ever put in a game mechanic that renders their rather comprehensive elemental damage system completely redundant for the remainder of each mission.
2. It prevents a status proc for the first element to hit you after every 5 seconds, think of it like: you're given a 5 second shield from the first status ailment to apply to you, after the 5 seconds elapses, the current shield expires, and you'll be protected from the next status ailment to hit you. Some may mistake this for "Every 5 seconds, status ailments are dispelled" but then there wouldn't be any point in having the word 'once' in the mod description because it would mean dispelling every status all the time.
3. I believe points 1 and 2 in my response would cover 3.
Slight correction on point 2 - every 5 seconds it blocks ONE instance of a status effect, not a 5 second shield/immunity from that status effect, so if a particular status proc were to hit you twice, you won't be affected by it on the first instance, but it will proc on you on the second.
For an IRL analogy, think of it like a windshield wiper for status effects, it'll wipe away one coat/instance of rain/status away every 5 seconds to make your life a bit easier, but it doesn't stop the rain from hitting your windshield altogether after each wipe.
So...it has a potential to prevent knockdown, or even in Radiation hazard sorties?
Bug or intetional:
If Negate timer is active and you receive a status with duration larger than the Negate duration, this effect will not disapear.
Ex: Negation timer(5s) and receive a Toxin Status (8s) > 4s - 7s > 3s - 6s > 2s - 5s > 1s - 4s > Negation can prevent again, but still remains 3s of Toxin Status This remain Toxin will not count as first status, only the next one.
This remain Toxin will not count as first status, only the next one.
It doesn't remove status effects, it only negates them at the moment they are applied.
"Sentinel prevents status effects from applying to its onwer ONCE" - you are 100% imune to the first status effect.
"every 5s" - after first status immunity, you are desprotected for 5s, even if for same status as the first.
After 5s you are again 100% imune to the first status effect!