Guardian Armor is a Warframe Augment Mod for


Stats[]
Rank | Damage Shared | ![]() |
Added Duration | Cost |
---|---|---|---|---|
0 | 50% | 2% | 1s | 6 |
1 | 50% | 3% | 1s | 7 |
2 | 50% | 4% | 1s | 8 |
3 | 50% | 5% | 1s | 9 |
Acquisition[]
- This mod can be acquired by attaining the rank of Genius under Cephalon Suda or the rank of Partner under The Perrin Sequence, and spending
25,000 to purchase.
Notes[]
- Chroma can trigger the health regeneration and duration increase from his own kills.
- Duration is capped at current modded Vex Armor duration.
- Additional kills while the heal over time is active will refresh it; additional kills do not stack the heal over time.
- Does not trigger from damage dealt to Overguard or damage self-inflicted by
Combat Discipline.
- Does not trigger from damage taken by Companions.
- Damage transferred triggers
Electricity
Elemental Ward and counts as if it was a direct hit caused by an enemy (10x base multiplier) instead of self-inflicted damage (1x base multiplier).
- Does reduces allies damage dealt by 50% to health, shield and Overguard.
Patch History[]
Update 36.0 (2024-06-18)
- Fixed Chroma’s Guardian Armor Augment not triggering Archon Intensify when healing allies.
Hotfix 35.5.3 (2024-04-04)
- Clarified Chroma’s Guardian Armor Augment Mod description to specify “squadmates” instead of “allies” since it only affects player controlled characters.
- It now reads: “Chroma's Health takes 50% of damage dealt to squadmates within Affinity Range. Squad kills restore 5% of his Health over 3s and increases Vex Armor duration by 1s”.
- Fixed being able to equip both Vexing Retaliation and Guardian Armor Augment Mods on Chroma.
- Only one Augment is allowed to be equipped per Ability.
Hotfix 35.5.2 (2024-03-28)
- Fixed squad kills not contributing towards the Host Chroma’s “Guardian Armor” Augment Mod, which meant it wasn’t restoring the Host’s Health and didn’t increase Vex Armor’s Duration as intended.
Hotfix 35.5.1 (2024-03-27)
- Added a duration cap to Chroma’s Guardian Armor Augment Mod.
- This Augment was intended to offer players a way to extend its duration but was released uncapped, resulting in some pretty impressive numbers. For the sake of balance, we have capped this bonus time at your current modded Vex Armor duration.
Update 35.5 (2024-03-27)
- Introduced.
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29 comments
Can someone explain what "Does reduces allies damage dealt by 50% to health, shield and Overguard." means?????
If this works like how tank's guard in MMO's like WoW and SWTOR work, then it should redirect 50% of the damage that your teammate takes and instead apply it to you. this would technically give your teammates a free 50% DR. this does have a couple issues with it seeming to do true damage so it doesn't take into account your teammate's armor or yours when applying damage. it also can be harmful to chroma bc if all 3 teammates get hit with 900 damage when chroma would get smacked with 1350 damage. 3(900/2)
Anybody tested the interaction with Tribute thorns?
The damage dealt to you allies that have overguard DOES get redirected to chroma, and prioritizes his overguard if he has any
Same with damage dealt to allies via combat decipline, it DOES get redirected to chroma, however it is completely negated by the percent heal on kill effect of the augment
I'm curious what the damage calculations are. Is the damage reduction on the ally stacked on top of the damage calculations of yourself? Is it affected by armor or other forms of damage refuction? It would be very helpful to see whether I should mod for armor or not.
I ran couple of mission with the augment- sometimes I just blew up from 2.7k hp to 3 in a single hit. Meanwhile Vex armor buff was 3030% armor buff. Is this intended that you get "true damage" from your teammates?
Does anyone know if the health regen stack or if it refreshs ? And does it apply only to squad kill or choma kills too ?
After nome tries, it refreshs but doesnt stack
Whatd does this mean?
Damage transferred triggers Electricity Elemental Ward and counts as if it was a direct hit caused by an enemy (10x base multiplier) instead of self-inflicted damage (1x base multiplier).
There used to be a build where Chroma would use Electric Elemental Ward and Combat Discipline (or other sources of self damage) to trigger the effect and effectively nuke low level missions. DE fixed this by making it so that interaction still occurred, but the multiplier for the damage is capped to 1x.
Basically, it's saying that damage taken from Guardian Armor is treated as though Chroma himself took the hit instead of self-inflicted like with Combat Discipline.
Made the mistake of using this during a SP "Fragmented" boss mission, I'd heal myself with my operator and be down to 3 hp every 2 seconds thanks to my team mates just face tanking the thing. This mod definitely needs to be reworked.
It's as if Teammates forgot to stop standing in stupid. "It's okay he'll take it"
Gonna try a few thins but Arcane Avenger and Arcane Guardian was a mistakes as it was.
Stand in the fire, dps higher.
As a protea-main who deliberately face tanked that event boss because LOL TIMETRAVEL, this makes me chuckle.
you can kill to get the cure, it doesn't have to be exactly the squad killing
Get rid of the first part of this augment where Chroma takes dmg for allies because 1) you'll just eventually die doing that and 2) the Vex Armor buffs allowing Chroma to build the ability proactively(with either gun or melee) makes this part obsolete.
Instead, replace the first part of this augment with 1) Chroma gives alllies in affinity range 50% dmg reduction or 2) allies in affinity range are still buffed with 50% effectiveness of Chroma's modded Vex Armor.
Boom. Augment fixed.
Agreed.
Augment doesn't need fixing.
^ You'll need fixing if you think this augment doesn't.
Arcane battery paired with quick thinking and guardian armor means you're almost unkillable, and anyone in range is stupid tanky. You're welcome.
This mod is insanely good, it makes stacking Vex Fury easy as it triggers even if allies take dmg to shields (not overshields) and you can also run stuff that give bonus on health damage like Arcane Grace or Rage mod. Plus you heal when your squad kills stuff (affected by power strength).
Of course you need health damage reduction to be able to sustain it but adaption + umbra mods + high armor from Vex Scorn will easily do the job.
Anyone know whether the transferred damage is reduced by chroma's armor or damage reduction (e.g. adaptation)? Also, is the duration increase affected by ability duration or the heal affected by ability strength? (I'm assuming not since it doesn't say so, but lots of other augments are affected by those so I was wondering.)
Yes, dmg gets reduced by adaption. Duration increase to vex armor does not change, but heal % per kill does by ability strength.
Just tested and guardian armor range is NOT increased by using an affinity range flare.
So allies take 50% less damage?
From what i understand, no. this mod is less a way to be a damage sponge for the team and more a way to ramp up the damage portion of vex armor fast.
I was hoping this gave Damage reduction for your team, I love mods that help the team. I wanted to make a Chroma Paladin build where I use Elemental Ward's & Vex Armor's Augments and another subsume buff like Roar to give my team a bunch of benefits.
My value in this mod plummeted after finding out it doesn't give damage reduction to the team, even if it helps charge up the damage buff quickly. Especially with the base kit changes to Vex Armor in the recent patch that allow you to charge up your Vex Armor buff with Melee and Ranged kills.
The augment isn't unusable or bad, just not as exciting for me personally.
That's crazy if it doesn't support the team. I thought that was the whole point. It's completely useless then, especially since we just got a change to let Vex Armor power up through kills.
As it is right now, it makes your Teammates forget how to function and just sit in stupid. At least that's been my general understanding after a few runs of Netracells. I ran away from my team to see how they'd behaves and half of them just dies. I'm okay with Sponging a bit but like standing still and shooting your gun for 3mins straight... I dunno
We'll see if I can do some tweak to my build that prevent some degree of stupidity on both my part and my teammates tho because I do like the augment.
Don't know if this is just me or does this mod also sap energy when it heals you?
I think it's your impression
Does this stack with Electromagnetic Shielding?
Adaption seems to not trigger from damage transferred to Chroma.
Guess the damage calculation is already done on the allies hit so there isn't a damage type to adapt to.
Does this mod transfer 50% of the damage squad mates (so its a 50% damage reduction for them) get or does it just deal the damage additionally on Chroma (no protection for the squad mates)?
No reduction for squad mates
Does this augment give any protections against dying from the transferred damage? Like it can't bring you below 2hp or something? Or does it just instagib you?
No death protection. It can kill you.
For real? They just kill Chroma deader every patch, huh
Well, it IS optional. Vex Armor at base is already enough to keep you alive if you play smart.
Tested the following:
Does procc the following:
Arcane avenger.
Arcane guardian.
Nourish for the self mini boom.
DOES WORK with HUNTERS ANDRENALINE.
"DOES WORK with HUNTERS ANDRENALINE."
The hero we needed.
This mod will only be useful if you have a nidus or inaros in your squad, unless they switch to shield damage as well