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Gloom Summon a radial pulse wave that ensnares and slows enemies, siphoning their lifeforce for the Death Well. Allies within the wave steal health with each attack. Introduced in Update 30.0 (2021-04-13) |
![]() 1 / 2 / 3 / 5 % (life steal) |
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Misc:
95 % (slow cap) | |||
Subsumable to Helminth |
Info
- Sevagoth unleashes flowing darkness around him, as a radial wave pulses out at a speed of
1 / 1.2 / 1.5 / 2 meters per second, beginning from
1 / 2 / 3 / 4 meters then expands up to
5 / 8 / 11 / 16 meters. Enemies within his aura suffer from
25% / 30% / 33% / 35%
Slow, whilst Sevagoth and allies standing within gain
1% / 2% / 3% / 5% lifesteal for damage dealt with weapons and abilities against any enemies.
- Slow is capped at 95%, achievable with 272%
Ability Strength.
- Activation cast speed is affected by Casting Speed.
- Gloom also affects fighters flying too close to a Railjack, allowing the aura user to heal themselves while using a turret, be it via direct fire or offensive abilities such as
Shatter Burst.
- Sevagoth does not require enemies to be in Line of Sight to be slowed.
- Slow is capped at 95%, achievable with 272%
- Gloom costs
50 energy to deploy. Once active, Gloom reacts to enemy presence in its radius, slowing all enemies within. Each enemy slowed by Gloom drains a base amount of
0.75 energy per second, stacking up to a cap of 10 enemies for a maximum drain amount of
7.5 energy per second, to maintain the aura until deactivated manually by pressing the ability key again (default 3 ) or automatically when Sevagoth runs out of energy.
- Energy drain enemy cap is not affected by mods.
- Sevagoth himself, his Shadow, and allies within Gloom do not trigger energy drain per second, granting them a persistent lifesteal effect while in range.
- While Gloom is active, Sevagoth can replenish energy with flat energy gains, such as: Energy Orb, Orokin Void Death Orb's energy restores,
Rage,
Hunter Adrenaline,
Spellbound Harvest,
Arcane Energize, and
Emergence Dissipate's Energy Motes.
- When infused into
Garuda,
Bloodletting replenishes energy even if Gloom is active as it is considered a flat Energy gain.
- When infused into
- While Gloom is active, Sevagoth can not replenish energy using
Energy Vampire, Rift Plane's innate energy regeneration, or Squad Energy Restores.
- While Gloom is active, but not draining energy, Sevagoth can replenish energy using
Rally Point,
Energy Siphon,
Energy Nexus,
Dreamer's Bond, and/or
Wellspring. If an enemy walks into range the energy replenishment from these effects will halt until the enemy is removed from the radius.
- While most enemies - including bosses - are slowed by Gloom, some specific enemies are completely unaffected by the slowing aura, such as:
- the Eidolons;
- Profit-Taker and Exploiter Orbs;
- Synthesis and Capture Targets;
- Arbitration Shield Drones;
- enemies with Overguard, such as Eximus;
- the Ropalolyst;
- the Stalker and his upgraded forms;
- some enemies in the Zariman Ten Zero tileset such as the Thrax Legatus, Thrax Centurions and Void Angels; and,
Narmer Archons.
- Do note that Sevagoth and his allies can still heal themselves while attacking these slow-immune enemies as long as everyone is within his aura.
- Going Operator mode while Gloom is toggled disables both its healing and slowing effects, even though the aura is still visible. Returning to Sevagoth promptly reactivates it, unless a nullifier bubble, a Disruption Demo Unit, or a possessed Exolizer crosses the frame to forcefully disable it.
- Ability Synergy:
- While Gloom is active, damage dealt by
Reap's Shadow and
Sow heal Sevagoth's health. Damage dealt by
Consume further heals the Shadow's health with lifesteal while the Shadow remains in range.
- Gloom remains activated and centered on Sevagoth's body during
Exalted Shadow.
- Each enemy alive within Gloom's radius fills 0.1% per second of the Death Well for Exalted Shadow.
- While Gloom is active, damage dealt by
- Casting Gloom is a full-body animation that restricts grounded movement and other actions. Deactivating Gloom is instantaneous and does not play an animation.
- Sevagoth visually conjures a shadow wave then sustains the ring of flowing darkness that indicates the aura radius, visible only to himself. Both he and his allies affected by Gloom visually emit a spiraling shadow torrent around their legs. Affected enemies visually appear hindered by three shadowy clouds around their head, torso, and thigh regions.
- Subsuming Sevagoth to the Helminth will offer Gloom and its augments to be used by other Warframes.
- When injected into
Lavos, Gloom is altered to cost 0 energy to cast and sustain, lasts for
12 seconds that triggers a 10 second cooldown after deactivation.
- When injected into
See Also[]
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45 comments
GLOOM IS TRULY ONE OF THE WARFRAME ABILITIES OF ALL TIME
I'M GONNA GLOOOOOM
I'M GLOOOOOMING!
Can you change the color of gloom or make it transparent? i cant see a blasted thing with this activated when using razorwing on titania, i just see a screen of obscuring black.
A workaround is to lower the visual effects intensity in accessibility options.
Tailor made for Garuda. Overkill for anything under level cap but still.
Za Garudo!
"While Gloom is active, Sevagoth can not replenish energy using Energy Vampire"
Well fuck, there goes that plan.
Someone might have said this already, but Gloom also heals Merulina.
Sadly she doesn't need it, as Merulina Guardian augment is pretty much the whole point of the Warframe. The slowing effect is nice though, can make easy targets to consistently trigger arcane pistoleer
Too bad i hv to play railjack for this. Not gonna happen.
Oh look. Another poor person whining about railjack. Here poor person have 100k petty endo because im rolling in it from my adventures on the high sea's :)
It's a good game mode, stop complaining about it and grow a pair
Your friends must be saints to have to put up with you for so long, cheers!
The community has no saints. Only the dipshits that happened to speak real pretty, and the dipshits who are honest and end up hated for it.
This ability is really good, you should subsume it if you want to become stronger.
Not sure how long this has been an issue, but I'm noticing that the redirected damage from cold Elemental Ward no longer seems to work with Gloom's life steal. This a problem for anyone else or just me?
Came here to see patch history. Same
I think it would be funny if you could dump-stat Strength with Overexended and that would speed up enemies like with Nova's ability.
On one hand, it'd be less useful for niche "doesn't matter what strength it is, so long as it's up at all".
On the other, one-man-defense-speed-up and other ridiculous shenanigans.
Yeah, it'd be some silly fun, especially when one wouldn't necessarily need a speed Nova for it anymore.
Great to ensure that Atlas' rubble goes to armor instead of health
Explain
With Gloom you heal to full when punching an enemy, therefore no rubble gets wasted for healing
For any new players who see this, brought to the wiki by some recommendation:
There are SO many other options out there. Find what works best for you- some are easy to get, some require a bit more work- the trick is to look at what's in front of you and gauge how you want to fight it.
For instance, Life Strike is a mod for Melees that make Heavy Attacks provide Life Steal.
If you need enemies to go slower? You can find other ways of controlling them. Penta- which is accessible at a very early Mastery Rank- can get the Tether Grenades mod which bind an enemy to a spot where a shot lands. Very satisfying, but not too powerful.
Overall? Search button is right there, feel free to try something new!
For everyone else on info...
God, I would love nothing more right now than for DE to nerf the ever-living FUCK out of this ability.
Specifically when it comes from Helminth.
Before somebody decides to dox me or consign me to hell over a basic sense of balancing, think about it like this:
Gloom is an ability that can be put on ANY frame right now and provide a 95% capped slowdown. Highest in the game... while providing Lifesteal to anything you strike.
For clarity, Nova's Molecular Prime- while even detonating enemies upon death- can only reach 75% at most. Even in that case, most people prefer to SPEED things up which needs lowered Ability Strength.
It needs 272% Ability Strength to hit this cap, sure- but you are in the same game where Molt Augmented, Molt Vigor and Power Drain exists. That's already 165% Ability Strength and you only need to cast Gloom once. This means you only truly need 107% Ability Strength, which can easily be done.
After that, it's simply maintaining it, which can be done NUMEROUS ways. It's Energy Drain is based on nearby enemies and can EASILY be outdone with various Energy sources such as Emergence Dissapate if you're that desperate.
Duration and Efficiency can easily turn that into a negilible amount of drain as well, which only fuels the power that said Energy Regen gives from the point above.
All that to make the map completely irrelevant. Assuming you're only using half of this Strength required even- you're running the map at roughly 50% of it's original speed. Enemies will have a hard time striking even if they DO manage a shot.
Combine with the existence of... y'know... SHIELDS. If you die with Gloom, chances are you fully deserve whatever flak you get from allies.
Now, may I remind you: This isn't an ability that's linked to one very subjective build- this can be put on ANYTHING. I cannot stress that enough.
You wanna play Rhino? I mean, I guess you can.
You wanna try this on Mag? I don't think you'd need to, but sure.
You wanna put this on Wisp? Overkill to a fault, but I can't really stop you.
Everyone can use this ability.
... and anybody who ISN'T has to deal with the map being slowed down to a crawl. Like it or not.
(For folks like me? We hate having the entire game feel like I'm waiting pointlessly. There's no fun to be had when somebody is wasting my time.
I'm basically forced to ask them to turn it off- and we all know that goes. "Solo play" isn't a valid answer of a solution. If it's causing problems that I can't just ignore, that's on the user of it, not me. Same goes for Snowglobe if you want a good comparasion on that.)
When everything can use this ability to the point where it's really your ONLY good choice? That's the point of where it gets nerfed.
... so why hasn't it?
Because for some reason, the playerbase has grown EXTREMELY fond of using the most broken, asinine and- most importantly- boring as hell abilities to do content.
I don't really care if it provides Lifesteal, by the time you have access to Gloom... you most likely don't even NEED it. You have other options.
I mean, let's not forget LIFE STRIKE by itself exists. All you need to do is a quick Heavy Slam and than roll out of the way. You can even put it on a Zaw for Exodia Brave and get energy that way.
20% of your damage converted into Health for you is more than enough when we're dealing 4 digit numbers of damage. Especially if most frames will barely break 1k if they use Umbral Mods.
If you're running content where Life Strike won't even do... chances are, you don't need Gloom for the Lifesteal, you need it because the enemies will One-Shot you when you're bumbling around.
Which is either refusing to improve... or you are in the mission for 3+ hours and should know ways around it by the 1 hour mark.
Thus, while there are extremely powerful things, when it becomes:
The ONLY thing to use due to how powerful it is.
Incredibly broken for how you get it, making any form of progress null and pointless by proxy.
Sometimes both of the above.
You have to stop and think "What is this doing to the balance of the game" and if the answer to most builds AND content alike right now is "Use Gloom"- doesn't sound very balanced, does it?
And as I keep saying: These things are prone to nerfs.
Seriously, I think it would be incredibly easy just to slap an "Increased Energy Cost" or "Lowered Range" on there- and mark my words- no matter how small the nerf may be, people will cry rivers over it simply because they relied on it far too much.
Just look at Wukong after all. Didn't even get properly nerfed and the game got hit hard with negativity over it. Certainly not always ingame- but did ya see the Steam Reviews? Any platform where they could ask was getting bombarded with that.
- When is the time for you to expand the horizons of player choice?
- When is the content "enough" to "finally start grinding"?
- What could possibly be done in the game that won't get shunned because it doesn't incorporate Warframes fully- the very embodiment of godly power in this world unmatched?
- Why do we complain when enemies start actually putting up a fight? Are we to just enjoy beating up helpless things that cannot fight back?
- Players don't want to think, they seem to want mindless numbers with no actual meaning behind them.
For that? Cookie Clicker.
- Players don't want unique content- but they also don't want the old content. These leaves us at an impasse of what the hell to do. Quite literally we've created a conflicting goal in of itself.
If you want nothing to change, just simply look to yourself and see just how well that will go over.
- Players don't want to use the new mechanics, but refuse to even engage with the current mechanics. Am I expected to use Kuva Bramma + Wukong for literal years on end?
Why would I want to do that? That sounds incredibly boring and the pinnacle of laziness.
If I wanted to be with chill vibes, we have many games like Animal Crossing for that.
- When enemies like Void Angels exist, where you can kill them in under a minute- even with incredible levels- what's the point in even having bosses?
Nothing survives our strikes and when it does, it can't even fight back because we locked it down. Even IF they are capable of surviving and resisting your abilities- they're considered "terribly designed" and "a chore to deal with".
TLDR for all of that: It's a powerful ability that needs to get downscaled, you'd be a fool to think it'll last forever.
This is a game where you have hundreds upon hundreds of gear options... and even bigger ways of augmenting to them to your satisfaction. You do not need to be boring with it.
Boring ways to play will not "make the grind faster"- it will just make the grind more boring because you refuse to find ways to make it fun.
The game will get better when you get better. That's just the facts. If you can't convince others, you can start with yourself.
"These replies are wild."
That's what happens when you let things go unchecked for so long.
I try to keep things relatively informative and try to keep other viewpoints in mind.
... but man, sometimes it's really difficult to get anything when people are just giving boring, stale one-liners.
So, here's another-- since it's apparently the only way to communicate:
"Lemming be as lemmings do."
Keep in mind most of them are from like 14 year olds who think saying "who asked?" or other similar one liners is cool and their "own" stance on things is contingent on how clickbaity the Youtube video was to their short attention span at the time.
I aint reading all that
The issue isnt gloom, the issue is every warframe has a junk ability and most of the helminth abilities dont interact with each other at all. The only real interactivity is wisp with tesla balls, everything else is just cc, damage buffs, or debuffs. Gloom just happens to be the best option making it the meta. Say gloom gets nerfed into the ground, the next best tool will become the new gloom. The issue is there isnt enough interactions within helminth to justify off-meta builds.
Farming ol' Sev just to chuck him into the gaping maw... Ironic.
Does not work on nekros shadows :(
It does, the damage/lifesteal just isn't enough to notice it even with 1% p/s.
What exactly is "energy drain enemy cap"???
Please read the page
"Each enemy slowed by Gloom drains a base amount of 0.75 energy per second, stacking up to a cap of 10 enemies for a maximum drain amount of 7.5 energy per second."
Can i heal pets with this skill?
Yes. But only if the pet has enough damage. For example, the object of defense receives vampirism, the object of defense has no damage.
If your pet is running the mod Link Health then you CAN use Gloom to heal your pet. Link Health not only adds health to your pet based on your warframe's max health, but also links certain forms of healing, such as life steal. So using Link Heath lets you heal your pet by dealing damage with your warframe (primary, secondary, and melee weapons plus other abilities), even if your pet does no damage or even if it's not in Gloom's radius.
this skill is great mainly used with a certain companion makes any frame semi immortal!
Anyone tried gloom with Titainia's thorns. Does reflective damage also proc gloom?
UwU
Very yes.
Damn, this ability sucks :/
Please buff it, DE!
Don't call yourself out, be more respectful to yourself ;)
If you’re looking to become a comedian, don’t give up your day job.
Funny how you can't let go such an insignificant thing. And it's even more funny now since you can't talk like a normal person; you don't even know that normal people can call something "a joke" without it being an actual joke. That's called a figure of speech, my silly stranger. And I repeat, figure of speech.
Different user, but you are the most pretentious person I've seen on this site lmao.