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Can be acquired by attaining the rank of Partner under The Perrin Sequence, or the rank of Flawless under New Loka, and spending 25,000 25,000 to purchase.
This mod can periodically be acquired from The Circuit.
Notes[]
The duration increase per enemy killed is affected by Ability Duration.
Kills extend the active duration of Warcry up to a maximum of double the ability's duration after mods.
Kills also extend Warcry's duration for allies.
Only melee kills made by the caster will extend the duration.
Warcry will persist on allies as long as it persists on Valkyr. This means allies can enter Nullifier Crewman bubbles and fall off the map without losing the buff, but if Valkyr does either of those, everyone will lose the buff.
Tips[]
One can cast Warcry on their squad at the beginning of a mission, which can then be maintained for the entire mission with Eternal War by rapidly melee-killing enemies, allowing the team to benefit from Warcry while keeping energy expenditure low. This is easiest to do in endless mode missions like Survival, Defense, and Interception. Care should be taken around Nullifier Crewmen and tilesets where one can easily fall off the map, as either will end Warcry prematurely.
Maximization[]
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
The effect of Warcry may end even when there is still time left on the ability, forcing the player to avoid getting melee kills to recast the ability.
Trivia[]
After maximization, the highest attainable duration for Warcry is 53.55 seconds with 357% duration, meaning Eternal War can never raise its duration past 107.1 seconds, however with invigoration it can be further raised to 68.55 seconds or a max 137.1 seconds.
Media[]
Warframe Valkyr's Eternal War Augment Mod Review
Warframe Syndicates Valkyr's Eternal War thesnapshot
VALKYR MELEE WARMONGER - Eternal War Augment Update 16.5.5
41 comments
A stealth Nerf has been put on this skill .Now if you have other tenno buffed with it and they are out of shared affinity range they will not get bonus time added to the skill .
Fails to work sometimes on a subsumed ability.
Same here, hoping for a fix asap
Still not fixed in 2023, lmao
This is the kind of good but not worth it mod. Infinity duration is cool, but the buff itself is bad so the result isn’t good neither. +Above 100% base armor and +above 100% melee speed isn’t something you can’t live without it. The biggest problem is that you can throw efficient mod only for this one ability, but your other abilities still needs efficiency so it makes no sense at all. It only works well on Valkyr herself, melee chroma, Inaros and rhino, but Valkyr doesn’t need armor or attack speed buff since she can use her 4.
And chroma/rhino do appreciate that tiny amount of boost in armor, but it takes a mod slot+an ability slot and they don’t like it. Since chroma has +1000% base armor already and Rhino only needs the +100% armor buff during the cast of iron skin.
It works perfectly on Inaros though, but a melee Inaros ? That only works for fun play....
DE should remove either armor or attack speed bounds and turn it into something like +400% armor only or +400% melee speed only.
Another example of mixed buff worse than single purpose buff.
Nah, the real problem with this ability is that the armor buff is percentage-based and additive to mods, which works great for Valkyr (because she has 600/700 base armor), but almost meaningless for everyone else.
This has been a problem with the team buff since before Helminth. Being able to fuse this onto other frames through Helminth merely highlighted the issue.
What it really NEEDS in terms of armor buff is to add 300 armor period (and have Power Str scale from that, of course). Wouldn't affect Valkyr herself much, but would help other frames using it (either through team buff or Helminth) immensely.
There seems to be a bug, I only noticed this in ESO, where out of nowhere the timer on allies stops increasing.
Works with kills from Exalted Blade's waves
Seems to be bugged atm, doesn't work on allies anymore.
I don't dig this mod. Yes it increases your melee speed but the armor buff and enemy movement reduction does not increase with duration. You still have to recast again to get the said buffs. Better of without it and use other useful mods.
Worst you can not recast warcry.
why wouldn't the armor buff stay active? it's in the same buff that gives you the attack speed. and while it does prevent you from recasting warcry to slow down enemies, the duration of the slow itself is almost meaningless anyway
it does increase the armor buff duration (where did you get the idea that it doesn't?) and it lets you dump efficiency and range and not worry about having allies in range more than once per mission
Really this isn't as good as it looks on paper since you can't dump stat duration with this, only efficency. And with an effiency build, you can just recast warcray whenever you want. While true you can easilly fit more armor with an eternal warcry build, armor doesn't matter THAT much because hysteria exists.
I guess this is good for people who hate hystera and still want to like Valkyr. It's not bad -- it's just not as good as I think other people think it is. :P For me, it's not worth a slot.
This mod is ideal when abusing primed reach (and preferably maiming strike with a macro) in places like elite sanctuary onslaught. Which is a thing, I know.
.. same lone tenno as above.
Sure, there's no point in dumping duration to 12%... But you don't need to.
Slapping this on instead of a duration mod and get more duration out of it, what's the problem?
I know you're saying that you can just keep recasting it but that has it's own problems. Not only are you hitting warcry every 10 seconds or so, but if you're running blind rage you'll also be running into other issues.
You don't need to setup Valkyr to run Hysteria for prolonged periods of time (what happened to doing spirts and recasting?) and you don't need to avoid using some mods and patch work a few others to get something to work. This allows a work around that actually works without spending 3 mods to do basically the same thing (with recasting aswell).
Works really well in Arbitrations where hysteria doesn’t do jack.
Fuck my life, now guess who fucked with the wrong Syndicates
o/
how does the slow from Warcry interact with cold procs? will they combined drop the enemies' speed below 25%? what about blast, will the knocked down enemy take longer to get up while under Warcry's debuff?
I don't know about the cold procs stacking, but blast works wonders. The target slowly falls down, and slowly gets up. Slow and blast make for amazing CC.
Pretty worthless
You don't see the value in casting a single Warcry whilst your team are gathered, and being able to maintain it on all of them for an entire mission, as long as you have targets to kill in melee? Given that really pumping up Valkyr's power is likely to the range of her build (or at least not buff it up), being able to still make sure you've permanently buffed your teammates is of great value.
But then again, I imagine you're the sort who considers any mod that doesn't directly make their own numbers go higher to be worthless.
I've been a Valkyr main for an extremely long time, and this mod literally makes Valkyr whole.
eternal war + rage build. Worthless?
if played right, you can do quick sorties solo without a single drop of sweat.
Oh, the maximum of 64 seconds or whatever is at any ONE POINT! But you can still add AFTER that.
If that's true then this might be good.
There are three components of Warcry: speed buff to allies, armor buff to allies, and speed debuff on enemies. Right now I'm not seeing any info on how this mod affects the debuff. Without testing I can only assume that since the original ability only appiles the debuff once, this augment would add duration to the debuff on enemies? (Not that really matters since the debuff targets should already been dead anyway)
Based on the wording... "Kills also extend Warcry's duration for allies... Only melee kills made by the caster will extend the duration.", and Ordosan's comment, it sounds like now each individual effected has a separate timer, and your melee kills won't extend allies durations. By that logic, enemies and defense targets also wouldn't have the effects extended now. Idk tho, since i haven't tested it.
Yay, another tiny little nerf for it! Now, when your teammates run into nullifiers with that buff, they lose it. Mhyeah. Whelp and now Valkyr has even less teamplay then before - awesome!
who need partners?
So did they nerf this for allies? since ive noticed that it dosnt add as much duration to my teamates as my own. until eventually it dosnt seem to give almost any (im sitting at 60~ seconds by teh time theres goes off)
Telos Boltace?
Yep, just as atterax and orthos prime.
Who cares about that lame weapon?
This augment is rather deceptively named; should be something like Second Warcry, not 'Eternal' warcry as it isn't actually eternal. Tought this would be a great mod, now I'm not so certain. Sure, it can double your duration on warcry, but I was hoping for something actually 'Eternal' so that I could go for reduced efficiency/duration and just boost strength. Still doesn't fix Valkyr's main issue of needing a balanced loadout to be useable and therefore being mediocre overall. I might use this with minimum range and call it Selfish Warcry instead.
If you're using Valkyr for pure melee and going against enemies without Nullifiers, with duration mods Warcry practically becomes eternal with this mod since you can cast it once, and never have to again as long as you kill in melee.
This mod with Bullet Dance, Redeemer, and a Bloodrush Body Count build... Thank you MCGamerCZ!
TY random spammer...
I disagree with needing a balanced loadout. i can run just hirudo and valkyr on sorties and be just fine.. even without this mod that im thinking of getting
this is why i prefer using warcry and not being a cheap bastard with hysteria. unless my teammates are being rekt by everything in the damn mission....
I prefer Warcry with Bloodrush + Body Count for melee rampage damage, and then using Hysteria as a tank form to help downed allies or if I'm biting off more than I can chew.
I just use primed flow, quick thinking, and rage to have a second health bar.
Duration mods do not affect the amount of time added per kill, contrary to what is stated above.
This is false in case anyone reads. It works as intended.
Duration absolutely adds tot he time added per kill.
The duration per kill is cut somewhere near half if your not host, But the real time keeps going even if warcry ends