|
![]() 1 |
Well of Life Create a well of life on an enemy who will absorb Status Effect damage intended for nearby allies. Allies gain additional Health when they attack the target. If allies die, enemies in the well of life die in their stead. Introduced in Update 4 (2012-11-02) |
0.25 / 0.5 / 0.75 / 1 % (lifesteal on hit) |
? / ? / ? / 20 m (healing radius) | |||
|
Misc:
∞ (lifesteal range) | |||
| Subsumable to Helminth |
Info
- Trinity expends
25 energy to imbue a single enemy target within
100 meters with life energy and suspends it in midair. The enemy is Invulnerable and incapacitated, lifted airborne, and emits an
? / ? / ? / 20 meter aura for
? / ? / ? / 20 seconds. When Trinity or her allies stand within the aura, they are healed
25 / 50 / 75 / 100 Health points per second and are immune to Status Effects. Damaging the target instantly heals the attacking ally for
0.25% / 0.5% / 0.75% / 1% of the damage dealt over infinite range, as well as applying the damage-converted healing to all allies standing within the aura. If a status effect is negated, the target takes 10% (5% on boss enemies) total health damage. While active, press the ability key again (default 1 ) to release the target early. A maximum of 3 targets can be turned into a Well of Life.
- Casting time of 2 seconds is affected by Casting Speed.
- All damage suffered by the invulnerable enemy target is stored and dealt in full when the ability ends.
- When negating a status effect, a wisp will spawn from the ally and seek out the lifted target.
- Wisps are restricted to spawning at a rate of once per second.
- Wisps do not deal any inherent damage type, bypassing any normal damage calculation steps.
- Wisps can be triggered by self-stagger.
- Allies affected by the radial healing include all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitration Defense Operatives, and Defense Objects.
- Defense Object healing is uncapped, making this ability one of the only abilities in the game not subjected to this healing cap.
- If a player takes fatal damage while within Well of Life's range, the well will be consumed to negate Bleedout and fully heal the revived player and are granted 5 seconds of invulnerability. Revived players experience a 60 second cooldown before they can revived from Well of Life again.
- Ability Synergy:
Link can tether to a Well of Life target, applying lifesteal during Link's Damage Redirection. - Well of Life is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
- If the target dies before Trinity finishes her casting animation, the energy cost is refunded.
- Subsuming Trinity to the Helminth will offer Well of Life and its augments to be used by other Warframes.
- However, Subsumed Well of Life's revive cooldown is increased to 120 seconds.
Patch History[]
Update 32.2 (2022-11-30)
- Trinity Well of Life Changes:
- Allies in range of Well of Life’s radius are now protected from Status Effects. When a Status Effect is blocked, the enemy trapped in Well of Life takes a 10% hit to their Health.
- A projectile FX now circles the enemy affected by Well of Life to indicate when an ally is protected from Status Effects.
- Increased Trinity’s Well of Life base range from 8 meters to 15 meters.
See Also[]
Lorem ipsum dolor sit amet


26 comments
I dont understand why people think this ability is not a meta tier subsume ability.
In my Opinion, When I am looking for a new ability to subsume onto a frame, I am looking to get the most capability and perks out of the ability as possible while also allowing the ability to either dominate low lvl missions while moving fast or I want the ability to be highly scaleable. I also want an ability that will never be useless.
WOL offers a bunch of perks that are not being mentioned in this comment section. I know most of these comments are from 2 years ago and before the status immunity buff but I also dont want new players reading this guide to read WOL comment section and think the ability isnt really good. \
So here is an overview of all the features of WOL:
Status immunity - while in AOE
Energy recovery - with augment and equilibrium
Targeted suspended effect - enemy is invulnerable while suspended
Scales mainly with range and duration
Can be very effective even with negative strength
Large AOE.
I have never left a comment on this wiki before and I am doing so for the first time now because WOL is one of my favorite subsume abilities. I feel like the comments so far are trying to classify WOL as mainly a healing ability when since 2022 it definitely is not.
To start, Im not even going to go into the details of the Healthpoint healing WOL does.
IMO, I think health recovery is inherently limited and inherently not scalable. that is a totally different conversation and I will explain why So that discussion can be started if anyone wants but honestly IDK care about having that discussion here and now.
Health points are what needs to be depleted to die in this game. Almost everything killable in this game has healthpoints and healthpoints are almost fully defended by 4 things in the entire game. shields, overguard, invulnerability, and distraction. health can then be partially defended by 2 things, armor, and health gating which is the playstyle of using only health recovery to stay alive and not close to death. By my playstyle which is very ordinary, Shields is the most common followed by distraction, followed by invulnerability, followed by overguard. Some players use armor in their playstyle but its limits are the same as health-gating.
My point is, why would anyone try and use healthpoint recovery, health-gating, or even armor (in some cases) as a means of defense when there are other options that can be depleted without you dying. if you lose your sheild, you got atleast some invulnerability and your not dead. if you rely on distraction and an enemy starts targeting you instead of your distraction, you got time and shields. Basically, when it comes to staying alive and keeping your defenses up, trying to modify your health is not a efficient idea.
Back to WOL:
WOL is a status immunity and conditionally an energy recovery ability when equilibrium and Pool of Life is equipped. WOL is a stationary aura that provides status immunity. This is the most scalable aspect of the entire ability because I have died way more from DOT and knockdowns than from direct overwhelming damage when playing against high threat enemies. WOL is a way for me to never be knocked down without needing to wait months (years in my case) of daily login rewards to get PSF or having to use Unairu operator mode to get 40 seconds of status immunity.
WOL is one the best energy recovery abilities because it only scales minorly with strength but provides a minimum base return of 800% energy when the conditions are met regardless of what the stats are. Pool of life augment makes WOL which base cost is 25 energy, drops 4 health orbs when enemies die from WOL and equilibrium transforms that into +200 health and +200 energy.
What makes WOL meta tier IMO, is that it has such great status immunity and energy recovery all in 1 ability.
Comparing WOL, blessing, blood altar, and Gloom:
I know most comments about comparing WOL on this page is from before its Buff but ill explain anyways.
Comparing this ability to Any healing ability what so ever is stupid because of everything I have said up to this point as well as the fact that this ability can majorly contribute to multiple aspects of the game at 1 time and should not be classified as solely 1 type of ability. there is no other ability that does the same things as WOL in any sort of similar way. Only spellbind has similar effects but Spellbind is also fundamentally different.
WOL is meta tier also because there is very few subsumeable abilities like it.
Out of all subsumable abilities, I have found only 4 that provide status immunity.
WOL, spellbind , fire walker and quiver are the only subsumeable abilities that can prevent statuses from happening. I do love status cleanse abilities like pillage but status cleanse abilities cannot prevent knockdown or stagger or instantaneous status effects.
Out of all the subsumable abilities, I have found only 6 abilities that provide energy recovery. WOL, nourish, spellbind, dispensary, fractured blast, and spectrorage.
Why is WOL meta-tier energy recovery? Of those 6 subsumeable abilities that provide energy recovery, half (fractured blast, spellbind, and somewhat nourish) scale their energy recovery with needing a very high strength. spellbind scales strength on 50 energy recovery per conditions met. so even at 200% strength it only gives 100 energy recovery after a 25 energy drain and it needs an augment for energy recovery. Fractured blast is nerfed when subsumed and at 200% strength you got a 50% chance of dropping a health orb and 20% chance of energy orb on enemy killed.
While both spectrorage and maybe nourish out-class WOL in energy recovery, well of life's status immunity is top-tier.
When comparing WOL and spellbind, 2 of my favorite abilities for stat, both abilities are almost completely different from each other except for providing energy recovery and status immunity. WOL is single target, less conditional on energy return, scales with range and duration, and drops orbs. Spellbind is AOE, needs atleast 5 enemies who are not currently under the effects of Spellbind to become under the effects of spellbind, scales with strength and range, and directly returns energy. I found WOL to be better as the requirement of 5 new enemies to be affected to get the energy is not easy as every enemy in its range is affected with each cast.
If I have to choose a better ability to subsume on a frame than WOL, it would be spectrorage. Spectrorage provides the best energy recovery, and with its very large radius and its feature of distracting enemies with shield and overshield and overguard, it is my favorite ability for survivability as the energy allows you to cast other abilities more often. For pure survivability, I would choose quiver as invisibility is the simpliest form of great survivability. For pure DMG buff, My favorite is Sentient Wraith.
After the Trin rework today: If you die within 2 WoL auras, both targets die in your place, while you get 10sec invulnerability while still only being on a 60sec cooldown. Dying within 3 WoL auras gives 15sec invulnerability while still on a 60sec cooldown.
Can you cast this on a Mind Control target or the other way around to have a mobile Well of Life? It works with Loki's Damage Decoy, so I was wondering.
Yes
Same person as above replying here: Had I seen this commend before today's Trin rework rolled out, I would have answered yes automatically(and admittedly I did). WoL and Mind Control used to work really well together for keeping a mobile healing aura following you throughout the mission.
However, I was busy writing the above comment regarding the reworked WoL interactions, that I forgot to test. After testing, I regret to inform you...
No. Mind Control now no longer works with Well of Life.
Not only has the Mind Control target's "maximum distance away from player before being teleported to player" been changed from 20m to the current 60m(which would have already killed the synergy then and there), but for some reason casting Mind Control on WoL targets will now cancel the WoL. Hopefully, the latter is a bug and gets fixed.
Will an enemy affected by this be targeted by abilities such as Celestial Twin, Mind Control, Crystallize or Blaze Artillery?
Putting this here out of curiosity, but I wonder...
... does self-stagger count as a "Status" for the purpose of this ability?
And if so, can I use it to delete things rather quickly?
Even if it does, it only lets you do the status negation damage once per second. It would still take 10 seconds at a minimum, which is pretty slow.
Not OP here: it makes me want to push the idea a bit further: how many / wich bosses are not invulnerable to this effect and where 10secs is faster than through the use of weapons?
It works better than one might think. At least for farming Augur and Vigilante Mods from SP Thumpers: https://youtu.be/lJdE_9ZKM00?feature=shared
Think this ability is actually pretty underrated (as a subsume anyway).
If you have the Synth mod on your pet that grants them bonus armour when you pick up a health orb (allowing you to pick up health orbs even at max health), and you have Equilibrium + Pool of Life augment on your Frame, you're guaranteed 4 health orbs plus a chance for an energy orb. For the purposes of this setup, you're effectively guaranteed 4 energy orbs.
Not only that, but you can cancel the ability early by pressing it again, so you don't have to wait for the full duration. And any damage dealt to the target of the ability is stored and dealt to him when it ends.
So, cast Well of Life, shoot the poor guy a few times, cast it again to cancel = energy everywhere.
Of course, if you have this (or another healing ability) you could just go with a Rage setup, but still, it's a neat functionality that I feel is overlooked a fair bit,
If you're Synth Modding your pet for Equilibrium, can't you just use Synth Deconstruct to generate life orbs all day, taking neither a helminth slot nor a mod slot? Doesn't seem noteworthy enough to call "underrated."
At best, it heals stationary defense targets, and only until DE notices.
To be fair it has been able to heal defense targets for many many years its essentially intended at this point
Same words applied to powers that got nerfed.
This ability is, as far as I can tell, the only ability that can heal Defense cryopods beyond the caps that DE nerfed upon every other healing ability, post Scarlet Spear. Something even Blessing can't do. You can also move the Well of Life'd target easily with enemy vacuum mechanics like Void Singularity, Magus Anomaly, etc. to better position it on top of whatever it is you're trying to heal.
Nice helpful comment
Even with yet another rework blessing stays superior as that has more range which is unhindered by mods, heals more, affects shields, requires no target or any duration.
Why this redundant nonsense still exists?
Because players who pick up the primary Healing Warframe for the first time expect to have access to Healing right out of the gate.
Not to say I disagree - it is redundant, and it has taken several reworks for Well of Life to pair up against newer healing skills like Wisp's Vitality Reservoir. But the flip-side to this is that Blessing itself is considered the most powerful healing skill in the game - as you said, it has superior range, it fully heals health and shields, and gives DR on top of that which no other healing skill compares to.
I wholly believe Trinity requires a complete rework to her healing model.
Ive been running blood altar on nekros, and i have to say, the 'unrestricted range' part of this looks more appealing rn...shadows always running off out of range of the altar, makes it just as annoying as recasting his 4
But do you really think the shadow AI is gonna prioritize attacking the WoL target?
I've tried both, and I'm not particularly impressed with either.
WoL isn't targeted at al by the AI so only it's radius matters, but if your team makes use of it then it's great.
Blood Altar is nice because you can lay multiple healing fields down, but fights never stay still.
I've found the best bet is to use Gloom, with maximum range. Now all your guys heal from all effected targets centered on you, and the enemy is slowed.
Despoil and Equilibrium mean no need to worry about the mana drain, Creeping Terrify gives your guys an easier time hitting the enemy, grab an Arcane Pulse, and a Sancti Magistar, and your shades will pretty much never die again.
bloody altar is better than this no?
Yes
No because both have their merits.
Does Well of Life work on operative NPCs like in Arby Defense or Defections?
Yeah
Will Mesa Peacemaker's Target Well Of Life?
3 years later, No
I like how, when you scroll deep enough, the comments suddenly talk about mods. I guess Well of Life being a mod was before my time in WF lol. But funny how the Wiki seemingly got overwritten and the comments got kept.
Oh boy, abilities being mods was really stupid.
We had 2 more slots on Warframes than we do now (not counting Exilus), but if you wanted all 4 abilities, you'd only have 6 slots for actual mods.
So what people did was just not equip the mods for the 'bad' abilities, freeing up space for more actual mods. So some people ran around with only a single ability, lol.
That doesnt sound too bad, as i'd take an extra mod slot for some of the useless abilities any time. However from a game design perspective, as well as balancing, it's a pretty bad choice indeed. But thanks for telling, i didnt even think the mod was the actual ability, i just thought it was a mod called like the ability lol.
After Well of Life was reworked in Heart of Deimos, I fell in love with this ability even more. I currently have it subsumed on my Hydroid. Paired with Curative Undertow mod, I have 2 healing abilities that work well with each other, and allowed for longer Arbitration defense than I usually do, with less stress overall.
I would recommend giving it to Oberon, replacing his Rejuvenation. Has better effect, drains less energy. True, you won't get extra armor when standing on Hallowed Ground, and team has to be positioned, but neither you would when the whole team is gettin their asses smacked over and over when Rejuvenation is active.
Another good candidate for Well of Life is Garuda. Two over time (with her Blood Altar still on) heals is just sweet overheal.
Inaros and Nidus benefit from Well of Life too, since they have no shields and limited healing.
For a healer type like me it's a blessing I can give this ability to any frame I want <3
Why would you want 2 heals of Garuda, the frame that benefits from having low health? And based on how strong both heals are, you're approaching redundancy territory where you just have so much healing for the content where it would matter but then when you enter 1 shot territory, they both become useless.
Based on your other suggestion it seems you like to stack healing a lot which sometimes isnt the best choice. It's even a worst choice when you consider that magus elevate and magus repair exists which do what these abilties do without having to waste an ability slot.
PSA: This does NOT heal Nekro's Shadows of the Dead. Don't bother infusing this for him. Use Protea's Dispenser or something else instead.
Hope this is changed at some point...
Damn, I was going to do this.
This is incorrect.
It will heal Shadows of the Dead, but seemingly only the 100hps portion works. The % lifesteal doesn't appear to work. The problem is that after level 30ish the healthpools of enemies start to skyrocket and their natural degen will vastly outstrip the flat healing portion of Well of Life.
Well of Life heals in the AoE.
If you want to heal your Shadows, take Blood Altar instead. It heals for 25% percentage of their missing health, which naturally stabilizes with their 5%/s health drain. Also a nice way to stay topped off as a Despoil Nekros with negative efficiency.
Post-Update 28.3.0, this ability is pretty freaking sweet. The only thing missing from Trinity's kit as an excellent support frame was a heal-over-time. Other mmorpgs had their healing classes distinguish themselves with good-sized, reliable heal fields. When Heart of Deimos releases, won't Blood Alter be a stronger alternative? Yes, but also no. In exchange for a little extra energy, Blood Alter does have a longer duration and stronger healing, but only heals LIVING ALLIES. As of now, Well of Life can heal defense objectives and excavators, which yes, Blessing could already do; however, since this update went out: https://forums.warframe.com/topic/1181914-dev-workshop-healing-defendable-targets/ Blessing's ability to do that was SEVERELY nerfed, not to mention very costly to upkeep, even for Trinity.
Now, Well of Life can do this easier/stronger than Blessing while also providing Trin the healing carpet skill she never knew she needed.
For a 1 ability, it's great now.
^ It is a nerf, albeit a small one. But what pains me the most is that DE didn't consider Trinity's previous ability synergies and how her abilities could play into each other.
Before the changes, Well of Life was invaluable for room farms where Trinity could endlessly give energy by luring a target into a corner, keep them alive with WoL and cycle that with EV as long as needed to feed your entire team.
But now, in addition to not being able to keep an enemy alive indefinitely anymore, you can't even cast EV on a Well of Life'd target? Why not? In the current state, they would eventually die from EV anyway, so why not just let us EV them?
On separate note, Link's supposed new "synergy" effect with Well of Life doesn't even work correctly with the life steal portion of the effect either.
The Well of Life changes are overall positive, but it's not good to sing all praises without looking at both sides of the coin.
tbh id rather have invulnerability than 10x hp since teammates wont care and kill it anyway. wol and link also have same duration and link connects to wol too so thats good
update: ev now finally works on wol targets again
thankfully
Does Well of Life work on operative NPCs like in Arby Defense or Defections?
Seriously this ability needs a rework. Why would you use this over blessing? redundant as hell.
It is amazing that over all these years Trinity has remained one the best frames there are, but her Well of Life has consistently remained probably the least useful ability in the entire game. When you consider that she has Blessing, there is very little reason to ever use WoL.
I wish they replaced WoL with an actually useful utility skill or mobility skill or damage buff or... anything.
Does this ability still expire after a certian amount of health is restored? Sometimes I see an enemy take a few thousand damage and it doesnt expire, the enemy just dies.
Now useless.