Pool Of Life is a Warframe Augment Mod that makes enemies marked by
Trinity's
Well of Life drop Health Orbs, with a chance to drop an additional Energy Orb.
Stats[]
| Rank | Health Orbs dropped | Energy Orb chance | Cost |
|---|---|---|---|
| 0 | 1 | 100% | 6 |
| 1 | 2 | 100% | 7 |
| 2 | 3 | 100% | 8 |
| 3 | 4 | 100% | 9 |
Acquisition[]
- 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 to purchase.
Notes[]
- Health Orb drops are not affected by mods.
- Energy Orb drop chance is affected by Ability Strength, potentially increasing the number of dropped Energy Orbs.
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.
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Well Of Life
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Media[]
Patch History[]
Update 33.6 (2023-07-27)
- Fixed the Energy Orb drop chance of Trinity’s Pool of Life Augment not scaling with Power Strength, as per: https://forums.warframe.com/topic/1340564-pool-of-life-augment-is-bugged/
Update 32.2 (2022-11-30)
- WARFRAME AUGMENT BUFFS - PART 3 (FINAL)
In the Veilbreaker and Nora’s Mix Vol 1 updates, we buffed a number of underused Warframe Augments (from Ash to Oberon). This third and final batch of buffs tackles Warframe Augments from Saryn to Zephyr. We have increased their viability in missions, which we hope will encourage more build diversity.
*Stats below are all at Max Rank.
TRINITY
Pool of Life
- Was: On death, marked enemies will drop 4 Health Orbs with a 25% chance of dropping an Energy Orb.
- Changes:
- Energy Orbs now have a 100% chance of dropping. This amount can still scale with Ability Strength to potentially produce multiple Orbs.
Update 29.0 (2020-08-25)
- Fixed the Pool of Life Augment for Trinity no longer dropping Health Orbs on enemies marked by Well of Life.
Update 15.0 (2014-10-24)
- Introduced.
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48 comments
Dispensary at home, practically speaking. So not bad, but...
Don't forget Well of Life makes allies immune to status in its radius, as well as giving a heal over time and chipping 10% of the target's health without caring about armor/shields/anything each time an ally or you have a status effect resisted
And its just faster than Dispensary for energy generation. I mean, you can sit with Dispensary, or just kill enemy and go)
Energy drop chance of this augment now scales with power strength as of update 33.6:
https://forums.warframe.com/topic/1361249-update-336-echoes-of-duviri/
Currently bugged, tested both subsumed and on Trinity as well as in/out of Simulacrum. Mod appears to force 1 orb to drop with drop rate ignoring power strength(although I didn't test negative str). Kinda sucks that pretty much the entire point of the mod update is negated by poor testing. (As of: 32.2.8)
Still bugged, energy orb drop chance is not affected by Ability Strength at all. you get 1 orb and that's it
After the augment buffs and changes to health orbs, this is amazing.
You get 4 orbs of 50 health each, which can be turned into 55 energy each for a total of 220 energy through equilibrium. You also get a guaranteed energy orb due to the augment buffs so 245 energy from a 25 energy helminth ability that doesn't really care about any stat as long as you don't dump duration and have positive strength (when the bug gets fixed)
Of course, the problem is that you're giving up 2 mod slots for equilibrium and pool of life, but with this combination, as long as there is an enemy on screen and you have the capacity to kill them, you will essentially have infinite energy.
It seems to be bugged because the energy orb drop chance doesn't scale with strength. When (or if) this bug gets fixed, you can get guaranteed 270 energy at 200% strength and 295 energy at 300% strength. Almost THREE HUNDRED ENERGY for the cost of 2 mod slots on a base 25 energy ability with almost no condition (just cast and do enough damage to kill and then uncast).
My question is why use this over dispensary? I suppose dispensary asks a bit more in terms of stats but on the other hand it doesn't require a mod slot which gives you said stats...
You expect me to run around in an extermination mission with a stationary vending machine
Why not just use Energy Vampire?
So, for situations or frames that allow you to position enemy or bottle neck them, Spectrorage with its Aug-Mod looks to be the best for energy resupply.
Yet, Well of Life + this mod subsumed, coupled with equilibrium looks like an amazing combination for energy resupply. Its a cheap cast, Can be ended early so it doesn't take much to make up the cost plus get a wealth of excess back.
I guess one trade off is spectro gives energy for team? Where as this is a more selfish alternative. Also Spectrorage acts as a CC for enemies --- yet alas, all comes down to if you feel like you can get enough enemies into it to make up the initial cost.
For spectrorage, you have to mod for range. This one just needs the augment.
It will help the team if someone uses equilibrium too.
Will this work for Nekro's minions?
Does this augment still work since Well of Life's rework? Well of Life makes targets invulnerable to damage while active, so...
Yes it does, works quite well actually since WoL no longer bumps the target's HP to 10x, and now stores then releases all damage you deal to it while invulnerable.
You can cancel WoL early and poop out the orbs you need after a quick few gunshots.
Will Mesa's Peacemake target Well Of Life?
I really hope it does
For those testing this now, no it does not target the invulnerable enemy suspended with Well of Life
Should make the target drop more ammo or something
With a Dethxube using Energy Generator and Synth Deconstruct... sounds like a piñata party...
Useful for channeled abilities, as orbs replenish energy while channeling, in contrary to EV.
Good with Health/Energy Conversion, as EV and Blessing dont trigger them.
The energy drop chance appears to scale with power strength now. the health orbs are still flat though.
Useless augment for an even more useless skill. What a relentless combination!
I could use this to revive my cat.
One of the most useless augments in the game :V
Did anyone test to see if energy orb chance is affected by Power Strength? Since Mag got her rework and her Pull has a 25% chance for energy that scales with strenght I would assume the same for this as well.
Did everyone seem to forget there's a mod called Health Conversion? It would work really nice with this augment... Just saying.
with link + quick thinking + blessing you go better.. even with natural talent & speed drift the rotation using well of life feels damn unfluid (keep in mind ju have to focus this enemy if soloing .. best with viral/ radiation 1/2 life and enemies although hitting the target)
If fighting infested it shines very well caused by toxid bypassing shields..
... everytimes better than an EV Trin trying to replenish energy on frames with channel abilities this mod gives a 4 health bobbles feeding rage ..
While I haven't tried it (and thus don't know how unfluid it feels), i've mathed it out, and Link + Blessing + Health Conversion + Pool of Life + Quick Thinking, you could have an effective hp of more than 150k not counting heals and EVs, assuming you can keep all of your abilities going. Removing QT brings it down to 63k, while removing health conversion + pool of life (but keeping QT) brings it down to 27k. Health Conversion + Pool provides double the survivability of QT, however, it's two mod slots and requires adding an additional ability to your rotation, as well as the act of killing that target. Using all of the above could make you as tanky as a Rhino.
Im using this mod on reduced max energy in sortie mission and it went very well
Simple fix to make this mod good - enemy drops TONS of ammo when they die. And now Trinity gives HP, MP (energy) and ammo. Perfect support frame.Can't really ask for more.
You ever have issues with ammo??
Trin is already the perfect health/defence support frame (although personally Banshee or Nova = best support frame given the CC and group damage boost), I don't see how avoiding the rare use of an ammo pizza would make the mod worthwhile tbh. Instead this is one of the very few ways in the game to get health orbs, which helps with less viable mods like equilibrium or health conversion, so there's definitely an idea there.
Is there any way to increase the number of health orbs or the chance of energy orbs? Through Power Strenght maybe?
Just wondering...
Sure feels like Strength effects Pool of Life energy orb drops. I did two quick, simple tests on an exterminate mission with 37 enemies using 284 Strength. In a run to see how often they drop energy from their own drop table, I got 5 / 37. In another run where I used Well of Life (with 284 strength with max Pool of Life) on each of the 37 enemies, I got around 26 orbs. So I minus the number in the normal table drops run from the run that includes normal table drops mixed with augment procs and get 21/37 which is 56.75%. I would assume 284 Strength should be turning 25% into 71%. I bet if someone tested a thousand enemies they might get closer to 71%.