How to Make Banshee Continuous Warframe
Using sonic attacks and acoustic target detection, Banshee is well suited for stealth gameplay and is capable of filling both attack, and support roles.
This is Banshee, stealthy and ranged.
No one puts Banshee in a corner, Tenno. The element of surprise is in her favor.
Release Date: March 18th, 2013
Banshee is a sound-themed Warframe. Sophisticated acoustic powers enable Banshee to pinpoint enemy positions and weak spots, suppress gunfire sounds in her surrounding environment, and even emit trembling vibrations to topple her foes. Banshee debuted in Update 7.0 (2013-03-18).
Acquisition
Banshee's blueprints can be researched from the Tenno Lab in the Dojo.
Crafting
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Tenno Lab Research
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Warframe Guides
"I am the Lotus. I will guide you, but we must hurry."
Guides are created by users like you. They aren't as strictly regulated as most pages, so keep an eye out for dated or subjective information.
Have your own build and playstyle? You can contribute too! Instructions are within.
See Category:Banshee Guides to read user-made guides on how to play this Warframe.
Trivia
- The name Banshee comes from the Irish mythological creature which wails loudly if someone is about to die. This corresponds to the Warframe's powers as she is based on sound.
- Banshee was originally developed under the name Decree and is still referred to as as such internally in the game files.
- The characteristic large spike on Banshee's left shoulder is considered a customizable Armor part, and will be removed if any other arm plates are used. This makes it possible to make a symmetrical Banshee.
"Market forces dictate that you need to evolve or die."
Banshee Prime is Vaulted.
The Void Relics for this item have been removed from the drop tables and do not drop during gameplay at this time. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players.
Banshee Prime assails her foes by manipulating sonic forces to deadly effect. Featuring altered mod polarities for greater customization.
"These like-faced savages, these earth-worn mules, a vast violent ocean at our command. Yet they wither. Mired in massed steel and flesh, casting these hordes from gene molds and flock minds, we inspire nothing.
Our demons of void womb must be different. Unusual. Singular. Crafted without cast, wrought of the finest ore, slender and queer.
Sight without eye. Wrath without sound.
Not a soldier, but a myth. Not a warrior... a spirit... Banshee."
Release date: February 28th, 2017
Banshee Prime is the Primed variant of Banshee , possessing higher armor, energy capacity, and sprint speed, as well as an additional
polarity. Banshee Prime was released alongside
Euphona Prime and
Helios Prime .
Acquisition
Lith, Meso, Neo, and Axi refer to Void Relics | (V) Denotes Vaulted Void Relics | (B) Denotes Baro Ki'Teer Exclusive Void Relic
Vaultings
Crafting
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Banshee Prime Neuroptics Blueprint | |||||
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Banshee Prime Chassis Blueprint | |||||
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Notes
- Banshee Prime, compared to
Banshee :
- As a Prime Warframe, Banshee Prime possesses a special passive ability where contact with an Orokin Void Death Orb will make them release an energy pulse that grants 250 Energy to all nearby allies. This effect can only occur once per Death Orb, and can occur even if the Death Orb has been previously destroyed.
- Banshee Prime, along with
Loki Prime ,
Nova Prime ,
Oberon Prime and
Ivara , has the second highest amount of energy (175 base, with 262.5 at max rank), with
Chroma Prime ,
Volt Prime ,
Saryn Prime ,
Ivara Prime ,
Baruuk , and
Wisp having the highest (200 base, with 300 at max rank).
Trivia
Media
WARFRAME - Shadow Banshee
Warframe Banshee Prime Drop Relics + Best Place to farm them. ( Guaranteed )
Warframe Banshee Prime
BANSHEE PRIME - An Ultimate Guide Augments Warframe
Banshee Prime Build 2021 (Guide) - The Howling Spirit - Warframe
See Also
- Prime, the Orokin enhancement to a Warframe or weapon.
Passive
All of Banshee 's equipped weapons, including Gunblades, such as
Redeemer , and weapons equipped on Sentinels, should they be present, are treated as silent.
Abilities
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![]() | ![]() ENERGY: 25 KEY 1 | Sonic Boom Banshee emits a sonic shockwave that pushes targets in range with enough force to incapacitate or kill attackers. | ![]() ![]() |
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Info
- Banshee channels sound at high velocity to create a shock wave that propagates forward in a 180° cone up to 10 / 12 / 13 / 15 meters away. Enemies caught by the wave are ragdolled several meters and receive 25 / 35 / 40 / 50
Impact damage.
- Damage is affected by Ability Strength.
- The shock wave does not affect enemies behind obstacles in the environment unless Banshee has line-of-sight.
- Range is affected by Ability Range.
- The shock wave will have a very slight delay between activating and knocking down enemies at the maximum range of the ability, as it has a very minute travel time.
- Some enemies, including most heavy units, have a cooldown before being able to be knocked back again.
- Some enemies will simply be stunned or be knocked down, but most will be pushed back.
- Can be used while jumping, sliding, flipping, wall-running or wall-clinging.
- Delay of about 0.8 seconds between uses.
Augment
- Main article: Sonic Fracture
Sonic Fracture is a Warframe Augment Mod for Banshee 's
Sonic Boom that allows it to permanently strip armor off enemies.
Rank | Armor Reduction | Cost |
---|---|---|
0 | 30% | 6 |
1 | 45% | 7 |
2 | 55% | 8 |
3 | 70% | 9 |
Tips & Tricks
- Can be used effectively as a source of instant crowd control to get large amounts of enemies out of your face incredibly quickly.
- When combined with
Energy Siphon and Maximized Ability Range, this ability can be used continuously to keep large crowds of enemies off their feet until death. This is one of the most energy efficient crowd-control effects in the game.
- Since Sonic Boom can knock most enemies back, it can be used to instantly kill enemies by sending them down a bottomless pit.
Bugs
![]() | ![]() ENERGY: 50 KEY 2 | Sonar Using acoustic location, Banshee's Sonar power finds and tracks enemies, and exposes critical weak spots to everyone in your squad. | ![]() |
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Info
- Banshee emits a sound wave and reveals the location of every enemy within 20 / 25 / 30 / 35 meters. Tracked enemies will be visible on every player's mini-map, and each enemy will have a body part highlighted. These effects last for 10 / 15 / 20 / 30 seconds. Hitting an enemy in the highlighted area causes the inflicted damage to be multiplied by 200% / 300% / 400% / 500%.
- Damage multiplier is affected by Ability Strength.
- Damage can also be increased by body-part multipliers such as the head or unprotected body parts.
- Duration is affected by Ability Duration.
- Range is affected by Ability Range.
- Damage multiplier is affected by Ability Strength.
- Has a cast delay of about 0.8 seconds and a recast time of about 2.4 seconds.
- Recasting Sonar while it's still active will cause additional body parts to be highlighted. Highlighted areas can overlap, causing inflicted damage to be further amplified multiplicatively.
- Sonar does not highlight all enemies within its maximum area of effect immediately, instead the effect propagates outward from the caster's position, traveling at a fixed pace irrespective of Ability Range mods, similar to the mechanics of
Nova 's
Molecular Prime .
Augment
- Main article: Resonance
Resonance is a Warframe Augment Mod for Banshee 's
Sonar that triggers an additional Sonar pulse with a fraction of the original pulse's remaining duration if an enemy is killed in a highlighted weakspot.
Rank | Duration | Cost |
---|---|---|
0 | 50% | 6 |
1 | 65% | 7 |
2 | 80% | 8 |
3 | 100% | 9 |
![]() | ![]() ENERGY: 75 KEY 3 | Silence Using Silence surrounds Banshee in an aura that stuns enemies and will limit their perceptions and tactical response to gunfire and Warframe attacks. | ![]() |
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Misc : 2 s (stun duration) Enemy abilities disabled | |||
Subsumable to Helminth |
Info
- Banshee emits a sound dampening aura within 10 / 13 / 15 / 20 meters around her for 10 / 15 / 20 / 30 seconds. Enemies entering the aura will initially experience a sonic disturbance becoming momentarily stunned for 2 seconds; affected enemies remain deafened to sounds which alert them to the direction of nearby combat, as well as become unable to perform special abilities while within Silence's influence.
- Enemies under the effect of the aura will not respond to sounds such as gunfire, alarms and death screams, and generally become unable to detect players and other enemies by means other than sight or touch.
- Unaware enemies will still become alerted when sighting players or taking damage.
- Taking damage will not inform enemies to the location of the attacking player, but they are still likely to investigate in the direction the attack came from.
- Enemies that are alert before entering Silence's aura will remain alerted, but may still lose track of players if line of sight is broken.
- After a brief delay, enemies that do not have line of sight with a player will become susceptible to Stealth Damage Multipliers from melee attacks as long as line of sight remains broken and the player does not come into direct physical contact with the enemy.
- The ability does not change a weapon's Noise Level from "Alarming" to "Silent".
- Disables enemies from using most special abilities which are neither a ranged nor melee attack; passive abilities are not disabled.
- Disabled by Silence:
- Actively cast buffs & debuffs (Grineer Regulators, Corpus Scrambus Auras, etc)
- Actively cast shields & attacks (all Eximus special abilities, thrown grenades, ground slams from Grineer, all Ambulas abilities except main gun, etc.)
- Movement abilities (Osprey's charge, Charger's charge, Leaper's leap, Flameblade's teleport, etc)
- Hook/pull attacks (Scorpion's hook, Ancient's hook, etc)
- Summoning/spawning (Drahk Master, Fusion MOA, Brood Mother, Juno Tech, etc) - note that some units such as Drahk Master immediately summon after spawning. This cannot be prevented unless they are within range of you when they spawn, but it will prevent any further summoning.)
- Acolyte abilities.
- Immune to Silence:
- Ranged/melee attacks even if unique (Osprey grenade launchers, Swarm Mutalist MOA's gun, Bombard homing rockets, Electric Crawler melee, etc)
- Intrinsic damage reduction: (Ex: Nox armor, Sentient damage adaptation, etc)
- Passive auras (Shield Osprey emitter, Ancient Healer's aura, slowing/burning/energy drain emitted by Eximus units, Arbitration Shield Drone aura, etc)
- On-death abilities (Volatile Runner's suicide, Toxic Crawler's death cloud, Boiler's infested pod, Undying Flyer's rebirth, etc)
- Nullifier fields (Nullifier Crewman, Isolator Bursa nullifier sphere)
- Special Grineer Interactions:
- Manic is immune to Silence (but is affected by the initial stun) and can still stealth and teleport.
- Regulator still disrupts Tenno minimap even though its buff is removed from enemies.
- Special Infested Interactions:
- Projectiles shot by Lobber Crawler don't come from a gun, they're an ability and are completely disabled.
- Mutalist Osprey cannot let go of Crawlers it has picked up.
- Maggots cannot attach to Tenno, they just do nothing and die.
- Special Corpus Interactions:
- Remech Osprey cannot revive disabled Ambulas and can be stopped mid-cast by Silence.
- Osprey units cannot charge & self-destruct when low on health.
- Isolator Bursa can unpredictably make itself immune to Silence due to its nullifier sphere ability.
- All Scrambus units can be silenced INCLUDING the Fog Scrambus which should disable Silence, but ironically becomes unable to because it is silenced.
- Special Sentient Interactions:
- All attacks which aren't their standard ranged weaponry are disabled, including the spinning laser attack which can be disabled while already in progress.
- If a silenced sentient is also disarmed then it will do NOTHING because it has no programmed melee attack. It will simply hover in place or move around helplessly.
- Other Interactions:
- All abilities of enemies in The Index are disabled (Armis Ulta just shoots, Auditor just shoots, etc.)
- All abilities of enemy specters are disabled (Junction Specter, Knave Specter, etc) and they can only shoot or melee.
- All abilities of enemy Necramech units are disabled and they can only shoot or melee.
- The following units are immune to Silence: The Stalker, Grineer Manic, Kuva Guardian (when immune to Warframe damage), Vomvalyst (when incorporeal), Nullifier Crewman, Isolator Bursa (when nullifier sphere is active).
- Disabled by Silence:
- Affected enemies will glow with Banshee's energy color.
- Has a cast delay of about 0.4 seconds.
- Cannot be recast while active.
- Subsuming Banshee to the Helminth will offer Silence and its augments to be used by other Warframes.
Augment
- Main article: Savage Silence
Savage Silence is a Warframe Augment Mod for Banshee 's
Silence that multiplies the damage of standing finisher attacks on affected enemies.
Rank | Effect | Cost |
---|---|---|
0 | +150% | 6 |
1 | +200% | 7 |
2 | +250% | 8 |
3 | +300% | 9 |
Tips & Tricks
- Silence can be used as a form of crowd control due to the momentary stun dealt to enemies entering its field. This is most useful for Banshees engaging in melee combat, as they can stun ranged enemies simply by approaching them, giving them time to close the distance and engage.
- Silence can also be used to keep Infested enemies at bay, giving more time to attack them from range.
- With a maximized range build, Silence can be used to clear a room of enemies using firearms without alerting enemies in adjacent rooms. Keep in mind however, that enemies will still react if they see you, or if they see one of their own killed.
- Despite the excellent utility provided, Silence can also render Banshee deaf, preventing her from anticipating nearby enemies or enemies from behind while attacking enemies.
- Too much range may reduce the potency of this ability as a crowd control tool, as enemies are only stunned when they initially enter the aura and may be out of attack range (behind walls, etc.), allowing them to recover.
- Enemies are more likely to target the player's Sentinel when Silence is active, which can prove to be harmful for weaker Sentinels.
- Blinded enemies under the effect of Silence will not react to most things aside from direct contact and wander around aimlessly.
- Staying on the move and frequently breaking line of sight with affected enemies can result in taking much fewer hits as they cannot use the sound of gunfire to find players or other enemies that are in combat.
Bugs
- The skill can most likely not be recast while this bug is in active.
![]() | ![]() ENERGY: 25 KEY 4 | Sound Quake Channeling all of her acoustic energy into the environment, Banshee uses ultrasonic reverberations to violently shake the ground. Energy Drain: 25 / 18 / 15 / 12 s-1 | ![]() ![]() |
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Info
- Banshee plants her hands on the ground, releasing ultrasonic reverberations around her which inflict 125 / 150 / 175 / 200
Blast damage per second and stagger all enemies within 12 / 15 / 18 / 20 meters.
- Damage is affected by Ability Strength.
- Damage does not diminish with distance and does not require line of sight.
- Range is affected by Ability Range.
- Sound Quake drains 25 / 18 / 15 / 12 energy per second, and will remain active so long as Banshee has energy. Sound Quake will end if Banshee runs out of energy, or if deactivated by pressing the ability key again (default 4 ).
- Activation and channeling energy costs are affected by Ability Efficiency.
- Channeling energy cost is affected by Ability Efficiency and Ability Duration.
- Banshee cannot replenish energy using
Energy Vampire ,
Rally Point , Rift Plane's innate energy regeneration, Squad Energy Restores,
Energy Siphon and/or
Wellspring while Sound Quake is active.
- Energy Orbs, Orokin Void Death Orb's energy restores,
Rage ,
Hunter Adrenaline ,
Spellbound Harvest ,
Arcane Energize , and
Emergence Dissipate 's Energy Motes can still replenish Banshee's energy during Sound Quake.
- Banshee is not invincible during the animation.
- Enemies inside the area of effect are staggered for the duration of the skill. However, it's possible for an enemy to stumble outside of Sound Quake's range if they are too close the edge of the effective area.
- Will destroy lights in the area of effect, but not Reinforced Glass or other objects.
- If cast in midair, Banshee will instantly drop to the ground to perform this ability.
- Has a cast delay of 1 second and post-cast delay of 1 second.
Augment
- Main article: Resonating Quake
Resonating Quake is an Warframe Augment Mod for Banshee that replaces
Sound Quake 's channeling feature for a single, large shockwave that deals bonus damage at the epicenter, but decreases damage as the shockwave spreads.
Rank | Damage | Cost |
---|---|---|
0 | x10 | 6 |
1 | x12 | 7 |
2 | x15 | 8 |
3 | x20 | 9 |
Bugs
Strength Mods | Duration Mods | Range Mods |
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Hotfix 32.0.9 (2022-10-05)
- Reduced the Mastery Rank restriction of all Prime Warframes to 0.
- Only 11/34 frames had any Mastery Rank restrictions, so we decided to make these consistent with the rest (there were no Mastery Rank restrictions on any non-Primed Warframes).
Hotfix 31.5.10 (2022-05-17)
- Fixed several issues with abilities when forced into Operator (in Zariman Cascade missions for example):
- Fixed Banshee's Sound Quake not working correctly.
- Fixed camera shake issues with Banshee's Sound Quake.
Update 31.5 (2022-04-27)
- Enemies that are not affected by CC can now be armor stripped by Banshee's Sonic Boom.
Hotfix 30.5.1 (2021-07-06)
- Fixed a few abilities, items and screens that were not applying weapon noise reduction properly nor correctly interacting with Mods that have that effect.
- This should resolve issues with Banshee's passive
Update 29.5 (2020-11-19)
- Improved performance when playing with Banshee.
Update 27.4 (2020-05-01)
- Banshee Ability videos have been added to their respective Arsenals!
Update 27.2 (2020-03-05)
- Armor Change:
- Banshee: 15 to 100
- Banshee Prime: 65 to 125
- Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.
Update 25.7 (2019-08-29)
- Fixed issues with Ayla, Misa Prime and Pyra Syandana offsets on Banshee Prime.
Update 25.6 (2019-08-08)
- Sonic Fracture - Sonic Boom Augment - Banshee
- Armor Reduction is applied even if Ragdoll fails.
Update 24.6 (2019-04-04)
- The following abilities require ground to activate, but can now be cast in the air and will do a melee-esque slam to the ground:
- Banshee Sound Quake
Hotfix 24.2.13 (2019-02-06)
- Fixed Banshee Sonar reading "CRITICAL MULTIPLIER" when it's actually "DAMAGE MULTIPLIER".
Update 22.20 (2018-05-17)
- Fixed Banshee's Resoquake only consuming 25 Energy when it is supposed to use 100 (on Clients, it would require having at least 100 Energy, but wouldn't use it).
Update 22.12 (2018-02-09)
-
Resonating Quake (Augment)
- Although still a singular cast allowing free movement, Resonating Quake will only hit enemies once as it expands outward.
Hotfix 22.0.2 (2017-10-13)
- Fixed a shader issues with Banshee.
Hotfix 21.7.1 (2017-09-12)
- Fixed casting Banshee's Soundquake when hitting an enemy with a "grappling hook weapon" allowing you to move around.
Hotfix 21.0.4 (2017-07-05)
- Fixed a script error when casting Banshee's Sonar.
Hotfix 20.6.2 (2017-05-30)
- Fixed Banshee's Silent stopping the Conculyst Whirlwind attack, rendering the Sentient invincible.
Update 20.6 (2017-05-24)
- Fixed Banshee's Sound Quake doing slightly less damage at low frame-rates (1.7% less at 30 FPS, 0.8% at 60 FPS).
Hotfix 20.2.3 (2017-04-19)
- Fixed a bug that would cause Banshee's Silence to last longer depending on your frame-rate (approximately 5% longer at 60 FPS, 30% longer at 30 FPS).
- Buffed Silence's base Duration to 10/15/20/30 (20% at max rank) which now matches Sonar so you can cast them in tandem.
Update 20.0 (2017-03-24)
- Fixed aggressive flickering lighting when loading into Warframe with Banshee Prime on the diorama.
- Fixed Banshee being able to cast a perpetual Soundquake by initiating a handshake then pausing.
- Fixed the Teplo Syandana sitting too high on Banshee Prime and Banshee Prime with the default Banshee skin.
Update 19.12 (2017-03-02)
- Fixed Banshee Sound Quake ability causing her Syandana to fly straight up.
- Fixed Banshee Prime's Helmet antennas flying straight up during her Sound Quake ability.
Hotfix 19.11.5 (2017-02-28)
- Introduced Banshee Prime.
Update 19.0 (2016-11-11)
- Fixed Banshee's Silence ability permanently turning off enemy barks.
Update 18.13 (2016-05-27)
- Passive: All weapons are treated as silent.
Update 18.11 (2016-05-11)
- Augment: Sound Quake -
Resonating Quake
Update 18.9 (2016-04-20)
- Fixed hearing headshot sounds while Silence is active.
- Fixed Silence freezing Sargas Ruk during his boss fight.
Update 18.6 (2016-03-16)
- Fixed Sonar creating outdated enemy markers on the minimap.
Update 18.5 (2016-03-04)
- Sonic Boom, Silence, and Sound Quake will no longer be able to push, stun, or stagger boss-type enemies.
- Augment: Fixed Sonar Resonance not properly functioning when an enemy is ragdolled during the killing blow.
Hotfix 18.4.7 (2016-02-04)
- Fixed Sound Quake audio FX still playing after a Host Migration occurs.
Hotfix 17.8.1 (2015-10-22)
- Fixed Sonar indefinitely stacking Resonance in the same location without a delay.
- Fixed Sonar visual FX displaying as super bright.
Hotfix 17.2.2 (2015-08-21)
- Fixed an issue preventing some abilities (such as Sound Quake) from being deactivated using the Power Menu.
Hotfix 17.0.5 (2015-08-07)
- Added Apex particles to Push.
- Added visual trails FX to Banshee's Ability powers.
Hotfix 17.0.3 (2015-08-04)
- Fixed an issue with Banshee's idle animation.
Hotfix 16.10.2 (2015-07-02)
- Fixed enemies focusing their attacks on player Sentinels after Silence has been cast.
Update 16.9 (2015-06-17)
- Fixed Sonic Fracture Mod not affecting all enemies when used by Clients.
Update 16.7 (2015-06-04)
- Augment: Fixed Sonic Fracture FX lingering if the target became immediately ragdolled.
Update 16.6 (2015-05-27)
- Augment: Sonic Boom -
Sonic Fracture .
Hotfix 16.5.6 (2015-05-19)
- Fixed Immortal Skin not properly applying to their shoulder pads.
Update 15.7 (2014-12-17)
- Fixed Resonance Augment Mod not functioning.
Update 15.6 (2014-12-11)
- Augment: Sonar -
Resonance .
Update 15.5 (2014-11-27)
- Augment: Enemies affected by Savage Silence Mod are now open to finishes while under the effects of crowd control.
Hotfix 15.0.1 (2014-10-24)
- Fixed a bug that was incorrectly scaling Syandanas down on Banshee by 20%.
- Should address some physics issues with Syandanas.
Update 15.0 (2014-10-24)
- Augment: Silence -
Savage Silence .
Update 14.7 (2014-09-17)
- Trinity's Energy Vampire will no longer provide energy to Banshees performing Sound Quake so as to prevent infinite energy usage.
Update 14.5 (2014-08-28)
- Sonar ignore security cameras and turrets.
- Sonar now uses Energy Colour.
Update 14.2 (2014-08-13)
- Silence no longer affects the Stalker.
- Fixed an issue with Silence not properly affecting Specters or player opponents in Dark Sector missions.
Hotfix 14.1.4 (2014-08-06)
- Sonar Fixes:
- Fixed the weak spot indicators not appearing correctly for clients.
- Fixed AI frames only being able to cast the ability once.
- Fixed an issue with all the enemy minimap markers being removed once a single affected enemy is killed.
- Fixed an issue with the weak spot indicator being removed prematurely when the ability is cast again.
- Fixed an issue with the weak spot damage amplification not being correctly removed after the ability ends.
Hotfix 14.0.8 (2014-07-24)
- Fixed an issue with Banshee's Immortal Skin always appearing white.
Hotfix 14.0.2 (2014-07-19)
- Fixed Banshee's toggle-able powers being broken by pause menu.
Hotfix 13.9.1 (2014-07-02)
- Silence now includes new Aura and stun properties.
Update 13.9 (2014-06-25)
- Shifted Banshee's shoulder pad back slightly to reduce clipping.
Update 13.8 (2014-06-19)
- Fixed issue where the FX of Silence does not disappear when the power duration is cancelled by a teleport volume (falling off map and respawning).
Update 13.5 (2014-05-28)
- Adjusted the positioning of Chest Armor.
Hotfix 13.4.1 (2014-05-23)
- Fixed issue where Sonar was not recastable.
Update 13.4 (2014-05-21)
- Tweaked Sound Quake sound effects.
- Fixed Sonar having a cool down discrepancy between host and client.
- Fixed an issue with players getting stuck in Sound Quake animation if cast right as they entered into the downed state.
Update 13.3 (2014-05-14)
- Silence: Is now a radial ranged effect that moves with you. As enemies enter the radius/area, they experience a 'sonic disturbance' which they react to. This disturbance deafens the targets and affects their awareness.
- Sound Quake: Players can now control when to deactivate Sound Quake, with the option to toggle it on or off. Sound Quake will consume energy per second while active.
- Toggling changes will give players more freedom instead of being locked in place while the rest of your team runs around. It should also add a nice element of resource management, rather than being stuck in place at the cost of X energy.
- Tweaked the ability and energy visuals.
Update 13.2 (2014-05-01)
- Fixed an issue with Sonar highlighting nonexistent weak points on Vay Hek.
- Fixed an issue with Banshee's visual effects lingering after usage when experiencing heavy lag.
Update 13.0 (2014-04-09)
- Improved the code performance on Sonic Boom.
Hotfix 12.5.1 (2014-03-19)
- Fixed Imperator Syandana appearing on Banshee's waist.
Hotfix 12.4.5 (2014-03-12)
- Fixed Sonar effects lingering after enemies have been killed.
Update 12.1 (2014-02-13)
- Fixed Banshee's Sonar not showing enemies on clients.
Update 12.0 (2014-02-05)
- Banshee parts now researchable in the Dojo Labs.
Update 11.2 (2013-12-04)
- Armor buff from 10 to 15.
Hotfix 11.0.4 (2013-11-22)
- Fixed Banshee Immortal skin not being tintable.
Update 10.8 (2013-11-13)
- Sonic Boom now stunlocks opponents. A cooldown of 5 seconds has been added to Sonic Boom in Duels.
Hotfix 10.7.1 (2013-11-08)
- Fixed Sonar leaving mini-map icons for dead enemies.
Update 10.3 (2013-10-09)
- Added unique casting sounds for Banshee abilities and updated Soundquake and Silence.
Update 10.0 (2013-09-13)
- Added idle FX.
- Fixed Sonar not applying damage multipliers to shields.
Update 9.6 (2013-08-16)
- Fixed Silence not using correct energy colours.
Hotfix 9.1.1 (2013-07-15)
- Fix for crash with Soundquake if gore was disabled.
Hotfix 8.1.2 (2013-06-13)
- Fixed Sonar "Power in Use" issue.
Hotfix 8.0.7.1 (2013-06-07)
- Fix for clients not seeing Silence.
Hotfix 8.0.7 (2013-06-06)
- Fixed Silence not affecting enemies.
Update 8.0 (2013-05-23)
- Infested enemy types now play reaction to Soundquake.
Update 7.11 (2013-05-17)
- Sound Quake has been balanced to do more intended damage amounts on use.
Update 7.10 (2013-05-03)
- Fixed mods not affecting Sonar.
Update 7.9 (2013-04-26)
- Fixed Soundquake causing visibility issues for other players (not the caster).
Update 7.8 (2013-04-19)
- Fixed Push not working against Chargers.
Hotfix 7.7.3 (2013-04-12)
- Blueprints moved to the uncommon pool.
Update 7.0 (2013-03-18)
- Added into game.
Source: https://warframe.fandom.com/wiki/Banshee
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