Protea Prime
The Fortified Turret
A semi-AFK Blaze Artillery heat nuke stacked with the Mecha set and Roar
CONFIGURATION
Customize to edit modsMOD CAPACITY
73 / 741 remainingRank 30 · Orokin Reactor · 60 base + 14 aura capacity
ABILITIES
Protea PrimePASSIVE Every 4th Power Cast is granted +100% Ability Strength.
Grenade Fan
Throw out grenades in an arc. (TAP) SHRAPNEL VORTEX Creates a slashing, staggering swirl of shrapnel. (HOLD) SHIELD SATELLITES Protea reconfigures Grenades to work as overcharging shield generators, protecting her, her allies and companions. When Shields break, a Satellite is destroyed to double minimum Shield Gate invincibility time.
Blaze Artillery
Deploys an artillery unit to blast plasma charges at enemies it faces. Each enemy hit increases the power of subsequent plasma attacks.
Dispensary
Deploys a device that generates 3 pickups after a short delay: empowered health orb, universal ammo pack and energy orb.
Temporal Anchor
Drops a Temporal Anchor which, after a short duration, Protea rewinds to trigger a temporal implosion. Implosion damage increases based on damage dealt between anchor drop and rewind. Everything lost or expended in that time is returned. Dying while Anchor is active rewinds Protea to the anchor, saving her.
CEPHALON FIELD GUIDE
How to play this build.
Tenno. Set up a camp: a spot where enemies funnel in and a separate spot for your Dispensary. Snapshot a big Roar with Protea's fourth-cast passive, then enter Temporal Anchor and lock its timer with 2. Drop three Blaze Artillery turrets every ten seconds. They strip and nuke through Temporal Erosion, the Mecha set spreads the kills, and Huras keeps you invisible. You barely move.
How it works
This is the camp-focused sibling of The Rewinding Barrage.
Casting 2 during Temporal Anchor locks its timer despite the UI ticking down, so the Anchor runs indefinitely while its armour-strip and no-decay bank stay active.
Roar subsumed over 3, snapshotted at ~299% Strength via the fourth-cast passive, double-dips Blaze Artillery's heat DoT for ~3.6x.
The Mecha set spreads a marked kill's statuses to a 20m+ radius.
Playstyle (camping)
1.
Pick a DPS spot with one enemy entrance and a Dispensary spot at least 15m away.
2.
Trigger the 100% Strength passive with three casts of 2, then cast Roar for a ~299% Strength Roar.
3.
Trigger the passive again, grab Dispensary orbs to top energy, then cast Temporal Anchor.
4.
Do not move.
Recast three turrets every 8 to 10 seconds.
Huras keeps you invisible while you do not shoot.
Duration, Efficiency, Range, Strength
Duration scales Blaze Artillery's cumulative damage and gives long Dispensary, Shrapnel Vortex and Temporal Anchor.
Efficiency solved by Arcane Sculptor.
Slightly positive Range for ~40m Blaze Artillery reach.
Strength for turret damage, Dispensary drops and the strip rate.
The mods
Blind Rage is the Strength, covered by Arcane Sculptor.
Narrow Minded is the Duration.
Overextended is the Range.
Primed Flow, Equilibrium are the energy base.
Temporal Erosion is the strip, Temporal Artillery the turret damage, Rank 0 Archon Vitality the heat-proc doubler.
Mecha Empowered aura is the set effect.
Flexible slots
The new Blaze Artillery augment (one turret follows you at 20x during Temporal Anchor) fits the empty slot for a mobile version.
Mecha Pulse over Primed Continuity for the full set.
Growing Power or Corrosive Projection aura if you skip the Mecha set.
Helminth
Roar over 3 (or over 1 if you run Huras for invisibility) is the build: it double-dips Blaze Artillery's heat DoT for ~3.6x and buffs the squad.
Arcanes
Arcane Sculptor for the Efficiency lock, Arcane Concentration for Duration.
Molt Augmented or Arcane Steadfast as swaps.
Focus
Vazarin Sling for i-frames.
Madurai for Strength and cast speed.
Weapon synergy
A heat-inherit primer multiplies Blaze Artillery's heat procs, but its range makes manual priming impractical; a Shade or Huras with Tazicor or Helstrum primes heat passively instead.
Zenistar gives passive heat priming plus melee-vortex grouping.
Staying alive
Temporal Anchor's 3s i-frames plus status cleanse plus Huras invisibility, backed by shield gating off 1.
It fails if you shoot and break invisibility with the gate down, and to toxin.
Energy
Arcane Sculptor plus Equilibrium plus a Synth Deconstruct pet.
Where it struggles
It is a camp build; it does little while moving.
Line-of- sight tiles.
Bosses.
Fully armoured targets without a strip eat dozens of casts.
Variants
The Rewinding Barrage is the active, mobile Temporal Anchor build.
Strengths and weaknesses
Strong: near-AFK room clear, a strip built into the nuke, strong heat scaling, invisible.
Weak: camp-only, boss-blind, tile-dependent, needs a Kubrow.
Who runs this
Players who want to set up in one spot and let turrets clear an endurance survival while they barely touch the controls.