Wisp Prime
The Overcrit
Stacking Critical Surge past the cap for 1000% weapon crit chance
CONFIGURATION
Customize to edit modsMOD CAPACITY
76 / 742 over capacityRank 30 · Orokin Reactor · 60 base + 14 aura capacity
ABILITIES
Wisp PrimePASSIVE Flowing between dimensions, Wisp becomes invisible to enemies while in the air.
Reservoirs
Choose and summon a Reservoir filled with Motes that attach to and aid Wisp and her allies. Haste Mote grants increased movement and attack speed. Vitality Mote increases maximum Health and heals over time. Shock Mote stuns nearby enemies.
Wil-O-Wisp
Cast forward a spectral image of Wisp to confuse and distract enemies. Reactivate to travel to its position. Hold to have the image travel faster and teleport to its position on release.
Breach Surge
Open a dimensional breach to overwhelm nearby enemies and cause them to release aggressive Surge sparks when damaged. Wisp may also target a Reservoir to teleport to it and double the range of the surge.
Sol Gate
Open a portal to the sun to irradiate enemies with a devastating beam of pure solar plasma. Hold fire to double Damage at the cost of increased energy consumption. For the duration of an attack enemies damaged by Sol Gate are increasingly more vulnerable to it.
CEPHALON FIELD GUIDE
How to play this build.
Tenno. Critical Surge gives crit chance based on teleport distance to a mote, and individual buffs under 250% each stack on their own 30s timer without overwriting. Rank 1 Critical Surge plus a controlled ~20m teleport keeps each buff under the cap, so ping-ponging between two motes stacks 1000%+ crit chance onto your weapon.
How it works
342% Duration gives 30s Critical Surge buffs.
Each buff under 250% stacks separately, so four 200% buffs is ~800% crit chance for ~20s.
Rank 1 Critical Surge gives 5% per metre times Strength, so at 224% Strength you need to travel over 22m to hit 250%, leaving a 10 to 22m window to land under the cap.
Plant two motes exactly 20m apart and ping-pong.
Playstyle
Plant two motes 20m apart, teleport between them five-plus times for 1000%+ crit chance, then shoot.
Helminth
A weapon buff (Roar, Nourish, Eclipse) over Sol Gate.
Where it struggles
The teleport-distance timing is fiddly and easy to overshoot the cap.
Bosses take the weapon.
Line-of-sight for the mote teleport.
Variants
The Hungering Light (#007) is the general mote-and-spark Wisp.
Strengths and weaknesses
Strong: the largest weapon crit-chance buff possible, keeps Wisp's mote support.
Weak: fiddly stacking, weapon-carried, boss- blind.
Who runs this
Players who want to overcrit a weapon to red every shot and enjoy the mote ping-pong.