Mirage Prime
The Prism Grinder
A Prism laser ball that ramps up until it wipes rooms, or a single target, in a second
CONFIGURATION
Customize to edit modsMOD CAPACITY
71 / 743 remainingRank 30 · Orokin Reactor · 60 base + 14 aura capacity
ABILITIES
Mirage PrimePASSIVE Sliding lasts 85% longer and acrobatic maneuvers are 50% faster.
Hall Of Mirrors
Mirage creates an entourage of doppelgangers to confuse and distract the enemy.
Sleight Of Hand
Booby trap nearby objects while conjuring an irresistible jewel that bursts with radial blind when touched in darkness, or a radial explosion in light. Conjure multiple smaller jewels with the help of Hall of Mirrors.
Eclipse
(TAP) Lunar Eclipse: Reduce incoming damage by 75% (cap 90%). (HOLD) Solar Eclipse: +200% weapon damage.
Prism
Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes.
CEPHALON FIELD GUIDE
How to play this build.
Tenno. Prism throws twenty lasers that track enemies, and every tick they get 25% stronger, 50% under Solar Eclipse, so a Prism that lives ten seconds ends up doing tens of millions per laser. Force the ball through an enemy with an attractor bubble and all twenty lasers hit them at once: a million a second on one target, dead regardless of level. Prism Guard lets you steer the ball.
How it works
Each Prism cast fires 20 lasers dealing 250 radiation twice a second, and every tick raises all lasers' damage by 25% (50% with Solar Eclipse).
A single laser normally hits one enemy, but an attractor bubble (Scourge alt-fire, Xata's Whisper void status, Amp) pulls the ball through a target so all 20 land at once, over a million per second, killing anything to level cap with no strip.
Playstyle
1.
Cast Hall of Mirrors (tap 1) and Solar Eclipse (invert controls, tap 3); keep both up.
2.
Keep Nourish or Pillage active if subsumed.
3.
Fire a Scourge alt-fire attractor bubble.
4.
Cast 4 and run into enemies so the ball is caught by the bubbles.
Duration, Efficiency, Range, Strength
High Duration is the priority: it extends the very short Prism and cuts its channel drain, and the longer it lives the more it ramps.
Efficiency at 45% with Primed Flow, Equilibrium and Seismic Bond.
A little Range for laser and blind radius.
Strength boosts Prism damage.
The mods
Narrow Minded, Primed Continuity are the Duration.
Blind Rage is the Strength.
Overextended is the Range.
Primed Flow, Equilibrium are the energy base.
Prism Guard is mandatory for steering and the attractor trick.
Rolling Guard is survival.
Corrosive Projection helps against armour.
Flexible slots
Rolling Guard flexes for Umbral Intensify or Augur Secrets.
Natural Talent is mandatory without cast-speed shards (Prism's cast is very slow).
Prism Guard can drop for Fleeting Expertise if you only play tiny rooms.
Helminth
Pick one.
Subsume over Sleight of Hand (2).
- Pillage for survivability plus a strip that helps Prism damage.
- Nourish for energy sustain (does not help Prism damage).
Arcanes
Arcane Concentration (cast Prism right after Pillage for a 60% Duration bonus), Molt Augmented for Strength.
Arcane Aegis for lazy survival.
Focus
Any.
Vazarin Sling as a backup.
Madurai for cast speed on the slow Prism.
Weapon synergy
Scourge is the best pairing: its alt-fire makes the headshot attractor bubble that sucks in the ball and rapidly accelerates the ramp, ideal for Acolytes, Thrax and Demolysts.
An area viral or magnetic primer (Epitaph, Kuva Nukor, Kuva Ogris) multiplies the lasers up to 4.25x.
Staying alive
Hall of Mirrors making enemies miss plus Rolling Guard plus Corrosive Projection.
Mirage is fragile; this build has no gate, so lean on the holograms and Pillage if subsumed.
It fails to focused fire and to toxin.
Energy
Primed Flow plus Equilibrium plus Seismic Bond at 45% Efficiency.
Where it struggles
The ramp means Prism is weak for its first few seconds.
The cast animation is punishing without shards.
Line-of-sight limits the lasers.
Open tiles dilute the ramp.
Variants
The Hall of Ruin hologram platform is the other Mirage build.
Strengths and weaknesses
Strong: enormous ramping AoE, an instant single- target delete with an attractor, scales to level cap.
Weak: slow to ramp, slow cast, fragile frame, tile-dependent.
Who runs this
Players who want a nuke that also folds Acolytes and Demolysts by dragging a laser ball through their face.