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Curated build

Mirage Prime

The Prism Grinder

Forma3 Forma · layout

A Prism laser ball that ramps up until it wipes rooms, or a single target, in a second

Ramping laser nuke, single-target deleter with an attractorSteel PathSteel Path enduranceLevel cap
Mirage Prime
CURATED LOADOUT

CONFIGURATION

Customize to edit mods

MOD CAPACITY

71 / 743 remaining

Rank 30 · Orokin Reactor · 60 base + 14 aura capacity

AURA 1naramon polarityPOLARIZED
Polarized slotR5
EXILUSvazarin polarityPOLARIZED
Polarized slotR10
Arcane ConcentrationArcane Concentration
Molt AugmentedMolt Augmented
1UNPOLARIZED
Unpolarized slotR3
2vazarin polarityPOLARIZED
Polarized slotR10
3madurai polarityPOLARIZED
Polarized slotR10
4madurai polarityPOLARIZED
Polarized slotR10
5UNPOLARIZED
Unpolarized slotR5
6naramon polarityPOLARIZED
Polarized slotR10
7naramon polarityPOLARIZED
Polarized slotR10
8vazarin polarityPOLARIZED
Polarized slotR10

ABILITIES

Mirage Prime

PASSIVE Sliding lasts 85% longer and acrobatic maneuvers are 50% faster.

1

Hall Of Mirrors

Hall Of Mirrors

Mirage creates an entourage of doppelgangers to confuse and distract the enemy.

2

Sleight Of Hand

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.

3

Eclipse

Eclipse

(TAP) Lunar Eclipse: Reduce incoming damage by 75% (cap 90%). (HOLD) Solar Eclipse: +200% weapon damage.

4

Prism

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.