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Protea Prime

The Rewinding Barrage

Forma3 Forma · layout

Blaze Artillery turret damage, a Temporal Anchor strip and rewind, and shield-satellite gating

Turret nuke, armour strip, grouping, a banked-damage nuke, shield-gate survivorSteel PathSteel Path enduranceLevel cap
Protea Prime
CURATED LOADOUT

CONFIGURATION

Customize to edit mods

MOD CAPACITY

70 / 744 remaining

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

AURA 1madurai polarityPOLARIZED
Polarized slotR5
EXILUSvazarin polarityPOLARIZED
Polarized slotR10
Arcane ConcentrationArcane Concentration
Arcane SculptorArcane Sculptor
1naramon polarityPOLARIZED
Polarized slotR10
2UNPOLARIZED
Unpolarized slotR5
3UNPOLARIZED
Unpolarized slotR3
4UNPOLARIZED
Unpolarized slotR3
5naramon polarityPOLARIZED
Polarized slotR10
6UNPOLARIZED
Unpolarized slotR0
7madurai polarityPOLARIZED
Polarized slotR10
8madurai polarityPOLARIZED
Polarized slotR10

ABILITIES

Protea Prime

PASSIVE Every 4th Power Cast is granted +100% Ability Strength.

1

Grenade Fan

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.

2

Blaze Artillery

Blaze Artillery

Deploys an artillery unit to blast plasma charges at enemies it faces. Each enemy hit increases the power of subsequent plasma attacks.

3

Dispensary

Dispensary

Deploys a device that generates 3 pickups after a short delay: empowered health orb, universal ammo pack and energy orb.

4

Temporal Anchor

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. Protea drops turrets. Blaze Artillery ramps up the longer it lives and the more it hits, so grouping matters. Temporal Anchor is the trick: enter it, strip armour with your other abilities via Temporal Erosion, bank 25% of every hit you land, then end it to dump all that damage in a 35m sphere and rewind your energy and ammo back to where you started. Shield Satellites give a long double gate. Every fourth cast, her passive doubles your Strength.

How it works

Arcane Sculptor triggers off casting 1 and 2 and locks 175% Efficiency for 12s, so it is always up and energy is a non-issue even at 45% arsenal Efficiency.

Temporal Anchor banks 25% of each damage instance with no cap and releases it in a 35m+ line-of-sight sphere; Temporal Erosion makes casts of 1 and 2 strip armour during the Anchor, working on Acolytes and Demolysts with no big Strength requirement.

Protea's passive gives +100% Strength to every fourth cast, which you want to land on the Anchor cast so it strips 20% per hit.

Playstyle

Invert tap/hold so tapping 1 casts Shield Satellite.

1.

Tap 3 (Dispensary) at mission start and keep one near you.

2.

Tap 1 (Shield Satellite) onto the ground; approach one for shields and a ~5s double gate.

Recast and grab one whenever shields break.

3.

Hold 1 (Shrapnel Vortex) at chokepoints for crowd control and strip contribution.

4.

Tap 2 (Blaze Artillery) toward enemies.

Three at once, short duration, recast often.

5.

Tap 4 (Temporal Anchor) on the 100% passive cast: strip with 2, 2, 2, then either let it expire, tap 4 again to group, or bank damage and tap 4 to nuke, then rewind.

Duration, Efficiency, Range, Strength

Duration lengthens Blaze Artillery so it ramps higher; 200%+ with shards.

Efficiency solved by Sculptor.

Range for Shrapnel Vortex, the implosion and nuke radius, and Blaze Artillery's already-long reach.

Strength is modest because the passive doubles it every fourth cast; Growing Power plus Molt Augmented plus passive reaches about 225%.

The mods

Blind Rage is the Strength, covered by Arcane Sculptor.

Overextended is the Range.

Primed Continuity is the Blaze Artillery Duration.

Primed Flow, Equilibrium are the energy base.

Temporal Erosion is the strip.

Temporal Artillery is turret damage.

Rank 0 Archon Vitality is a ~30% Blaze Artillery DPS bump via doubled heat procs.

Do not run Augur mods; they overwrite the Shield Satellite gate.

Flexible slots

Blind Rage to Constitution or Nira's Hatred for Duration.

Archon Vitality to Umbral Intensify for Strength.

The aura and exilus are open.

Helminth

Pick one.

Subsume over Dispensary (if you run external energy) or Temporal Anchor (if you dislike the rewind).

- A grouping ability (Larva ideal, then Coil Horizon, Airburst, Ensnare, Pull) to ramp Blaze Artillery faster.

- An armour strip (Terrify at 167%, or 137% with Corrosive Projection) if you subsume Temporal Anchor away.

- Roar or Nourish for turret damage or energy and weapon viral.

- Gloom or Breach Surge for crowd-control survival.

Arcanes

Arcane Sculptor for the Efficiency lock, Arcane Concentration for Duration.

Molt Augmented or Arcane Hot Shot as swaps.

Focus

Vazarin Sling for i-frames and Void Snare grouping.

Madurai for cast speed and Strength.

Weapon synergy

A heat-inherit primer (Epitaph, Bubonico, Proboscis Cernos) raises Blaze Artillery DPS if you tag enemies before the turrets do.

Latron Incarnon primes viral and strips.

Any strong weapon feeds the Temporal Anchor bank.

Staying alive

The Shield Satellite double gate plus Temporal Anchor's 3s i-frames and status cleanse plus its extra-life effect.

It fails if you are caught with no satellite down and the gate expired, and to toxin.

Energy

Arcane Sculptor's lock.

A non-issue.

Where it struggles

The rotation is genuinely complex and the rewind is disorienting.

Blaze Artillery's short duration means constant recasting.

Bosses need the banked-damage nuke or the weapon.

Variants

A semi-AFK Mecha Roar build.

Strengths and weaknesses

Strong: strong ramping turret damage, a flexible strip that hits everything, a scaling banked nuke, a long shield gate.

Weak: high complexity, constant turret upkeep, rewind nausea.

Who runs this

Players who want a busy, high-ceiling turret frame with a strip and a panic-proof gate.