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Mirage Prime

Mirage: Ensnare/Larva/Resonator - Crowd Control

by last updated 3 years ago

50

Dazzle the opposition with this golden master of illusion and mayhem. Featuring altered mod polarities allow for greater customization.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
225
HEALTH
300
SHIELD
410
SPRINT SPEED
1.2
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
185
Damage Reduction
38.1%
EFFECTIVE HIT POINTS
1,032
Guide
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Mirage Prime builds
Builds by F1ameBlade

Mirage: Ensnare/Larva/Resonator - Crowd Control

Mirage Gameplay Guide

[Mirage] is able to do extremely high damage while crowd controlling any enemies that survive the onslaught. Most of her kit relies on an inconsistent Light mechanic that influences her damage and survivability. The Light mechanic and her subpar defensive tools give her a very high skill ceiling in relation to maximizing her effectiveness.

📝 Build Overview 📝

[Mirage] has a few crowd control options in her kit which allow her to focus on weapon damage rather than using her abilities. This build can be supported by a plethora of subsumed abilities.

🔢 Helminth Options 🔢

Eclipse is usually her best ability but in this build it doesn't have the Strength to warrant being used over her other crowd control options. Hall of Mirrors is fairly weak but each doppelganger has a chance of pulling attention from enemies.

Ensnare is a great crowd control ability that rounds out the options that she already has in her kit. It can be combined with meta weapons to dispatch entire rooms with relative ease.

Larva is cheaper and pulls enemies more quickly than other options but it was hit by a range nerf that limits its capabilities.

Resonator is one of the strongest crowd control abilities in the game but it takes some time to [Reach] its maximum range.

Other abilities are decent but provide a lot of redundancy due to the existence of Operator mode and the previously mentioned abilities.

📊 Ability Stats 📊

Range and Duration are important on crowd control builds with Efficiency being kept a bit above the baseline. Strength is nearly useless on these builds as they usually rely on meta weapons to do the majority of their damage.

⏲️ Duration ⏲️

Duration is boosted a bit to increase the effectiveness of some of her crowd control abilities. Some abilities like Resonator want more while other abilities like Larva may want less.

⛽ Efficiency ⛽

Efficiency is increased to keep your energy economy in check. Streamline is a flex mod if you have numerous forms of energy regeneration.

📏 Range 📏

Range is paramount to these builds as they usually want to hit as many enemies as possible. Augur Reach becomes a flex mod on smaller tilesets.

💪 Strength 💪

Strength is lowered by [Overextended] and we don't spend any additional mods raising it back up. Meta weapons should be able to carry your damage and none of your crowd control abilities scale scale their effects with Strength.

↔️ Alternate Playstyles ↔️

Most builds utilize tools that can be swapped out to serve the same purpose albeit in a different manner. The following suggestions are an outline and aren't exhaustive.

🔧 Mods 🔧

  • [Enemy Radar] and Vigilante Pursuit allow you and your team to track enemies more easily. They can be replaced with any other mods as you see fit.
  • Augur Reach is the weakest Range source so it becomes a flex mod on smaller tilesets.
  • Primed Flow and Streamline give you a healthy energy economy but they become flex mods when playing with an energy support frame.
  • [Rolling Guard] is necessary for mitigating high level enemy damage but it can be cut if you're using invisibility or Operator mode invincibility.
  • Firewalker is a flex mod that simply boosts our movement speed through Bullet Jump bonuses in this setup.
  • Augments aren't as efficient in this build due to the low Strength. Some subsumed abilities can make use of their augments so a flex mod should be replaced appropriately.

⚙️ Arcanes ⚙️

Arcane Energize synergizes with expensive builds and keeps your energy topped off. It can be replaced if you have other strong forms of energy recovery either through abilities or other energy support frames. Offensive arcanes like Arcane Avenger or Arcane [Fury] are usually the call.

Arcane Strike gives melee weapons a large damage per second boost which synergizes with Hall of Mirrors. Some builds won't be able to utilize it so it can be replaced with other arcanes. Tertiary defensive arcanes like Arcane Aegis or Arcane Guardian are usually the call.

📋 Final Notes 📋

Eclipse and Prism have mechanics that are tied to environmental lighting. This system is difficult to quantify in a guide as there are countless small differences in lighting across dozens of tilesets. The user interface can be used to determine whether you're in Light or Shadow but unfortunately it doesn't tell you the exact degree at which you're being affected by either one. Some graphical settings like Classic/Enhanced or Dynamic Lighting can even determine the intensity of the buff. This inconsistency is balanced by each ability having a very high cap in either direction but make your best attempts to stay in appropriate lighting. Invisibility from any source temporarily snapshots your current lighting conditions which you can use to your advantage in areas with less ideal Light or Shadow.

Hall of Mirrors has issues with certain weapons and doesn't give the same damage bonuses or effects in all scenarios. The most consistent weapons are ones with large areas of effect or long range melee attacks. Listing off the exact interactions with each individual weapon would make this guide nearly unreadable.

Prism is powerful but relies on bright light and consistent laser damage to scale properly. There are many ways to do this but a few methods stand out. High Range and large groups of enemies can quickly ramp up the damage and it's the easiest to utilize. When the Prism passes through an enemy it momentarily hits them with every single laser at the same time so throwing it through enemies can work. A popular variant of this is using Void procs to trap the Prism inside a single enemy.

🔄 Linked Builds 🔄

Frames

Weapons

Other Necessary Tools

📧 Contact Information 📧

Remnants of the Void / Phantom Vanguard Discord Server
If you have any questions or concerns please contact us through the Discord server. We appreciate all forms of support and welcome any criticism designed to help us improve. If you enjoyed this guide you can also support us by giving it a 👍 and sharing it with your friends!

This build is part of a collection that you can either find on the builder's profile or through a special bot we have in the Discord server. We have builds for every item in the game and we're adding new ones frequently. Come check it out!

🏆 Credits 🏆

  • NICHE - Developed tools that made generating builds far easier.
  • Dragazer - Helped to clarify certain melee interactions.
  • Marr - Helped with proofreading original build format.
  • Voltage - Assisted with Prism builds.
  • Modo - Has videos showing Prism level cap interactions.

🛑 Disclaimers 🛑

This build may make certain assumptions about mechanics that can change after a patch. Multiple unnecessary forma may be used to facilitate more options across multiple builds with one polarity plan. Certain sub-optimal mods may be run to fit them into the forma polarity plan. We do not make builds that purposely attempt to abuse mechanics that aren't intended by the developers. None of these previous statements are excuses for a fundamentally incorrect build and we ask that you please contact us when we're wrong. We do not consent to anyone other than the original author of this guide posting it without permission.