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Mirage Prime

MinMaxed | Forbidden Cookies! (at the Disco) | ESO

by last updated 10 months ago

60

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

32 VOTES
2 COMMENTS

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
2 Comments
Mirage Prime builds
Builds by TwistedBOLT

MinMaxed | Forbidden Cookies! (at the Disco) | ESO

The build:

Depending on what you build her for, Mirage is either an incredibly offensive, yet somewhat inconsistent gun platform or a low-ish level nuke monster. This build focuses on the nuke aspect. Although primarily built for ESO the build works perfectly fine in survival, defense, mobile defense or any other mission with inherently camp-y gameplay.

Note: This build has been nerfed multiple times. First falloff was added to the bombs produced by 2's augment, then range was cut while also decreasing the lifespan of the mines. But even so the build still works although requiring a different approach in terms of gameplay.

Abilities explained:

1: Hall of Mirrors: Spawns spectral clones that move parallels to you. 2 shoot all 4 swing melees melee. When you have the 3rd skill aug they get the 3 buff.
2: Sleight of Hand: Probably the skill with the most code but the least utility in the game. With the augment, however, starts doing quite a bit more.
3: Eclipse: A skill that lies. Provides a multiplicative damage buff to weapons based on the current amount of light on the model. Gives a mediocre amount of DR in the darkness.
4: Prism: Launches a flying prism that deals damage that ramps up if you're currently in a bright spot.
P: [Mirage]'s passives are a longer slides and faster bullet jumps and rolls.

Core:

[Explosive Legerdemain]: The augment the build revolves around turns piles of corpses in to larger piles of corpses.
Strength mods: Ever since falloff was added to most explosions the 2 augment got nerfed heavily, to compensate the fact that it'll borderline do no damage at times you really need a large amount of strength.
Molt Augmented: A 60% strength boost that's really easy to maintain.
Range mods: Since the range nerfs range no longer boosts the explosion AOE but it still boosts the mine spawn radius therefor you still want high range.
Corrosive Projection: Even after the nerf the damage increase is still noticeable against corrupted/grineer units which are by far the tankiest faction anyway.

Alternatives: If you can't make blind rage work due to poor external economy (or lack of energize/zenurik) you could swap it for [Energy Conversion], [Augur Secrets] or even [Growing Power]. If you don't have [Primed Animal Instinct] going for [Enemy Radar] instead of [Corrosive Projection] is another option as being able to kill the first few enemies as quickly as possible is essential for earning high amounts of focus.

Notes:

Economy:

Arcane energize is the main breadwinner. Zenurik helps and is the ideal school for all the free roar casts but eco is pretty tight. [Primed Continuity] reduces how often you have to cast your buff. The buffs from cold and electric archon mods also add a few drops in the bucket.

Alternatives: Efficiency mods can be used if you're lacking energize.

Notes: Your 2 has a counter-economy aspect to it. As it completely transforms drops in to bombs this means you can no longer pick them up. When you're below 30% of your max energy (50% if you're using 4) wait until energize triggers before using the 2.

Survivability:

Your main source of survivability is killing everything before it kills you.
Spoilermode, heal with magus repair or elevate, stun with magus lockdown, run away by spamming dashes if needed.
Shield gating for stray shots with an augur mod on your pistol or sentinel weapon to reset them.
[Primed Sure Footed] helps against fire blasts and hooking enemies you weren't able to react to on top of it it's a QOL boost to spamming AOE weapons.

Subsumes:

Roar: Due to the relatively low damage output, especially on armored enemies roar is a must. Three out of the four mines also apply a damage over type status proc and roar boosts that damage twice making it borderline mandatory on higher level enemies. As roar is a damage buff it has to swap your 3 but as your 3 only boosts weapons not abilities that's fine.
Terrify: The best stripping skill in the game allows the build to scale on higher levels if going for it drop some duration as you won't need much of it.
Dispensary: Swap a single mod (probably [Transient Fortitude]) for [Equilibrium] and you got yourself infinite energy, just keep in mind you can blow up you own orbs with your 2. Which is more likely to happen by accident rather than for some tactical advantage. Keep in mind that enemies only drop so many pick-ups so spamming 2 more often does not necessarily mean more DPS.
Fireblast: If you're having energy issues and want to swap out roar for something cheaper you can run fireblast and ditch the duration completely opting for [Fleeting Expertise]. Much worse for ESO utilization but better for endless content. (Not that you wanna do endless with this build anyway)
Pillage: The armour strip is weaker than fireblast's but the survivability boost is a worthy tradeoff. Although not really needed for surviving it's still an option if you want to worry less about your HP. Keep in mind that the strip requires line of sight.

Gameplay:

The start of every round is crucial. Use AOE weapons to kill enemies as close to their spawns as possible. The more drops you generate the easier it is to get the ball rolling. Once you get a good start upkeep in the form of timing and economy manipulation is what it's all about. Cast 2 too early and there's not gonna be enough pick-ups on the ground to kill the next batch of enemies, cast it too late and you're losing DPS because the enemies will leave their spawn boxes. Spend the meantime looking for energy, shooting at enemies for additional DPS and getting back in to spots on the map where
you can cover the most spawn areas with a good 2 cast. Against grineer try to have 4 up as well as it'll do way more damage than your 4. When casting make sure it's high in the air, towards the middle of the map and parallel to the ground to maximize DPS then try to stay in the light to boost its damage while still casting your 2.

Note: Multiple nerfs but the build still remains as one of the best ESO options you just have to play more aggressively.