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Mirage Prime

House of Mirrors Mirage | Crowd Control/Energy/Nuke/DPS | Steel Path Endurance

by last updated 2 months ago

30

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
1 Comment
Mirage Prime builds
Builds by ninjase

House of Mirrors Mirage | Crowd Control/Energy/Nuke/DPS | Steel Path Endurance

INTRODUCTION

Use the power of mirrors in this endurance focused build that allows you to achieve map wide crowd control, trash mob nuking, DPS from eclipse and clones, team damage buff and energy generation. [Spectrosiphon] generates energy orbs which supply you and your team with tons of energy orbs. Excess energy orbs not picked up are then converted into electric traps by [Explosive Legerdemain]. Usually, [Explosive Legerdemain] can be detrimental to energy economy since it removes energy orbs throughout the map, but spectrosiphon makes this a non-issue. Ideally, use Magus Anomaly to group enemies into the spectrorage range.

Survivability is made easier with shield gating using brief respite combined with excessive multiple levels of crowd control (sleight of hand jewels blind enemies, electric/heat traps stun enemies, spectrorage charms enemies, arcane eruption constantly triggering from energy orbs)

This build uses THREE augments:

  • [Spectrosiphon] is used with [Gara]'s ability Spectrorage subsumed over prism. Casting this produces a set of rotating mirrors that creates a small area of crowd control but more importantly generates tons of energy orbs (1 in every 2 enemies killed in the effect range of the mirrors will drop an energy orb).
  • [Explosive Legerdemain] allows sleight of hand to turn pickups into proximity traps with 100% status. Energy orbs specifically are turned into electric traps.
  • [Total Eclipse] shares your multiplicative damage boost with your teammates, but more importantly, with both your holograms giving them around 4x more damage in maximum light. This is much higher than the 1.5x maximum multiplier provided by [Hall Of Malevolence] which also has a ramp up time and loses all stacks constantly.

BUILD SPECIFICS

Duration
Positive duration is required for upkeep on 1, 3 and 4. Duration does not affect the duration of traps made by 2.

Efficiency
We can lose this competely due to [Spectrosiphon] producing energy orbs and the relatively cheap cost of 1,2 and 3. Low efficiency also allows easier full shield [Regen] from [Brief Respite] for shield gating.

Range
High range is necessary to scale the range of traps, range of [Total Eclipse] and range of spectrorage.

Strength
This is mostly for the eclipse buff, which affects yourself and your clones (with total eclipse). There is minor benefit to the damage from traps but this does not scale into endurance.

Aura/Exilus
[Brief Respite] is mandatory for shield gating.
[Primed Sure Footed] is mandatory to prevent knockdowns

Arcanes
Energize is mandatory for energy [Regen]
Eruption is nice for yet another layer of crowd control, since it will trigger almost constantly with [Spectrosiphon]

Archon Shards
2 Cast Speed shards
2 Duration shards
1 Energy Max

PLAYSTYLE

  1. Keep 1 and 3 active at all times
  2. Cast 4 (spectrorage) around dense groups of enemies or at chokepoints, and reposition over new dense groups of enemies. You can also cheese acolytes as spectrorage often turns off acolyte AI. Group enemies into the mirrors using Magus Anomaly.
  3. Kill enemies within mirrors to generate energy orbs
  4. Cast 2 (sleight of hand) to turn excess energy orbs into electric traps, as well as other pickups throughout the map into traps. This basically locks down the map as electric procs stun enemies and do electric DoT, cold procs slow enemies up to 75%, heat procs stun enemies and do heat DoT and toxin procs do through shield DoT.
  5. Use [Rolling Guard] and cast 2 whenever shields break for full and quick shield [Regen].

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