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Mirage Prime

[B] Explosive Legerdemain Mirage (ESO)

by last updated 7 months ago

40

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

3 VOTES
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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 JuneSE

[B] Explosive Legerdemain Mirage (ESO)

Greetings!

Here's my [Mirage] build for (Elite) [Sanctuary] Onslaught.
This build shares polarities with my setup for Prism Guard Mirage.

Requirements

  • Explosive Legerdemain augment is mandatory
  • Helminth (Grendel)

Purpose of this build
This build is looking to kill non-SP enemies in a vast area, be it (E)SO, Defenses, ect. It can be used to farm focus in such setups for instance.
Recently tried to update it to fit more recent standards, and try and be as independant as possible (not relying on an EV Trin, Roar buff and such).

Abilities
You can acquire [Mirage] parts during the Hidden Messages quest.
Mirage passively slides 85% longer and has a 50% bonus to maneuver speed - which is pretty much useless in our setup.

Hall of Mirrors (1) summons mirror images of [Mirage] that are invulnerable to damage, draw enemy attention and replicates [Mirage]'s actions. They deal a certain %tage of weapon's total damage.
HoM is a valid candidate for which ability to trade for another using the Helminth. Its interaction with this build is limited : clones also create jewels when casting Sleight of Hand (2), which adds some sort of crowd control (that works against Eximus tho).

Sleight of Hand (2) - Create a jewel at the location the player is aiming at. In a circular area around the jewel, most objects (such as security cameras, lockers, consoles,...) are affected in a way that benefits the player (cameras are deactivated, lockers open up and detonate when an enemy is nearby, ect). The jewel also charms enemies, and detonate when they get close, either dealing some damage or blinding (depends on light level).
The augment also converts pickups (ammo & orb) in proximity mines, dealing damage and applying status (Heat/Toxin/Electricity/Cold). This is what will kill enemies!

Eclipse (3) grants an adaptative bonus based on environmental lighting. While bathed in light, it increases weapon damage by up to 200% (increased by ability str), or reduces incoming damage by up to 75% (increased by ability str, 95% cap) in darker environment.
This is the other candidate for Helminth ; although even fodders can deal some reasonable damage thanks to this buff. If you tend to use your weapons combined with Sleight of Hand, keep this ability.

Prism (4) fires a prism that shoots lasers in all direction, dealing Radiation damage. Blinds enemies on detonation.
Prism's damage increases when bathed in light, but is capped.
We will use Prism in order to kill some enemies, generating pickups for our Sleight of Hand to convert 'em into mines.
Can also be used to speed up the process (esp killing armored eximus) as long as energy is not a problem for ya.

Build
Aura is up to personal preference, Corrosive Projection reduces armor, hence reducing the TTK armored enemies - which can be an issue with such build.
[Archon Continuity] further reduce armor by applying some corrosive stacks here and there, [Archon Stretch] further increase energy sustain.
[Explosive Legerdemain] is mandatory.
[Flow] increase our energy pool.
The other mods are increasing our strength and range, both these stats are the most important in this build.

Helminth
Replace 1st or 3rd ability, up to personal preference (preferably 1st in my opinion).
Nourish adds a Viral stack to our abilities, increase energy sustain and add some damage here and there.

Arcanes
Energize is usually the answer to sustain energy, although because this build converts pickups into mines, thus making energy orbs disappear, it is not the best option - also we already covered this issue with the Helminth. It can be an option if you look after energy orbs before using Sleight of Hand, and want to use Roar over Nourish for instance.
Molt Efficiency grants more duration, which makes it so we don't have to use our skill as much - less energy hungry yey.
Molt Augmented stacks super fast in (E)SO, and further increase our damage and sustain.

Archon Shards
This build is playable with no Archon Shards. Spending some to further reduce casting time, or to increase ability duration/strength are some viable options.

Gameplay
Use Nourish and get some energy using Zenurik pool, then it's a matter of killing some enemies using your weapons (with the help of Eclipse or Hall of Mirrors, depending on which ability you kept) and prism (4), generating pickups in the process. Then use your second ability, Sleight of Hand, to convert those pickups into mines. Use it everytime you want to convert new pickups into mines.
Later on, Prism can be used to further increase lethality, especially against armored eximus.
Keep in mind that Eximus are guaranteed to loot energy or health orb, so it's always worth it to deal with them.

About me
PC - June#681
I like support-frame the most - such as Trinity and Citrine.
I like to write stuff and am a depressed mess IRL.

Last update : 9/10/23 (dd/mm/yy)