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Wisp Prime

Wisp Prime | Paint the Town RED!!! | 15-20m Teleport, High STR Weapon Platform

by last updated 3 months ago

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Wisp Prime’s gilded splendor haunts the battlefield. Allies welcome her interdimensional beauty.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
300
HEALTH
370
SHIELD
370
SPRINT SPEED
1.25
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
210
Damage Reduction
41.2%
EFFECTIVE HIT POINTS
1,122
Guide
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Wisp Prime builds
Builds by Meffylamine

Wisp Prime | Paint the Town RED!!! | 15-20m Teleport, High STR Weapon Platform

Overview

Shout-out to @Sussus-Impostrus on the Warframe Community Discord for exposing this new feature, as well as Ninjase and July for the theory crafting.

Information current as of: JAN 2024

Introduction

So, [Critical Surge] acts very weird. Normally, [Critical Surge] gives you a critical chance buff to your primary weapon depending on how far you are when you cast Breach Surge to teleport to one of your Reservoirs. The farther you are, the bigger the buff, and this distance scales linearly. The bizarre part is that it stacks with itself. [Critical Surge] will give you unique crit chance bonuses as long as the percentage buff is different each time. So, for instance, if you manage to get 250% cc buff twice in a row, you only get one instance. If you manage to get a 250% and a 249%, those buffs are both applied, additive to crit chance mods and each other. So if you plan on abusing this feature, you can afford to take off the crit chance mod from your weapon and use something else instead, similar to how you dont need crit chance when using [Harrow]'s crit buff. There is one minor downside, and that is the buffs DO NOT REFRESH after each cast. That means you will have to balance both spending time to stack the buff and spending time actually enjoying it.

Playstyle

  1. Set down any Reservoir type and mark its position with a waypoint.
  2. Walk around 14-15m away from Reservoir 1, face toward it (maintaining this distance is crucial to using the feature), then place it down.
  3. Cast Breach Surge and teleport back and forth between the Reservoirs. Each time should be around 200% crit chance (CC) bonus at a minimum.
  • I would recommend a max of around 6-8 so you have time to goof around, you have around 1200%+ CC bonus at this time.
  1. Once finished, get shooting. Remember, this CC buff only applies to your Primary weapon.

Stats

++DUR: This is to make the most of both your Critical Surge buff and Energized Munitions, both sharing very limited base durations to enjoy their buffs.

-EFF: I did want to keep this as close to neutral as possible, but with the use of [Blind Rage], this becomes a little harder. If you were less concerned about Haste mote's buff, then you can afford to have lower strength and unslot [Blind Rage]. I would not recommend 45% EFF because your Breach Surge casts cost a fortune, and you are meant to basically spam this ability.

-RNG: This stat is less prioritized because [Wisp]'s Breach Surge range is doubled when you teleport to a Reservoir, which is basically most of the time.

++STR: With [Growing Power], this build fluctuates between 243% and 268% STR; this is intentional. This is to both increase Haste mote effectiveness and to minimize the amount of 250% teleports we do. The inconsistency of [Growing Power] allows us to vary the distance with relatively minimal effort. The same can be done if you decide to fidget around before teleporting, like taking a step forward, back, left, or right, just to vary the distance and buff %. You will hit the max buff around 18-20m away, so I would recommend setting your teleport point at 14/15m. The buff from this distance is around 200%, and this means you have some space to vary the distance for each teleport.

Shards

R: 3 + Energy Max
Y: 2 + Cast Speed

Notes and Build Variations

  • If you feel comfortable with your energy economy, you can swap out [Streamline] for Natural Talent. This saves you a fraction of a second per Breach Surge cast, which can add up if youre doing it multiple times.
  • There is an alternate version of this build that uses a lower STR but has more DUR so you can keep enjoying the crit buffs.
  • I chose to not use Molt Augmented for this build because that introduces a level of variance that can make teleport distances too inconsistent. Ninjase's build is similar, but he has a few design changes compared to mine.