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Mirage Prime

Total Malevolence Mirage | Dual Augment Max DPS Weapon Platform | Solo Steel Path

by last updated 2 months ago

10

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

1406 VOTES
43 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
43 Comments
Mirage Prime builds
Builds by ninjase

Total Malevolence Mirage | Dual Augment Max DPS Weapon Platform | Solo Steel Path

INTRODUCTION

While the classic hall of mirrors build uses the [Hall Of Malevolence] augment to increase the damage of [Mirage]'s holograms, the often overlooked [Total Eclipse] augment actually does work on holograms and provides a much more substantial boost to hologram damage provided the lighting conditions are bright. In fact, with high enough power strength while in maximum lighting, [Mirage]'s holograms under the effect of [Total Eclipse] outdamage the player under the effect of eclipse. This is further magnified by using both augments in the same build since their effects are multiplicative. At maximum lighting and maximum stacks, each hologram does approximately 9 times more damage. Since each hologram does approx 60% of weapon damage at 300% str, the total of four clones is 240% weapon damage, which is redistrbuted over 2 holograms when using primary/secondary weapons so each hologram actually does does 120% weapon damage. Boosting this by 9x means each hologram does a maximum possible of 1080% weapon damage!

Update March 2025 - Due to the armor/health changes, armor strip from Pillage is no longer really necessary and a more passive and easy method of survivability over Pillage is passive shield recharge. This combined with staying mobile, killing fast and innate dodge from hall of mirrors helps you survive without actively casting abilities to gate. The subsume helminth is very flexible and you can tailor to your preference e.g. Nourish gives free viral for weapons and boosts energy, Wrathful Advance buffs melees, Omamori makes the passive survivability even more chill.

Update April 2024 - Eclipse is no longer dependent on environmental lighting and gives the FULL damage buff or damage reduction based on whether you tap or hold 3. Make sure you go into control settings and INVERT the tap/hold setting for [Mirage], so tap becomes casting the light damage buff.

PLAYSTYLE

  1. Tap 3 to activate damage buff of Eclipse (make sure to invert tap hold settings as default is hold for light), and keep active at all times
  2. Tap 1 to activate Hall of Mirrors, and get kills to build up [Hall Of Malevolence]. Mirror clones help draw aggro to so enemies sometimes miss when they shoot you.
  3. Optional: Tap 2 to near certain objects to booby trap them e.g. convert laser barriers to friendly, lockers into bombs that deal true damage of remaining HP, turrets into friendly turrets, In addition, tapping 2 while 1 is active places five total jewels that can explode or blind enemies giving minor crowd control (although in a very small radius at 34 range).

SURVIVABILITY

Currently [Catalyzing Shields] causes any amount of shield gained to give the full 1.33s shield gate (likely bug). This means gaining even 1 shield before taking damage again should give another 1.33s gate. If you run [Fast Deflection] with [Vigilante Vigor], you can reduce the shield recharge delay to a very short time (approximately 1.5s), meaning after a full shield gate of 1.33s, there is approximately 0.2s delay before you regenerate at least 1 shield again. If you can avoid being hit in that 0.2s time frame, you can be effectively immortal to non-toxin damage. Hall of Mirrors causes enemies to miss which reduces the change of you being hit in those 0.2s. Additional layers of optional protection include Arcane Aegis (when this procs you get 12 full seconds of effective immortality), Omamori which has a 50% to block damage and regenerate shield in those 0.2s,

VARIANT BUILDS

House of Mirrors Crowd Control (Infinite Energy and Electric traps with Spectrorage) : https://overframe.gg/build/252837/
ESO Legerdemain Nuke: https://overframe.gg/build/204158/
Prism Nuke (with Terrify for Armor Strip): https://overframe.gg/build/234415/

BUILD SPECIFICS

Strength
Strength boosts Eclipse, [Total Eclipse] and the damage, critical chance and status chance of Hall of Mirrors. We want to hit at least 250% strength so Hall of Mirrors clones have equivalent damage and crit/status stats to your equipped weapon.

Duration
Decent duration achieved with [Narrow Minded] + archon shards allows an upkeep on both Hall of Mirrors and Eclipse of almost one minute which is very comfortable.

Range
[Narrow Minded] reduces the range to 34%, which reduces the range of Total Eclipse to 5m, enough to encompass the holograms but not enough to be helpful in co-op situations. If you want to provide a little more support in co-op play, you can increase the range with [Overextended] or [Stretch].

Efficiency
While 45% efficiency seems low, keep in mind you only need to cast 1 and 3 roughly once every minute and recast Nourish if needed, while Nourish also boosts all energy gained so you should always have enough to recast your abilities.

Augments
Both [Total Eclipse] and [Hall Of Malevolence] are optional depending on the type of weapon you are focusing on. If you use AOE weapons that do benefit from holograms you can keep both augments. If you use single target weapons you may not require the augments. If you use melee slam, glaive explosions or exodia contagion, holograms do NOT benefit and you should swap both augments out for other mods e.g.

  • Primed Continuity for more duration
  • Umbral Intensify/Transient Fortitude for more strength
  • Equilibrium for more energy economy
  • Nira's Hatred for Slam
  • Vigorous Swap for Contagion/Glaives

Aura
This is flexible (don't need to add an Aura forma).

  • Corrosive Projection: reduces armor to 82% which is effectively a 1.7x damage multiplier on armored enemies
  • Growing Power: more strength
  • Brief respite: allows manual shield gating, which shouldn't be necessary on this build

Exilus
Totally flexible:

Subsumed Ability
You can subsume over either 2 or 4. I have subsumed Nourish over 2 here because you can share a Nourish subsume with a Prism build.

  • Nourish is a great choice that solves any energy issues while also providing free viral damage to your weapons (meaning you can drop viral mods if running viral HM or viral heat builds).
  • Omamori offers an additional layer of lazy survivability that makes Mirage even harder to kill for little effort.
  • Pillage (from [Hildryn]) is an amazing ability for high strength glass cannon Mirage since it provides a form of shield recovery for shield gating and FULL armor/shield strip in one cast.
  • Wrathful Advance lets your melee red crit, e.g. espeecially when using Glaives or Contagion
  • Energized Munitions is amazing when you want to spam something for non-stop damage, but doesn't apply to incarnon modes
  • Evade is another survivability option but requires consistent headshot upkeep. If you run this you can drop all the shield recharge mods and catalyzing shields and pump more duration and strength (primed continuity, augur message, umbral intensify)
  • Breach Surge gives a line of sight blind for decent crowd control and relases sparks on death that is a multiple of damage done. Eclipse double dips this spark potentially creating insane amounts of damage. If you use this, you can run a much more balanced build as follows: https://overframe.gg/build/496882/mirage-prime/breach-surge-mirage-triple-augment/
  • Spellbind gives status and knockdown immunity, particularly useful if you don't own primed sure footed but want to use AOE weapons
  • Molt gives speed boost and draws enemy fire. Good for speedrunning.
  • Null Star can combine with health/[Adaptation] for lazy tanking but needs even more duration (drop [Transient Fortitude]). Not really recommended since you waste lots of mod slots and need augment to refresh stars if you lose them. You can swap strength for duration ([Transient Fortitude] for [Primed Continuity]) in order to hit the 90% DR cap, which can multiply with the 90% DR from eclipse to give 99% DR to health. Add [Adaptation] and guardian if you like for even more DR, exceeding 99.95%.

Arcanes
Reasonably flexible depending on your playstyle.

  • Arcane Aegis : additional layer of survivability but dependent on RNG
  • Augmented : bonus strength
  • Can use any DPS boosting arcane depending on weapon e.g. Precision, Velocity, for pistols
  • Pistoleer for pistols and ammo efficiency
  • Arcane Fury for melee
  • Arcane Arachne for Glaives/Contagion

Archon Shards
TWO Amber Cast Speed Shards (helps with recasting abilities and also if you want to use Prism build in other configs)
THREE Crimson Duration Shards (helps with uptime of 1 and 3 and also for Prism build)

ARSENAL

Weapon Synergy
Obviously the retina destroying AOE weapons are the top pick since having holograms basically shoots two additional AOE instances each with boosted damage, thereby slightly increasing overall blast range: [Kuva Tonkor], [Kuva Zarr], [Kuva Ogris], [Kuva Bramma], Kuva Chakkurr [Tenet Envoy], [Sporelacer] e.t.c. In addition, since mirage clones don't benefit from galvanized mods or arcanes, you are best of using weapons that don't need Galvanized Aptitude/Merciless to function well e.g. run serration if not already.

Eclipse currently seems to DOUBLE DIP on Glaives and Contagion (meaning 300% eclipse buff is actually equivalent to 16x damage).

Rabvee Contagion (single target): https://overframe.gg/build/709397
Dokrahm Contagion (general aoe): https://overframe.gg/build/241631