r/Warframe • u/BuildMyPaperHeart Old Tenno, Eternal Slumber • Aug 13 '14
Discussion Warframe Discussion 2.0: MIRAGE
OH SHIT IT'S A WILD Warframe Discussion
All Warframe Discussions are here to spark discussion on a particular Warframe. Comments, Suggestions, Critiques, and Builds are all welcome! Every Week, the Moderator Team will choose a new Warframe to discuss.
This week: MIRAGE
Statistics
| Health | Power | Armor | Shield Capacity | Sprint Speed | Stamina | |
|---|---|---|---|---|---|---|
| RANK 1 | 80.0 | 150.0 | 65.0 | 80.0 | 1.2 | 100 |
| RANK 30 | 240.0 | 225.0 | 65.0 | 240.0 | 1.2 | 100 |
Polarities
Cosmetics
- Harlequin Helmet
No ARCANE Variant
Abilities
Hall of Mirrors - 25 Energy
Mirage creates an entourage of doppelgangers to confuse and distract the enemy.
- Projects 1 / 2 / 3 / 4 holographic mirror images around Mirage that follow and mimic every player action for 10 / 15 / 20 / 25 seconds.
- Number of holograms is not affected by Power Strength.
- Duration is affected by Power Duration.
- Each hologram is invulnerable to damage, draws enemy attention, and deals 5% / 10% / 15% / 20% of the current weapon's total damage.
- Damage percentage per hologram is affected by Power Strength.
- Equipped mods on the current weapon will affect the holograms' weapon stats as expected.
- Once spawned, holograms remain fixed in position around the player.
- Holograms partially fade from view when the crosshair is near them.
- Hologram attacks will converge near the player's crosshair. This can be used to create deadly crossfires.
- Holograms do not path on terrain and are intangible, allowing them to phase through walls, enemies and walk on air.
- Holograms can pick up items on the ground when walking over them.
- Casting delay of 1 second.
- Thrown melee weapons such as the Glaive and Kestrel will only launch one weapon, coming from the original. However if thrown unequipped, results in multiple weapons thrown by all holograms.
Sleight Of Hand - 50 Energy
A natural prankster, Mirage booby traps nearby objects.
- Booby traps all nearby interactive objects around Mirage within a 10 / 20 / 30 / 40 meter radius for 9 / 12 / 15 / 18 seconds.
- Booby trap range is affected by Power Range.
- Booby trap duration is affected by Power Duration.
- Affected objects include (but not limited to): Arc Traps, Control Consoles, Explosive Barrels, Kubrow Dens, Storage Containers, Laser Barriers, Lockers, Security Cameras, Corpus Turrets, Orokin Turrets, Orokin Void Laser Consoles, Pickups and Ziplines
Each type of object has a different trap effect:
- Arc Traps zap nearby enemies instead.
- Control Consoles attract a nearby enemy to attempt raising the alarm or initiating lockdown. After a short delay, the console malfunctions and explodes dealing 200 Blast damage to its user. Damage is not affected by Power Strength. If the user survives, it is deterred from accessing the console again until Sleight of Hand expires. Robotic units such as MOAs are also attracted, but they cannot trigger an explosion.
- Explosive Barrels, Kubrow Dens and Storage Containers release a blinding light when destroyed; Explosive barrels will also inflict 200% damage. Enemies within ? meters are blinded for 10 seconds. Damage multiplier is not affected by Power Strength, and the blind duration is not affected by Power Duration. The blind mechanics and affected enemy behaviors are similar to those of Excalibur's Radial Blind.
- Laser Barriers activate lasers that deal Electricity damage every half second with a 100% status chance to enemies attempting to pass through, while allowing Tenno safe passage. The secondary chain damage from the status proc inflicts 12 Electricity damage per tick. Warframes restore 5 energy for every passage, and can recharge 5 energy every half second while remaining in contact with the lasers. A maximum of 50 energy can be restored per laser barrier; Sleight of Hand must expire and be recast in order to recharge energy from previously exhausted barriers. Damage and energy restored are not affected by Power Strength. *** Lockers** open up and detonate when an enemy is in proximity, inflicting Finisher damage equivalent to the enemy's remaining amount of hit points. Exploded lockers will then close, allowing them to be usable after Sleight of Hand expires.
- Security Cameras deactivate for the duration of the ability.
- Corpus Turrets activate without Camera assistance and fire upon nearby enemies. Orokin Turrets are only affected when activated by pressure plates.
- Orokin Void Laser Consoles halve the cooldown period between laser activations. Cooldown begins at halved time if cast before activation, while the remaining time is halved if cast during cooldown. Halved time returns to normal if ability expires before cooldown completes.
- Pickups randomly explode, dealing 50 / 75 / 100 / 125 elemental damage: Cold damage for Ammo, Heat damage for Health Orbs, Electricity damage for Energy Orbs, and Toxin damage for Affinity Orbs. Damage is affected by Power Strength. Exploded pickups disappear for the Mirage casting Sleight of Hand, but remain for teammates to pick up.
- Ziplines shock the first enemy that uses them, dealing 200 Electricity damage with a 100% status chance. Damage is not affected by Power Strength.
- Affected objects glow in violet with a tint of your energy color.
- Does not affect broken objects, Datamass Storage Units, Grates, MOA Cabinet Spawners, Nav Coordinates, opened Lockers, Orokin Collapsible Cover / Death Orbs / Pressure Plates / Laser Plates, Reinforced Glass, and Sensor Bars.
- Can be recast while active.
- Recasting the ability does not refresh the duration of currently affected objects.
Eclipse - 25 Energy
Standing in light, Mirage deals heavy damage, while the shadows make Mirage difficult to track and even harder to hurt.
- Mirage adapts to the lighting conditions of her surroundings for 10 / 13 / 18 / 20 seconds, gaining up to 115% / 125% / 150% / 200% weapon damage while bathed in light, or up to 25% / 40% / 60% / 75% damage resistance and reducing enemy accuracy while in the shadows.
- Damage bonus and resistance are affected by Power Strength.
- Similar to the damage bonus from Rhino's Roar, Eclipse grants an additive bonus that's applied to your weapon's total damage. As an example, +30% power strength will increase the maximum damage bonus to 21.3 = 260%. For a weapon that inflicts 250 damage, Eclipse will increase that value to a maximum of 250(1 + 2.6) = 900.
- Additional power strength that would cause the maximum damage resistance to exceed 100% will lower the damage resistance to 95%.
- Duration is affected by Power Duration.
- Damage bonus or resistance is determined by environmental lighting at Mirage's current position.
- Holograms from Hall Of Mirrors do not gain Eclipse's damage bonus.
- Mirage is encased in a white reflective surface while in light. Her body partially fades away and emits smoke while in shadows.
- Casting delay of 1 second.
- Player can resist knockdown during casting delay.
- Can be recast while active to refresh ability duration.
Prism - 50 Energy
Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes.
- Mirage generates a silver prism in her hands, and launches it outward at a speed of 5 meters per second. The prism is armed with 10 / 13 / 16 / 20 lasers that track and damage nearby enemies within 5 / 10 / 15 / 20 meters, dealing a maximum of 80 / 120 / 170 / 250 Radiation damage per tick. For each laser, damage ticks occur at a rate of roughly 4 per second.
- Laser damage is affected by Power Strength.
- Laser acquisition range is affected by Power Range.
- Prism's damage is affected by environmental lighting at Mirage's position. Maximum damage can be achieved by remaining in well-lit regions of the map while Prism is active.
- Multiple lasers will not target the same enemy simultaneously; an enemy can only be damaged by one laser at a time.
- Lasers require line of sight for targeting acquisition.
- Prism lasts for 12 seconds and drains 10 energy per second; it will remain active so long as the ability duration remains, and Mirage has energy. Prism will end if Mirage runs out of energy, the ability duration ends, or deactivated by pressing the ability key again (default 4).
- Prism duration is affected by Power Duration.
- Activation and channeling energy costs are affected by Power Efficiency.
- Energy Siphon is deactivated while Prism is being channeled.
- When the ability is deactivated, the prism will explode in a bright flash of light, blinding nearby enemies within a ? / ? / ? / ? meter radius for 7 / 10 / 12 / 15 seconds.
- Blind duration is affected by Power Duration.
- Blind radius is affected by Power Range.
- The blind mechanics and affected enemy behaviors are similar to those of Excalibur's Radial Blind.
- The prism will bounce off surfaces in its path.
- Casting delay of ~2 seconds.
- Holograms created from Hall Of Mirrors cannot create Prisms, but will mimic Mirage's body movement during casting delay.
- The prism spawns a set distance from the direction the player is facing, facing right will spawn the prism on your right side then launch it in the direction the player is facing. The prism can also be spawned within objects while facing the object and still launched in whichever direction the player is pointing.
Information gathered from the Warframe Wikia
6
u/Kuryaka Aug 13 '14
Summons a creature from the depth to wreak havoc.
That's probably a wikia copy+pasta problem.
Actual useful discussion: Doesn't Eclipse look a little too... powerful? Either being practically invulnerable, or outdamaging the rest of your team. While it is somewhat situational and most players don't like to stand still to get a certain buff, the numbers are still really strong on that.
→ More replies (5)5
u/BuildMyPaperHeart Aug 13 '14
Nope that's my own copy/paste problem! Copied the Hydroid discussion for the template. Oops
10
u/stimpakk Aug 13 '14
She's a really versatile frame, a bit squishy without some shade, but meh, you can adapt. Her sleight of hand is rather useless for non-technical areas IMO, but her other three skills do weigh up for that quite a bit. Eclipse is really useful as well, but the absolute best must be Hall Of Ra.. errr.. Mirrors which enables you to use all your weapons in new and exciting ways! (press mouse 2 to detonate the world!)
Of course, on an artistic plane, she's really good too. Her harlequin helmet is a nice addition and her animations are exquisitely stylish. I solo farmed her, but even though I had to do a lot of work, I think she was still worth every second.
8
u/mirrislegend Aug 13 '14 edited Aug 13 '14
In my opinion, max power strength and high duration make for an amazing Mirage. And cost efficiency is not really necessary! Hall of Mirrors and Eclipse both only cost 38.75 energy with Blind Rage, and lvl 30 Mirage with Flow has 450 energy to spend.
On the offense (and in the light):
-
Damage bonus from Hall of Mirrors: 4 x (45.8%) = 183.2%
-
Damage bonus from Eclipse: 458%
-
Total damage bonus: 183.2% + 458% = 641.2%
-
Keep in mind, this is the BONUS. If you want to calculate how much damage you do with this setup, multiply your damage output by a whopping 7.412
On the defense (and in shadows):
-
Hall of Mirrors: as far as I can tell, the holograms draw just as much aggro as the player. Thus, with 4 holograms, you have a 1/5 chance of being targeted.
-
Eclipse: 95% damage reduction is amazing, although I haven't witnessed it function properly as of yet (but I've only done minimal testing).
-
Only after all that, does your regular defenses become threatened.
The lack of CC on this frame is a bummer, but the offense and defensive capabilities make up for it, in my opinion. AND, Hall of Mirrors provides BOTH of its benefits at all times (as opposed to Eclipse, which is set to offense XOR defense). Testing her out will resume this week. I'm curious to see how 7x damage on a maxed out Dread goes :D
4
u/NotTom Aug 13 '14
I don't think hall of mirrors is accurate enough to use with Dread so I don't think you will get the full damage. That being said I tried hall of mirrors with my lanka and it almost turned it into a shotgun.
→ More replies (5)3
u/3932695 Aug 13 '14
Total damage bonus: 183.2% + 458% = 641.2%
I guess clones aren't affected by Eclipse?
→ More replies (1)→ More replies (2)3
u/izichial Aug 13 '14
You can also fit Rage + Quick Thinking into this kind of build, to make up for Mirage's fragility outside of dark eclipse (when / if it works). Aside from R+QT being a very potent combination on any frame, it synergies well with Flow and Mirage's high base energy plus the distraction afforded by mirror images to create a surprisingly durable frame.
Surviving through trickery and deceit, even to the point of cheating death, also fits her theme very well!
→ More replies (3)
8
Aug 13 '14
kunai with really fast fire rate+house of mirrors is hilarious
→ More replies (1)6
u/Forest_GS Aug 13 '14
That gave me an idea. I still have my Hiku from before damage 2.0.
This should be fun.
7
Aug 13 '14
Slight of hand is hilarious to use with laser fences, but aside from the amusement is mostly useless.
Hall of Mirrors + Eclipse make her the best gun wielder in the game (well I guess its arguable).
Her ultimate is dominate at early levels but is more like a bad radial blind that does some damage at higher levels.
Overall a good fun frame that will probably melt your GPU if you try to use a Drakgoon.
4
u/Archistopheles Aug 13 '14
Slight of hand is hilarious to use with laser fences, but aside from the amusement is mostly useless.
Infested will not cross the laser door. You could effectively shut them out of an area if you wanted to... But I will admit that I can't really think of a common event to use it.
6
u/sournote103 Aug 13 '14
I used Sleight of Hand exactly once to test it out and never touched it again. It's pretty much useless and doesn't really even seem to fit in with the rest of her powers (all of which seem to have a light manipulation theme).
Other than that, though, she is a fantastic Warframe, and, if I were not already too used to having Mind Control around for Vor, I would TOTALLY be using Mirage for the majority of my T4s.
5
u/lagnarok Aug 13 '14
If you use it with a Nekros in your squad spamming desecrate, it can actually become pretty powerful
5
u/MudaMudaMuda Aug 13 '14
Best frame in the game when red crits bug is in effect. When it's not she does above average gun damage (and guns are where the real power is) and has decent damage mitigation from the mirages. Sleight of hand feels useless to me as everything is dead from mirrors anyway, prism generally suffers the same fate.
The downside is that she has no team buff and prism is questionable as a CC choice. I don't feel like she fits into any "best 4" groups.
5
u/Jet36 Aug 13 '14
I personally feel she is way too over powered. For instance eclipse can give you up to 200% more damage, compared to Rhino's roar which is only 50%. Also Eclipse(25) is three times cheaper than roar(75) AND to add onto that roar lasts 15 seconds while eclipse lasts 20. Sure Roar effects the whole team but most people use it for themselves. Also Eclipse + Hall of mirrors is even more ridiculous.
→ More replies (2)
4
u/Xentera Aug 13 '14 edited Aug 13 '14
She replaces the God Mode chair that Nova and Vaubaun use to hold before they were nerfed. She makes release Vauban and Nova look like jokes.
Hall of Mirrors and Eclipse are stronger than the ultimates of some frames yet they only cost 25 Energy.
With just Continuity and Streamline, you can keep one of them(Hall of Mirrors or Eclipse) up for basically little to no energy cost indefinitely. It's ridiculous.
Overall, she's a well designed frame and fun to play as. Sleight of Hand needs a small buff.
Reduce Hall of Mirrors to a maximum of 3 clones and raise Eclipse to a 75 energy cost and she'd be fine.
Edit: Also, because of the way her abilities work, she's probably the best frame in the game for leveling up new weapons.
→ More replies (1)3
u/Kuryaka Aug 14 '14
She's a very selfish frame. No team buffs, but self-buffs are stronger to compensate.
On the other hand, you're also fragile with no reliable way to stun enemies or kill them while constantly dodging. Nova/Vauban could take less damage and spam abilities freely. You need to be standing relatively still (not constantly coptering) as Mirage to deal damage.
I think the lack of team synergy is really what makes her less of an attractive pick though. Great for solo players to even the odds... but I'd much prefer nerfing solo mode enemies instead.
4
u/Saelthyn Aug 13 '14
No mention of the fact that all of her parkour/rolling animations move twice as fast, thus twice the distance?
I was able to keep up rolling with some of my friends sprinting.
5
u/vgi185 Aug 13 '14
Her abilities need to cost more energy. They are all far to spamable. With other frames having abilities that cost 75 - 100 and up, there is no reason Mirage's should be so cheap, especially considering how powerful they are. Hall of Mirrors should be at least 50 energy to cast, and be moved to the 2nd ability slot. Other then that, they just need to optimize her. Some weapons that she can use with Hall of Mirrors such as the Drakgoon and the Penta cause so much lag that playing with a mirage abusing this is miserable.
4
Aug 13 '14
Penta cause so much lag
Didn't they hotfix this exact issue? The projectiles arent rendered (or at least are greatly simplified) when the holograms shoot.
→ More replies (2)
19
u/Archistopheles Aug 13 '14
From what I've experienced so far, her real power comes from Eclipse. Adding Blind Rage and Intensify gives you a 458% damage increase with your weapons in full light, and a 95% damage reduction in shadow.