- For the similarly-named Arcane Enhancement, see Arcane Phantasm.
The Phantasma is Revenant's signature shotgun that fires a deadly beam of Radiation that also deals Impact damage. Its Alternate Fire charges up a large plasma bomb that spawns additional homing projectiles.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
20,000 |
Argon Crystal 2 |
Intact Sentient Core 10 |
Plastids 650 |
Nano Spores 12,500 |
Time: 12 Hour(s) |
Rush: 25 | |||||
Market Price: 180 | Blueprints Price:25,000 |
Characteristics[]
This weapon deals primarily Radiation damage.
Advantages:
- Innate Radiation damage – effective against health.
- Innate Radiation damage gives the opposing team the ability to damage their own.
- High Impact damage – effective against shields.
- Innate Radiation damage gives the opposing team the ability to damage their own.
- Primary fire has pinpoint accuracy.
- Primary fire has the highest fire rate of all shotguns.
- Primary fire consumes 0.5 ammo per tick of damage.
- Alternate fire charges the weapon to fire a large plasma bomb that releases seeking projectiles on detonation. The longer the charge is held, the more damage dealt and projectiles released.
- Highest reload speed of all primary shotguns.
- No damage fall-off.
- Innate and polarities.
Disadvantages:
- Innate Radiation damage – less effective against shields.
- No Puncture or Slash damage – less effective against health.
- Damage ramps up from 15% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 15% over 2 seconds.
- Low magazine size; requires frequent reloading.
- Primary fire has a limited range of 20 meters.
- Very poor ammo economy, especially with frequent use of alt-fire.
- Alt-fire has travel time with heavy arcing.
- Alt-fire inflicts self-damage.
- Fully charged alt-fire shots fire as soon as they reach full charge, which can lead to premature firing.
Notes[]
- The listed damage is the total of all the beams' damage value. The actual damage per beam is 2.66 Radiation, and 1.34 Impact.
- The alt-fire charge attack deploys a ball of plasma that explodes in a 5-meter radius on contact with an enemy or object.
- Charging consumes ammo, up to a full magazine on full charge.
- Damage dealt by the plasma bomb is directly proportional to the amount of ammo consumed during the charge.
- The plasma bomb deals self-damage, however, the bomblets spawned from it will only seek opponents and will not hurt the player.
Trivia[]
- Phantasma (φάντασμα) is Ancient Greek for "ghost" or "apparition", and is the basis of the words "phantom" and "phantasm".
- Phantasma can also be seen as a portmanteau of "phantom" and "plasma".
- The Phantasma is the fourth Sentient weapon that players can wield (following War, Broken War, and Amps). It is also the first Sentient weapon to be a primary weapon, and the first one to be themed specifically around the Eidolons rather than normal Sentients.
- The Phatasma is also the first weapon to require Sentient Cores to craft.
Media[]
Patch History[]
Update 23.10 (2018-10-12) Phantasma Alt Fire Changes:
- Phantasma’s Alt Fire homing projectile amount is no longer based on charge time. Alt Fire now releases 5 total homing projectiles.
- Phantasma’s Alt Fire damage per projectile now scales based on charge time.
Update 23.8 (2018-09-12)
- Fixed inability to equip Sinister Reach on the Phantasma.
Update 23.6 (2018-08-30)
- Phantasma alt-fire will now seek targets in all directions, instead of behind the projectile.
Update 23.5 (2018-08-24)
- Introduced.
Last updated: Hotfix 23.6.2 (2018-08-31)