Jester's Proficiency
Mirage has an increased proficiency when performing several Maneuvers.
- Sliding last 85% longer
- +50% faster Maneuver speed
Abilities
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1 25 |
Hall of Mirrors Mirage creates an entourage of doppelgangers to confuse and distract the enemy. Introduced in Update 14.0 (2014-07-18) |
Strength:5% / 10% / 15% / 20% (damage percentage) 0.05x / 0.2x / 0.225x / 0.4x Modified Critical Chance 0.05x / 0.2x / 0.225x / 0.4x Modified Status Chance | |
Duration:10 / 15 / 20 / 25 s | |||
Range:N/A | |||
Misc: 1 / 2 / 3 / 4 (holograms) |
Info
- Mirage expends 25 energy to project 1 / 2 / 3 / 4 holographic mirror images that follow and mimic her actions for 10 / 15 / 20 / 25 seconds. Each hologram is invulnerable to damage, draws enemy attention, and deals 5% / 10% / 15% / 20% of the current weapon's total damage.
- Clones do not benefit from the Melee Combo Counter.
- Clones can throw their glaives but not detonate them.
- Only a maximum of 1 / 1 / 2 / 2 holograms are able to fire projectiles (hitscan and non-hitscan) from primary and secondary weapons The total hologram damage will be redistributed among the active holograms; each active hologram will inflict 5% / 20% / 22.5% / 40% of the projectile weapon's total damage.
- The stats of the hologram's weapons are inherited from the modded stats of the weapon.
- Holograms have 5% / 20% / 22.5% / 40% of the weapons' critical hit chance and status chance, i.e. Ability Strength less than 250% results in holograms having lower critical hit chance/status chance, and more with greater than 250% Ability Strength.
- Holograms do not benefit from Arcane Enhancements and galvanized mods.
- Melee weapons, including those with ranged capabilities such as Glaives, Gunblades, Zenistar, Sigma & Octantis and others, will deal damage from all holograms.
- All holograms deal Bullet Jump damage, modified by Rending Turn and other Bullet Jump mods.
- Casting delay of 1 second, affected by Casting Speed.
- Ability Synergy: While Hall of Mirrors is active, casting Sleight of Hand will cause Mirage's clones to create additional smaller jewels with reduced effectiveness.
- Holograms do not gain Eclipse's damage bonus in the light. However, they will if Total Eclipse is equipped, as they count as 'allies.'
- Once spawned, holograms remain fixed in position around Mirage.
- Holograms partially fade from view when the HUD's targeting reticle is near them.
- Holograms will mimic Mirage's aim which can shift away from the HUD's targeting reticle depending on their position.
- Holograms do not path on terrain and are intangible, allowing them to phase through obstacles and walk on air.
- Kills by holograms count as ability kills and give all Affinity to Mirage instead of the weapon used.
- Holograms cannot damage Blunts with melee attacks.
- Holograms will not retain any equipped accessories.
- Holograms will be dispelled once they come into contact with Nullifier Crewman bubbles. When all the clones have been dispelled, this ability ends and it can be casted again.
Augment
- Main article: Hall of Malevolence
Hall of Malevolence is a Warframe Augment Mod for Mirage's Hall of Mirrors that makes her doppelgangers deal more damage with every enemy killed.
Hall of MalevolenceTips & Tricks
- The damage from the Thunderbolt mod for Bows is unaffected by the damage penalty.
- When low on health, using Hall of Mirrors will give you a better chance to survive because enemies will be more likely to target your holograms than you.
- Drawing enemy fire while the holograms are fairly close to Mirage can prove to be disadvantageous in some instances, especially when dealing with Napalms or Bombards, as their explosive AoE weapons will hit the holograms and be close enough to still damage you.
- Hall of Mirrors can be extremely useful when reviving a downed teammate.
- Hall of Mirrors is great for large bosses and groups of enemies, as the slight spread from each hologram allows you to cover more area near your crosshair.
- When used in conjunction with the Paracyst's Alternate Fire, each hologram will fire its own hook capable of pulling an enemy.
- When Mirage is inside Limbo's rift the doppelgangers are still able to damage enemies outside as long as they are outside themselves. Thus making it possible to destroy Nullifier Crewman shields without exposing yourself. (May only work as host and needs confirmation)
- Beware when using weapons that explode, but do weak or no self-stagger (such as the Sonicor), because when the clones expire before the explosion occurs, it may damage and proc status to allies as well. (Tested for Cryopods, Kubrows, Sentinels and Mirage herself.)
- Bullet Jumps performed by holograms will still do damage and break containers, which can be useful when looting.
- Melee weapon synergy: many melee weapons have special/unique effects on heavy/jump/slide/slam attacks. Below is a list of melee weapons, whose unique effects will be used/triggered by the doppelgangers.
- Zenistar creating its disc with heavy attack
- Tenet Grigori creating discs on slide heavy/second heavy attack
Bugs
- In some instances a group of illusions can "stick" in the same place, this is a client-side bug. But it still lowers framerate.
- While clones are active can trigger all arcanes from any source of your loadout. This includes Melee Influence, Pax Seeker, etc.
2 50 |
Sleight of Hand Booby trap nearby objects while conjuring an irresistible jewel that bursts with radial blind when touched in darkness, or a radial explosion in light. Conjure multiple smaller jewels with the help of Hall of Mirrors. Introduced in Update 14.0 (2014-07-18) |
Strength:50 / 125 / 180 / 200 (pickup explosion elemental damage) 50 / 125 / 180 / 200 (jewel explosion Blast damage) | |
Duration:9 / 12 / 15 / 18 s (trap duration) 2 / 3 / 4 / 5 s (blind duration) | |||
Range:10 / 20 / 30 / 40 m (trap radius) 6 / 8 / 10 / 12 m (jewel charm radius) 4 / 5 / 6 / 8 m (explosion radius) 4 / 5 / 6 / 8 m (blind radius) | |||
Misc:
60 m (jewel cast range) |
Info
- Mirage expends 50 energy to conjure a powerful photokinetic illusion that booby traps all interactive objects within a 10 / 20 / 30 / 40 meter radius for 9 / 12 / 15 / 18 seconds, while simultaneously placing a light-sensitive jewel at the targeted location on the aiming reticle, within a cast range of 60 meters and lasts for 20 seconds.
- Mirage's jewels and booby traps exhibit numerous different effects:
- Mirage's jewel glistens to attract enemies within 6 / 8 / 10 / 12 meters towards it, detonates when an enemy comes within a 2 meters radius, and adapts to the environmental lighting conditions at its location to exhibit different effects on detonation; if placed in light, the jewel explodes to deal 50 / 125 / 180 / 200 Blast damage to all enemies within a 4 / 5 / 6 / 8 meters radius. If placed in darkness, the jewel shatters and emits a bright flash of light that inflicts Blind to all enemies within a 4 / 5 / 6 / 8 meters radius for 2 / 3 / 4 / 5 seconds.
- Explosion damage diminishes with distance from the jewel and cannot proc Status Effects.
- Enemies must be within direct line of sight of the jewel to be attracted, as well as receive explosion damage and blind.
- Enemies that survive an explosion or blind will no longer be attracted to any jewels created from the same cast of Sleight of Hand.
- Blinded enemies can be attracted by any new jewels created from subsequent Sleight of Hand casts.
- All other properties are affected by Ability mods similar to the primary jewel.
- 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.
- 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, Storage Containers, and Resource Caches release an intense flash of light when destroyed, blinding nearby enemies for 10 seconds. Explosive barrels will also have their radial damage multiplied by 200%.
- Laser Barriers activate lasers that deal Electricity damage and status effect every half second to enemies attempting to pass through while allowing Tenno safe passage. The secondary chain damage from the status effect 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, to a maximum of 50 energy per laser barrier.
- Sleight of Hand must expire and be recast in order to recharge energy from previously exhausted barriers.
- Lockers open up and detonate when an enemy is in proximity, inflicting True 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 and Fortress Scanners will stop detecting Tenno for the duration.
- Corpus Turrets and Fortress Turrets activate without Camera/Fortress Scanner assistance and fire upon nearby enemies.
- 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 / 125 / 180 / 200 elemental damage within a radius of 4 / 5 / 6 / 8 meters. Each pickup deals a specific type of elemental damage: Cold damage for Ammo, Heat damage for Health Orbs, Electricity damage for Energy Orbs, and Toxin damage for Affinity Orbs.
- Explosion damage diminishes with distance.
- 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 and status effect.
- 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, Land Mines, Shrapnel Mines, and Sensor Bars.
- Ability Synergy: When casting Sleight of Hand while Hall of Mirrors is active, Mirage's holographic clones will each create a smaller jewel placed 6 meters away from the primary jewel. Clone jewels have reduced effectiveness of the primary jewel's effects, including reduced charm radius, explosion damage, blind duration, as well as explosion and blind radius.
- Can be recast while active.
- Casting Sleight of Hand stops Mirage's movement and other actions.
- When cast, Mirage visually emits a pulse of energy that forms a grid of light representing the ability range. The pulse and grid are affected by Mirage's chosen Warframe energy color.
- Mirage's primary and clone jewels have the same model as Prism and are tinted in her chosen Warframe energy color. When in light, the jewels are translucent and emit a mist of white light; while in the darkness, the jewels are opaque and emit halos of light.
- Affected objects emit a halo of light, pulse and glow in violet with a tint of Mirage's energy color.
Augment
- Main article: Explosive Legerdemain
Explosive Legerdemain is a Warframe Augment Mod for Mirage that causes Sleight of Hand to turn all eligible Pickups into proximity mines ready to detonate.
Explosive LegerdemainTips & Tricks
- Sleight Of Hand synergizes well with Desecrate as the generation of Health Orbs, Energy Orbs and Ammo pickups gives Mirage a constant supply of potential traps.
- Sleight Of Hand makes Excavation missions extremely easy, especially in some Corpus tilesets as the Laser Barriers will keep enemies away from the Extractors.
- A negative Ability Range (around 50%) is advised, in order to not affect an area too wide, negatively affecting the supply of Power Cells.
- With high Ability Duration, high Ability Strength and crowd-controlling weapons, like Synoid Simulor, Mirage can single-handedly protect an Extractor even at higher levels/rotations.
- Sleight Of Hand can be used to get through Laser Barriers safely and get past security cameras undetected.
- It can also temporarily disable cameras and some laser barriers in Spy vaults.
Bugs
- Control Consoles can mesmerize Kubrows, causing them to stay still for the ability duration.
- This affects Kavor Defectors as well, causing them to individually stay behind the group.
- Sleight of Hand can cause a sudden drop in frame rate or brief freeze of the game or trigger crashes in rare cases.
- If the respective Mirage is not the host, she can reuse this ability to explode the pickups as much as she likes, long as the pickup isn't looted.
- As of Hotfix 18.4.4 (2016-01-28), using Sleight of Hand with the Explosive Legerdemain augment mod causes Grineer Consoles during Mobile Defense missions to spin uncontrollably, causing the console to be virtually impossible to access with the required Datamass.
Items are destroyed even without the Explosive Legerdemain augment mod. This is an intended effect.
3 25 |
Eclipse (TAP) Temporarily reduce the damage Mirage takes from enemies. (HOLD) Temporarily increase Mirage's weapon damage. Introduced in Update 14.0 (2014-07-18) |
Strength:25 / 40 / 60 / 75 % (damage reduction) 115 / 125 / 150 / 200 % (damage bonus) | |
Duration:10 / 15 / 20 / 25 s | |||
Range:N/A | |||
Misc: 90 % (damage reduction cap) | |||
Subsumable to Helminth |
Info
- Mirage expends 25 Energy to adapt to lighting conditions for 10 / 15 / 20 / 25 seconds.
- Tap down the ability key to receive Lunar Eclipse, bathing Mirage in shadows to gain 25% / 40% / 60% / 75% Damage Reduction and reducing enemy accuracy.
- Damage reduction is capped at 90%.
- Hold the ability key to receive Solar Eclipse, bathing Mirage in light to gain 115% / 125% / 150% / 200% weapon damage.
- The damage buff applies a multiplicative bonus that's calculated after a weapon's total damage value. E.g., with a maxed Intensify and a weapon that inflicts 250 total damage, a rank-3 Eclipse will increase the weapon's total damage to a maximum of 250 × (1 + 2 × [1 + 0.3]) = 900.
- The buff affects both initial and status effect damage. Unlike faction damage, which double dips for status effects, the one from Eclipse is applied once.
- Tap down the ability key to receive Lunar Eclipse, bathing Mirage in shadows to gain 25% / 40% / 60% / 75% Damage Reduction and reducing enemy accuracy.
- Has a casting delay of 1 second, affected by Casting Speed.
- Can be recast while active to refresh the duration.
- Companions and Holograms from Hall of Mirrors do not normally gain Eclipse's damage bonus, but will with the Total Eclipse augment.
- Applies to the following abilities:
- Shuriken
- Desolate Hands
- Spectral Scream
- Fireball
- Radial Javelin
- Freeze
- Dread Mirror's explosion damage and Seeking Talons's contact damage
- Redline's bolts
- Balefire
- Artemis Bow
- Peacemaker
- Warding Halo's damage
- Null Star and Antimatter Drop
- Smite Orb's damage
- Enthrall's projectiles
- Razorwing's Dex Pixia
- Minelayer Flechette Orb's damage
- Breach Surge sparks
- Final Stand
- Ability Synergy: Eclipse provides benefits to Prism:
- Lunar Eclipse (tap cast) halves Prism's energy cost over time, applied after Ability Efficiency and Ability Duration modifiers.
- Solar Eclipse (hold cast) increases Prism's damage by 100%.
- Subsuming Mirage to the Helminth will offer Eclipse and its augments to be used by other Warframes.
Augment
- Main article: Total Eclipse
Total Eclipse is a Mirage Warframe Augment Mod for Eclipse that allows it to grant its bonuses to nearby allies.
Total Eclipse
4 50 +10/s |
Prism Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes. Introduced in Update 14.0 (2014-07-18) |
Strength:80 / 120 / 170 / 250 (base Radiation damage) | |
Duration:12 s (prism duration) 7 / 10 / 12 / 15 s (blind duration) | |||
Range:15 / 20 / 25 / 30 m (laser target seeking range) 8 / 12 / 15 / 25 m (blind radius) | |||
Misc:
10 / 13 / 16 / 20 (lasers) |
Info
- Mirage expends 50 energy to generate a prism in her hands and launch it outward at a speed of 5 meters per second. The prism is armed with 10 / 13 / 16 / 20 lasers that track and damage enemies within 15 / 20 / 25 / 30 meters. Each laser deals 80 / 120 / 170 / 250 Radiation per 0.5 seconds, each tick of damage dealt permanently increases the prism's damage by +25% damage. The prism lasts for 12 seconds.
- Casting delay of ~2 seconds, affected by Casting Speed.
- Lasers do not bypass obstacles or entities in the environment.
- Lasers will target in-range enemies that are not already being targeted by a laser.
- Seeking lasers are still blocked by obstacles and enemies. A single enemy can be damaged by multiple lasers if standing in the path of lasers that are targeting enemies behind them.
- Stacking damage bonus is maintained throughout the prism's lifetime and is lost upon expiring or being manually detonated.
- Roar applies a separate and unique damage bonus that is multiplicative to Prism's laser damage.
- Enemies have a small chance to be staggered on each hit from the lasers.
- Initial laser orientation with each cast of Prism appears to mostly random.
- Lasers will maintain their vertical angle after changing position when there are no enemies to target.
- If the prism were to pass by above a large quantity of enemies (at least 20) within laser seeking range, the lasers will continue to point downwards after the enemies are all destroyed or no longer within laser seeking range.
- Laser horizontal angle does not appear to be maintained. Lasers will distance themselves seemingly and almost equidistant from each other horizontally after movement from targeting an enemy and are currently not targeting anything.
- When the ability expires or is manually deactivated (default 4 ), the prism will explode in a bright flash of light that Blinds enemies within 8 / 12 / 15 / 25 meters for 7 / 10 / 12 / 15 seconds.
- Blind requires direct line of sight from enemies to the prism. Obstacles and other entities can shield enemies from the blind.
- Blinded enemies will be initially staggered for a short duration around 1 - 3 seconds and will have a sparkling fx around the eyes. Afterwards, a black hazy mist fx will be around their eyes and they will be able to move about unimpeded but will still be incapable of hostile actions such as attacking the player until the duration of the blind runs out.
- Enemies will have their alerted state gradually decline as well.
- Blinded enemies will be initially staggered for a short duration around 1 - 3 seconds and will have a sparkling fx around the eyes. Afterwards, a black hazy mist fx will be around their eyes and they will be able to move about unimpeded but will still be incapable of hostile actions such as attacking the player until the duration of the blind runs out.
- Blind can be refreshed.
- Blind requires direct line of sight from enemies to the prism. Obstacles and other entities can shield enemies from the blind.
- Prism drains 10 energy per second while active and will remain active for the ability's full duration, until Mirage's energy is depleted, or the ability is deactivated by pressing the ability key again.
- Mirage cannot replenish energy using Energy Vampire, Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores, Energy Siphon, Energy Nexus, Dreamer's Bond and/or Wellspring while Prism is active.
- Energy Orbs, Orokin Void Death Orb's energy restores, Rage, Hunter Adrenaline, Spellbound Harvest, Arcane Energize, and Emergence Dissipate's Energy Motes can still replenish Mirage's energy during Prism.
- Ability Synergy: Eclipse provides benefits to Prism:
- Lunar Eclipse (tap cast) halves both Prism's casting cost and energy cost over time, applied after Ability Efficiency and Ability Duration modifiers.
- Solar Eclipse (hold cast) increases increases Prism's per hit damage bonus by 100%.
- Holograms created from Hall of Mirrors cannot create prisms but will mimic Mirage's body movement during the casting delay.
- The direction of the prism's trajectory depends on where the HUD's targeting reticle is positioned when the prism is released. The prism's trajectory is not altered by gravity and will bounce off of surfaces in its path.
- Prism is not spawned from Mirage's location but is instead spawned slightly in front of Mirage.
- If standing in front of a sufficiently thick and tall object or wall, Prism may detonate/fail prematurely if spawned within the said object or wall.
- Prism will bounce back and emerge from within the object or wall if the cast does not fail.
- Energy cost is not refunded for a failed cast.
- If standing in front of a sufficiently thick and tall object or wall, Prism may detonate/fail prematurely if spawned within the said object or wall.
- Prism passes through enemies and entities but may bounce backwards if the prism is spawned inside of them.
- When Prism passes through an enemy, a burst of damage ticks will occur due to the many lasers making contact from inside the enemy.
Augment
- Main article: Prism Guard
Prism Guard is a Warframe Augment Mod for Mirage's Prism in PvE and Conclave that causes the prism to follow above her.
Prism GuardBugs
- Prism's search lasers will target Sentinels but deal no damage.
- When cast repeatedly, a second prism can remain floating indefinitely.
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Strength Mods | Duration Mods | Range Mods |
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