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Mirage/Habilidades

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H A B I L I D A D    P A S I V A:     Talento de Bufón
Salto-bala y maniobras acrobáticas más rápidas.

Jester's Proficiency

Mirage has an increased proficiency when performing several Maneuvers.

  • +25% faster Bullet Jump speed
  • +50% faster Maneuver speed

Abilities

SalóndeEspejos(H).png SalóndeEspejos(S).png
ENERGÍA
25
TECLA
1
Salón de Espejos
Mirage crea un séquito de dobles para confundir y distraer al enemigo.
Fuerza:1 / 2 / 3 / 4 (holograms)
5% / 10% / 15% / 20% (damage percentage)
Duración:10 / 15 / 20 / 25 s
Alcance:N/A

  • Mirage projects 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.
    • Damage percentage is affected by Power Strength, while the number of holograms is not.
    • 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 ? / ? / ? / 40% of the projectile weapon's total damage.
    • Equipped mods on the current weapon will affect the holograms' weapon stats as expected.
    • Duration is affected by Power Duration.
  • 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.
  • Affinity gained from killing enemies while Hall of Mirrors is active does not go to the weapon used and instead contributes to Mirage.
  • Casting delay of 1 second.

  • The damage from the Thunderbolt mod for Bows is unaffected with the damage penalty, effectively creating an extra damage fodder.
  • 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 secondary 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 damage (such as Sonicor and Tonkor), 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.)

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Power Duration increases duration to 70.5 seconds.
    • Has no negative effect on this ability.
  • Maximized Power Efficiency reduces the cost to 6.25 energy per cast.
    • Reduces the duration to 10 seconds.
  • Maximized Power Range has no positive effect on this ability.
    • Reduces damage percentage to 16%.
  • Maximized Power Strength increases total damage percentage to 119.6% per clone.
    • Note, however, that only 1/1/2/2 of the created clones will actually be dealing damage.
    • Increases cost to 38.75 energy.
    • Reduces duration to 18.125 seconds.

  • In some instances a group of illusions can "stick" in the same place, this is a client-side bug. But it still lowers framerate.

  • JuegodeManos(H).png JuegodeManos(S).png
    ENERGÍA
    50
    TECLA
    2
    Juego de Manos
    Como bromista nata, Mirage arma trampas en objetos cercanos.
    Fuerza:50 / 125 / 180 / 200 (explosion damage)
    Duración:9 / 12 / 15 / 18 s (trap duration)
    Alcance:10 / 20 / 30 / 40 m (cast radius)
    4 / 5 / 6 / 8 m (explosion radius)

    • Mirage booby traps all nearby interactive objects within a 10 / 20 / 30 / 40 meter radius for 9 / 12 / 15 / 18 seconds.
    • 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 x18px 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 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 x18px 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 effect inflicts 12 x18px 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.
        • Damage and energy restored are not affected by Power Strength.
        • 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 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 / 125 / 180 / 200 elemental damage within a radius of 4 / 5 / 6 / 8 meters. Each pickup deals a specific type of elemental damage: x18px Cold damage for Ammo, x18px Heat damage for Health Orbs, x18px Electricity damage for Energy Orbs, and x18px Toxin damage for Affinity Orbs.
        • Explosion damage is affected by Power Strength and diminishes with distance.
        • Explosion radius is affected by Power Range.
        • 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 x18px Electricity damage with a 100% status chance.
    • Affected objects glow in violet with a tint of Mirage's 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, although this does not refresh the duration of currently affected objects.

    Artículo principal: Explosive Legerdemain

    Explosive Legerdemain {{#lsth:Explosive Legerdemain|Stats}}

    • This ability synergizes well with Desecrate as the generation of Health Orbs, Energy Orbs and Ammo pickups gives Mirage a constant supply of potential traps.
    • This ability makes Hieracon Endo/Relic farming extremely easy, especially in certain tilesets, since the Laser Barriers keep most enemies away from the Extractors. A negative Power Range (around 50%) is advised, in order to not affect an area too wide, negatively affecting the supply of Power Cells. In conjunction with high Power Duration, high Power strength and a Synoid Simulor, a Mirage Tenno can easily solo an Extractor even at high levels (3000+ Cryotic), while the rest of the team takes care of a second Extractor.

    Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

    • Maximized Power Duration increases trap duration to 50.76 seconds.
      • Reduces cast radius to 13.6 meters and explosion radius from pickups to 2.64 meters.
    • Maximized Power Efficiency reduces cost to 12.5 energy per cast.
      • Reduces trap duration to 7.2 seconds.
    • Maximized Power Range increases cast radius to 100 meters and explosion radius from pickups to 20 meters.
      • Reduces explosion damage from pickups to 50.
    • Maximized Power Strength increases explosion damage from pickups to 598.
      • Increases cost to 77.5 energy.
      • Reduces trap duration to 13.05 seconds.

  • Control Consoles can mesmerize Kubrows, causing them to stay still for the ability duration.
  • 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 Plantilla:Ver, 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.

  • Eclipse(H).png Eclipse(S).png
    ENERGÍA
    25
    TECLA
    3
    Eclipse
    Permaneciendo bajo la luz, Mirage causa graves daños, mientras que las sombras hacen que sea difícil de seguir y aún más difícil de herir.
    Fuerza:115% / 125% / 150% / 200% (maximum damage bonus)
    25% / 40% / 60% / 75% (maximum damage reduction)
    Duración:10 / 13 / 18 / 20 s
    Alcance:N/A

    • Mirage adapts to the lighting conditions of her surroundings, gaining a maximum of 115% / 125% / 150% / 200% weapon damage while bathed in light, or reducing incoming damage by a maximum of 25% / 40% / 60% / 75% and reducing enemy accuracy while in the shadows. The effect lasts for 10 / 13 / 18 / 20 seconds.
      • Maximum damage bonus and damage reduction are affected by Power Strength, and the damage reduction cannot exceed 95% under any circumstances.
      • The damage buff grants a multiplicative bonus that's applied to a weapon's total damage (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 × 1.3) = 900).
      • The amount of bonus damage or damage reduction gained is determined by environmental lighting at Mirage's current position.
      • Duration is affected by Power Duration.
    • Mirage is encased in a white reflective surface while in light. Her body partially fades away and emits smoke while in shadows.
    • Holograms from Hall of Mirrors do not gain Eclipse's damage bonus.
    • The damage bonus from Eclipse does not apply to any damage bonus from elemental augments like Shock Trooper; both will be applied separately.
    • Mirage can resist knockdown during the casting delay.
    • Casting delay of 1 second.
    • Can be recast while active to refresh the duration.

    Artículo principal: Total Eclipse

    Total Eclipse {{#lsth:Total Eclipse|Stats}} Note that the range for this ability augment is affected by Power Range.

    • The Total Eclipse augment allows you to share the bonus with your team, to devastating affect on frames with damage based abilities.
    • As both Overload and Sound Quake can destroy light fixtures when used, this can be used to constantly take advantage of Eclipse's defense bonus by greatly lowering the amount of light in the current area.

    Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

    • Maximized Power Duration increases duration to 56.4 seconds.
      • Has no negative effect on this ability.
    • Maximized Power Efficiency reduces cost to 6.25 energy.
      • Reduces duration to 8 seconds.
    • Maximized Power Range has no positive effect on this ability.
      • Reduces maximum damage bonus to 80% and maximum damage reduction to 30%.
    • Maximized Power Strength increases maximum damage bonus to 598% and maximum damage reduction to 95%.
      • Increases cost to 38.75 energy.
      • Reduces duration to 14.5 seconds.


    Prisma(H).png Prisma(S).png
    ENERGÍA
    50
    TECLA
    4
    Prisma
    Lanza un orbe de energía que dispara láseres en todas direcciones. Activarlo de nuevo detonará el prisma, cegando a cualquier enemigo cercano.

    Energy Drain: 10 s-1

    Fuerza:80 / 120 / 170 / 250 (minimum damage)
    160 / 240 / 340 / 500 (maximum damage)
    10 / 13 / 16 / 20 (lasers)
    Duración:12 s (prism duration)
    7 / 10 / 12 / 15 s (blind duration)
    5 ms-1 (speed)
    Alcance:15 / 20 / 25 / 30 m (laser range)
    8 / 12 / 15 / 25 m (blind radius)

    • Mirage generates a 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 enemies within 15 / 20 / 25 / 30 meters. Each laser inflicts a minimum of 80 / 120 / 170 / 250 x18px Radiation damage per tick while Mirage is in the shadows, scaling up to a maximum of 160 / 240 / 340 / 500 x18px Radiation damage per tick while Mirage is bathed in bright light. Damage ticks occur at a rate of roughly 4 per second, and the prism lasts for 12 seconds.
      • Minimum and maximum laser damage is affected by Power Strength.
      • Number of lasers is not affected by Power Strength, despite the in-game ability description indicating that it is.
      • Prism's damage is affected by environmental lighting at Mirage's position, scaling between the minimum and maximum values depending on the local light intensity.
      • The damage increase from environmental lighting is unaffected by Power Strength and is capped at 200% under bright lighting conditions.
      • Lasers do not bypass obstacles in the environment.
      • Prism duration is affected by Power Duration.
      • Laser acquisition range is affected by Power Range.
      • Multiple lasers will not target the same enemy simultaneously; an enemy can only be damaged by one laser at a time.
    • Prism 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, if the ability duration ends, or if deactivated by pressing the ability key again (default 4).
    • When the ability is deactivated, the prism will explode in a bright flash of light that blinds enemies that have line of sight to the prism within 8 / 12 / 15 / 25 meters for 7 / 10 / 12 / 15 seconds.
      • Blind duration is affected by Power Duration.
      • Blind radius is affected by Power Range.
      • Blind requires line of sight from enemies to the prism, it must be unobstructed by obstacles and within their vision arc.
    • 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, but the prism will bounce off surfaces in its path.
    • Holograms created from Hall of Mirrors cannot create prisms but will mimic Mirage's body movement during the casting delay.
    • Casting delay of ~2 seconds.

    Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

    • Maximized Power Duration increases prism duration to 33.84 seconds, increases blind duration to 42.3 seconds, and reduces energy drain to ~3.546 energy per second.
      • Reduces laser range to 10.2 meters and blind radius to 8.5 meters.
    • Maximized Power Efficiency reduces activation cost to 12.5 energy and energy drain to 2.5 energy per second.
      • Reduces prism duration to 4.8 seconds and blind duration to 6 seconds.
    • Maximized Power Range increases laser range to 75 meters and blind radius to 62.5 meters.
      • Reduces minimum laser damage to 100 per tick and maximum laser damage to 200 per tick.
    • Maximized Power Strength increases minimum laser damage to 747.5 per tick and maximum laser damage to 1495 per tick.
      • Increases activation cost to 77.5 energy and energy drain to 17.5 energy per second.
      • Reduces prism duration to 8.7 seconds and blind duration to 10.875 seconds.

  • Prism's search lasers will target Sentinels but deal no damage.
  • When cast repeatedly, a second prism can remain floating indefinitely.

  • Mods de Fuerza

    Intensificar.png

    Mods de Duración

    Continuidad.png

    Mods de Alcance

    Estirar.png

    SalóndeEspejos(S).png SalóndeEspejos(S).png
    JuegodeManos(S).png JuegodeManos(S).png JuegodeManos(S).png
    Eclipse(S).png Eclipse(S).png
    Prisma(S).png Prisma(S).png Prisma(S).png

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