Mirage - A/P Deadshot

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Basic.png

This is a rough draft. Once adequately written, it will progress to the testing stage, where it can be rated by the community. You can help by proposing changes with a Comment or on the Discussion page.

Focused on: Condition damage.

Designed for:

Overview

To be added.

Skillbar

Axe/PistolHealingUtilityElite
Staff

Specializations




Equipment

Axe.png
Pistol.png
I.png
Superior Sigil of Doom
9Recharge.png
Superior Sigil of Doom.pngSuperior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Staff.png
II.png
Superior Sigil of Doom
9Recharge.png
Superior Sigil of Doom.pngSuperior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
II.png
Superior Rune of the Traveler
Superior Rune of the Traveler.pngSuperior Rune of the Traveler
(1): +8 All Stats (2): +5% Boon Duration (3): +12 All Stats (4): +10% Condition Duration; +10% Boon Duration (5): +16 All Stats (6): +25% Movement Speed
Deadshot Amulet
Deadshot Amulet.pngDeadshot Amulet
+1050 Precision +1050 Condition Damage +560 Vitality +560 Expertise

Usage

Elite specialization basics

  • Dodge rolling is replaced by Mirage Cloak, which is more or less the same thing but allows you to cast skills and grants access to ambush attacks over its duration:
    for Axe and
    for Staff. Ambush skills replace the autoattack of the weapons for 1.5 seconds.
  • Pressing dodge grants Superspeed Superspeed and Regeneration Regeneration (which reduces incoming condition duration while it lasts thanks to
    ).
    makes it so that whenever you gain Mirage Cloak, your clones are also going to receive it with all benefits including access to ambush attacks - it can even make your clones evade skills such as
    , denying your opponent various bonuses.
  • You can dodge while CC'd.


General

  • The build has very poor access to condition cleansing, limited only to
    and
    . Try to play it safe against condition specs: outrange them with staff, chain Blind Blind / dodges in melee, etc.
  • creates a new clone whenever you dodge.
  • is useful for just about everything:
    • Defense: evasion + teleport to a random location + break targeting, quite convenient when you're being focused by the enemy team.
    • Offense: free ambush attack for you and all your clones.
    • Mobility: it's a 1.2k range gapcloser afterall as you'll be teleported to a location near the target.
    • While this skill does not break stun, it can be used while CC'd.
  • Besides cleansing conditions while at the same time pressuring your opponent with them,
    is also useful for boon removal/stacking in general, for example getting rid of their Resistance Resistance or stealing Vigor Vigor for
    synergy.


Mobility

  • Use
    for mobility while traveling between capture points. Phase Retreat teleports you in the opposite direction of where you're facing, so to teleport "forward" turn around to use it and then turn back. We recommend that you set up a bind for about face to do this in a fluid manner (Options ⇒ Control Options ⇒ Movement).
    • Make sure that you don't have an enemy targeted when doing this!


Staff

  • Staff is what you use for sustain, ranged poking, mobility, and sustained damage.
  • is a great defensive tool against direct damage, mainly because of Weakness Weakness and Protection Protection. Note: this skill can be used while stunned.
  • is the strongest skill on this weapon. Standing in it supplies allies with defensive boons including Aegis Aegis while inflicting several conditions that can mitigate damage like Weakness Weakness or Chill Chill (Chill makes it harder to reach you while slowing down their skill recharge rate), it even has a chance to CC them with Daze Daze. Excellent skill to use when you need area denial for downed cleave, sustain, and other such scenarios.
  • is good for building some distance between you and your target, and can even be used while stunned, potentially allowing you to save dodges for later.
    • If used in
      PR grants
      . Keep in mind that this doesn't stack in duration, so try not to overlap Chaos Armors.
  • summons 2 Phantasms, each periodically stacking Vulnerability Vulnerability on your target, which is useful for setting up burst. After the attack they'll turn into cones, potentially fueling shatters.


Damage

  • The build for the most part relies in keeping up pressure constantly by spawning clones through
    and making them unload ambush attacks via
    .
  • synergy plays a big part in this build and much of the build's pressure comes from this trait. Although it's a passive trait, there's some depth to it:
    • is one of the skills that benefit the most from this trait, but there's a catch - your clones must be alive when the axes hit the target in order to apply Bleeding Bleeding. If the clones are killed or shattered before the axes deal damage, only the Torment Torment is applied.
    • With a little luck
      could stack nearly 20 stacks of bleeding on its own.
  • Try to use your Shatters with at least 1 or 2 active clones, preferably after doing an ambush attack with them. Being in melee range causes more damage, as these skills count the caster as another clone.


Example of a smaller burst

  1. for damage and to spawn a clone at the end of the animation
  2. Dodge ~halfway through the animation to avoid interruption and to spawn a clone via
  3. while facing the target (this is important!)
  4. with your 2 clones


Example of an extended burst combo

Build rating - 5 stars
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1 Ratings
5 stars
Black117 gave this build 5 stars May 2019

Much like Carrion Ineptitude back in the day. So far in matches if focus on duels and 1+ fights with classes that are not bunkers on points you will win them and can easily rotate between points, all in all I give it a 5 for being a good sidenoder and duelist. Only drawbacks I can see is not much cleansing so will be melted easily by shade fires if don't burst them hard enough while weavers the gradual increase in damage from conditions can be mitigated by good evade frame with dodges, IA, AoS etc etc. Play it like a thief/revenant, you will see good outcomes.

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