Mirage Prime - Electric Map Nuke Run and Gun (Patch 35.0)

PATCH VERSION 35.0
MASTERY REQUIRED 0
FORMA REQUIRED 3
ENDO REQUIRED 246,350

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Electric Map Nuke Run and Gun (Azn)


Introduction:

Playstyle:

Attributes & Abilities:

Suggested Aura Mod:

For best results use Aura Forma, so that it can be changed, when needed.

Suggested Exilus Mod:

Must be unlocked with an Exilus Adapter.

  • NONE - if there is no such need, then there is no point in unlocking the slot.
  • Cunning Drift - Increases slide, reduces friction and increases Ability Range.
  • Handspring - Speeds up a Warframe's knock-down recovery rate.
  • Power Drift - Increases Ability Strength and grants a chance to resist knockdown.
  • Rush - Increases the speed at which a Warframe moves while sprinting.
  • Speed Drift - Increases sprint speed and casting speed.
  • Sure Footed - Increases a Warframe's chance to resist knockdown.
    Primed Sure Footed is exclusive to the Daily Tribute system. It will become available at first at day 400. TAKE IT!!!
  • Vigilante Pursuit - Displays all enemies within its radius with red markers on the mini-map.

Suggested Warframe Arcane Enhancements (Max Rank Description):

  • Arcane Aegis - On Shield Damaged, 3% chance for +30% Shield Recharge for 12s.
  • Arcane Avenger - On Damaged, 21% chance for +45% Critical Chance for 12s.
  • Arcane Barrier - On Shield Damaged, 6% chance to instantly restore all Shields, 6s cooldown.
  • Arcane Blessing - On Health Pickup, +24 Max Health. Stacks up to 50x.
  • Arcane Energize - On Energy Pickup, 60% chance to replenish 150 Energy to self and allies within 15m. 15s cooldown.
  • Arcane Eruption - On Energy Pickup, 100% chance to Knockdown nearby enemies.
  • Arcane Fury - On Critical Hit, 60% chance for +180% Melee Damage to Melee Weapons for 18s.
  • Arcane Nullifier - Passive, +102% chance to resist a Magnetic Damage effect.
  • Arcane Steadfast - On Ability Cast, 20% chance that the next 3 Abilities will not cost Energy.
  • Arcane Strike - On Hit, 15% chance for +60% Attack Speed to Melee Weapons for 18s.
  • Molt Augmented - On Kill, +0.24% Ability Strength. Stacks up to 250x.
  • Molt Efficiency - While Shields are Active, Gain 6% Ability Duration per second, up to a maximum of 36%.
  • Molt Vigor - On Operator Ability, 45% Ability Strength on next Warframe Ability Cast.

Suggested Archon Shards (Tauforged):

  • Crimson Archon Shards (RED):
    +25% (+37.5%) Melee Critical Damage
    +10% (+15%) Ability Strength
    +10% (+15%) Ability Duration
  • Amber Archon Shards (YELLOW):
    +25% (+37.5%) Casting Speed <- always wealcome
    +15% (+22.5%) Parkour Velocity
  • Azure Archon Shards (BLUE):
    +50 (+75) Energy Max <- can help you maintain your Energy Pool

Suggested Focus School:

  • Madurai:
    Power Transfer - 50% Casting Speed on switching to Warframe.
    Sling Strength - Switching to Warframe after a Chained Sling adds 40% Ability Strength for 20s.
  • Vazarin:
    Void Snare - Ability launches a projectile that spins up a vortex trap on impact, or tap 2 again to detonate in-flight. Trap lasts 8s.
    Protective Sling - Allies touched by Void Sling are granted immunity from damage for 5s and healed 60% over 5s for 10 energy cost.
  • Naramon:
    Power Spike - Melee Combo Counter now decays while out of combat by 5 every few seconds, instead of depleting completely.
  • Unairu:
    Poise - Gain immunity to slow, stagger, and knockdown effects for 40s after transferring between Operator or Warframe.
    Magnetic Flare - Use your first Ability to create a 8m radius field that lasts for 30s and disables the shields of any enemy that enters it.
    Caustic Strike - Second Ability launches an energy bomb that explodes with a 8m radius, stripping 100% of enemy armor. Tap 2 again to detonate in-flight.
  • Zenurik: <- reccomended if you struggle with your Energy Pool
    Energy Pulse - Energy pickups grant 50 % additional energy over 5s.
    Wellspring - First Ability creates a well of energy for 8s. Allies passing through the well gain 5 Energy/s for 30s. Use your first Ability inside a Wellspring to increase its size, boost its duration by 20s, and grant 20% Ability Strength to those inside.
    Temporal Drag - Second Ability emits a radial burst, slowing any enemy it touches by 80% for 10s.

Suggested Helminth Subsumable Abilities:

Suggested Loadout:

Summary:


Revision #1
Created 2024-01-02 18:52:50 UTC by Ryan
Updated 2024-01-02 19:00:06 UTC by Ryan