
Overview: The killing joke, Mirage conjures illusions and bombs to cause havoc wherever she appears. Capable of huge damage and mass crowd control, she can be acquired from the Hidden Messages quest available in your codex.
Prime: Mirage prime is currently vaulted, meaning you’ll need to bug friends and clan members for relics, dip your toes into the trade channel or wait for an unvaulting event if you want to obtain her.
Special: Mirage performs manoeuvres 50% faster and slides for 85% longer. It doesn’t sound that great, but it does quite a bit for you parkour mobility.
Pros: A good selection of crowd control powers and high damage potential. Hall of Mirrors (1) can decoy away enemy fire and can let you do interesting things with explosive weapons.
Cons: Somewhat fragile if struck, powers affected by light levels that you can’t really control, very dependent on powers for survival.
Powers: Summon a set of holographic clones with Hall of Mirrors (1) that will draw fire away from and mimic Mirage – including attacking. While these deal reduced damage, they are affected by power strength and can apply status effects. Combine with an area attack weapon to overlap damage areas and thus your single target damage, or try the Hall of Malevolence augment to gain a stacking damage bonus from kills!
Sleight of Hand (2) primes interactive objects (lockers, zip-lines, lasers and even ammo pickups) to explode, shock or otherwise cause damage to enemies. This ability also summons a jewel at the targeted area that acts as an attractive bomb, dealing blast damage if in light or blinding in darkness – your clones will also deploy jewels if they are active when casting. Adding the Explosive Legerdemain augment will turn any pickups in range into proxy-mines, each dealing significant damage and a guaranteed status effect when detonated. This makes for an amazing crowd control ability, and can be fantastic in defence, interception or survival missions.
Eclipse (3) provides a conditional buff based on the light level Mirage is standing in. In bright light weapon damage is multiplied by up to 200%, and in deep shadow incoming damage is reduced by up to 75%. You can share your buff with nearby players using the Total Eclipse augment. Note that a combination of this buff while brightly lit and Hall of Mirrors (1) can skyrocket your damage – if you can land the hits.
Prism (4) launches the disco-ball of doom, a moving crystal sphere that emits radiation beams as it drains your energy – the sphere will bounce off the environment, allowing you to do trick-shots! The sphere can be detonated by casting again, blinding enemies in a large radius. This is an expensive, awkward but powerful ability when used well, able to blind entire defence maps with good positioning – try launching it at an angle to float above the map! Try the Prism Guard augment to tie the ball to Mirage at the cost of ability duration.
Opinion: A dated, gimmicky, but undeniably powerful frame that rewards synergistic builds. Area effect and homing weapons, the Concealed Explosives mod and polearms all work well, but you should expect to have a hard time against enemies using similar weapons – Hall of Mirrors (1) doesn’t help against area damage! Mirage is not what I’d recommend for a beginner, but can be a strong choice in any mission type once you’ve found your feet, and a high range Explosive Legerdemain build can be absurd on defence or interception maps.