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Reaper Mirae - Bloody Butterfly Guide (updated: 08/02/2020)

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[Reaper] Mirae

In this guide we gonna take a look at new character - Mirae
Mirae is physical character, aerial/back/chase damage dealer with a lot of [True Damage]
Her kit is focused on buffing skills with [Shadow] and using [Dark Master] passive

Difficulty level
★★★★☆

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Basic passives Shadow Leader

Mirae can shroud herself in darkness and can manipulate the shadow. With each death and resurrection, Mirae gains [Dark Leader] buff, which can be stacked up to 7 times. Each time Mirae casts [Shadow Call], she gains a [Shadow Master] buff for 7s.*

[Shadow Master] buff

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[Dark Leader] buff

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*buff duration can be reset. If you use Shadow Call first step and wait a little longer to detonate shadow with second button press, you can reset buff duration and extend it up to 12 sec. (max. 5 sec for first move, then 7 sec after reset)

Spoiler

[Shadow Master]: Physical Critical Damage +20%, Cooldown Reduction +10%, Movement Speed +30%, Total Damage +10%, Damage Reduction +10%.

[Dark Leader]: Total Physical Damage +5(+1 per stack)%, Physical Critical Rate +50%, Physical Critical Damage +20(+5 per stack)%, Total Damage +10(+1 per stack)%

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Summon a ShadowPress the skill key again to switch place with the Shadow, the Shadow then explodes dealing damage to the surroundings.
Explosion attack is always [True Damage], Guaranteed Aerial/Back/Chase and Critical. Recover 20% of Phase Release Gauge when cast. Damage of [Shadow Call] will scale with skill level of all [Finishing Move]

Pressing ↑ when using on the ground will summon Shadow in the air.
Pressing ↓ when using in the air will summon the Shadow on the ground.

With every use of [Shadow Call], you gaining [Shadow]. [Shadow] increase all affected by it skills damage (guarantee Aerial/Back/Chase, Critical and [True Damage]).

Skills affected by [Shadow] can be upgraded once per [Shadow Call] usage.
If you use once skill which is upgraded by [Shadow], you cannot summon another [Shadow] unless you will use [Shadow Call] again

[Shadow] in skills is always marked with red color description

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Messenger Skills

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Quickly dodge backward and evade enemy attacks, decreasing incoming damage by 60%. Can also be used in the middle of normal attacks. Press a direction key to evade in that direction. If you use Combat Dodge at the exact moment that an enemy attacks you, you become temporarily invulnerable.

Note: Mirae combat dodge is pretty long and slow as Bai one. It's important to learn that you should use it quicker than other characters to dodge certain attacks

 

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Cancel a move midway, so you can cast another skill. Attacks surrounding enemies and makes you Invincible for 1 second (+0.2 seconds per skill level).
Can also be used while Immobilized by enemy attack, pushing away surrounding enemies in a 4 meter range.

 

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Releases all your accumulated Phase Force at once, temporaily improving your stats for 40 seconds (+2 seconds per skill level). Phase Force accumulates when you attack or are attacked. When you are empowered, all your outgoing damage increases by 20% (+2% per skill level) and Special Moves' Super Armor Crash increases by 1.

You also replenish 30% of your Max MP, and casts the [Embrace of Darkness] buff, increasing certain stats by an amount determined by skill level

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Rushes forward and attacks with a wide swing.
(Can stay at lv.10)

Spoiler

Advance Cube - Extension input added.
Expert Cube - Enhance Function: Guaranteed Back Attack.
Master Cube - Enhance Function: After casting [Shadow Call], [Shadow] will perform the skill together with Mirae when casting Twilight Slash
Attacks made by [Shadow] are [True Damage]; Guaranteed Aerial/Back/Chase and Critical.

*Enhanced attack only applied once per [Shadow Call] cast.

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Rush forward, then dodge backward to attack if hit an enemy.

[Invincible] when casting. Hide Dusk is guaranteed Aerial.

Rush upward while pressing ↑ when using on the ground.
Rush downward while pressing ↓ when using in the air.

[Twilight-Unleashed]

While using [Shadow Call] upgrade your basic attacks once per skill usage (not able to stack; only available after opening Master Cube)

Enhanced Basic Attacks:

→→↑ z and →→ z 

z = base attack button

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[Twilight] buff

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Spoiler

Advance Cube - Enhance Function: Guaranteed Chase.
Expert Cube - Enhance Function: Gain [Twilight] buff per use, which stacks up to 30 times. [Twilight]: Aerial/Back/Chase Critical Damage +6(+1 per stack)%.
Master Cube - Enhance Function: After casting [Shadow Call], Mirae’s Ground and Aerial Dash attack are enhanced into [Twilight - Unleashed].
[Twilight - Unleashed] has [Super Armor Crash Lv3], [True Damage], Guaranteed Aerial/Back/Chase.
[Shadow Master] buff is gained after each [Twilight - Unleashed] cast.
Damage of [Twilight - Unleashed] will scale with skill level of all [Finishing Move].
Damage of [Twilight - Unleashed] is affected by [Basic Attack Training] passive.

*[Twilight - Unleashed] can be casted once on the ground/in the air per [Shadow Call] cast.

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Rush forward, grabbing an enemy and execute them.
(can stay at lvl.10)

Nightfall Gambol is guaranteed Aerial.

Rush upward while pressing ↑ when using on the ground.
Rush downward while pressing ↓ when using in the air.

Spoiler

Advance Cube - Enhance Function: Guaranteed Back Attack.
Expert Cube - Enhance Function: After casting [Shadow Call], [Shadow] will perform the skill together with Mirae when casting Nightfall Gambol.
Attacks made by [Shadow] are [True Damage]; Guaranteed Aerial/Back/Chase and Critical.
Master Cube - Enhance Function: If target’s health is <15%, Damage +35% for the execution attack.

*Enhanced attack only applied once per [Shadow Call] cast.

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Gather strength to unleash a flurry of attacks

The longer the skill key is held, the more [Sunset] stacks are gained
Guaranteed Aerial/Back/Chase. 80% Damage Reduction when casting.

[Sunset] buff
Physical Attack +110(+10 per stack), Physical Critical Damage +6(+1 per stack)%, Max 50 stacks.

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Spoiler

Advance Cube - Extension input added.
Expert Cube
- Enhance Function: After casting [Shadow Call], [Shadow] will perform the skill together with Mirae when casting Sunset Sink.
Attacks made by [Shadow] are [True Damage]; Guaranteed Aerial/Back/Chase and Critical.
Master Cube - Enhance Status: Phase Power Release/Aerial/Back attack +10%, Super Armor Crash Level +1.

*Enhanced attack only applied once per [Shadow Call] cast.

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Contractor Skills

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Swing the Scythe along the ground while attacking the enemy.
(can stay at lv.10)

Pressing ↑ when using on the ground to cast [Ground Uppercut].
Pressing ↓ when using in the air to cast [Aerial Downward Strike].

Skill has 2 charges (3 with Master Cube)

Spoiler

Advance Cube - Extension input added*. [Ground Uppercut] is guaranteed Aerial/Chase. [Aerial Downward Strike] is guaranteed Back/Chase.
Expert Cube - Enhance Function**: After casting [Shadow Call], [Shadow] will perform the skill together with Mirae when casting Moonlight Bringer
Attacks made by
[Shadow] are [True Damage]; guaranteed Aerial/Back/Chase and Critical.
Master Cube - Enhance Function: Skill has 3 charges.

*Extension unavailable when casting [Ground Uppercut]/[Aerial Downward Strike].
*
*Enhanced attack only applied once per [Shadow Call] cast.

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Swing the Scythe in a great arc to attack the enemy.

Guaranteed Back. 80% Damage Reduction when casting.

Spoiler

Advance Cube - Extension input added. [Starlight Scatter] can be casted withing 7s after casting Counting Stars. [Starlight Scatter] is guaranteed Aerial.
Expert Cube - Enhance Function: After casting [Shadow Call], [Shadow] will perform the skill together with Mirae when casting Counting Stars
Attacks made by [Shadow] are [True Damage]; Guaranteed Aerial/Back/Chase and Critical.
Master Cube - Enhance Function: [Starlight Scatter] resets cooldown of Nightfall Gambol and restores 2 charges of Moonlight Bringer.

*Enhanced attack only applied once per [Shadow Call] cast.

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Swiftly swings the scythe, then performs a flurry of attacks.

Guaranteed Back. [Invincible] when casting.

Spoiler

Advance Cube - Extension added. Within 7s after the initial attack, [Extra - Nighthaze] can be casted.
[Extra - Nighthaze]: Catch the enemy with a deadly blow. [Extra - Nighthaze] is [True Damage], guaranteed Chase and Critical.
[Invincible] when casting.
Expert Cube - Enhance Function: After casting [Shadow Call], [Shadow] will perform the skill together with Mirae when casting Nightmist Rip
Attacks made by [Shadow] are [True Damage]; Guaranteed Aerial/Back/Chase and Critical.
Master Cube -
Enhance Function: Extension attack damage +30% if target’s health is <30%. Recover 25% Max HP/MP/Phase Release Gauge when finish casting.

*Enhanced attack only applied once per [Shadow Call] cast.

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Move like dancing and cutting enemy.

Guaranteed Back. [Invincible] when casting.

Spoiler

Advance Cube - Extension input added. Within 7s after the initial attack, [Pledging to the Sky] can be casted. 
Expert Cube - Enhance Function: [Pledging to the Sky] Damage +20%, [True Damage], Guaranteed Chase and Critical.
Master Cube - Enhance Function: [Pledging to the Sky] reduces target’s Critical Damage Reduction by 15% and increases Damage Taken by 10% for 20s.

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Walking silently like a Grim Reaper, summon a [Shadow] to deliver a powerful attack when an enemy is hit.

Guaranteed Back. [Invincible] when casting. 

[Sweltering] buff

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Spoiler

Advance Cube - Extension input added.
Expert Cube - Enhance Function: Pressing ↓ when casting to cast Sleep Tight instantly. [Invincible] when casting. 
Master Cube - Gain [Sweltering] when cast. Super Armor Crash Level +1.

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Edited by Minos

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Resolver Mirae

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[Shadow Leader] buff has been upgraded to [Ruler of Darkness]

Now [Dark Leader] is upgraded to [Dark Master]. Can stack up to 5 times, instead of 7.

[Dark Master]: Physical Power 600 (+100 per stack), Physical Critical Rate +50%, Physical Critical Damage 40%(+5% per stack), Physical Damage Dealt 15% (+0.85% per stack)

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When you use special ability [Shadow Call], you gain an additional buff [Dusk].
[Dusk]: Physical Critic Damage 1% (+1% per stack), Back Attack Critic Damage 1% (+1% per stack), Air Strike Critic Dmg 1% (+1% per stack), Chase Critic Damage 1% (1% per stack)
Can stack max. to 20 times.

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[Shadow: Finishing Moves]

When using Finishing Moves, [Shadow] spirit tracks enemies for additional damage.
Can chase up to 3 enemies, deals [True Damage], guarantee Aerial/Back/Chase and Critical.
This attack gains the same damage as [Shadow Call] and Finishing Moves skill levels.

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*Can be applied once per [Shadow Call] use.

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Resolver Skills

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Call Dark Thorns to attack enemies.
[Dark Thorns] counts as Super Armour Crash lv.5, guaranteee Aerial/Back.
Enemies affected by [Dark Thorns] are affected by 15% Critical resistance for 15 sec.

Spoiler

Advanced Cube - Can realise additional blows. Leap foward for 3 attacks, casting countless slashes for additional damage. [Invincible] when casting.
Expert Cube - Enhance Function: After casting [Shadow Call], [Shadow] will perform the skill together with Mirae when casting Waiting for Dawn
Attacks made by [Shadow] are [True Damage]; Guaranteed Aerial/Back/Chase and Critical.
Master Cube - Enhance Function: Additional blows deals more damage and cast [True Damage].

*Enhanced attack only applied once per [Shadow Call] cast.

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Dash steadily foward to the front

Guaranteee Aerial. [Invincible] when casting.
After obtaining Advanced Cube,
[Shadow] will attack enemies nearby.
Attacks made by [Shadow] are [True Damage]; Guaranteed Aerial/Back/Chase and Critical.

Spoiler

Advanced Cube - When the skill is pressed again within 7 sec after first attack, can cast additional [Strike-Dew Flying]. Within 7 sec from [Additional Strike-Dew Flying] realised, press button again to cast [Strike-Dew Splitting].
Expert Cube - [Strike-Dew Flying] guarantee Chase[Strike-Dew Spiltting] guarantee Aerial/Back.
Master Cube
Enhance Function: After casting [Shadow Call], [Shadow] will perform the skill together with Mirae when casting [Blows-Dew Spiltting]
Attacks made by [Shadow] are [True Damage]; Guaranteed Aerial/Back/Chase and Critical.

*Enhanced attack only applied once per [Shadow Call] cast.

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Realise the sickle dance

Guaranteee Back/Chase. 80% Damage Reduction when casting.

Spoiler

Advanced Cube - Can cast additional attacks. [Strike-Dawn] couns as [True Damage], guarantee Back/Chase and Critical
Expert CubeEnhance Function: After casting [Shadow Call], [Shadow] will perform the skill together with Mirae when casting Dawning
Attacks made by [Shadow] are [True Damage]; Guaranteed Aerial/Back/Chase and Critical.
Master Cube - Enhance Function: If enemy's HP is below 50%, skill deals additional 25% damage. [Shadow] does not count.

*Enhanced attack only applied once per [Shadow Call] cast.

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Free your inner strenght Darkness falls upon everything. Dark Thorns and Shadow devour the world

[Invincible] when casting.

Spoiler

Advanced Cube - Enhance Function: All attacks deals Back/Chase
Expert Cube - Enhance Function: Unleash [Darkness]. Immeditialy heals and restores MP/PP by 50%
Master Cube - Enhance Function: Increase Super Armour Crash by 1 level and damage by 30%

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Awakened Skills

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Counting Stars - Breaking Dawn

Cast a powerful attack through twisting the body

Guaranteed Back/Chase. 80% Damage Reduction when casting.

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Weeping Sky - Night Sky

Elegantly swings the weapon, gathering strength to deliver a powerful attack

[Invincible] when casting. [True Damage], guaranteed Aerial/Back/Chase and Critical.

Damage +30 if target’s health is below 20%. Reduce target’s Critical Damage Reduction by 15% and increase Damage Taken by 10% for 20s.

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Passives

I won't post here all passives with description. Let's just simply do passives which Mirae needs

High priority

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I think there's not a lot to explain. BAT passive for basic attacks, ABC dmg as well as ABC critic dmg passives to boost her damage. PF for bosses, Criticla Blow and Reinforce Power are standard passives.

Worth investing

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ABC critic rate and critical rate are definitely worth using for Mirae, but they're not top tier priority. ABC pierce rate definitely worth taking if you got thos extra points. INvesting in Cost Reduction passive can give your free place for empowered state damage PNA.

Other passives can be invest if all skills are maxed

HP/Defence aren't the most important thing for Mirae. They definitely can be usefull, but boosting her dmg is more important. Penetration passive for critical hits isn't that much of an wow thing for Mirae. She got tons of True Damage.

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Edited by Minos

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Advanced Guide for Reaper

The importance of Mirae's Shadow Call

For last few days since her realise, I notice a lot of people completely skipping Shadow Call or using it wrongly. Let me make it clear:

[Shadow Call] is holy grail for Mirae's gameplay

Without this skill, she loses tons of ABC/True Damage which she can deal addiotionally with her skill cast. You also skipping enhanced basic attacks by not using the skill. [Shadow Call] was created around whole Mirae kit. It buffs her skills with [Shadow] which always deals True Damage and ABC/Critical. [Shadow Call] should be used on the beginning of every dungeon and after every rotation of skills.

 So do not underestimate this skill so quickly and use it!

Mirae also stacks 2 important buffs with Dusk Hide and FM1:

Spoiler

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Those buffs not only boost ABC which deals hella nice damage, but also physical crit damage and can be stacked in definitely overpowered numbers. Since Hide Dusk stacks [Twilight] buff (Setting Sun on screen), Hide Dusk should be used often between skill rotations.
Usually I'm starting with [Awakened] Weeping Sky or Waiting for Dawn to reduce eneme's critical resistance (Weeping Sky additionally debuff enemies with +10% dmg taken so it should be always use first, after cooldown ends - Waiting for Dawn).
Since Waiting for Dawn is ground skill, you can simple stay here, pressing arrow on Hide Dusk and stack buff for your Mirae (or nightfall Gambol to do additional damage if you didn't use it with Shadow yet). 

Mirae has a lot of skills to cast during Shadow, so track which you used, which not, which still does high damage w/o Shadow buff (e.g. Nightmare Rip is important.

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ABC or Aerial & Back?

I'm pretty sure you would like to have quick list of skills which deals damage and what kind of dealer Mirae is. Let's go through it together then.
I'm completely skipping skills which cast ABC through [Shadow].

Guarantee Aerial skills: 7

Guarantee Back skills: 14 (all)

Guarantee Chase skills: 9

Conclusion: Mirae is ABC character. She has 14 skills (so all skills) from which all can guarantee back (two of them deals back only in first step) and aerial (even 7 skills deals it guarantee, aerial is easiest statistic to trigger in game). She also has 9 chase skills which is more than half of her skills.

Keep in mind balancing Aerial/Back/Chase on the end-game is the best idea for Mirae (you can go aerial/back only, but it's a pure waste of her damage). Due to [Shadow] which can be used non stop, it's nice to balance Aerial and Chase, while having more Back in your stats.

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Invincible skills

Spoiler

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Mirae has a lot of them and that's not suprising, if you consider being overpowered.
Most of those iframes can be stopped by using other skill. Moonlight Breaker is the best one to canceling any animation (as well as Dusk Hide)Sometimes Shaping Dew can give you absolute iframe - you are able to go through barriers like Yod walls or David ones. It does not work always however, keep it in mind, it might be useful on early game for you!

After obtaining Adavanced Cube for Waiting for Dawn you are gaining [Invincible] during additional slashes after summoning [Dark Thorns]. Important to remember if you even start first animation before boss attack, so you can dodge it.

Twillight - Unleashed in Dusk Hide skill can gain you 1-3 sec invincibility with [Shadow] enhanced basic attacks. However, they don't work on insta kills. That iframe is pretty similar to Soma's Matra or Tina's Fridge - only protects you from normal hits.

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Animation skipping & interrupting bosses

As almost every character, Mirae has animation skips which she can cast by using some of her skills.

Mainly known and used are:

Spoiler

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Bonus (interrupt):

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Counting Stars, Moonlight Bringer and FM1 are pretty easy to use with good timing. Pretty good to bug the Yod stage 10 orb on Hell as well as Yod animations or other bosses too).
Weeping Sky needs perfect timing since it's pure one shot. Shaping Dew can only skip animation with first two steps, it is also pretty easy to use when you understand timing of it. FM3 can skip animation only with second step - slashes, however it's worst skill to use for skipping - not always work (sometimes it can bug camera moves on bosses, but won't skip animation itself).

And there's one more interesting case...

FM2 with downkey is able to bug/interrupt some boss patterns. As example I can give you Tiamat while summoning 4 totems and Mephisto stars in 7 HP bars in stage 7 crew dungeon. Keep in mind, that second case requires from you also basic attacks and PPR (so you might have chance to bug him)

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Overall look - FAQ and Gameplay video

I have been asked few times this week what are Mirae combos. And being honest - Mirae is character which can combine skills freely, with some exceptions.

How to play Mirae?

PS. Thanks to @2Dk for RotationGuide idea, decided to do one by myself

Spoiler

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Her [Shadow Call] has to be use on the beginning of the every dungeons and everytime when cooldown is off. Even if you didn't manage to use all skills which are affected by [Shadow] during the skill cooldown, you don't have to worry - [Shadow Call] has to be casted anyway, to reset nice buff which it gives. You also can keep Shadow explosion from [Shadow Call] for later to extend your buff from that skill and use it as escape from boss. Use often Hide Dusk between combos to gain buff stacks. Weeping Sky is perfect option for critic resistance and +10% dmg on enemies. If it's on cooldown, use Waiting for Dawn - just remember to not cast both skills one after another, since you loosing one critical resistance buff.

If you can, put into your gameplay enhanced basic attacks from [Shadow Call] as much as u can.
To break from ground into the air, use Moonlight Breaker or Dusk Hide. Nightfall Gambol works too if both skills are on cooldown.

Try not to double skills during one [Shadow Call] duration due to [Shadow] buff limit.
The exceptions are Nightmare Rip, Moonlight Bringer, and Dusk Hide. First skill does a lot of damage without Shadow, so can be used even [Shadow ] buff is on cooldown. Moonlight Bringer and Dusk Hide can get you up from ground (Dusk Hide also stacks buff).

Try to combo Shaping Dew with other skills between second and third step cast. FM1 (for buff stack), Waiting for Dawn, Dawning and Moonlight Breaker are recommended due to moves which matches Shaping Dew.

If you can see boss animation coming between patterns/attacks, use FM3 then to deal damage (FM3 has long animation so it should be use between long animations - e.g. Yod come out on SoP, Untouched/Maid patterns with animations). Rememer to use FM1 with holding button same was as FM3 - it will give you more stacks for buffs and won't waste your time.

And as last advice. Remember to skip FM1 animation (after casting Shadow from that skill) and cast FM2/Weeping Sky often.
FM1 is mostly used for buff/skip, however shadow deals damage.

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So is dying effective and worth of Mirae's passive?

Definitely yes, but with restraint. You should die once when occasion to it is perfect - boss insta kill and possible quick ressurection. One death for casting passive is definitely enough. Especially on dungeons like Misook/Untouched or Sea of Pollution. Worth one death 💀

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Which statistic Mirae needs for gameplay?

Attack Speed

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This is the most important statistic

Because of attack speed Mirae is much faster which makes her gameplay smoother and makes skill much less annoying to cast. She also can cast more skill during [Shadow Call] cooldown duration. I see a lot of players under even 1.10 which is a huge mistake.

Minimal rate for Mirae's AS should be 1.28, the perfect amount (cap) is 1.31 and above. You don't need more if you can't afford better tuning.

As I mention, Aerial/Back/Chase are all perfect for Mirae. Balance AC and give more into Back attack.

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The Gear

It's common question for Mirae, especially when it comes to purification gear. So I will give you all options for her gear and explain why some of them are better, some are fine and some are completely useless or skippable.
Since there's such a huge difference in translation on Mirae modules in puri and her skills (3 different translations), I will make one here, so people can easily understand what modules/receivers boost

Purification Gear

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The most payable modules, which gives the highest boost to the skills are Harpas (Predator's), second option is Yod (Swing of God)
I do not recommend Tindalos modules unless you can make Gluttony gear quickly

For receiver, the only good option is green one (number 3)

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Belzebub Triggers

So thing with a triggers is kinda weird. And I will explain why.

Majority of the playerbase use on any character red triggers due to high amount of the damage which they can create with a time and individual statistic which each trigger gives.

So what's the issue with them when it comes to Mirae?

Her major passive and high damage output

[Dark Master] passive: Yes, it might seems a bit odd talking about dying when it comes to gear, but since red triggers (which are used by majority of community) damage is stackable and higher stacks are depending on the amount of time when you attack an enemy, it has a impact on Mirae. Dying once will reset red trigger effect, while Mirae passive simply beats crap out of it - it last for whole dungeon and doesn't need time to grow up to decent amounts. And even if that argument is not enough - take a look at her skills and buffs. Individual stats for red triggers are simply not worth making them for her. She's bursting everything with her high damage and as well as got a lot of buffs which needs stacks or casting them from time to time.

In exchange, use Orange triggers, which works better on most of the maps.

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Since Mirae passive boost all stats which are for individual parts as well as 3/3 set effects. She uses a lot of ABC statistic because of the [Shadow] buff. And same goes to critical. Critical resistance for Mirae is great because of how many guarantee critical hits she has with [Shadow]. And the last, but not least, the 5% attack speed from 3/3 effect set is perfect complement for her statistic.

Orange triggers are used for bursting - Mirae does it the best to the high amount of damage she can deal. There's not much to say, orange are simple better for Mirae (at least one most of the dungeons) and using them is actually easier. They're quicker to cast and they're better match for Mirae kit.

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Red triggers are still good option, win against Orange on longer runs and makes also good choice for Mirae if you want to do speed runs on Busan/SoP/BB raids.

So reasuming: I do not recommend using red triggers for other dungeons than Busan, SoP and BB raids. Addiotionally - Busan will get huge nerf soon, so red triggers will be useful only on dungeons mention above and new Tiamat. If you can - craft both trigger sets. If you're not able to do it right now, choose one of those two suggested sets and make second one later.

 

Is there any better trigger set for Mirae?

No, I used to say purple were fine, but they only boost 5% attack speed, so not worth it doing. Blue are only for item drop which people use for dropping module on Sea of Pollution, while almost no one uses green.
Team Challenge triggers also are used only for item drop.

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End-game gear, tunes and chips for Mirae

It will include purification/Busan and Belzebub (BB) gear.

Weapon: Gluttony Agile Core
Modules: 2/2 Gluttony Modules (physical: booster and engine) + Locust Hell or Dreamless Glass module
Triggers: Orange or Red (both sets if you can)
Receiver: Locust Hell Expender (back)
Trinkets: [Force] Infinite Collapse (lv.85 SoP trinkets) + [Force] Scorpion Hell trinkets (Busan, Untouched)
(if you don't have Busan ones and crafting can take time, use puri 83 trinkets in exchange)

Tunes in gear

Spoiler

 

Core:
- Additional Physical Power,
- Physical Critical Damage,
- Attack Speed,
- Back Attack Critical Damage,
- Back Attack Damage or skill tune (Nightmare Rip or  Dusk Hide/Dawning/FM2: Eternal Sleep)

Module:
- Physical Critical Damage,
- Attack Speed,
- Back Attack Critical Damage,
- Back Attack Damage or skill tune (Nightmare Rip or Dusk Hide/Dawning)

Receiver:
- Physical Critical Damage,
- Increase damage on [Armour type],
- [Basic Attack Training] +1,
- Skill Cost Reduction/Phase Speed Charge (up to you, depending if you got cap on Cost Reduction),

Trinkets (Shields):
- Total Physical Damage,
- Physical Critical Damage,
- Back Attack Damage (if you can; aerial/chase work too, but back preferable),
- Physical Defense Penetration or HP,

Triggers:
- Total Physical Damage,
- Physical Critical Damage,
- Aerial, Back or Chase Attack Critical Damage,
- Attack Speed,

Chip (for current state: 08/02/2020)

Core (end-game):
- Deathblow
- Legion Chip: Red,
- Dual Chip: Red/Yellow,
Core (early-game):
- Platinium Back Attack Chip,
- Dual Chip Purple/Yellow,
- Dual Chip Purple/Red,

Module (end-game):
- Legion Chip Yellow,
- Platinium Purple/Back or Back Chip,

Module (early-game),
- Latest Purple Chip,
- Platinium Back Attack Chip,

Trinkets (Shields):
- Platinium Aerial or Chase Chips (duals can be used to - e.g. dual black/chase),

 

klULduY.png

PNA tree

Offensive Strain

Array Genes: Physical Power (Rate) x6
Combination Genes: Physical/Psi Critic Rate x2
Mutation Genes: Aerial, Back or Chase Critical Damage (can mix)

Defensive Strain

All PNAs here are up to you. I recommend HP (rate) and physical/psi damage reduction

Utility Strain

Array Genes: Movement Speed (3%) x6, MP (rate) x6 or Bonus Credits x6 (up to you)
 Combination Genes: Cost Skill Reduction x1, Cooldown Skill Reduction x1
(if you have already capped those two at 40%, use Damage bonus during Empowered State)
Mutation Genes: Cost Skill Reduction x1, Cooldown Skill Reduction x1
(if you have already capped those two at 40%, use Damage bonus during Empowered State)

Special Strain

Weapon Affinity
Fast Mover or Aerialist/Paratrooper

(if you have 1.28 attack speed or above, then you can skip Fast Mover)
Backstabber

Amplifier

 +5% Damage or +10% Attack Speed (if you lack speed attack; +12% Back Attack Critical Dmg also works)

Amplifier Nightmare

+5 Damage, +10% Attack Speed and +4% Movement (%)

klULduY.png

Gameplay

I'll post weekly video here with new run to show you some gameplay of mine (which changing with every hour spend on Mirae)

Gremory's Central Lab (skipping main pattern)

Spoiler

 

Contamination Hell

Spoiler

 

Tiamat's Abyss (assault) burst - I manage to get that quick FM1 skip, somehow it doesn't work always

Spoiler

 

Busan Battle Program: Untouched

Spoiler

 

Sea Of Pollution

Spoiler

 

Team Challenge (stage 4; Hell Drill)

Spoiler

 

klULduY.png

I have used translation made by Shu; Resolver job is mostly translated by me, with some C:C translation made by @[FO] Chulsoo

https://docs.google.com/document/d/1v_vNOVFdIIErNBwL9aNqfpXDx6lWWoCJVl-kl9qP8cw/edit?usp=sharing

Edited by Minos

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Updated guide:

- PNA/Gear guide done,
- Fixing typos and grammar mistakes,

@Hien
Also one thing. I did a huge mistake while answering you. Mirae is using Harpas modules (and as second option it can be Tindalos, not Yod). Sorry for that, but I was too busy to check out again KR modules and see what they give.

Edited by Minos

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Spoiler

I'm sorry but this anime came into mind when I saw Bloody Butterfly

Q9Q4Yfx.png

Anime: Chio-chan no Tsuugakuro

Part of the Red buff is Super Armor, not Super Armor Crash. It doesn't matter much having 1 SA in late game though with the abundance of SA Crash/Iframe pierce.

Here's the thing about Red vs Orange... Orange wins slightly (if not equivalent to Red, depending on stats/char stat conversion) if you completely ignore Red's stacking buff. Orange has better uptime (40s buff / 50s CD, 80% uptime). Damage Increase stat is good, but there's uncertainty with most players probably doubting it. But basically treat it like another ABC/PPR Damage stat, but not diminished (at least not to my knowledge, it's hard to test -- even if it is diminished, there's only so few sources of the stat atm that it's still minor).

Assuming Red's 3 Triggers have their buffs active, it takes almost a minute for it to surpass Orange. If none of its buffs are active, then you'll need around 3-4 mins. I know the math isn't straightforward and it's heavily dependent on how much stats your character has, but these are rough estimates I ended up with.

But that's not taking into account Red Trans. Red's growth is 50% on all 3 Triggers (30% Crit Dmg -> 45%, 800 Raw -> 1200, 5% Damage Increase -> 7.5%). Orange doesn't even grow by as much with the only notable increase is from overall having 15% Dmg Inc -> 22%. Crit Resist not improved, ABC Crit Dmg 25% -> 28%. Red's overall 50% growth should make it on par, and probably often better than Orange's Trans, having a stacking buff as a cherry on top.

Despite all that, I'm still considering Orange solely because it's a burst of stats once it triggersheh

Tbh I really don't like what Naddic did, and I'd tweak both Triggers my own way if given the chance.

Edited by Kai🌸Haan

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4 hours ago, Kai🌸Haan said:

Assuming Red's 3 Triggers have their buffs active, it takes almost a minute for it to surpass Orange. If none of its buffs are active, then you'll need around 3-4 mins. I know the math isn't straightforward and it's heavily dependent on how much stats your character has, but these are rough estimates I ended up with.

The time which you have to lose for stacking buff isn't that terrible (consider you doing the same with almost all Mirae buffs). Red triggers are still one of the best things in the game. Just Mirae gameplay first more into Orange, even not looking at dmg output. Some people use orange triggers over red on other characters, but for her it's just better choose in my opinion. I do not recommend red ones, but I also don't throw them into trash, people who want to use them, always can. Red triggers are still great, I just think it's better fit for her to use Orange due to speed attack/her passive etc.

I will switch some description to make it clear

4 hours ago, Kai🌸Haan said:

Part of the Red buff is Super Armor, not Super Armor Crash. It doesn't matter much having 1 SA in late game though with the abundance of SA Crash/Iframe pierce

My bad here, I will change it

4 hours ago, Kai🌸Haan said:

Despite all that, I'm still considering Orange solely because it's a burst of stats once it triggersheh

Orange club I see :seththanks:

Edited by Minos

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1 hour ago, Gzan said:

Can you give me a tip on how to burst/one shot dungeons like Irina, Tiamat, etc with Mirae?

Sadly Mirae doesn't have any one shot skills, except Weeping Sky or FM2 (but still both do more than one hit)

The best way for Irina is to start with basic attacks (upgraded with Shadow) if you got high CP. Since basic attacks deals huge dmg as I notice on Irina/Tiamat, so they're helpful in bursting them down.

If I manage to check in future with better gear what can burst them quickly, I will let you know. For now I'd go for skills like Weeping Sky, Dusk Hide or simply [Shadow] basic attacks. FM2 with down arrow might work too as well as FM3 (but since casting is pretty long, it might be the worst option too), If you going to skip Tiamat, FM1 works, but the timing and position has to be really on the point. Somehow Tiamat on v.hard is harder to skip than skirmish one. I don't know if that's a bug or simply game design.

Here's example of skip, on Skirmish, works on V. Hard too:



PS. There's high chance Shaping Dew can be pretty nice for busting, but it the most powerful hits are 1st and last one. Which means if you going for animation skip with first step, second step might destroy your combo on e.g. Tiamat with multihit and she can escape.

Edited by Minos

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Oh I see, I'll try it out later, thanks for the advice! What I've been trying to do is Shadow>Dusk Hide>Shadow>FM2 (down)>Counting Stars, but is still lacking some damage to one shot with this combo, so I guess I have to gear her more. Also on another note Counting Stars does skip animation even on awakened version but requires timing too. 

:seththanks:

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2 hours ago, Gzan said:

Oh I see, I'll try it out later, thanks for the advice! What I've been trying to do is Shadow>Dusk Hide>Shadow>FM2 (down)>Counting Stars, but is still lacking some damage to one shot with this combo, so I guess I have to gear her more. Also on another note Counting Stars does skip animation even on awakened version but requires timing too. 

:seththanks:

Remember that Dusk Hide requires arrow up or down, depending on your position

+ Yes, I know, I will update later guide with Counting, thank you

Also use Weeping Sky more often, I know other skills are more quicker, but it deals 12k% true damage w/o Shadow

And basic attacks are powerful as hell, use them often if u can

Edited by Minos

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36 minutes ago, Limbo said:

What Levels do I need for the actives and passives?

lv. 10 at least on skills (Finishing moves maxed out). Passives also maxed out|
If u can, which is easy for Mirae - max out all skills. U can leave Twilight Slash/Nightfall Gambol on lv. 10

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Guide has been update with last, the most important information

Spoiler

 

Dusk Hide [Twilight-Unleashed]

While using [Shadow Call] upgrade your basic attacks once per skill usage (not able to stack; only available after opening Master Cube)

Enhanced Basic Attacks:

→→↑ z and →→ z 

z = base attack button

sWqv0JL.png

4TIR7Z7.png

 

Dusk Hide works as [Exceed Strikes] (Violet passive) which boost basic attacks damage. So more Dusk Hide points you got, more damage your dealing from Enhanced Basic Attacks.

PS. Sorry for late information, I just notice I didn't pass that into guide before.

Edited by Minos

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05/30/2020 Update:
- Fixed typos, description of guide,
- Added Skill Rotation guide,
- Added more important/accurated informations and explanations,

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On 5/30/2020 at 8:11 PM, Minos said:

05/30/2020 Update:
- Fixed typos, description of guide,
- Added Skill Rotation guide,
- Added more important/accurated informations and explanations,

Broken picture. ;w;

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3 hours ago, erizarotte said:

Broken picture. ;w;

yes, I know, I'll do screenshots soon

R.I.P Closers Wiki 

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i wonder why the FM2 sometime does less damage and no shadow even already casting shadow V, example if FM2 have shadow it deal 400m per hit meaning 3 hit 1b2 and a shadow 600m = 1b8, sometimes they did only 100m per hit meaning only 300m and no shadow after

Edited by Fluffy

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9 hours ago, Fluffy said:

i wonder why the FM2 sometime does less damage and no shadow even already casting shadow V, example if FM2 have shadow it deal 400m per hit meaning 3 hit 1b2 and a shadow 600m = 1b8, sometimes they did only 100m per hit meaning only 300m and no shadow after

Because you probably forgot to cast Shadow Call before FM2 (or if not, then you could get interrupted by boss during Shadow Call cast)

I will test it anyway, quick cast might have something to do with it. Mirae used to have bugs connected to shadow casting in skills as well as dc problems

 

PS. Do you always cast FM2 with down key? Non down version doesn't cast shadow

Edited by Minos

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18 hours ago, Minos said:

Because you probably forgot to cast Shadow Call before FM2 (or if not, then you could get interrupted by boss during Shadow Call cast)

I will test it anyway, quick cast might have something to do with it. Mirae used to have bugs connected to shadow casting in skills as well as dc problems

 

PS. Do you always cast FM2 with down key? Non down version doesn't cast shadow

yes, i always hold down key when casting FM2 thou, took me time but i finally recorded it

both are casting shadow call before FM2, but sometimes they have shadow, sometimes they dont. gear are the same, im not changing anything.
another video but with same map.

 

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2 hours ago, Fluffy said:

yes, i always hold down key when casting FM2 thou, took me time but i finally recorded it

both are casting shadow call before FM2, but sometimes they have shadow, sometimes they dont. gear are the same, im not changing anything.
another video but with same map.

 

First of all - bosses have different defences. E.g. Nito is transcendence, WG and Untouched are Heavy Weight - if you invested in yod suit, you deal dmg to Nito than those 2 bosses.

Second - Busan raids have different defence than e.g. Nito (I'm not able to explain it in more detail way since I never was into deeply studying it). You cannot compare damage from e.g. puri to Busan dungeon. It always will be huge difference in dmg

Third - Shadow Call sometimes doesn't cast shadow and hella idk why. It is bug for sure, but when KR will fix it (maybe they fixed it already, I need to check) - I don't know

 

On second video you didn't cast PPR once on Untouched - it does not make huge differences, but keeping those details in mind might give you full view of my point. Every small thing matter in damage. Keep in mind - you also need critical hits to deal higher damage. That's why using critical rate for Mirae on Busan is such a good thing (only her Shadow guarantee critical hit, not whole FM2)

Ps. item lvl also affects it

Edited by Minos

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2 hours ago, Minos said:

First of all - bosses have different defences. E.g. Nito is transcendence, WG and Untouched are Heavy Weight - if you invested in yod suit, you deal dmg to Nito than those 2 bosses.

Second - Busan raids have different defence than e.g. Nito (I'm not able to explain it in more detail way since I never was into deeply studying it). You cannot compare damage from e.g. puri to Busan dungeon. It always will be huge difference in dmg

Third - Shadow Call sometimes doesn't cast shadow and hella idk why. It is bug for sure, but when KR will fix it (maybe they fixed it already, I need to check) - I don't know

 

On second video you didn't cast PPR once on Untouched - it does not make huge differences, but keeping those details in mind might give you full view of my point. Every small thing matter in damage. Keep in mind - you also need critical hits to deal higher damage. That's why using critical rate for Mirae on Busan is such a good thing (only her Shadow guarantee critical hit, not whole FM2)

Ps. item lvl also affects it

im not saying about the damage, im saying about the shadow at the end of the FM2 thou.
i know the damage different boss type too , the only main reason i wonder its sometimes it doesn't cast shadow in the end of FM2, even i did the same move in the video,
open phase power -> cast V -> jump -> casting FM2. the video about busan i forgot to open phase and it still have shadow and better damage than the open phase anyway.
for short:
casting FM2 if it have shadow, it can up to 1B5~2B damage.
if it's not, only ~300m damage.
that 2 damage in same boss.
it's happen to me so many times and make me wonder what mechanic after this FM2 skill, because have shadow and dont have shadow after FM2 make this skill so different about the damage dealt. (sr about my bad english).

im rewatching my video and on my calculation the first one:
i dealt 220m per hit x3 and no shadow = 660m
the second one i dealt
175m per hit because i forgot turn on power phase, x3 = 525m + 518m on shadow = 1B, see the differenent? @@ now imagine i have power phase on

Edited by Fluffy

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21 minutes ago, Fluffy said:


im rewatching my video and on my calculation the first one:
i dealt 220m per hit x3 and no shadow = 660m
the second one i dealt
175m per hit because i forgot turn on power phase, x3 = 525m + 518m on shadow = 1B, see the differenent? @@ now imagine i have power phase on

And I did answer your question:

3 hours ago, Minos said:

Third - Shadow Call sometimes doesn't cast shadow and hella idk why. It is bug for sure, but when KR will fix it (maybe they fixed it already, I need to check) - I don't know

FM2 is known case. Same happens to me on FM3, not mentioning other skills

And again

21 minutes ago, Fluffy said:

i dealt 220m per hit x3 and no shadow = 660m
the second one i dealt
175m per hit because i forgot turn on power phase, x3 = 525m

Damage (from 220m to 175m) comes from lack of PPR (add to it Busan gear effect if u got module and everything should be correct)
Shadow did count on second video, but not on first one, which as I mention above - is a bug

 

More:

FM2 cast Back guaranteee (+aerial if in air)
FM2 shadow cast ABC, critical hit + True damage. So shadow makes more than FM2 itself sometimes

Edited by Minos

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