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Prismatic

Blink Artillery — Silence and Squall (Prismatic Hunter)

Dual-exotic blink DPS — shift, Wardcliff volley, shift again, forever (GM-capable add/Champion clear)
Mask of Bakris on light.gg

Centerpiece: Mask of Bakris (Helmet) · Subclass: Prismatic · Role: Dual-exotic blink DPS — shift, Wardcliff volley, shift again, forever (GM-capable add/Champion clear) Sandbox: 9.7.0 · Updated 2026-07-03

Shift across the room, leave a Strand clone soaking the aggro, dump a full Wardcliff volley into the pack, then shift again to reload everything and stack the Arc buff higher. Mask of Bakris turns every dodge into a teleport that supercharges your Arc guns, the Queensfoil Censer loops your Armor Charges straight back into the rocket, and four separate damage-resist layers keep you standing in -50 content. It never stops moving and it never stops shooting.

The exotic

This is a legal dual-exotic loadout: one exotic armour piece plus one exotic weapon.

Mask of Bakris (Helmet) — Light Shift: While you have a Stasis or Arc Super equipped, your Dodge becomes a longer range, faster moving shift that partially cloaks you during use. After shifting, your Stasis and Arc weapons gain a stacking damage bonus for a short time. Final blows with this bonus active refund class ability energy.

The Wardcliff Coil (Rocket Launcher) — Mad Scientist: This weapon fires a volley of rockets and grants Bolt Charge to all nearby allies for every other rocket that it fires.

Silence and Squall is a Stasis Super, so it satisfies Bakris's "Stasis or Arc Super equipped" clause and your Marksman's Dodge becomes Light Shift — a ~10 m teleport that renders you invisible and invulnerable for the animation. Each shift grants a stack of Light Shift (10/21/33% increased Arc and Stasis weapon damage at 1/2/3 stacks, 11 s, max 3 — Clarity). While the buff is up, weapon kills refund class-ability energy, so shifting pays for the next shift. The Wardcliff Coil is an Arc rocket, so it rides that buff in full: one trigger pull throws a multi-warhead volley that flattens a pack and drips Bolt Charge to the fireteam. Bakris makes the volley hit far above its tier; the class-ability refund keeps the whole loop turning.

Loadout

SlotPickWhy
SubclassPrismaticNative access to Threaded Specter, Stylish Executioner and the Facet fragments in one kit.
SuperSilence and SquallStasis Super — required to enable Bakris's Light Shift, and it seeds Frost Armor via Facet of Purpose.
Class abilityMarksman's DodgeReloads all three weapons and scoops nearby ammo; with Bakris it becomes the long-range cloaking shift.
MovementFlex (Strafe Jump)Not load-bearing; pick the jump you steer best with between shifts.
MeleeFlexNot load-bearing — player choice; melee is not part of the damage loop.
GrenadeFlex (stat-stacked)Push the grenade stat so the Prismatic grenade returns fast for Transcendence uptime.
Aspect 1Threaded SpecterEach dodge drops a Strand decoy that pulls aggro and detonates into Threadlings — built-in DR while you set up the volley.
Aspect 2Stylish Executioner (GM) / Gunpowder Gamble (easier)-50: Executioner for on-demand invis between shifts; -30 or lower: Gunpowder Gamble for a free Solar ignition off multikills.
FragmentsProtection · Purpose · Courage · flexDR while surrounded, Orb→Frost Armor, more Darkness-debuff damage, plus stat fillers.
Exotic armourMask of Bakris (Helmet)The engine — dodge becomes a shift that stacks Arc weapon damage and refunds class ability on kills.
WeaponsWardcliff Coil (Heavy) · Festival Flight or any Strand GL w/ Slice (Energy) · flex Kinetic primaryArc rocket is the DPS; the Strand GL feeds sever→unravel→Woven Mail; Kinetic is a free slot.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Class → Super. 200 Weapons is the hard requirement (the ammo-brick and damage engine); after that push Class to ~100 so Marksman's Dodge returns in a couple of kills (Bakris refunds the rest), then Super, then Grenade as a Prismatic luxury. Health and Melee are the dump stats. Archetype lean: any Weapons-primary armour set; no set bonus is required — the heavy economy comes from the Weapons stat and mods, not a 4-piece.

Mods:

Artifact — Queensfoil Censer

Picks (2/3/2): Blast Radius + Armorsmith — Anti-Champion Nosecone + Revitalizing Blast + Unraveling Orbs — Argent Ordnance + To Shreds

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (5/10)Strand Siphon 1e fillRapid Strand weapon final blows create Orbs of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (5/10)Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
Momentum Transfer 2eCausing damage with a grenade reduces your melee cooldown.
Grenade Font 1eYou gain a bonus to your grenade stat while you have any Armor Charge. Your Armor Charge decays over time.
Chest (6/10)Strand Resistance 2e fillReduces incoming Strand damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)Arc Weapon Surge 1eYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge 1eYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Scavenger 1eArc weapons get bonus reserves when picking up ammo used by that weapon.
Class Item (4/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.

All 15 sockets used, 10 energy per masterworked piece; costs from the manifest. Core mods are the build's engine; fill mods are strong defaults — swap freely (chest resists should match the activity's damage types). Flex/loadout-dependent: not the subclass.