Prismatic · Roam · Microcosm · Mataiodoxía
Mataiodoxía ThreadlingsNeeds updating
The same Exotic as Mataiodoxía Needlestorm, worn everywhere except a damage phase. The chest is a burst Super you keep in your back pocket, and the actual work is done by an unreasonable number of Threadlings.
Weaver’s Call weaves three of them every time you cast a rift and deploys anything perched, and damaging things perches more. Drop an Empowering Rift, stand in it, shoot, and you produce Threadlings faster than the room produces targets.
Written for general content — patrol through dungeons and Grandmasters. It raids, but the DPS build raids better.
How it plays
Rift, shoot, repeat, and let the debuffs pile up.
The Artifact converts that into damage. Unraveling Orbs puts unravelling rounds on your weapon off any orb, Horde Shuttle spawns a Threadling whenever you damage an unravelled target, and Threadlings sever what they hit. One orb turns into unravel, unravel into Threadlings, Threadlings into sever — three debuffs deep without a deliberate input.
To Shreds closes the loop defensively: killing a severed target leaves a hotspot of Strand energy granting Woven Mail to you and anyone nearby. Its Woven Mail lasts noticeably longer than the subclass’s own, which is why Facet of Purpose is the fragment to drop first — it grants a buff you already have.
Needlestorm is a real Super here. Mataiodoxía detonates targets hit by Arcane Needle when they die, and multiple Needles on one target trigger a much larger detonation. Needlestorm is a fistful of needles into one place, so it always fires, and it lands close enough to a Cuirass Thundercrash to save for something that matters.
Two fragments earn their slots. Facet of Dawn, because once the Super is spent this is a gun build and radiant off a melee hit is free damage. Facet of Hope, because more rifts means more Threadlings.
Why the gear
Mataiodoxía — the only fixed piece.
Armor — stat-chasing across four different sets, which the source is explicit about. Nothing here needs a Set Bonus, and the two-piece the rail counts is an accident of what rolled well. Reach for the defensive sets if you want one.
Microcosm — the interesting choice. Paracausal Imbuement grants Super energy on final blows and bonus damage once your Super expires, so it pays for the Needlestorm you just spent and then hits harder for having spent it. The catalyst adds Thresh, so a handful of kills with spare heavy refunds a serious chunk of Super. Not the highest-damage heavy available — the one that holds left click and works.
Energy slot — open. Reckless Oracle is a default rather than a requirement. Mint Retrograde is the special and there is no argument about it.
Raid pivot — the same one Praxic Blade uses: Ager’s Scepter, an auto rifle, the Refurbished A499, and the Hunter’s Journal without the ignition perks, because nothing in this version ignites.
The spread
160 Super rather than 200, which looks wrong and is not. Two Super fonts in the helmet add 40 on an orb pickup, so you reach 200 anyway, and those two slots cost far less than the armor rolls 200 base Super would eat. Everything saved goes into Weapons.
Grenade third, for more Void grenades to weaken with; Devour keeps them coming. Then Class for the Threadlings.
Melee last, because the chest refunds so much melee energy that you will rarely wait on it. Health is the dump stat.