Prismatic Driver

prismatic driver weapon mod remnant2 wiki guide 250px
Fires a superheated beam which deals 25 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 150 Mod damage in a 3m AOE.


Mod Power Requirement: 50 per Pulse.

 

Prismatic Driver is a Weapon Mod in Remnant 2. Prismatic Driver projects a searing beam that deals continuous mod damage, culminating in explosive bursts upon prolonged targeting.

 

Remnant 2 Prismatic Driver Weapon Mod Effect

Prismatic Driver can be socketed into any Weapon that has an available Weapon Mod slot.

Once equipped, the Prismatic Driver  Mod bestows the following effect upon the Weapon it is attached to:

  • Fires a superheated beam which deals 25 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 150 Mod damage in a 3m AOE.

 

How to Get Prismatic Driver Mod in Remnant 2

Prismatic Driver can be found in the following locations:

  • Can be found in N'Erud - Spectrum Nexus

Prismatic Driver can be crafted at Ava McCabe. To craft Prismatic Driver you will need the following Materials:

 

Builds that use Prismatic Driver in Remnant 2

Prismatic Driver is used in the following Builds:

__builds__

 

Remnant 2 Prismatic Driver Mod Upgrades

Despite Weapon Mods not being upgradeable, once attached to a Weapon, they receive the benefits of the weapon's level, resulting in greater damage as the weapon's level increases.

Weapon Level
Effect
Weapon Level 1
Fires a superheated beam which deals 27.5 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 165 Mod damage in a 3m AOE.
Weapon Level 2
Fires a superheated beam which deals 30 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 180 Mod damage in a 3m AOE.
Weapon Level 3
Fires a superheated beam which deals 32.5 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 195 Mod damage in a 3m AOE.
Weapon Level 4
Fires a superheated beam which deals 35 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 210 Mod damage in a 3m AOE.
Weapon Level 5
Fires a superheated beam which deals 37.5 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 225 Mod damage in a 3m AOE.
Weapon Level 6
Fires a superheated beam which deals 40 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 240 Mod damage in a 3m AOE.
Weapon Level 7
Fires a superheated beam which deals 42.5 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 255 Mod damage in a 3m AOE.
Weapon Level 8
Fires a superheated beam which deals 45 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 270 Mod damage in a 3m AOE.
Weapon Level 9
Fires a superheated beam which deals 47.5 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 285 Mod damage in a 3m AOE.
Weapon Level 10
Fires a superheated beam which deals 50 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 300 Mod damage in a 3m AOE.
Weapon Level 11
Fires a superheated beam which deals 52.5 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 315 Mod damage in a 3m AOE.
Weapon Level 12
Fires a superheated beam which deals 55 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 330 Mod damage in a 3m AOE.
Weapon Level 13
Fires a superheated beam which deals 57.5 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 345 Mod damage in a 3m AOE.
Weapon Level 14
Fires a superheated beam which deals 60 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 360 Mod damage in a 3m AOE.
Weapon Level 15
Fires a superheated beam which deals 62.5 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 375 Mod damage in a 3m AOE.
Weapon Level 16
Fires a superheated beam which deals 60 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 390 Mod damage in a 3m AOE.
Weapon Level 17
Fires a superheated beam which deals 67.5 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 405 Mod damage in a 3m AOE.
Weapon Level 18
Fires a superheated beam which deals 70 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 420 Mod damage in a 3m AOE.
Weapon Level 19
Fires a superheated beam which deals 72.5 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 435 Mod damage in a 3m AOE.
Weapon Level 20
Fires a superheated beam which deals 75 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 450 Mod damage in a 3m AOE.

 

Remnant 2 Prismatic Driver Mod Notes & Trivia

  • Weapon Mods are components that grant active abilities which can be used in and out of combat, they provide a variety of effects including dealing damage, healing, buffing players and more.
  • Most Remnant 2 Mods can be freely slotted in and out of standard Weapons, while other Weapons have their own Mods that cannot be removed.
  • Notes, Tips, and Trivia for Prismatic Driver Mod in Remnant 2 go here.

 

All Weapon Mods in Remnant 2
Abrasive Rounds  ♦  Accelerator  ♦  Astral Burst  ♦  Athibar  ♦  Awakening  ♦  Banish  ♦  Beta Ray  ♦  Beyond The Veil  ♦  Big Bang  ♦  Blaze  ♦  Blood Draw  ♦  Bloodline  ♦  Bloodshot  ♦  Bloodthirst  ♦  Bore  ♦  Chain Of Command  ♦  Chaos Driver  ♦  Concussive Shot  ♦  Corrosive Rounds  ♦  Creeping Mist  ♦  Cube Room  ♦  Cube Shield  ♦  Cyclone  ♦  Deadpoint  ♦  Death Brand  ♦  Death Sentence  ♦  Defrag  ♦  Dreadwalker  ♦  Dreamwave  ♦  Dying Breath  ♦  Energy Wall  ♦  Energy Wave  ♦  Eulogy  ♦  Explosive Shot  ♦  Familiar  ♦  Fargazer  ♦  Fathomless Deep  ♦  Faultline  ♦  Firestorm  ♦  Fission Strike  ♦  Flying Bomb Trap  ♦  Fracture  ♦  Fusion Cannon  ♦  Gravity Core  ♦  Guardian's Call  ♦  Guardian's Fury  ♦  Healing Shot  ♦  Heat Sink  ♦  Heatwave  ♦  Helix  ♦  Horizon Strike  ♦  Hot Shot  ♦  Kight Guard  ♦  Knight Guard  ♦  Krell Edge  ♦  Lifeline  ♦  Loath The Weak  ♦  Micronova  ♦  Moonlight Barrage  ♦  Nano Phase  ♦  Nano Swarm  ♦  Nano Swarn  ♦  Ouroboros  ♦  Overflow  ♦  Power Stone  ♦  Reaver  ♦  Ring Of Spears  ♦  Root Blades  ♦  Rootlash  ♦  Rotted Arrow  ♦  Sandstorm  ♦  Scrap Shot  ♦  Screamer  ♦  Shatterstar  ♦  Skewer  ♦  Song of Eafir  ♦  Soul Brand  ♦  Soulbinder  ♦  Space Crabs  ♦  Spore Shot  ♦  Starfall  ♦  Stasis Beam  ♦  Supernova  ♦  Time Lapse  ♦  Tremor  ♦  Voltaic Rondure  ♦  Whirlwind  ♦  Will of the Wisp  ♦  Windfall  ♦  Witchfire



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    • Anonymous

      seems bugged after 12/8 patch, you can proc the explosion without using the beam, with high fire-rated it would be more obvious

      • Anonymous

        I'd really like to see a couple more cheap, high-capacity mods like this. It's fun for me to swap between normal and "alt fire" so much.

        • Anonymous

          I feel like this could be decent if it scales with fire rate or mod cast speed, the base damage of the explosion is ok but takes forever to go off. As others have said, currently it’s good for procing Jester’s bell, bulletweaver, timewave, encrypted ring or anything else that activates on mod use but stasis beam can do the same thing. Just depends on if your build wants more CC or AoE.

          • Anonymous

            Yep, the mod damage per second is bad, the explosion is bad unless combined with detonation trigger, the only reason to use this is to trigger effects like "heal on mod use", since this can trigger once per charge of the max 30 charges. You're better off using stasis until this gets buffed.

            • Anonymous

              This one seems very bad, pretty sure i do way more dmg just shooting and having to hit the same mob for a while to activate explosion make it not really optimal when fighting hordes cause enemies walk between one another

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