The Sweeper Prime is the default weapon for the
Carrier Prime Sentinel, as well as the primed version of the
Sweeper. This weapon accepts shotgun mods.
This weapon can be sold for
1,250.
Acquisition[]
This sentinel weapon is automatically acquired by acquiring
Carrier Prime. Note that this weapon also takes up one Sentinel inventory slot.
Characteristics[]
- This weapon deals primarily
Impact damage. - Two innate
polarities.
Advantages:
- Third highest base damage of all Sentinel weapons, behind
Deconstructor Prime and
Vulklok. - Fast reload speed.
- Innate multishot of 6 pellets.
- Relatively large magazine size.
Disadvantages:
- Low critical chance and status chance.
- Low fire rate.
- Low accuracy.
- Linear Damage Falloff from 20m to 30m target distance (distances are affected by Projectile Speed). Damage reduction unknown due to Sentinel attacks not showing damage numbers.
Comparisons:
Sweeper Prime (Normal Attack), compared to
Sweeper (Normal Attack):
- Higher base damage per projectile (10.00 vs. 7.00)
- Higher total damage (60 vs. 42)
- Higher base critical multiplier (2.00x vs. 1.50x)
- Higher base status chance (2.50% vs. 2.33%)
- Higher average damage per tap (63 vs. 43.05)
- Higher burst DPS (63 vs. 43.05)
- Higher sustained DPS (57.27 vs. 35)
- Larger magazine (20 vs. 10)
- Faster reload time (2.00 s vs. 2.30 s)
Notes[]
- Sufficiently increasing the Sweeper Prime's rate of fire (e.g.
Accelerated Blast with
Shotgun Barrage) will cause it to fire in 3 round "bursts".
Vaultings[]
- On May 24th, 2017, it was announced that Carrier Prime would enter the Prime Vault and be retired from the reward tables on May 30th, 2017. Any preexisting components or fully-built sentinels will remain as is.
Patch History[]
Update 27.2 (2020-03-05)
- Greater than 100% Status having meaning
Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.
Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.
Update 24.0 (2018-11-08)
- We increased damage falloff range on the Sweeper Mod by 5m to allow it to work effectively with the Assault Mode Mod.
Update 16.11 (2015-07-07)
- Introduced.
See Also[]
Sweeper, the normal counterpart.




































































































































































































34 comments
I find- personally- this weapon is not suited for direct damage or killing enemies, it's far more suited to Dethcube's perks.
Synth Deconstruct -> 25% chance for every enemy Dethcube hits to drop a Health Orb. Note that it does not need to kill, just hit.
Synth Fiber -> Health Orbs increase companion armor, but also allow you to pick up Health Orbs at any time. This has a number of potential synergy as is- but it's main use is not the armor, but picking up Health Orbs as is.
Energy Generator -> Much like Synth Deconstruct, just hitting 10 enemies and having any other source kill them will have Dethcube drop an Energy Orb. I think that explains itself for use, especially for a point I'll bring up later.
Vaporize -> Contrary to popular belief, this is quite a deadly beam. It has 600 damage that improves with the Sentinel's mods on the weapon. It also happens to stun enemies- including bosses- for a short time as if they were hit by Radial Blind or a Blast Proc, covering their eyes. Even if the damage doesn't kill- stunning nearly any enemy in the game is hardly a downside by itself.
And Sweeper Prime happens to...
Shoot a large cone of bullets
Fire a decent amount.
Benefit greatly from Multishot
Have good synergy with Vicious Spread if you strictly want the passive to take effect.
Which boosts...
Synth Deconstruct -> All you need is one bullet to hit the enemy for it to apply.
Synth Fiber -> More health orbs from Synth Deconstruct, the more this can proc.
Energy Generator -> Much easier to use this with 5 enemies hit at a time instead of just 1, yes?
Vaporize -> If you build for damage on the side, you can boost this in the process.
I won't say this is "game-changing", but it certainly has applications beyond just damage. Especially if you plan on Sentinels having more of a support role, as they were intended.
I never build my Sentinels for strictly damage, more-so effects that boost my own kits. If I wanted something to do damage, I'd pull out a Nidus Specter armed with a heavy gun.
Punch through riven does wonders, Energy Generator mod yeee!
Still has the modding bug. Fun times.
2.5% status chance and Impact and only 20 rounds and low range with dropoff.
with status multishot & punch thru, it cud cc, but now with status nerfs, its trash.
Dethcube - Sweeper - Synth Fiber - Synth Desconstruct = PRIME TRASH then. Trash is a very odd blanket statement for this.
Still trash
I feel that Sweeper Prime is buffed.
bought riven from simaris, got sweeper riven! my favorite sentinel weapon :)
My no Forma no Riven build is: Point Blank, Hell's Chamber, Toxic Barrage, Shell Shock, Blaze, Accelerated Blast, Shotgun Spazz, Silent Battery/Chilling Reload
When i get another Primed Point Blank then ill Forma once, and when i get a Riven I'll Forma again one or two times.
If you drop Point Blank/Blaze/Chilling Reload you can put on Frail Momentum/Scattering Inferno/Frigid Blast -- no need for forma & better Corrosive/Blast procs if that's what you're going for. Chilling Reload only gives ~28% faster reloading, and using it + Blaze really hurts your status chance. Point blank doesn't help with fire speed or status chance, if you don't have Frail Momentum you could go with Ammo Stock instead, it's just about as good using shotgun spazz + accelerated blast.
Friendly reminder that you need 667% status chance (492.5% being the current maximum - with riven) for sweeper to reach the coveted 100% status per pellet threshold
Even w/o a riven, with normal dual status mods + multishot you're averaging 6-7 status procs per shot (assuming all pellets hit a target & no punch-through): .51 * 13.2 = 6.73. With a perfect riven (neutral dispo so ~150%status/multishot) it's .735 * 22.2 = ~16 average procs per shot. 100% status is overrated
^Actually it's closer to only 1 proc per shot, assuming you're using 4 dual stats and
Hell's Chamber like in your first example:
Even with a perfect Riven (+122.5% SC and +162.9% MS) your average procs per shot won't go up by much:
This thing is a beast when it come to applying status even if we can't reach 100% SC, I have a not so perfect riven 121% MS, 92% SC, 86% toxin(bad), + recoil, I usually get 4 difference status procs in 2~3 shots with firerate of 1.9, it should be easy to get 5 difference procs quick with a perfect riven.
I get blast procs a lot on my sweeper prime if it doesn't just outright kill the enemy in one shot. My riven is ms, sc, damage, -ammo max though/so beautiful. Sweeper prime is just a straight up beast of a weapon and leaves basically all the other sentinel weapons in the dust because of damage output and status procs it inflicts.
Anyone have any idea how to mod it?
I have an unrolled sweeper riven. If someone is interested, /w Inferih
Total Status Chance: 15%
Show much status % has each Pellets?
Pellets Status % = 100% - ((100% - Total Status Chance) ^ (1 / Total Pellets))
Pellets Status % = 100% - (85% ^ (1/6)) = 100% - 97,32% = 2,68% > Rounded
Any mod equiped, you have 2,68% Status Chance per Pellet.
In case anybody's curious about the riven disposition for this weapon, it's 3/5(neutral) using the new system. I've had a riven for this but I should really start to reroll it lol
I managed to roll mine into 205% dmg, 185% multishot +80% recoil. My Carrier now does about 80000 dmg and oneshots lvl 75 heavy gunners. It's funny and stupid
is there a riven deposition on them sentinel weapons?
Yes, there should be.
But considering there is like 7 different sentinel weapons, where 2 more are primed...im guessing that riven disposition for sweeper prime would be Faint, bcuz its the most used sentinel weapon. (my guess)
The carrier prime is easy to get . So early in the game you have a shotgun on your shoulder . It has quite a short range , when it decides to fire .So you want to mod it for max dmg and fire rate . Any enemy close enough to get hit by the sweeper , is probably close enough to melee you and cause you dmg , if you think an elemental proc is gonna save you at that range and from behind , you are nuts and you are dead . The shotgun has its own set of mods , not many use impact , so you should not have trouble modding. If you don't use a shotgun as your primary then as you progress in the game, you can fit prime mods to benefit this weapon . It can fire when you are reloading , so it's a good friend and deserves the best you can give it
Actually, a Blast or Electric proc would stop said enemy for long enough for you to kill it and/or get away. Even a Fire proc might do the job (that panic, yo).
Can someone explain how spread works with it
weapon is bugged. started to level it and put on mod, calcualtions involving status chance is WAY off.
Normal: 15%
Hell's Chamber: 30%
Hell's Chamber + Toxic Barrage: 30% ?
Hell's Chamber + Toxic Barrage + Scattering Inferno: 24% ??????????????????????????????
also, the game also only recognized the toxin damage, not the heat damage.
Late response, but are you equipped with a shotgun as your primary at the time? If you modded your Sweeper, then equipped a shotgun, then looked at your Sweeper stats again, all of the stats from the mods also on your primary will be removed.
it was bugged around that time, now should be fine.
Sweeper Prime is bugged
um....super strange glitch with this gun atm...i was looking at its damage stats and a normal point blank is giving my sweeper prime way more damage than a maxed out prime point blank, is anyone getting this error?
Is it actually doing less or is it just a display error?
Thinking about using this with my Sancti Tigris but I don't have extra shottie mods except for Point Blank (no primed pb either). So what do you guys suggest?
Use another gun for your primary?
Perfect stun gun.
Stun gun? Mine is wrecking lvl 50 bombards in few shots LMAO.
Which is exactly what a stun gun does
lvl50 is nothing
^kinda is
"lvl 50 is nothing" Shame that 70% of the game is below lvl 50.