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Saryn Prime

Endgame Saryn

by last updated 2 years ago

40

A golden blossom conceals deadly nectar. Featuring altered mod polarities for greater customization.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
300
HEALTH
465
SHIELD
370
SPRINT SPEED
1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
315
Damage Reduction
51.2%
EFFECTIVE HIT POINTS
1,447
Guide
0 Comments
Saryn Prime builds
Builds by waitseno

Endgame Saryn

I once played a max range Saryn pre-rework, then I kept that build all the way through Empyrean. I thought something that can beat Hydron and ESO should be good enough to keep.

Ever since Arbitrations and Steel Path was added into the game I played a tanky scaling frame that is [Grendel]. It was great to not be downed in a few shots. Only lately I wondered how I can fit [Saryn] into this.

I tried dropping her range to below max and ran a few missions only to wonder if I'd play her at all if her spores didn't spread over 40m or more. Truth be told it pleases me very much when one spore can spell doom for 20+ enemies.

With max range and 100% chance of corrosive procs, this Saryn will help you on game modes that needs enemies dead en masse. That would be:

  • Exterminate, spores propagate room to room providing passive value generation on-kill.
  • <E> Defence, enemies enter the spread radius on their way to hit objective.
  • <E> Disruption, spores cycle through lesser enemies and weaken key-carriers.
  • <E> Interception, spores gets the lesser enemies and highlights surviving heavy units on the console.
  • <E> Sanctuary Onslaught, ramping damage that constantly spread contributes to efficiency meter.
  • <E> Survival, minimum overkill between enemies to maximize rolls for enemy life support.

on every other mission type Saryn's performance varies:

  • Arena, while damage is core the low amount of enemies mean spores does not ramp enough to lethal over firearms.
  • Assassination, damage is core objective but the amount of death needed (one) puts Saryn as overkill.
  • Assault, waiting and moving as core objective does Saryn no favors other than kill affinity on the way.
  • Capture, damage is core objective but the real enemy here is the long walk to extraction. Overkill.
  • <E> Defection, Saryn doesn't heal defectors as well as other frames to circumvent objective resource scarcity.
  • <E> Excavation, spores take time to ramp leading to excavators taking possibly lethal hits in the process.
  • Free Roam/Bounty, the mix of minor objectives and relatively long walks puts Saryn as overkill.
  • Hijack, her shields aren't high enough to turn it into a joyride.
  • <E> Infested Salvage, spores ramp means the objective might take a few hits. Helps cull carriers.
  • Junction, there is only one enemy. Overkill.
  • Mobile Defense, good for fetching affinity while waiting.
  • Rescue, doesn't contribute much to core objective. (Healing, Moving)
  • Sabotage, doesn't contribute much to core objective. (Moving)
  • Spy, doesn't contribute much to core objective. (Moving)
  • Skirmish (Railjack), can take out enemies in a crewship with spores from the hangar (+2500 affinity over artillery)
  • Volatile (Railjack), doesn't contribute much to core objective. (Waiting)

I'd give her Well of Life (25base) to replace Molt on Config A, or maybe Blood Altar (50base) on Config B for when your defence objective can receive the missing health% heal.