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Gyre

Gyre Jan 2024

by last updated 3 months ago

30

Annihilate enemies with the conductivity of coils and transmitters. Gyre’s electric attacks provide crowd control. She is the embodiment of elegant theory.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
240
HEALTH
370
SHIELD
650
SPRINT SPEED
1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
105
Damage Reduction
25.9%
EFFECTIVE HIT POINTS
1,366
Guide
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Gyre builds
Builds by HyperionRexx

Gyre Jan 2024

January 2024

Gyre - full strip build. An honest to god room nuke.

Subsume - pillage

When using [Corrosive Projection], you need to hit 328% strength to full strip armour on one cast. We have a modded 240%, add to this Molt Augmented which is another +60% and then also two tau crimson shards adding 15% each and we sit at 330% strength after a few minutes of gameplay, or however long it takes you to get the 250 kills required to max out M. Augmented.

Energy economy

We aren't running [Primed Flow] or even [Equilibrium] and we've got negative efficiency with only 240 energy. [Gyre] doesn't cast that many abilities, so having 600+ energy is a wasted mod slot. However, 240 is still a bit low to be comfortable.

We solve this using one ordinary amber shard giving +50% effectiveness to every energy orb (actually better than Energized imo as that has a % chance and is on a cool down). We also have one tau azure (blue) shard giving us +75 energy, taking our total to 315. This is ample to cast your 3+4 and then pillage once. From here on you should only really have to cast pillage now and then so your energy pool is plenty big enough to handle this comfortably.

You also have base energy regen of 2/sec from Archon Stretch plus 4/sec from your 3. Six energy per second is actually quite a lot, especially combined with the increase from energy orbs thanks to your azure shard.

There is some wriggle room here to change things a bit. You can run a max rank [Blind Rage] which will take you up to 303% strength with M. Augmented and allow you to drop Auger Secrets. This will really tank your efficiency though so you wont have enough energy to cast your abilities at the start. You'd counter this by putting Primed Flow in the now empty slot to greatly increase your energy pool. This allows you to change your shards - you can now run one tau and one normal crimson shard for a total of 25% strength, taking you to exactly 328% which is your goal. You can also drop the azure shard completely.

As you can see, there are ways to change this up depending on what you have available. The key is to hit 328% strength and have a manageable energy economy. For example, Zenurik will give you 5 energy per second which stacks with your other passive gains taking you to 11 energy per second, which is a lot.

Survivability

Obviously pillage does most of the heavy lifting here. However, [Adaptation] does a lot of work in the background reducing the severity of the hits you take considerably. We also have Arcane Aegis included which makes a huge difference to being able to maintain your shields. And finally, we have two Auger mods so we're getting 80% of the energy spent back as shields every time you cast an ability.

Notes
We've kept base duration. This gives us 8 seconds to get our 3+4 abilities up and rolling, which is ample and then adds 3 seconds per kill, which will max out your timer pretty quickly. Duration also affects how long the wave from pillage expands.
At base it takes 2 secs to [Reach] max distance, and so then it of course takes 2 secs to return to you. This means you have a four second vulnerability window until pillage returns after casting and tops off your shields again - be aware of this as at high levels you can easily lose your shields in those 4 seconds. Longer duration will therefore increase this window, which is to be avoided.
Negative duration can be run on this build if you're comfortable having a couple of seconds less after casting 3+4 to start getting kills.

Corrosive projection - remember this only works on armour, not shields. With this build you will not strip full shields, even with multiple casts of pillage. Pillage strips a % of the total armour value. Shields are different, you strip a % of current shield value.
We have 100% armour strip on this build, of course thanks to [Corrosive Projection]. This means Pillage is actually only stripping 82% of the armour with Corr. Proj. stripping the other 18%.
If you have shielded enemies, Corr. Proj. does nothing so you will only strip 82% of their shield. On your next cast you will strip 82% of whatever's left of their shield and so on. This means you can never actually fully strip shields as there will always be a tiny amount left.
However, if you're fighting Corpus, simply replace Corr. Proj. with [Shield Disruption] and full strip will again be achieved. If you're fighting Corrupted, you're better stripping all the armour and leaving a small amount of shield.