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Banshee Prime

Forbidden Techniques from the Grimoire of Gloom: Banshee

by last updated 3 months ago

20

Banshee Prime assails her foes by manipulating sonic forces to deadly effect. Featuring altered mod polarities for greater customization.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
265
HEALTH
370
SHIELD
370
SPRINT SPEED
1.15
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
135
Damage Reduction
31%
EFFECTIVE HIT POINTS
1,030
Guide
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Banshee Prime builds
Builds by Meffylamine

Forbidden Techniques from the Grimoire of Gloom: Banshee

This series serves as a spiteful testament to the unwavering power of Sevagoth's Helminth subsume: Gloom.

Shards:

As always, shards are a luxury and are not mandatory.

  • R: 0
  • Y: 3 + Cast Speed
  • B: 2 + Energy Max

Ability Breakdown:

1: Sonic Boom (augmented)
Allegedly, [Banshee] can armor strip without the augment, but if they fix that, the augment is there if you want to keep the strip. The ability also knocks them prone and launches across the tileset, which is kind of funny. The get up animation is also slowed by Gloom, but that only matters if you manage to keep them inside the field. If you want, you can take off the augment and [Precision Intensify] and replace it with [Umbral Intensify] and [Augur Secrets]. You will only get 69% strength from this compared to [Precision Intensify]'s 90%, but you will also empower your 2 to hit bigger numbers.

2: Sonar (augmented)
Cast to summon dots on people, shoot the dots to add a few extra 0s to your damage. The augment allows you to keep shooting the dots, like breaking a wall in Fortnite.

3: Silence
Normally, Silence's stun lasts for around 2 seconds, but with the use of Gloom, the recovery animation can be slowed. When casting with [Growing Power] and max Molt Augmented stacks, you should hit 94.5% slow, which is only 0.5% away from the cap of 95%. This roughly 95% slow means it takes an enemy is 20x slower, which also applies to Silence's animation. This means Silence can [Reach] around 40 seconds of duration. Because of our duration configuration, by the time the enemy recovers, you can recast silence to start all over.

4: Gloom
It's convenient that 4 is the generally accepted [Banshee] subsume slot. Having gloom means you can trap enemies in the silence animation for far longer.

Arcanes:

Arcane Energize: The go-to method to top off your energy. As long as you aren't hitting the 10 energy/s effective cap of Energize, you shouldn't have a problem.

Molt Augmented: The easiest source of free strength. There are some downsides, one is that you may have to recast if you want to use Gloom early, as Gloom snapshots your current strength on cast. The other is that it is not fit for shorter missions because of the 250 kill requirement.

Stats:

  • = DUR: Silence's duration is already high innately, so duration isn't super necessary. Keeping it positive means you can benefit from Sonar's augment for longer. If you find that enemies are getting back up quicker, that may mean you didn't Silence an enemy within Gloom's radius from the start. You can drop Primed Continuity so you can use it more often in that case.
  • = EFF: You should not be casting super often with Banshee, maybe spamming 1 for strips but 2 and 3 already have high durations.
  • + RNG: Normally, we would want to control the range because Silence also has a ridiculous 20m base range. This is mostly for Gloom to have a larger reach, but that means you will be running closer up to enemies to make sure you maximize the time stunned.
  • + STR: [Banshee] does not normally need a lot of strength to perform. 1 requires very little to full strip, so it's mostly 2 that benefits from strength stacking. If you don't mind losing [Sonic Fracture], you can run Umbral Intensify and another strength mod to get a more uniform buff rather than focusing on Gloom.

Other Notes:

  • Have fun, if I have any epiphanies, I will leave them here.