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Saryn Prime

Saryn Gloom Jan 2024

by last updated 3 months ago

50

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
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Saryn Prime builds
Builds by HyperionRexx

Saryn Gloom Jan 2024

Saryn armour strip build - yeaahhh, kind of OP.

Plenty survivability on this build allows you to tank pretty easily, not that you need to tbh, most things are dead pretty quick.

With gloom running you get health steal from every enemy within it's radius that you're doing damage to, so with spores on everything you have a ton of health re-gen. And of course they're massively slowed by gloom as well, which is nice.

If you want to use another Umbral Forma you can, that then allows you to run a max [Primed Flow] and [Umbral Fiber], although it's really not necessary. I wouldn't recommend it tbh as having two umbral polarities will mess up other builds you might want to play.

[Contagion Cloud] is your option slot, it's just nice to have but you can drop this and put whatever you want. [Adaptation] or [Rolling Guard] if you're worried about survivability or more range if you want an even easier time. Put whatever you want to suit your playstyle.

To achieve the armour strip I use two green shards each giving +2 corrosive stacks. Spores then strips the armour. Eximus will still have their overguard but most should be almost if not fully stripped of armour by the time you see them. Most ordinary enemies will die before you get to them.

I also have a yellow shard for +50% effectiveness on energy orbs and another yellow shard for 25% casting speed. You can add whatever you like here.

You'll want to play a fairly wide area rather than camp one room. This will allow you to trigger more spawn points, you'll need them as enemies die really fast. Hitting 100 kpm is not even a challenge, you're really only limited by how quickly you can get enemies to spawn.

You'll need to keep an eye on your spore damage - don't let this get too high or you'll kill enemies too fast for the spores to spread. Re-cast it every now and then to keep the damage number at a level that allows enemies to spawn and live long enough to spread spores to other enemies. As enemy level increases, you can let this damage number increase as well. For example, on a two hour SP kuva survival I just did, I started by keeping my spore damage at around 1k. By the end of the run I could comfortably maintain spore damage of 8-10k. Eximus are actually handy as they're (usually) tough enough to be able to take you casting a spore on them and then smacking them with your melee to spread them. Most everything else just crumples so the spore doesn't get to spread.

The main weapon I use is the [Prisma Ohma] with Melee Influence arcane. Normal [Ohma] works fine if you don't have the Prisma variant. Melee Influence has a % chance to spread your melee elemental damage to all enemies within 20m whenever you proc electricity. I mod for viral and electric. We've already got viral damage from our abilities but a little bit more never hurt, especially if enemies have no armour. You could change to gas though for a better dot and another stack for Condition Overload or Galvanised Mods.

Dual Ichor would be a great pairing with this build if you have them. Or whatever you want - the normal fire mode on [Torid] works amazing, you don't have to use a melee weapon. Your abilities are doing all the heavy lifting here in terms of damage, you're really just looking for a cool synergy to have fun with.

For companion, don't bring a panzer, their spores don't play well with your own spores. Anything else is fine though. I use [Diriga] with [Verglas] which is quite capable of killing SP enemies all on it's own with no help from me. It spreads a ton of status effects over a wide area and you could mod however you want to suit you.

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