Saryn Prime
The Rotting Vigil
Spores plus Gloom lifesteal: stand still, take fire, out-heal it
CONFIGURATION
Customize to edit modsMOD CAPACITY
73 / 741 remainingRank 30 · Orokin Reactor · 60 base + 14 aura capacity
ABILITIES
Saryn PrimePASSIVE Status Effects inflicted upon enemies last 25% longer.
Spores
Inflict a target with a pox of Corrosive spores. Spread spores to nearby enemies by destroying them or killing their host. The longer the Spore spreads, its damage will increase.
Molt
Shedding her skin like a snake, Saryn leaves a decoy behind to draw fire from enemies.
Toxic Lash
While active, attacks deal additional Toxin Damage; this effect is doubled for Melee Strikes. Instantly burst spores when attacking afflicted enemies.
Miasma
Release a poisonous miasma that deals Viral Damage to enemies in range. Foes afflicted by spores are more susceptible to the mist.
CEPHALON FIELD GUIDE
How to play this build.
Tenno. Gloom gives lifesteal from every damage source at infinite range, and Spores are always dealing damage to a spread of enemies, so you heal for a percentage of that constantly. Ten enemies at 1000 spore damage is ~800 health a second. Keep spores alive, keep Gloom on, and stand in the open. This is a niche tank, not an endurance build.
How it works
Gloom's lifesteal is ~7 to 8% of damage dealt, applied per affected enemy, so a spread of spores heals faster than most incoming fire.
The build runs lower Strength deliberately: at 139% Gloom gives 49% slow, and you do not want the 95% cap because high-Range Saryn would then slow the whole map and you want enemies shooting you to feed Hunter Adrenaline.
Playstyle
1.
Get an energy buffer (Zenurik or Preparation).
2.
Activate Toxic Lash (3), cast Spores (1), shoot to spread.
3.
Activate Gloom (2).
4.
Kill enemies; keep the spore count alive or you stop healing and die.
5.
If energy runs low, let enemies shoot you.
Duration, Efficiency, Range, Strength
Positive Duration for Gloom drain and spore decay.
100% Efficiency works with Saryn's huge pool plus Hunter Adrenaline.
Range for spore spread.
Strength deliberately kept at ~139% for a partial slow.
The mods
The Umbral set plus Umbral Fiber is the health-and-armour buffer.
Hunter Adrenaline is the energy engine.
Primed Continuity holds Duration.
Stretch, Augur Reach set the spread Range.
Venom Dose is a weapon buff.
Growing Power aura for a touch more Strength.
Flexible slots
Preparation exilus for an instant Gloom.
Adaptation and Vitality for more EHP.
Streamline over Stretch for less drain.
Helminth
Gloom over Miasma is the build.
No other subsume applies.
Arcanes
Arcane Persistence for a damage cap above 700 armour, Arcane Blessing for the health buffer.
Arcane Energize or Guardian as swaps.
Focus
Any.
Zenurik for the start-of-mission energy.
Weapon synergy
Any weapon that spreads spores.
Toxic Lash makes a toxin weapon strong for single targets.
Staying alive
Gloom lifesteal off spore damage, padded by the Umbral health pool.
It fails the moment spores lapse, and to a single hit that exceeds your pool (which happens around level 500 to 1000, hence "not endurance").
Energy
Hunter Adrenaline from the hits you take, plus Arcane Energize.
Where it struggles
Deep endurance one-shots it regardless of heal rate.
A cold start before spores ramp.
Bosses.
6 forma plus Umbral forma for a niche tank.
Variants
The Spreading Rot and The Toxic Overbuff builds are the offensive and weapon-platform Saryns.
Strengths and weaknesses
Strong: genuinely stand-still tanky in mid Steel Path, self-healing, simple.
Weak: spore-dependent, level-500 ceiling, boss-blind, forma-hungry for what it is.
Who runs this
Players who want a Saryn that can ignore incoming fire in regular Steel Path and do not care about level cap.