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Another Unconventional Unorthodox Build Idea


(PSN)Akuma_Asura_
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So saryns toxic lash is only really affective while using melee so there's no real use of it in gunplay ... or so I thought . Let's look at its affects 

- makes melee stacks burst spores on contact while toxic lash is active 

- increases Damage reduction while blocking additively by 40%

- adds 30% independent toxic damage to melee.

now let's look at that increased damage reduction while blocking . Blocking has a damage reduction of between 35% and 85% depending on the melee weapon your using , but with toxic lash and an intensify you can make all melee weapons have a reduction between 87% and 90% while blocking (sadly it caps at 90%) , those are some beautiful numbers but it's only useful inside of melee combat because you can't block with your guns out . Unless you throw on Reflex Guard (55% auto parry chance ) now effectively making Saryn a pseudo tank , that can heal with regenerating molt . 

Only issues with this you lose a mod slot . Saryn really needs those, & also reflex guard locks you in the blocking animation :/...... Unless! you use spores  which is a one handed ability , which causes this sorta of bug that lets you to block + cast spores, & shoot your primary or secondary weapon for like 2-3 seconds .

Anyway thought this was a little different from what I see with most saryns and wanted to share 

Edited by (PS4)Akuma_Asura_
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If you want to go the extra mile, throw on healing return, which gives 11 health back on every melee hit for each status effect that the enemy has on them, so stacking the toxin status and viral status from saryn's kit along with a high status melee weapon with a physical and elemental status effect could get you around 33-44 health back per hit without channeling at all (no life strike required). Combine that with regenerative molt and you would have some ludicrous health regeneration

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