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R.I.P. Tura Satana.

The ultimate hit and run, melee style. Unlike seemingly every other Siren build of mine, does not contain fall-back-to-Mercenary-in-a-panic hooks.

Skills

View on Official Skill Tree Calculator

Starting Skill

PhasewalkIcon

Phasewalk
Gain the ability to turn invisible and move incredibly fast. Upon entering/leaving Phasewalk, you create a Phase Blast that damages nearby enemies. You can Melee attack to end Phasewalk early. Cooldown: 36 seconds

Lilith
LilithButton

Purge

Tier Controller Tree Elemental Tree Assassin Tree
1
DivaIcon

5/5

StrikingIcon

5/5

QuicksilverIcon

0

SparkIcon

5/5

SlayerIcon

0

SilentResolveIcon

5/5

2
InnerGlowIcon

3/5

DramaticEntranceIcon

0

ResilienceIcon

0

RadianceIcon

5/5

EnforcerIcon

0

Hit&RunIcon

5/5

3
HardToGetIcon

5/5

GirlPowerIcon

4/5

VenomIcon

5/5

IntuitionIcon

5/5

HighVelocityIcon

0

BlackoutIcon

5/5

4
MindGamesIcon

1/5

PhoenixIcon

5/5

PhaseStrikeIcon

5/5

Totals 23 25 20
Required Level: 73

(Or view it on the unofficial skill tree calculator, since this build presumes L69 plus all 4 DLC points.)

The single point in Mind Games is useful for dazing enemies before approaching them, particularly when boosted by Plaguebearer. Ideally, however, you're approaching under cover of Phasewalk.

Spark opens up the rest of the Elemental tree, increases the effectiveness of Venom, and gets the most out of Firehawks and the like, because melee only takes you so far in this game.

Hard To Get and Blackout are both maximized, for maximum time in Phasewalk and the earliest escape possible.

Radiance strips enemy shields upon approach. Importantly, it also weakens lesser enemies en route to the target. Any earlier kill of a lesser enemy (possibly finished by phase blast) will activate Intuition and Phoenix that much sooner, and via Blackout will expedite a speedier escape.

Phase Strike is the opening gambit, which together with Striking and the concomitant phase blast should leave the target dazed and severely wounded. This build favors Striking over Dramatic Entrance because Badass foes can take a long time to die in melee.

Class Mods

Catalyst, ideally with a shield regeneration bonus

Alternately, Plaguebearer, for a more weapon-centric style.

Loadout

A very high capacity shield, e.g. Impenetrable Unyielding. Recharge speed is not an issue, as Girl Power and Catalyst will provide.

Optionally, a bladed weapon. I favor a 6-shot Unforgiven with the razor accessory, and a rapid-firing (TK body) Rebel with the lacerator accessory. A spiked shotgun works, too. A high rate of fire allows for dazing an enemy on approach with the minimal level of Mind Games that this build provides. While an Unforgiven is certainly not a high rate of fire weapon, its bonus to critical hit damage makes it a formidable melee tool. Alternately, eschewing a bladed weapon allows for faster melee strikes, and so more chances to daze or envenomate the target.

Optionally, a powerful close-range weapon such as a two-shot matador. Such can be useful if you're having a hard time bringing down that Badass with melee.

If operating as a Plaguebearer, the usual corrosive suspects: Hornet or Plague. A Defiler is less desirable for this build due to its lower rate of fire, decreasing synergy with Mind Games.

Tactics

A Faster, Pussycat! Siren approaches her target under cover of Phasewalk, phase striking it (ideally, in a critical zone) to initiate combat. The strike dazes the victim, while Silent Resolve shields her from bystanders' fire. Killing the target activates all three Catalyst-boosted skills: Girl Power to repair the Siren's shield from the damage it has taken in the meantime, Intuition for a speedy getaway, and Phoenix to spread fire damage as the Siren flees. Maxed Blackout plus Catalyst-enhanced skill cooldown allow escape to safety once Phasewalk is again possible.

Tough foes such as Badasses may take a long time to die in melee. Circle strafe them with melee strikes, dazing them repeatedly. At your earliest opportunity, escape back into Phasewalk to hit them with a couple more phase blasts and reactivate your Silent Resolve coverage.

Grievously wounded Sirens may not heal completely with only 3/5 Inner Glow. (6/5 Inner Glow while operating as a Plaguebearer certainly works, but Plaguebearers are more likely to be doing their dirty deeds from a distance and so are somewhat less vulnerable to GBH. I am considering reallocating a point from Girl Power or Silent Resolve to address this.) Before attacking, identify a refuge that will allow further healing and shield regeneration.

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