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Sevagoth Prime

Sevagoth - Railjack

by last updated 7 months ago

40

The gilded helmsman emerges from the tempest, his shadow a lure for doomed souls.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
225
HEALTH
370
SHIELD
370
SPRINT SPEED
0.95
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
185
Damage Reduction
38.1%
EFFECTIVE HIT POINTS
1,092
Guide
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Sevagoth Prime builds
Builds by Arvenyte

Sevagoth - Railjack

ALL MY BUILDS FOCUS ON USING UNDEAD-THEMED WARFRAMES WITH WEAPONS FITTING THEIR THEMES. THEY MAY NOT BE THE ABSOLUTE BEST OPTION FOR IT, BUT I STILL MAKE SURE THEY'RE MORE THAN VIABLE ENOUGH.

[Sevagoth Prime] represents the Wraith.

INTRODUCTION

The main focus of this build is to optimize Railjack runs as much as possible, being able to do both the main space battle section and the usual missions. To do this we follow these steps.

  1. Follow the Railjack Guide below to have it as easy as possible when playing solo.

  2. At the start of the mission go to the pilot area and cast Dispensary to fill up your energy pool, since the Railjack uses your own energy pool for its battle mods.

  3. Do the mission as normal, casting Seeker Volley to kill ships, Blackout Pulse to stop crewships, and Shatter Burst to deplete crewship health or destroy nodes fast. If you need to refill your energy just cast Dispensary again if when you're low.

  4. for the regular part of the missions there's not much to say. as long as you're active you should never go down. Make sure to switch to operator every 40 seconds or so to keep stagger immunity. Your sentinel should group up enemies, and you can easily prime them with viral and cast Sow on them before casting Reap to nuke them. If they somehow don't die immediately then just cast Reap again.

  5. Always makes sure to cast Dispensary whenever your energy is low enough, or Exalted Shadow, then cast Embrace and Death's Harvest before heavy attacking the enemies and going back to your regular form. to collect their health and energy orbs.

BUILD SPECIFICS

RAILJACK

For your railjack you have to worry about 4 things. Maxing out your intrinsics, recruiting crew members, modding your railjack, and getting the best parts.

  • INTRINSICS
    Because we want the best crew members we can get we should focus on maxing out Command first, so you can hire elite crewmates at rank 10.
    After that we should raise Tactical to rank 6 so we get a reduced energy cost on our battle abilities, making us able to cast Seeker Volley more.
    After that we should focus on maxing out Piloting for mobility and speed. Then we can max out everything else to our preferences.

  • CREW MEMBERS
    We have 3 crew slots, but only two of them are mandatory. In order of importance I'd put Engineer > Gunner > Defender, with us taking the role of pilot. Crew members have random stats and perks. What we want is to have all points spread between Combat, Endurance, and their specific role. As for each role...
    Engineer: Their last stat should be Repair. Best perk is "Activates a protective shield when taking near lethal damage" (Possible perk if Endurance is their highest stat).
    Gunner: Their last stat should be Gunnery. Best perk is "+50% damage for Vidar turrets" (Possible perk if Gunnery is their highest stat).
    Defender: Their last stat should be Repair for the self healing. Either of the Combat perks are good. You can also use a converted Lich as a crew member for this spot, in which case make sure they're max level before converting. Defenders aren't that useful if you have an Engineer with a good weapon, so most teams consist on an Engineer and 2 Gunners instead.

  • PLEXUS MODS

    This setup focuses fully on mobility, turret damage, and artillery efficiency. For the battle mods Blackout Pulse and Shatter Burst can freeze and nuke a crewship, while Seeker Volley is your main damage dealer, getting rid of all other ships.

  • RAILJACK PARTS
    For parts you have 4 railjack parts and 3 weapon parts. Let's go over them.
    Shield Array: Zetki Shield Array MKIII is best, because it has the best recharge rate and your shields will go down rather often regardless of how many you have. Best trait is "+25% Railjack damage while shield depleted".
    Engines: Lavan Engines MKIII is best, because of the boost speed bonus. Best trait is "+20% Top Speed while shields are depleted".
    Plating: Lavan Plating MKIII is best, since it has the highest EHP.
    Reactor: Zetki Reactor MKIII is best, since it increases both strength and range. Best perk is "50% chance that an Electric/Fire Hazard will repair automatically after 5s". Either electric or fire work, though the latter might be more useful.

For the main weapons we want Vidar Photor MKIII for the front (since it goes through corpus crewship shields and we kill most things with Seeker Volley anyway), Vidar Pulsar MKIII for the crew turret (Since it's one of the few hitscan weapons and deals good damage), and Tycho Seeker MKIII for our forward artillery.
Tactical mods don't really matter so we can put whatever we want in there.

FOCUS SCHOOL

We use Madurai for this build. The nodes we care most about are:

  • Phoenix Talons: This gives us a little bit more damage in general.
  • Power Transfer: This gives us +50% cast speed when we switch in and out of our operator, which is great for spamming abilities.
  • Void Strike: This gives us +1000% damage to our amp and weapons for 8 seconds, making things trivial if you're fast enough. Sadly it has a 40 second cooldown. It's best to use when you've just started the mission and don't have any galvanized or arcane stacks up, or when wanting to destoy a boss or acolyte.
  • Void Fuel: This gives us a 40% chance to not consume ammo while Void Strike is active, which helps quite a bit for sustained damage.
  • Sling Strength: This gives us +40% ability strength for 20 seconds after consecutive chained void slings. Perfect for buffing all of our abilities in one way or another..

ARCHON SHARDS

  • Crimson Archon Shard:
    +15% Ability Strength x4. This brings our ability strength up to 259%, or 319% at max Molt Augmented stacks. That means a 129%/159% debuff on enemies and +flat critical chance on weapons from Reap and a 65%/80% chance of double pickup drops from Dispensary.

  • Amber Archon Shard:
    +37.5% Casting Speed x1. Just a bonus for faster cast speed. Specially useful on his exalted shadow.

STATS:

  • STRENGTH: We use [Transient Fortitude], [Umbral Intensify], Molt Augmented, and four archon shards. With this we'll get over 200% ability strength. All of our abilities benefit from this, making enemies weaker and giving us an entire higher critical chance tier with Reap, giving more true damage DoT from Sow, giving us a higher chance to get double drops with Dispensary, and making our exalted shadow stronger. 200% is also the exact amount we need to be able to 1-shot with a single viral stack. With the amount of ability strength we have we're almost always guaranteed to red crit with our exalted shadow's claws.

  • DURATION: We use no duration mods. Sadly [Sevagoth Prime] loves all its stats, so this is the one that takes the hit so that we can buff the others. Otherwise if there was more space available we'd add extra duration to keep the shadows going.

  • RANGE: We use [Stretch]. This is only important for the range of Sow and Reap, but sadly it doesn't affect the max health explosion radius.

  • EFFICIENCY/ENERGY: We use [Primed Flow] and [Equilibrium]. Dispensary will be our method to fill up energy, but it on itself is way too slow. [Primed Flow] makes sure we have a big energy pool so that we don't have to recast as often. [Equilibrium] makes sure the starting 100 health pickup from Dispensary becomes 110 energy for us.

LOADOUT:

  • PRIMARY: We use the Kuva Zarr. A true weapon of mass destruction with a miniscule ammo capacity. That issue doesn't really matter considering we have Dispensary to fill up our ammo. Whenever we don't feel like using our abilities to nuke we can just shoot this behemoth to clear up rooms.
    I chose this weapon thematically because Sevagoth Prime is both a wraith and a ship captain, so a giant cannon is an obvious choice.

  • SECONDARY: We use the Epitaph Prime. One of the best primers around. With just a single tap this weapon will spread viral all over, be it for it to nuke with your abilities or with your weapons.
    I chose this weapon thematically because spreading dread/death does seem like a proper effect for a wraith, and it is Sevagoth Prime's personal weapon.

  • MELEE: We use the Nami Solo. This has become a rather high tier weapon thanks to its incarnon mode, letting you slash through enemies with its new massive range. Combined with viral priming it becomes a beast of a weapon.
    I chose this weapon thematically because a cutlass is the defacto weapon for a captain, be it a pirate or a marine. A wraith captain is no exception.

  • COMPANION: We use Nautilus Prime.This little buddy can help around in the railjack, but the real reason why we took them is because of how good they are at grouping enemies together for us to nuke. On top of that we mod them specifically to have them help spread status and kill enemies, on top of dropping both health and energy orbs.

On top of all of those [Sevagoth Prime] has both an Exalted Prime Shadow and Shadow Claws Prime that we make use of. The proper way to use them is in the exalted shadow's page.

GAMEPLAY ELEMENTS:

  • SHIELD GATING: We use [Brief Respite] and both [Augur Pact] and [Augur Seeker] on our secondary. Because of [Catalyzing Shields] your shields will get reduced to 20% of their total, which is 74 shields for [Sevagoth Prime]. the mods we use give us 150 + 40 + 40 = 230% of the energy we used as shields. The ability we can spam the most is Reap, At 25 energy per cast it'd be 25 x 230% = 57.5. It usually wouldn't be that good, but we don't really care about how much we refill as long as we trigger our arcane.
    Whenever Arcane Aegis triggers we'll basically be in a constant shield gate state, since the arcane completely bypasses the shield recharge delay. so the best strategy is refilling our shields and energy while nuking until the arcane activates due to constant damage taken.

  • AUGMENTS: We use [Shadow Haze] and [Dark Propagation]. The most important part about the first augment is the fact that it creates 3 more shadows on enemy death, which massively increases our nuking potential. The other interesting thing it provides is a flat increase to critical chance. At 200% ability strength it effectively brings all our weapons up an entire critical tier on top of giving enemies 100% damage vulnerability. as long as the enemy has been hit by Reap. The second one keeps spreading Sow after the enemy dies. Of course, the more ability strength we have, the better.

  • SURVIVABILITY: We use [Primed Sure Footed]. This prevents AoE explosions from suddenly knocking us down, which would be a death sentence at higher levels.

BONUS BUILD - 0 FORMA OPTION

So, if you want to test this build but are too worried that you won't like it and will waste forma on it, here's a 0 forma version of the build for you to test. 0 Forma builds always have to make some compromises, but I try to make them as close to the original to give an accurrate representation when testing.

MOD CHANGES:

-[Primed Sure Footed] removed: We don't have an aura polarity nor enough mod capacity to keep this, so we should instead use Unairu as our focus school to make up for it..

  • [Primed Flow] to [Flow]: We don't have enough mod capacity at all, so we'll have to work with less max energy than usual.

And that's it! Besides removing the exilus mod and downgrading another all the mods are exactly the same, just in different spots since we can't change polarity positions with 0 forma. We have a smaller energy pool and have to change to operator every 40 seconds or so for stagger immunity, but besides that it should work pretty much the same.