Siphoner

Trait

siphoner trait remnant2 wiki guide 200px
Grants 3% base damage as Lifesteal

 

Siphoner is a Trait in Remnant 2. Siphoner is a Trait that significantly enhances Lifesteal, granting your character more effective health restoration from attacks.. 

 

Remnant 2 Siphoner Trait Effect

Siphoner is a Trait that provides the following effect:

  • Increases Lifesteal
  • At max level, Siphoner Increases Lifesteal by +3.0%

 

Where to find Siphoner in Remnant 2

Siphoner can be found:

N'Erud - Dormant N'erudian Facility

 

Remnant 2 Siphoner Trait Levels

Siphoner upgrades its effect as you level up your Archetype, or spend more Trait Points in it. Note that for any Archetype Trait that reaches max level (Level 10), players can unlock that trait for any archetype from the archetype page, without needing to equip its respective Engram.

Level
Bonus
Level 1 Increases Lifesteal by +0.3%
Level 2 Increases Lifesteal by +0.6%
Level 3 Increases Lifesteal by +0.9%
Level 4 Increases Lifesteal by +1.2%
Level 5 Increases Lifesteal by +1.5%
Level 6 Increases Lifesteal by +1.8%
Level 7 Increases Lifesteal by +2.1%
Level 8 Increases Lifesteal by +2.4%
Level 9 Increases Lifesteal by +2.7%
Level 10 Increases Lifesteal by +3.0%

 

Remnant 2 Builds that use Siphoner

Siphoner is used in the following Builds:

 
 

 

Remnant 2 Siphoner Notes & Trivia

  • Traits are unique passive abilities that provide bonuses and buffs to a player. There are three types of Traits in the game. 
  • Core Traits are common for all four Classes, and are unlocked as soon as you begin the game.
  • Archetype or Class Traits, are locked behind their respective Archetypes, and only one can be equipped one at a time, unless you have the ability to combine any two of your Archetypes.
  • The third type, called simply Traits can be equipped by any Class, but have to be unlocked. Unique Archetype Traits can be leveled up as you level up the corresponding Archetype. On the other hand, the rest require Trait Points in order to be upgraded. Note that they cap at level 10.
  • Other Notes and Trivia for the Siphoner go here
All Traits in Remnant 2
Affliction  ♦  Ammo Reserves  ♦  Amplitude  ♦  Arcane Strike  ♦  Barkskin  ♦  Blood Bond  ♦  Bloodstream  ♦  Chakra  ♦  Dark Pact  ♦  Endurance  ♦  Expertise  ♦  Fitness  ♦  Flash Caster  ♦  Footwork  ♦  Fortify  ♦  Gifted  ♦  Glutton  ♦  Handling  ♦  Kinship  ♦  Leech  ♦  Longshot  ♦  Potency  ♦  Recovery  ♦  Regrowth  ♦  Resolute  ♦  Resonance  ♦  Revivalist  ♦  Rugged  ♦  Scholar  ♦  Shadeskin  ♦  Spirit  ♦  Strong Back  ♦  Swiftness  ♦  Triage  ♦  Untouchable  ♦  Vigor  ♦  Wayfarer



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    • Anonymous

      Seems like this trait (and lifesteal in general) would be significantly better late game, since weapons do like 300% damage once they're fully upgraded. Or am I missing something?

      • Anonymous

        How does this trait interact with Burden of the Divine ring + Full Moon Circlet amulet? Is the life steal additive, making it a combined 6% with the amulet for a 3% damage dealt outgoing as healing for allies with the ring?

        • Anonymous

          Not too strong on its own but combined with another source of healing such as Regrowth or Tranquil Heart you'll almost never need to heal conventionally ever again, so long as you're not eating every instance of damage thrown at you. Literally all of my builds now run Siphoner +10 and either Regrowth +10 or the Tranquil Heart instead, and my Relics are only ever touched for revives or rare panic scenarios. Found it really helps me focus on the fight as well, knowing that so long as I'm not getting One-Shot and I don't make too many mistakes I'll passively heal back up from damage I take just from the natural flow of combat.

          • Anonymous

            Lifesteal on shotguns is wrong. Tested a '300 base damage' shotgun (repulsor +10). should regenerate 18hp/shot or 90hp for the full mag with 6% health regen. Only regenerates about 5 'chips' of the health bar (max hp is 100 so it should've regenerated 90% of my health bar)

            best guess is it's 6% of each pellet, all added together, with a lot of rounding down occuring. testing a 150 base damage weapon, 10 shots did restore roughly 90% of my full health bar.

            • Anonymous

              Lifesteal amount is not affected by the triage trait or the +20% healing effectiveness relic fragment. tested with 150dmg widowmaker +2 and 6% lifesteal
              Regardless of +20%, +50%, or +70% healing effectiveness, 2 shots restored just under 3 chips of health

              • Anonymous

                It should be noted that this trait may be mutually exclusive to manually overriding the controls. I had gone through the place with a friend who completed it before and he rushed to the end to hit the override out of curiosity. I did not receive the trait but we obtained the Failsafe mod instead.

                • "Increases lifesteal by X%" means that if you are using a weapon with lifesteal this trait will increase _that_. It won't make all your weapons lifestealing.

                  • Anonymous

                    This trait does not heal for 3% of the damage you deal.
                    I believe this may have something to do with the trait specifically mentioning "base damage". Perhaps it is only healing you for the base damage of the weapon, and not taking into account crit/weakspot/bonuses etc. This may be why this trait feels so underwhelming.

                    • Power level 20, maxed trait, high damage weapons - still healing for less than 6 health every time I deal over 1000~ damage. I guess when it says 'base damage', it really means your base damage without any bonuses whatsoever. Base damage of Ford's Scattergun I'm using is 390, which 3% of that is 11.7, so still not sure how I'm healing for less than half of that when dealing damage. Tried with Widowmaker to see if it was maybe just a bug with shotguns but I'm healing for even less with that.

                      EIther trait is really really bad or there's some incorrect math on it. Either way I'd recommend either combining Generating Band, which generates an entire 3% health per second when you have a shield active, with your choice of shield ring (Rerouting Cable or Vacuum Seal are my favorites) and also Shielded Heart if you want to utilize that band more.

                      Or you can just use the health regen trait from Summoner, which is without a doubt better than this.

                      • Anonymous

                        Does this apply to summon damage or is soul link the only source? Because I was planning on doing a recursive loop where summons lifesteal to me and then I heal them for 50% of the amount, essentially giving them half of their lifesteal as health.

                        • Anonymous

                          Does this make all damage done steal health or does it only apply to certain lifesteal skills/mods/weapons?

                          • Anonymous

                            Doesn't feel great. Maybe it get's better in an endgame build, but right now I barely notice it even at 10 points. Definitely not something to put your first batch of points into I think.

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