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1) Use different damage types against different enemies.
2) Use multiple damage types to counter invulnerabilities
3) Take status effects into account
Point (1) clearly stands that you can use primed cryo.
(also mr =/= skill)
Primed mods are only usefull if the original build has the original mod and you want that extra bit of damage.
Magnetic can be very usefull, but again, depends on your own gameplay, for example the enemies you often fight against.
For example gas, it won't deal much damage on corpus units, but if your weapon procs gas then it might become usefull, since gas procs is toxin aoe, that bypasses shields.
Magnetic damage is heavily usefull on enemies with large ammounts of shields and there are indeed some that have quite a bit, if the weapon has the tendency to proc every once in a while it's also good.
To many procs won't help and lack of procs means magnetic is usefull for raw damage against shields.
In short, magnetic is just as usefull as pretty much any other element, obviously it depends on where you use it and how you use it, since it can be combined with other elements like gas or toxin.
You might even like fire, since fire procs stun enemies and that can be usefull against enemies to stop them from firing at you, but you must decide.
Players sometimes prefer more all round elements like corrosive and blast, but magnetic isn't bad.
Magnetic can be indeed pointless, like heavily armored enemies or for example while doing a nightmare mission against corpus but the condition being "no shields", meaning procs won't do anything and your damage could certainly be better, but that's why you can make up to 3 builds per weapon in your arsenal.
Again your game and that means only your decision are the best, you need to figure out how you play and if you need stuns from fire, slow from ice, less shields on enemies, more damage, gas aoe, toxin only and what you can do to combine that with abilities.
For example, on the top of my head, why not make a high critical chance, high critical damage magnetic only weapon and then use sary's 3rd abaility to add toxin damage?
Should you do it? up to you to find out, remember it's your game, as much we would like to help you with the very best build, it doesn't really exist since even among a faction there are units that will suffer more or less from your builds.
Missions are not simulacrum, you do not fight 20 heavy gunners that are unable to damage you, there are objectives, movement, players to revive, things to pick up and an enemy diversity that will certainly keep you busy.
in contrast the grineer's armor scaling is ridiculously high, so building to counter them is ideal