Destiny [D2] Trials of Osiris Megathread [2020-06-12] |
- [D2] Trials of Osiris Megathread [2020-06-12]
- Daily Questions [2020-06-13]
- Bungie The Umbral Engram System Is a Major Win, Please Keep This Around.
- EVERYTHING should be able to be pulled from Collections. There should either be a collections-curated roll for everything, or it gives you a roll you've already received before.
- Now that we’re focusing on building a better D2 with no sequel in sight, can we get the post activity rewards screen back?
- Umbral Enhancement II SLOWS PROGRESSION
- Stormcaller is glitched
- Beyond Light is the best time to reset base power level to 0 instead of 750
- Bungie should sell a Drifter trash can with voice lines from the Umbral Decoder that talks when you throw things away
- Pass. The. Orbs. (The Corrupted - Nightfall: The Ordeal)
- Half a dozen new, unique, cool looking ships in the Eververse store. The ship for reaching rank 21 with the Prismatic Recastor? Reskin.
- Trials is disabled for the rest of the weekend due to an inability to go to the lighthouse after going flawless
- This sub's mods are setting unfair rules.
- I really do not want to keep regrinding armor.
- An example of the awful and confusing New Light experience: a player utterly baffled and frustrated at all the people "screwing around and leaving his Nightfall."
- Hey Bungie, I don't think most people mind about losing Mars, Io, Titan and Mercury, but can we not get rid of Leviathan? It's removal gets rid of 2 raids, 2 raid lairs, the only real shooting gallery/homespace in Tribute Hall, and one of the better game modes in Menagerie.
- Contact Public Event should give Altered Element
- Thank you Bungie for eliminating SBMM
- As someone way too obsessed with gear icons, I love love love Love that vanilla gear now has the Red Legion insignia as an icon
- Please add the Trials of the Nine Weps to Prophecy
- We will beat the architects in year 6,067,571
- Season of Arrivals PVE Weapons to grind for.
- Optimized Bounties For 6/12/2020
- Sunsetting is being executed poorly so far.
- Tips on Prophecy Solo Flawless
- With Beyond Light and the revived House of Devils being our opponents this time around, I have only one request.
- “The Prophecy” 15:07 World Record
[D2] Trials of Osiris Megathread [2020-06-12] Posted: 12 Jun 2020 10:02 AM PDT Trials of Osiris are |
Name | Description | Cost | Requirement | Reward |
---|---|---|---|---|
End Game | Complete matches and rounds. Wins in the Trials of Osiris grant the most efficient progress. | 1000 Glimmer | 100 Progress | XP & Glimmer & 35 Valor Rank Points & 5 Trials Token & 1 Trials Engram |
Trial of Decryption | Collect Trials Engrams before Trials ends this week. | 1000 Glimmer | 3 Progress | XP & Glimmer & 35 Valor Rank Points & 5 Trials Token |
Passages
Name | Perk | Cost |
---|---|---|
Passage of Mercy | Forgives one loss per run. | 25000 Glimmer & 15 Legendary Shards |
Passage of Ferocity | With zero losses, your third win grants a bonus win. | 25000 Glimmer & 15 Legendary Shards |
Passage of Wealth | Increased tokens from reaching 3, 5, and 7 wins on a ticket. | 35000 Glimmer & 25 Legendary Shards |
Passage of Wisdom | Grants bonus XP from Trials wins, scaling with the number of wins on a ticket. | 35000 Glimmer & 25 Legendary Shards |
Passage of Confidence | Grants bonus rewards from Flawless Chest. | 50000 Glimmer & 50 Legendary Shards |
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Posted: 12 Jun 2020 06:00 PM PDT
New player? Please read the New Light FAQ
Bought the DLC? Shadowkeep FAQ
Need Guidance? Collection of selected guides
Shadowkeep & New Light known issues
Welcome to the Daily Questions thread! Do you have a Destiny related question that needs answering? Can't find it anywhere else on the web? Well You're in luck! Simply ask your question down below, and the knowledgeable community of /r/DestinyTheGame will answer it to the best of their abilities!
Be sure to read the Full Year 1 Recap and the Returning Players Guide, or use the search in the top right before submitting a question, as it could have already been answered. Also, be sure to check the thread itself!
Be sure to sort by new to see the latest questions!
Rules
Absolutely no down talking. You were all new to Destiny once, so there's no need to belittle anyone just because you might know more.
All hateful comments that derail conversation will be removed. This thread is a place of learning, so keep it civil.
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Bungie The Umbral Engram System Is a Major Win, Please Keep This Around.
Posted: 12 Jun 2020 11:25 AM PDT
Seriously I want to see this type of system expounded upon throughout the framework of destiny. This is what you call a legit intentional grind for weapons and armor. It not only makes leveling more enjoyable but it gives us a more direct pursuit to builds and loadouts we want.
This system actually felt fresh and every time an Umbral Engram drops I get excited to be able to take it back to drifter, focus the engram and see what I am able to get. It has for me personally restored the excitement of engram drops. Best part is that they drop from any activity as well.
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Posted: 12 Jun 2020 02:34 PM PDT
There is absolutely no reason that things should not be able to be pulled from collections. There are so many ways to make it happen and not break the game. It's absolutely ridiculous that the ability to buy things from collections is there, but cannot be done with anything that drops as random rolls in game. The Season Pass gives gear with a SPECIFIC roll. Then has random roll drops in world. Do that with Collections. Everything in Collections.
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Posted: 12 Jun 2020 06:26 AM PDT
Title.
I miss that damn screen so much. It was really cool seeing a cool shader drop or checking out the roll on an Eyasluna or Red Spectre as it dropped in crucible.
If we're bringing the best of both Destiny 1 and 2 together this is definitely an aspect that I'd love to see return.
I know it gets a lot of love on here too. It's a topic that keeps cropping up ever since D2 dropped.
I'm not saying it's something that should happen now, just down the line at some point. I understand there are more pressing aspects.
There seems to be a lot of hate for it because people don't like to see other players get cool stuff. Yes, it could reward lower placed players cool stuff but that happens right now! You just don't see it.
People are worried about the toxicity that could come with it. Screw those guys, you got the awesome reward!
Edit: Thank you for my awards! ... Gold now too, thank you!
Damn this kind of blew up! I've turned of notifications and will let this run it's course now as there's a lot of discussion, good and bad in the comments and I think enough has been said by myself. Good to see so many of you in agreement though!
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Umbral Enhancement II SLOWS PROGRESSION
Posted: 12 Jun 2020 08:59 AM PDT
Advice to all (and hopefully to get on bungo's radar)
When you unlock the perk "umbral enhancement II", it autodeposits your twisted energy. However, it only deposits it at a 50% rate so you loose half your progress. Terrible. Don't chose the upgrade!
Hopefully we can get some eyes on this too.
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Posted: 12 Jun 2020 11:56 AM PDT
Before you were able to hold shoot while popping storm and it would shock but now you have to wait 3 seconds before you can even shock people. This is especially annoying in crucible when you pop your super and you can't even kill the guy in front of you.
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Beyond Light is the best time to reset base power level to 0 instead of 750
Posted: 12 Jun 2020 08:36 AM PDT
Why are we grinding over 1000 power level now? Why is the base 750? I know why it's 750 but given how everything is being reworked that isn't a good reason anymore. With the new fall expansion we have the ultimate lore (new threat) and mechanical (first round of sunsetting) rationale behind resetting power level. At the end of the day it is just a measure of 0 to 100 anyways, with being too low in some content making things immune until you gradually are on whatever field is deemed appropriate by Bungie's balance team. If Destiny 2 is going to be a three plus year experience going forward will we be 2050 power level at the beginning of Witch Queen?
Why not do a refresh (or squish) every fall expansion to prevent the large unwieldy numbers and odd choice of a base line?
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Posted: 12 Jun 2020 11:59 AM PDT
Pass. The. Orbs. (The Corrupted - Nightfall: The Ordeal)
Posted: 12 Jun 2020 01:13 PM PDT
With 'The Corrupted' as the Ordeal: Nightfall this week you all CLEARLY need a lesson/refresher on passing the orbs for the shield breaking buff. I'm leaving Nightfalls with randoms that don't do this.
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Posted: 12 Jun 2020 08:37 AM PDT
Sigh.... Would it have been so hard to just move one of the Eververse ships to the Recaster?
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Posted: 12 Jun 2020 01:33 PM PDT
https://twitter.com/BungieHelp/status/1271540433462558721
Edit: Saint-14 is disabled as well. Rip the 60 trials tokens I was going to turn in :(
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This sub's mods are setting unfair rules.
Posted: 12 Jun 2020 01:46 PM PDT
What are we supposed to do about Savathun if we can't witch hunt?
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I really do not want to keep regrinding armor.
Posted: 12 Jun 2020 12:10 PM PDT
I know this concern has been brought up before, but I haven't seen anything lately. Sunsetting armor is pretty much the only thing that is keeping me from getting too excited about the future of D2. Considering how long it took me to find stats I like for a build, AND the cost of masterworking, I just can't find it in me to do it over and over again as armor gets sunset.
Has Bungie talked about this issue and I just missed it?
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Posted: 12 Jun 2020 06:32 PM PDT
For some context, I was in the EDZ Trostland patrol when this guy randomly joined my fireteam and asked me why everyone was messing around and then immediately leaving the Nightfall. When I was confused about his question, he thought I was fucking with him as well. So I took him to a different Nightfall and even a matchmade Ordeal to show him the difference.
We then went back to the Lake of Shadows NF and I demonstrated the difference between a patrol and strike zone, and what your fireteam Guardians looked like in comparison to blueberries. I am hoping that he understood the difference after I left.
Bungie, c'mon. This ain't okay. This player was trying to go through all the content at his own pace, increasing the difficulty where he thought he was supposed to. I don't remember his LL, but it's possible he saw the 820 LL for NFs and thought this was his next step. At NO point does Bungie explain what the difference is between Vanguard playlist strikes, regular Nightfalls, and Ordeals. Knowing which activities are matchmade is stuck to a tiny tooltip in a corner right before you launch the activity. Given that many of these Nightfalls are loading you into patrol zones with plenty of players, it's no wonder he got confused.
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Posted: 11 Jun 2020 11:58 PM PDT
Failing that, can we at least get a replacement for Tribute Hall and Menagerie?
Edit: I see a lot of people saying "It won't be gone forever!" to which my response is "Great! But we at the very least need a replacement for Tribute Hall and Menagerie." The former is the only place where you can test weaponry and have your own space, and the latter is a mode that offers a kind of gameplay not seen in Destiny in the form of a mini matchmade raid with chooseable loot and no major conseqence. A mode enjoyable enough that at launch some were calling for it to be a core activity alongside the Big 3.
NOTHING LIKE THOSE TWO THINGS EXIST IN DESTINY WITH THIS GONE. It's a loss of something truly unique. Raids and raid lairs will be replaced in time. Fuck, we KNOW Vault of Glass is coming back. These have nothing like them in the game and nothing like them confirmed for the future.
Edit 2: A lot of people have also been asking if Tribute Hall and Menagerie are going and what proof we have. In the Building a Viable Future for Destiny 2 article it says this:
The primary D2 content leaving the game and going into the DCV this fall are the destinations – Mars, Io, Titan, Mercury and Leviathan – and their supported activities.
I highlighted the important part. Both Menagerie and Tribute Hall are activites on this area.
Edit 3: Bonus for those asking about exotics from the same article:
There will be new ways to earn the Exotics originally linked to content that has entered the DCV
No mention on their catalysts, ornaments, or in certain cases companion legendaries however.
Edit 4: 9.5k Likes and front page of Destiny Reddit. I bet that either
A: Bungie won't comment,
B: that if they do they will only comment on me saying they won't comment rather then address the issues here, or
C: if they do address the issues it won't REALLY be addressed and will be more of a "We are listening" rather then a "We understand these 2 unique Destiny sections need a replacement, we plan to add some way of covering shooting gallery and the type of gameplay of Menagerie, expect more details soon when we cover Beyond Light and it's definatly coming in Season 12."
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Contact Public Event should give Altered Element
Posted: 12 Jun 2020 01:37 PM PDT
When we completed Seraph Towers, it awarded us Warmind bits. Why doesn't Contact give out the seasonal currency? The only way to get Altered Element is through the daily bounties, which you can only do four per day, and activities such as Crucible (Which doesn't drop consistently).
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Thank you Bungie for eliminating SBMM
Posted: 12 Jun 2020 09:22 AM PDT
I now know what true and utter hopelessness feels like playing crucible
Edit: this is very polarizing I see lol
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Posted: 12 Jun 2020 05:12 PM PDT
Please add the Trials of the Nine Weps to Prophecy
Posted: 12 Jun 2020 04:37 PM PDT
I realize by this point its too late to make this change, but with the talks on the Dungeon returning sometime after S12, i think it would be an AMAZING idea to reintroduce Trials of the Nine weapons as Dungeon Drops, in addition to the Trials/Daito Armor Sets. Just remove the basic world loot weapons out of the dungeon loot-pool.
Not only would this create a great farmable experience week to week, but would bring back these weapons that have relevant archetypes with random rolls, in a place that makes logical sense in the dungeon Prophecy. This could also be a huge key in S13-> by having relevant weapons such as these enter the loot pool.
Now, I realize dropping all of them in the pool is a bit much, so here's what i feel would be the best options to add to the loot pool.
Kinetic- Judgement(140 HC), Adjudicator (Precision SMG) , Relentless (High Impact Pulse), Purpose (lightweight scout).
Energy- Swift Verdict (Precision Sidearm), Darkest Before (Rapid Frame Pulse), Sudden Death (Aggressive Shotgun), Long Walk (Aggressive Sniper)
Kinetic Choices are weps that currently "lack" in slot. Judgement brings in a valid 140 which we havent had since austringer, Adjudicator brings in something other then antiope. Relentless allows another HI pulse to hit the pool other then Redrix/Premonition
Energy Choices allow Swift Verdict for sidearm fans, Darkest Before introduces another solid energy Rapid Fire. Then Sudden Death allows for an aggressive archetype shotgun that can compete in slot with Felwinter/Mindbender (provides options), and Long Walk introduces the only real Aggressive Sniper we have in the energy slot, that can compete with Revoker and Beloved.
In Conclusion, This would add 8 relevant meta weapons to the pool for both PvE and PvP, especially if new perks are considered as rollable perks for these weapons. It doesnt add too many to existing drop pool and It would GREATLY increase the already high value of Prophecy on its return. I dont think anyone would be frustrated with this change.
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We will beat the architects in year 6,067,571
Posted: 12 Jun 2020 11:46 AM PDT
The architects power has been shown through a glitch as 1880947200. Our current max power for the end of this year is 1060. We started this year at 750. So that means yearly we go up 310 power. So if you use the equation 1060+310y=1880947200 (y is years) and solve for y it should come out to 6,067,568. But we are already in year 3 so add 3 years to make it 6,067,568. I know bungie is in it for the long haul but man I didn't know this long.
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Season of Arrivals PVE Weapons to grind for.
Posted: 12 Jun 2020 03:04 PM PDT
These weapons are all new (or re-released weapons) that have an updated light level cap of 1360. These weapons will be relevant for end game PVE for 12 months, 4 expansions including this one, and will be sunset in season 15.
After having played with quite a few, and looked through the database for the rest, I can say there are quite a few good guns to chase after, here are my own two cents from the guns I've seen.
Best of the Best
These weapons are the most interesting ones to grab
Best add clear that isnt an SMG or Sidearm:
The Forward Path : Kinetic, Auto Rifle
Feeding Frenzy
Multi-kill Clip
Iron Banana
600 RPM Adaptive Frame Auto Rifles are amazing in PVE, and this one is the best Kinetic one I think we've ever had in D2. It's going to be very prominent in PVP, but don't overlook this option for PVE. With Anti-Barrier mods being able to be used on Autos this season, using one from range on a good auto will be very useful in End Game Champion PVE.
Recluse, but with Dragonfly:
Death Adder : (Solar) Energy, SMG
Feeding Frenzy
Dragonfly
World Drop
If Recluse is the God of add clear, this is it's red-headed step child. This 900 RPM Lightweight SMG is also of the Veist foundry, and boasts a perfect recoil direction of 95. It's the most easy to control Lightweight SMG I have ever used. Dragonfly w/spec is a fun alternative to the Recluse, and useful for stripping Solar shields, and making some warmind cells with the solar splash damage.
Slug Shotgun DPS:
First In, Last out : (Arc) Energy, Slug-Shotgun
Assault Mag
Pulse Monitor, Auto-Loading Holster
Vorpal
World Drop
As the flavor text of the gun says "I don't know how it works. You just keep taking damage and keep firing." Pulse monitor shouldn't be too hard to keep up as you are well within boss stomp range, who will gladly help you proc the recently buffed perk. The buff to slug Shotguns should help this be among the best DPS special weapons in the game.
Solo DPS Sniper:
IKELOS_SR_V.1.0.2 : (Solar) Energy, Sniper
Tac Mag
4th Times the Charm
High-Impact Reserves
Dungeon
The highest solo DPS sniper in the game. With the perk combo you should be able to get off 13 shots, 8 of which will be buffed by the lower half of the mag perk.
Boss Melt:
Bad Omens : (Void) Aggressive, Rocket Launcher
Impact Casing
Tracking
Cluster Bombs
Just pick it up again from the Drifter
Go get the Rocket Ordnance mod from Drifter and thank me later. Rockets are back on the menu bois, and this is the highest DPS legendary rocket possible. Should out DPS everything not named Wendigo for ranged attacks.
Pure DPS:
Falling Guillotine : (Void) Vortex Frame, Sword
Jagged Edge
Relentless Strikes
Whirlwind Blade (Boss Spec)
Umbral Engrams
I mean, it's Dark Drinker. What else need be said
Now lets take a look at the some of the rest that have interesting roles.
Temptation's Hook : (Arc) Caster Frame, Sword
Jagged Edge
Relentless Strikes
Whirlwind Blade, Vorpal
Umbral Engrams
I mean, it's Bolt Caster. What else need be said
Beringer's Memory : (Void) Rapid-Fire Frame, Grenade Launcher
Spike Grenades
Clown Cartridge
Demolitionist
World Drop
Great for an Oppressive Darkness centric build. Throw a grenade to overflow the mag up to 11 shots, shoot 11 GL shots, rinse and repeat. Very High DPS. Who needs Lunafaction boots.
Truthteller : (Void) Breachloader GL
Spike Grenades
Feeding Frenzy or Grave Robber
Multi-kill Clip or Swashbuckler
World Drop
Extremely good add clear and single target burst damage. Budget Mountaintop.
False Promises : 360 RPM Kinetic, Auto
Feeding Frenzy
Rampage
Umbral Engrams
With a recoil direction of 86, this weapon just feels good to use. High Impacts aren't as good as their Adaptive counterparts, but this is a fun, solid alternative to choose.
IKELOS_SG_V1.0.2 : (Solar) Energy, Rapid-Fire Frame Shotgun
Tac Mag
Feeding Frenzy, Lead from Gold, Pulse Monitor, Threat Detector
Trench Barrel, Vorpal, Surrounded
Dungeon
Lot's of good choices for this returning fav.
Fool's Remedy : (Solar) Energy, Rapid-Fire Frame Sidearm
Tac Mag, Ricochet Rounds
Feeding Frenzy
Kill Clip
Iron Banana
Just a fun archetype to use. Just make sure you get enough range perks as the base range is extremely low on these archetypes. I had a blast with my Dead Man Walking from the Forge, this should be a great replacement.
There's plenty of weapons I skimmed over, many of which I'm sure are more than adequate, however since the majority of them are returning and familiar faces, I don't feel like going over their perks again. The rest are just plain bad and not worth mentioning Ikelos HC
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Optimized Bounties For 6/12/2020
Posted: 12 Jun 2020 10:54 AM PDT
Deer trivia: Reindeer typically stay in small social groups, between a few dozen and a few hundred. But during the Spring, they can form 'super-herds' comprised of up to half a million reindeer.
Step 1 - Just imagine the size of the sleigh they're all pulling. Then imagine the size of the Santa sitting in it.
Step 2 - Pick up the following Dailies. Weeklies can be found here.
Tower Bounties:
- Zavala Daily – The Harder They Fall – Kill 10 Challenging Enemies in Strikes
- Prismatic Recaster – Fear the Rev – Fusion Rifle or Ability Kills
- Prismatic Recaster – Cabal Crash – Cabal Finisher Kills
- Prismatic Recaster – Dethroned – Hive Finisher Kills
- Drifter Daily – All Right, All Right, All Right – Complete 1 Gambit Match
- Drifter Daily – Big-Game Hunter – Kill an HVT in Gambit
- Drifter Daily – Fistful of Motes – Bank 25 Motes in Gambit
Planetaries
- Eris Morn – Lunar Defender – 2 Public Events on the Moon
- Eris Morn – One-Way Ballistics – 15 Kinetic Weapon Streak Kills on the Moon
- Eris Morn – Element of Surprise – 15 Energy Weapon Streak Kills on the Moon
- Eris Morn – Fallen Aquiver – Kill 25 Fallen in Archer's Line
- Devrim Kay – European Live Zone – Kill 50 Enemies in the EDZ
- Devrim Kay – Generator – Create 10 Orbs of Light in the EDZ
- Devrim Kay – Lost Territory – Clear 2 Lost Sectors in the EDZ
- Ana Bray – Defrosted – Kill 30 Hive on Mars
- Ana Bray – Legionary's Lamen – Kill 30 Cabal on Mars
- Ana Bray – Team Player – Create 10 Orbs of Light on Mars
Step 3 - Follow these steps:
- Run the Hollowed Lair Strike. (15 minutes) This is super inefficient by itself today, but we still need to clear the Scorn Weekly for Zavala. You can make this more efficient with certain weapon/element combos that I list at the bottom.
- Play one match of Gambit Prime. (10 minutes)
- Fly TO THE MOOOOOOOOOOOOON, grab Eris's bounties, then run two Public Events. In between, kill Fallen in Archer's Line and finish Hive wherever you can. (15 minutes)
- Fly to the EDZ, grab Devrim's bounties, then run two Lost Sectors. Make sure one is Cabal so you can finish a bunch of them. (10 minutes)
- Fly to Mars, grab Ana's bounties, then fly to the southern region of the planet. Start an Escalation Protocol, kill 30 Hive, then run the Cabal Lost Sector. (10 minutes)
Total Non-Elemental Non-Weapon-Specific Bounties Cleared: 17 Dailies
Total Time: 60 minutes
Bounties Per Minute: .28333
Rewards:
- 102,000 XP (unmodified)
- 12,000 XP per Weekly (unmodified)
- 5 Vanguard Tokens, 1/8 Vanguard Weekly Challenge
- 3/8 Gambit Weekly Challenge
- 75 Altered Element
- 20 Helium Filaments
- 15 Dusklight Shards
- 15 Seraphite
Seasonal Ranks Per Minute: .017
Extra Weapon/Elemental Specific Bounties:
- The Prismatic Recaster has a second bounty specifically for Fusion Rifle kills. Not sure why, but this stacks perfectly with Fear the Rev.
- Zavala wants Shotgun, Solar, and Arc kills in Strikes. Banshee wants Arc kills, and if you run a Fusion Rifle, you'll clear the two Fusion Prismatic Resonator bounties as well. Best way to do this: in the Strike, run a Solar Shotgun until you clear those two bounties, then switch to an Arc Fusion Rifle. Or you could do Arc Shotgun/Solar Fusion Rifle, but who on Earth would do that? Loaded Question time, baby! This will net you 6 extra bounties in the Strike.
- Titan and Mercury are easy with a Void weapon.
- Nessus is easy with an Arc weapon.
- Io's easy with a Roaming Super.
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Sunsetting is being executed poorly so far.
Posted: 12 Jun 2020 04:11 AM PDT
The whole point of sunsetting to me was to cap things, and then when the time is right, lift the caps on them to allow them to be relevant for a season or two again, and then let them fall behind again. That way if you have a good roll on something, you can use it again when its cap is raised. But instead, Bungie is making the effort to add literally just a copy and paste of the same weapon with the same perk pool, but only changing the light limit and seasonal icon. I'm no dev, but doesn't having two versions of the same gun create more files? Why not just change the existing file if you're not gonna do anything besides change what level it's limited to and save some file space, even if it's small? Why is it not like this? This whole post was triggered after I realized the Gnawing Hunger I got that I LOVE for PvE right now (Subsistence, Swash) is getting capped this season, meanwhile I got another bad-rolled GH that was just fine and capped at 1360 like everything else. Similar stuff with my Toil and Trouble, NM Grenade Launcher, etc that I got last season, but that's besides the point. For people just starting to have tricked out their kits last season this feels very... shitty. edit: thanks for my first reddit badge thingy kind sir whoever you are
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Tips on Prophecy Solo Flawless
Posted: 12 Jun 2020 10:57 AM PDT
Hey everyone!
This is the first time I am making a post on this subreddit! I have been reading all of your helpful advice ever since I started playing with New Light so I figured it was about time I give something back to the community. I just finished running Prophecy for the Solo Flawless triumph and I thought I'd put up some tips for people in case they want to try it out themselves.-----------------------------------Please beware, I am a good at formatting on word, but I've never done it on Reddit, so I hope this comes out lookin' at least half-decent.
Super bad quality stream but here are my first two failed attemps (wipes on 1st boss) and then my full successful run on twitch: https://www.twitch.tv/videos/648746213(I was very stressed in the end :| )-----------------------------------
POWER LEVEL
The dungeon's encounters are at:
- 1st boss - 1040
- 2nd encounter - 1040
- 3rd (final) boss - 1060
For that reason, you want to be around 1060 at least in order to make your life easier. Anything below 1056 or so I would say would have a very hard time doing this triumph.(I was at 1062 myself when I did it.)
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MODS
You want to be running some of the following:
- Major Resist - because most of the things that will be hitting you hard (and for the resist will actually be activated more often) are powerful enemies. These come in the form of knights for all 3 encounters, the goblin shielders for the 1st encounter and the snipers for the 2nd encounter.
- Consussive Dampener - there is a LOT of fire and boom boom going about. Be it the knights with the fire they spread on the ground or the boss making big blasts, you might need at least x1 of those.
- Ammo Finders / Scavengers - Other than the resists, I had double Grenade Launcher Ammo Finder and double Grenade Launcher Scavenger.
- Other Mods - I am kind of crazy when it comes to theorycrafting so my gear was perfectly prepared for having Taking Charge and Protective Light as well. Up to you if you wanna play those though.
- Armor Stats - DO NOT MATTER. Yes, they don't. Resists are more important. Unless you plan on stealthing all the time as a hunter, only then would you need a 100 mobility stat to make sure that Cooldown goes down fast.
- Oppressive Darkness - is amazing. Slot it. Now.
- Taken Barrier - probably the best mod I had for this.
- Taken Armaments - somewhat useless in my opinion. You barely ever kill stuff with a grenade and there is also plenty ammo to go around in order to be at medium to full capacity on your heavy.
- Hive Barrier - shoutout to a guardian here on Reddit (Penguinmull) who brought to my attention the fact that this also works against some of the mobs in the dungeon, making you even tankier!
Of course, if you do not know already how resist mods work, they are actually 10 times more useful in many cases than any stat mod and they also stack. If you have one, I think it is around 10% resist and if you have two it is around 18% resist.(I personally run x2 Major Resist and x1 Concussive Dampener, so that I can survive the knights. I killed all the smaller mobs as soon as I saw them anyway, but I'll explain more on that later.)
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CLASS / SPEC
I do not know that much about Warlock and Titan, but I can say a lot about Hunter.
- Hunter - you definitely want to be top tree void since it allows you to stealth with dodge and also has a powerful tether (the bottom tree tether has you flying in the air for too long, making you an easy to kill target). If you are very comfortable with bottom tree (gambler's dodge for continuous stealth) then definitely try that out.(I personally used the reload dodge with top tree so that I can reload my anarchy whenever I needed to do so fast. Comes in really handy on the final boss.)
- Warlock - I would say devour. My friend did it just before me with devour and he managed to do it in a much more relaxed way than me on Hunter. So who knows... warlocks too good? :thinkingemoji:
- Titan - I have no idea. Apparently it's a good class to do it with though.
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WEAPONS / EXOTICS
Now, I know everyone loves Recluse, but I personally hate it. I love SMGs, but I'd rather use Hero's Burden or Bug-Out Bag for the extra impact and different perks whenever I need to use an SMG. HOWEVER... I actually didn't use an SMG at all.
- Primary - Mountaintop is the way. Slap a Taken Spec on it and you're good to go.
- Secondary/Energy - Gnawing Hunger. I had a decent roll with Subsistence and Rampage and since I really enjoyed playing that for the last couple of days, I just masterworked it and went all out with it. Honestly, anything you put here will be fine. I would say that Recluse is probably better since you always switch to secondary just to finish off something that is at 1/10th of its health.
- Heavy - Anarchy. This gun is in my opinion broken. It should not be in the game as it makes everything 10 times easier than it should be. It is perfect since you can slap a knight with it, go hide in the light or dark away from it and then when it's dead, come out and get the motes. I'll explain more on this later.
Exotics - Stompees - Wormhusk - Frostees
- Stompees - for jumping and running fast. :p
- Wormhusk - this saved my butt a thousand times on the last boss. I played it only for the last encounter and it honestly just helped tremendously with staying alive. I found it to be way more useful than the boots exotics.
- Frostees - you would say "why don't you play the double dodge chestpiece exotic?" and I would tell you "mi mi mi mi". The correct answer though here is; they are both good. I played Frostees for the 1st and 2nd encounter and they did great.(To be completely honest, I think I forgot to change from Stompees on the 1st encounter and it kinda helped with jumping up to hit the lights)
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THE DUNGEON
1st Encounter - Boopy Boi
The first encounter is very close to the difficulty of the last one. The platform you are fighting on is extremely small and there are mobs everywhere. So what you wanna do is follow these steps:
- Kill small mobs as soon as they spawn (Grenade / Mountaintop / Primary).
- Kill all remaining small mobs (Mountaintop / Primary).
- Focus the knights one by one (you will need x2 Dark and x2 Light cleansed anyway, so does not matter what you do first). (Mountaintop / Anarchy).
- Do NOT be afraid to use Anarchy and run and hide for killing the knights.
- Dodging (as a hunter) to get stealth before you pick up the last mote, so that you are carrying the big mote in stealth to go cleanse, is a beautiful idea I came up with (smart boi.)
General rule is that the light motes are harder to get since you can't shoot from cover to get them in most cases.
- Kill small mobs again as soon as you've cleansed x2.
- Start on the boss by doing Anarchy and then going away from it to start doing mountaintop.
Any ults you have, should be used here by the way.
- Focus the goblins as soon as they are up and try to keep an Anarchy on the boss.
Rinse and repeat and the first boss will die.
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1st Wasteland Part
You want to Mountaintop the snipers from afar before you approach the Taken Blights. The rest is just easy if you take it slowly.
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2nd Encounter - The Gravitron
This room is easy as long as you make sure you always safe. Yes, very easy to say but sometimes hard to do, but honestly, just focus on staying alive. Do not take risks.
- See what kind of beam you need to clear (light or dark).
- Kill one of the two snipers first (Mountaintop should one shot them at high power levels).
- Kill the small mobs as well (Mountaintop preferably). Mountaintop a group right after getting the first sniper and then take cover to take out the second sniper too.
- Next up, just deal with the knights with Anarchy. Feel free to be using Anarchy for the knights here since you will be getting lots of ammo until the final fight.
Rinse and repeat until you've hit the light you are following 5 times and then you will be getting the bosses. The bosses are extremely easy though. Just use your ult (if you have it) and then just Anarchy both and wait.
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2nd Wasteland
Slowly walk towards the boss until you are through.
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Journey Ribbons
I will be completely honest with you; I did not use my sparrow at all here. I took it slowly by walking through the whole thing and using Mountaintop on the snipers whenever I saw them. It should one shot them from very long distances.
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3rd Encounter - THEY ARE EVERYWHERE (aka Echo Dude)
Last boss is the thing I was scared of the most. Apart from the fact that you are now not in a fireteam and therefore the focus of all mobs in the room, there is also the running part, which is extremely difficult to traverse while staying alive and also doing DPS.
- Same plan as before, kill the small mobs as fast as you can when you see them.
- Keep dodging (even at more than half health) to keep a full health bar.
- Same thing as before for cleansing the beams, make sure you stealth before picking up the last one. Another good plan is to pick up two motes and then leave the last one around just in case you have to walk back and pick it up to refresh your buff (if you are taking too long to kill the next knight.)
- Remember that mobs do not have a phase that you need to pass before they respawn, they have a timer. You don't have to be extremely fast though, so take your time.
- After you cleanse a beam, MAKE SURE YOU ANARCHY THE OGRE. If you don't, it will start roaming around and it will eventually destroy you. Do 1 shot on it and then 1 shot on the ground and run away, it will die just from that.
- The first beam is always the hardest, after that you can chill a little bit since there will be one less big guy shooting at you. Also, now there is a safe spot.
As soon as you cleanse all the beams, take a breather and then prepare for the hardest part.
- As soon as you drop, you may wanna use tether, since this is the best spot you'll get for DPS on him.
- You could save your nade for after the tether ends so that you can have a debuff on it again later.
- As soon as you use your ult, Anarchy right away. One on the boss and one on the ground.
- My plan for this was to move on the left platform and the main one, back and forth. That way, I was able to avoid all of his projectiles and also the big portal-projectile. Shoot a couple mountaintops in the meantime here.
- After that, make sure you kill the snipers. I used mountaintop to kill them whenever I saw one. The ones in the far back you might have to aim carefully for, but the rest you can aim next to them and then finish them off with your primary.
- Keep moving close to the boss and just make sure you have Anarchy on it. If you are afraid of dying, just hide behind the little obstacles and you'll be fine. The portal-projectile does not go through them.
- The hardest part here is getting the two snipers in the back when they spawn. They hit for a lot so make sure you get them.
That is basically it. Just make sure you stay alive in this running part. If you get hit by the portal-projectile, just run back, do NOT panic. You have enough time to run close to the boss before you Dark Entropy debuff goes too high.
Rinse and Repeat from 3 to 5 times (I did it in 4) and you should be done. The last fight is by far the most stressful one, but just make sure to stay alive on the running part and you will be just fine.
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I hope this helps anyone willing to take on the dungeon. I also hope I did not miss anything since I wrote this quite fast right after the run.
The emblem is REALLY cool looking so I hope you all manage to get this done soon!
Thank you Bungie for the amazing content you brought us with this season and I wish all the best to all of you guardians undertaking challenging triumphs like this one!
Shoutout to my amazing fireteam members Cronline (who did this run just before me) and Simz (who is attempting it soon) for being awesome and running this for the #14 clear of the dungeon. They helped a lot through the exchange of information and tips on how to do this.
(I just wanna say here that, I met Cron and Simz through the LFG, so I would say; give it a chance, it's not always as bad as you think it may be. Even if 99% of the time it's people that just want to get carried :p)
Later! :D~Kelfecil
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Posted: 12 Jun 2020 10:41 AM PDT
Could we please get the Fallen Shock Rifle for an exotic? It's one of the coolest looking/functioning enemy weapons in the game, and we have yet to use it for ourselves.
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“The Prophecy” 15:07 World Record
Posted: 12 Jun 2020 02:20 PM PDT
This was a super interesting dungeon to experience. The environment and atmosphere is just insane to play within, and I've really enjoyed running this dungeon with my friends over the past couple days. I will link our fastest run so far below which clocked in at 15:07 snagging the current WR. How is everyone else enjoying the new season? Prophecy WR 15:07
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