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    Wednesday, July 15, 2020

    Destiny Destiny 2 Update 2.9.1.1

    Destiny Destiny 2 Update 2.9.1.1


    Destiny 2 Update 2.9.1.1

    Posted: 14 Jul 2020 10:08 AM PDT

    Source: https://www.bungie.net/en/News/Article/49341


    Activities

    Dungeon Prophecy

    • Fixed an issue where a door in the Hexahedron would occasionally not open. ##Gameplay and Investment

    Controls

    • Remapping the input for Interact no longer changes the button prompt for Revive which will always be mapped to X/Square.
    • Fixed an issue where canceling a glide jump would cause Warlocks and Titans to auto-jump after landing.
    • Updated default custom controller binding for Vehicle Exit to match standard control preset (X/Square -> A/Cross).
    • Fixed an issue where Hunters would crouch after Dodging when using Hold Crouch, but stand when using Toggle Crouch.

    Investment

    • Fixed an issue where Advanced Pyramid Focusing was only rewarding 50 Altered Elements instead of 150 as stated in the Triumph.
    • To help players optimize daily weapon bounties, Banshee now picks six new weapon types to focus on each week – three primary, one special, and two heavy.
    • Added a Season Rank Stat tracker for Season of Arrivals.
    • The Emissary Whisperer Triumph has been removed.

    Weapons

    • Fixed an issue where Witherhoard's projectiles would appear randomly on screen while using abilities or when stowed away.
    • Fixed an issue that caused Witherhoard's direct hit damage to be unintentionally doubled if a player swapped to The Mountaintop after applying it.

    Armor

    • Fixed an issue where the Surprise Attack perk does would not properly deactivate and reactivate when switching Sidearms ##General
    • Fixed an issue where the Fencing Salute Emote could allow players to get out of the environment.
    • Fixed an issue where the "Hide Hints" settings option was currently displaying as "Never Show Full SteamID" and not functioning properly.
    submitted by /u/DTG_Bot
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    Daily Questions [2020-07-15]

    Posted: 14 Jul 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.


    You can find the full Daily Thread schedule here.

    submitted by /u/DTG_Bot
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    Getting 3 shaders and a transmat effect every 5 levels, that you may already own, isn’t very rewarding

    Posted: 14 Jul 2020 01:58 PM PDT

    As many of you know, and may have participated in, you could skip directly to the Pleasure Gardens (doggos) in the Leviathan raid and farm the encounter for raid drops and bright engrams if you had the Contender Shell.

    As of yesterday, Bungie has disabled the Seeker of Brilliance perk on the shell due to "an issue."

    From this we can infer that the issue most likely refers to people farming doggos for raid drops and bright engram drops. While it's not my place to say whether the farming is good or bad, I think I can say that bright engrams as they are right now could definitely be improved.

    For every 5 levels after season pass rank 100, you get a bright engram. From this engram, you can get shaders, ghost projections, transmat effects, ornaments, and more. However, this leads to the topic of effort versus reward. For a while now, the most optimal way of gaining xp is to grind out weekly challenges and bounties and then grind repeatable moon bounties.

    Once you reach 105, 110, 115, etc., you get a bright engram that may contain the items briefly listed above. According to this Bungie.net article, you have a 75% of receiving a shader, 20% chance of receiving a rare transmat effect, and a 15% chance to receive either a legendary sparrow, ghost, or ship.

    Getting 3 shaders and a transmat effect or a legendary ghost/sparrow with undesired perks doesn't feel very rewarding. Especially when taking into account how much time it takes to grind 5 levels.

    Another thing to note is the statement: "Each time a reward in the Cosmetic or Consumable lists of potential rewards fails to drop, the chances of that reward being awarded on future rolls increases."

    While this does benefit the player, the effort needed to get a single bright engram for the reward it gives is not very worthy. One solution I can think of is to reduce the amount of levels you need to get a bright engram, possibly lowering the required level from every 5 levels to every 3 levels.

    In this way, while bright engrams may still be unrewarding, the effort required to get them is reduced to lessen the disappointment from their rewards.

    I hope to know what you guys think about how bright engrams currently work!

    Thank you~~

    edit: please read the other posts made by other community members. there is a wonderful and in-depth guide for a solo flawless Prophecy completion, a plea for universal traction, a request for transmogging armor from collections, and more

    submitted by /u/-Dalgona-
    [link] [comments]

    Solo Prophecy Flawless Extensive Guide and Tips

    Posted: 14 Jul 2020 08:40 AM PDT

    I had never attempted any solo flawless content before Prophecy. Once I saw the Daft Punk/Tron looking emblem, I knew I had to get it. So I set my sights on this achievement and finally got the clear yesterday.

    For context, I'm a PC-based, PVE-focused player and do have the benefit of a lot of raid and general D2 experience. While I'm sure I'm toward the higher end of PVE players, I'm far from being an Esoterickk or Slayerage, and I'm confident that anyone with a competent level of skill can get this triumph with the right mindset and practice. I spent approximately 10 hours total working on this Triumph. 1-2 hours of that was research on mods, loadouts, and watching clear videos. The other 8 hours was spent practicing. I started by working on a solo clear to learn the fights and gain confidence, then worked on Flawless. I got the Triumph on around my sixth Flawless attempt.

    I know there have been a number of these posts, as well as plenty of YouTube guides, but I wanted to share my own set of tips and tricks in an effort to help anyone out there going for this solo flawless clear. I found all of the guides I read immensely helpful in crafting my own strategy, so I wanted to add my voice to the mix in hopes that it helps out others going for this Triumph. This will be long, but if you're the type of Guardian that likes to over-prepare for these things, you'll find all the tricks that helped me out in this guide.

    General Tips:

    • While there is some debate about what class is easiest, I'm a Warlock main and aside from spamming invisibility with Hunter, Warlock definitely feels like the safest/easiest class choice for this challenge. This guide is tailored to Warlocks, but there are general encounter tips that would apply to all classes. While it's definitely doable on Titan and Hunter, both the Solar and Void Warlock trees have builds heavily tailored toward survivability, which tends to be the biggest issue in these encounters. It's also possible to consistently one-phase the first Phalanx boss on Warlock, and with that fight being quite challenging, avoiding a second Knight phase is very helpful. I'm a firm believe in playing on the class you're most comfortable on, so if you hate Warlock jump or never play the class, you might have more success on something else.
    • Mods are the most important thing you can do to "prepare" for this encounter. Make sure you have Hive and Taken barrier. Taken Armaments and Invigoration are both great too, but easier to compensate for via other mods and gear. Anarchy is very helpful on the final fight, but not a firm requirement.
    • Treat every run like a Flawless run, but when you die, keep going for extra practice. You'll eventually hit a point where you don't need more practice and deaths will be due to mistakes rather than poor planning, and when that happens, you'll know it and can just head to orbit and try again. Until that point, start the run going for flawless and as soon as you die use it as an opportunity to practice and prevent it from happening again.
    • Min/Maxing your armor/mods and loadout can offer slight advantages which can compensate for lower skill. If you are a competent PVE player, with good foresight and planning you can set yourself up to get through this dungeon with the most advantage possible. Other players may intentionally take harder loadouts, or complete the challenge on more niche classes/subclasses, but if this is your first piece of flawless content like mine, go for what lets you get the clear. There are some Charged With Light mods that can also boost survivability, but I don't have them and was unable to test them for my clear.

    Intro Encounter * You can decide whether you want to do this encounter each time, or use a sword to move directly to the first "true" encounter. In my opinion, this intro section is just there to teach you the light/dark mechanic, and doesn't represent any aspect of why this dungeon is challenging. Once I cleared the intro + the first boss flawlessly together, I personally had no problem skipping it so I could start at the Phalanx boss more quickly. If that feels like it invalidates the achievement to you, feel free to do the opener every time. It doesn't take too long, and is more of an annoyance than anything. If you're struggling with surviving the opening, keep running Prophecy with a team for now because Solo Flawless will be quite the challenge.

    Phalanx Boss (First Encounter)

    Mods

    Throughout the whole dungeon you'll want to run Taken and Hive Barrier at all times. Hive Barrier stacks with Taken Barrier for Hive-based taken. Taken Knights are present in all the main fights, so you never want to be without these mods if possible. Adding Taken Invigoration and Armaments is useful for both ammo economy and being able to spam healing rifts

    • Major Resist
    • Major Resist
    • Minor Resist
    • Concussive Dampener
    • Flex Mod Spot (a second Minor Resist or Concussive Dampener is probably ideal)
    • Grenade Reloader/Scavenger
    • Grenade/Special Ammo Finder

    For this fight, I prioritized two Major resist mods since those are by far the scariest source of damage. A single Minor resist is helpful in case the adds get out of hand at any point. Boss resist is not really needed here since the main threat from the boss is getting knocked off the map. Concussive Dampener will help with the flames. For that flex spot, you can either double stack Minor Resist if those are giving you trouble, or grab a second Concussive Dampener to further reduce the damage from the fire. I haven't done extensive testing on elemental resist mods, but I believe double Concussive Dampener would be more effective than Concussive + Solar Resist. Major/Minor/Boss resist mods do stack with diminishing returns, and a double stack represents about an 18% damage reduction compared to 10% with a single mod.

    Class and Weapon Loadout * Subclass: Well of Radiance Warlock * Exotic: Transversive Steps * Primary: Mountain Top (Taken Spec) * Secondary: Riskrunner * Heavy: Falling Guillotine (Taken Spec)

    Loadout Notes:
    • This fight is all about mobility, and Transversive Steps will allow you to keep reloading while you run around the map. Phoenix Protocol can be good if you want to well throughout the fight, but I always saved mine for the boss. Sanguine Alchemy is okay, but you rarely stay in a rift to kill adds so I found it a wasted slot.
    • Falling Guillotine is the only necessary piece for this encounter. It allows a consistent one phase and should be prioritized over anything else. Use Taken Spec for extra damage.
    • Riskrunner is incredible for this fight because the minor adds all proc the arc resist/damage enhancement. With the perk active, you can even laser down Knights with Riskrunner, or chip away at them so they can be picked off later.
    • If you don't have Mountaintop, I'd probably run Witherhoard and Recluse/Gnawing Hunger instead

    Fight Tips

    • In my opinion, this is the hardest fight of the entire dungeon due to the small arena size and the potential to be knocked out of bounds by the Phalanx. Cover is limited, and often broken by the need to be standing in a certain element.
    • Start the fight by rallying and then activating the encounter. If you did the intro encounter and have super, you can use your well right before rallying for a boost to the beginning of the fight. As soon as the fight starts, duck into cover (I preferred the wall right next to the rally flag) and get ready to burn down the minor adds.
    • The main objective through this phase is to stay alive at all costs. In general that means constant movement. Staying still puts you at risk of Knight fire, Knight's chasing you, and the boss booping you off the map. The safest spots to recover are the two walls toward the side of the map where you discharge your Dark/Light motes. Unless a Knight is chasing you, this spot is great for recovering and regrouping.
    • Try to manage these priorities, in this order: 1) Kill minor adds, 2) weaken Knights, 3) kill two knights, 4) pick up motes and bank. This ensures you're banking with the least amount of adds inside the arena. As soon as you bank you can kill the last Knight and repeat. Sometimes due to bad luck or a misplay you'll get motes from the wrong element, and in that case you'll have to rely on the third Knight for the motes you need. This is fine, you'll just want to be quick to bank afterwards before the next wave spawns.
    • Mountaintop with Taken Spec will two-shot the Knights with a direct hit. Get good at aiming quickly then ducking back into cover and you can make short work of the Knights. Sometimes I'd hit them with one MT shot and chip away with Risk Runner so I could quickly burn down two Knights at once, but just do what feels comfortable to you.
    • Bank in the front/central two spheres first, as they are the most risky and the ones you want to clear out of the way early. While banking, immediately be planning a spot to retreat to for cover.
    • If a Knight starts chasing you, stay moving around the room until it leaves you be. If you're moving quickly, it is very hard to die unless all the minor adds are still up. Pop a healing nade while running if need be.
    • Do not disrespect the bosses boop potential. 90% of the time when I thought, "This is close to boop range, but I'm sure I'll be fine," I wasn't fine. Play it safe, stay away from the boss. Nothing is more triggering in this run then getting booped off the map, especially once you're deep into the fight.
    • Once you have your last mote, stand behind or on top of the back walls until the boss is almost under the dunk spot. Bank the mote, drop down and immediately place your well. Bring out the Falling Guillotine and spam light attacks, using Heavy when it's charged. If you keep the boss in the well for most of the damage phase, you'll clear it in one go. At times, adds will spawn which shield the boss and you'll have time to step away to kill them quickly, then get back to DPS.
    • If you miss the one phase, all hope is not lost. Just do it again and you'll likely only need a little bit of extra damage. During my final flawless clear, I sadly had to two phase the boss, as I got really unlucky with him moving outside of well.

    The Wastelands (Second Encounter)

    Mods

    • Major Resist
    • Major Resist
    • Minor Resist
    • Concussive Dampener
    • Flex Mod Spot (a second Minor Resist or Concussive Dampener is probably ideal)
    • Loadout appropriate scavengers
    • Loadout appropriate ammo finders

    No big mod adjustments here aside from moving to Machine Gun/Heavy ammo finder if you decide to use my recommended loadout

    Class and Weapon Loadout * Subclass: Well of Radiance Warlock * Exotic: Phoenix Protocol * Primary: Any kinetic bow will do fine * Secondary: Recluse/Gnawing Hunger * Heavy: Xenophage/Anarchy

    Loadout Notes:
    • Xenophage will three shot the blights and Anarchy can get them down in one shot. I prefer Xeno because I also use it in the following encounter so there is a bit less mod switching to just start running it in the Wasteland.
    • Any subclass here is fine. I stick with Well because I'm already on it from the last fight. This is overall a very easy part of the dungeon, and if you take it slow you'll clear it no problem
    • Phoenix Protocol pairs nicely with this encounter so you can drop your well more frequently, but it's not required. Use what works best for you.

    Fight Tips

    • This is a great cooldown encounter in between two sweat fests. While you can definitely die here, that will only happen if you're playing too aggressive. As long as you take your time and work methodically through the Wastelands, you'll be safe.
    • I'd highly recommend killing the large Minotaurs that roam the Wastelands. You can probably just avoid them, but the last thing you want is to be retreating into one of those things. They take a lot of damage which sadly can wipe through your Xenophage ammo, but as long as you're running some ammo finders and Taken Armaments, you'll be able to have enough ammo to use Xeno on both the Minotaurs and all the blights/major adds.
    • Once you get close to a blight cluster, use your bow to immediate snipe the Vandals. They are probably your biggest threat due to the range on their attack, and if you snipe them down quickly you'll be fairly safe to approach each blight one-by-one to clear it out.
    • Don't be afraid to drop a well, especially if you're running Phoenix Protocol. You don't want to lose a run to a death in this section, so just prioritize staying alive and realize you can always back off or retreat to regroup if anything gets too overwhelming.

    The Cube (Third Encounter)

    Mods

    • Major Resist
    • Major Resist
    • Minor Resist
    • Minor Resist
    • Concussive Dampener
    • Loadout appropriate scavengers
    • Loadout appropriate ammo finders

    I double up on Minor Resist during this fight, because if the minors get out of control (especially the eyes) it can really pose a threat

    Class and Weapon Loadout * Subclass: Devour Warlock * Exotic: Nezarec's Sin or Transversive Steps * Primary: Mountaintop * Secondary: Recluse/Gnawing Hunger * Heavy: Xenophage

    Loadout Notes:
    • Exotic armor choice is between Nezarec's Sin or Transversive steps here. Both have their advantages. With Nezarec's Sin you can more comfortably blow a super or a grenade because you'll more quickly get it back since you're using a void energy weapons. Transversive Steps makes reloading Xenophage much less painful. I used Nezarec's Sin for my run, but in hindsight I think Transversive Steps may have proven more useful.
    • Xenophage is an absolute workhorse on this fight. Prep your mods so you can recoup lots of Machine Gun ammo and you can use Xeno for most of the sweatiest parts. It one shots the snipers, it triple taps the Knights, and at close range it will tear through the minor adds. During the final boss fight you can also use a full clip of Xeno ammo to tear down one of the bosses immediately
    • If running Nezarec's Sin, you definitely want a Void energy weapon through this encounter. If not, you can open that slot up for whatever is most comfortable for you. Mountaintop was my main gun for clearing through adds, and I'd switch to Recluse when needed for cleanup, or to get Super/Grenade back faster.
    • I've heard numerous people running a slightly off-meta loadout here using Trinity Ghoul and while I didn't personally try it, I could see it working really well for add clear if you're comfortable with a bow.

    Fight Tips

    • At this point, Devour Warlock becomes your new best friend throughout the rest of the dungeon. Here's the strategy in four words: Keep Devour Up, Always. Say that over and over to yourself. Say it out loud in the middle of the fight. Devour restores your health to full with every kill, and you have three ways to proc it: Use your super, consume your grenade, kill an enemy with a charged melee. I tend to rely on consuming my grenade for Devour, so I always start each fight this way. If you consume your grenade at the beginning of a new add wave, you'll have the grenade back by the time its over.
    • Awareness is your biggest advantage on this fight. You have three main threats: 1) Minor adds that can quickly duplicate and replicate to overwhelm the room, 2) Taken Knights, 3) Taken snipers which will spawn above you around the cube. Adds spawn on a timer, and will come in waves. Knights spawn anytime you kill a Sniper. Snipers spawn anytime you kill a Knight. Snipers can't hit you if you're right under them, so if you prefer to keep one Sniper and one Knight alive, you can try to fight from underneath the Sniper left alive to avoid its threat.
    • The biggest tip I can give you for this fight is to get well acquainted with the synergy between the snipers and the Knights. At any time there will always be two really threatening enemies up. If two snipers are up, that means there will be no Knights on the floor. If two Knights are up, that means no snipers to worry about. Every time you kill a sniper, a Knight will spawn, and vice versa.
    • I personally find the Knights much easier to deal with than the snipers because I can keep them in my line of sight. My strategy was typically to burn both snipers as soon as I could, then to manage the Knights on the ground. Anytime I'd kill a Knight, I'd try to kill the sniper that would respawn.
    • Having one sniper up isn't a huge threat, but can still be very damaging while you're trying to bank a mote. Some guides I read recommend a 1:1 strategy where you typically balance between one Knight and a sniper. You can do whatever works for you.
    • A general flow for this fight is whenever a new room starts: 1) Identify Toland's location and what mote you'll need, 2) Kill Snipers, 3) Proc Devour immediately with your grenade, 4) Clear all minor adds before they can duplicate, 5) Kill Knights and dunk your motes.
    • Usually before picking up my last mote I'll assess the room and make sure there are no threats left alive. You want to make sure you have a clear, safe path to dunk the motes.
    • Don't be afraid to super if you need an emergency clear or Devour proc. While having Nova Bomb ready for the boss fight makes it a bit quicker, it's not required, and safety is ALWAYS your priority in a Flawless run. There is time to regain super, but a death means the end of the Triumph for that run so prioritize your life above all else.
    • During the boss fight, try to get one of them down immediately. A Nova and a few Xeno shots will instantly burn one, then you can pick the other off with Xenophage and Mountain Top. Adds do spawn during the boss fight. On the runs where I couldn't burn both down before the adds, I'd always save my grenade to proc devour, clear the adds, then finish the boss. EDIT: A comment from /u/Dante1776 indicates that adds only spawn once one boss is down. You could burn both to low health the finish them off together.
    • Surprisingly, this was the easiest of the three main encounters for me. I found it pretty simple to get into a good flow on this fight. It's all very predictable with little randomness to screw you over. There are a few cube sections with a hole, so be extra careful on those not to fall in and kill yourself. Other than that, just keep Devour up always and get it done!

    Rainbow Road (Transition Encounter)

    Mods

    • No changes from the last encounter

    Class and Weapon Loadout * Subclass: Top Tree Dawnblade * Exotic: Transversive Steps * Primary: Ranged weapon (I used a Chattering Bone Pulse) * Secondary: Ranged weapon (I used an Arsenic Bite Bow) * Heavy: Xenophage

    Loadout Notes:
    • This is another "easy" part of the run where you can catch your breath between the sweaty fights. The loadout isn't super important here, but I found having two ranged options was nice for picking things off at a comfortable distance.
    • Top tree Dawnblade will give you Icarus Dash just in case you get into any bad situations, but no pressure to make any swaps here*

    Encounter Tips

    • Take. It. Slow. I walked the whole way on all of my runs. It was a nice change of pace and a chance to cool off before Kell. Pick off the snipers and any majors from afar and you'll have no problems.
    • If you take the ribbon the whole way down like I do, there are only a few potentially tricky spots. There is on section about 2/3 through where you need to make a jump from the ribbon to a platform because the ribbon starts to twist. Then toward the end there are some Taken boop spots that could knock you off the map. Just play it safe, keep your awareness up, and have a nice stroll to Kell.
    • After you finish this section, there will be a big wave of adds before you enter the final fight. You can pop your Dawnblade and clear most of them out, then finish things up with your other weapons.

    Kell Boss (Final Encounter)

    Mods

    • Major Resist
    • Major Resist
    • Boss Resist
    • Minor Resist
    • Concussive Dampener
    • Oppressive Darkness (huge for boss DPS)
    • Taken Invigoration (you'll get a rift back after every Knight kill)
    • Fallen Barrier (this does stack with Taken Barrier and mitigates boss damage)
    • Appropriate Scavengers/Ammo Finders

    Class and Weapon Loadout * Subclass: Devour Warlock * Exotic: Nezarec's Sin or Transversive Steps * Primary: Mountaintop (Witherhoard if you don't run Anarchy) * Secondary: Recluse/Gnawing Hunger (main room) + Bow (Kell bridge) * Heavy: Anarchy (Wendigo if you don't have Anarchy)

    Loadout Notes:
    • Similar advice to the last fight when it comes to deciding between Nezarec's Sin or Transversive Steps. Go with what you prefer.
    • Let me explain the Secondary weapon selection. On PC you have more than enough time to swap weapons between rooms, and I personally found a bow to be invaluable on the Kell Bridge. During that section, your primary DPS is coming from Anarchy and Mountaintop, so your third weapon should be reserved for something to clear adds. My approach to the bridge involved clearing the snipers as soon as they spawn, then immediately jumping forward to where they were. A bow is a quick and clean way to take snipers out. If you play more aggressive or don't feel comfortable on a bow, sticking with Recluse or Gnawing Hunger is great here.
    • If you don't have Anarchy, you should use an alternative loadout that is comfortable for you. Xenophage remains a strong option for this fight, as well as Witherhoard/Wendigo. Wendigo's blinding nades have a lot of potential to save you during the add phase as well, so that would be my recommendation.

    Encounter Tips

    Main Room

    • Well you've made it to the end! That's no small feat, so if you're at Kell solo then you've definitely got what it takes to clear this dungeon. There is a lot of stuff that goes into this encounter, and that's its main challenge. Practicing the flow of this fight until you can execute it consistently is going to be your main source of advantage in finally getting the clear.
    • I assume if you're doing Solo Flawless, you're already well acquainted with the fight, so I'll spare you a recap of how this fight works. Your hardest moment is likely going to be the very beginning of each new "Main Room" phase. When these phases begin you have Majors, Minors, and three Kell echoes all reigning down their terror upon you. Your PRIMARY goal is to create a safe spot for yourself as soon as possible by dunking motes and then clearing the Ogre.
    • My opening strategy involved immediately proccing Devour and then using Mountaintop or Anarchy to burn down a set of minor adds and a Knight as soon as possible. I'd immediately take cover to the right after starting the fight, and burning down the section of adds that spawns in front of you.
    • After grabbing the first motes, I would run methodically around the room with Mountaintop clearing all the other minor adds and weakening the Knights. Once the minor adds are down, finish the Knight standing in the appropriate element and go dunk those motes.
    • As soon as you dunk motes you should always think OGRE. That's what's coming next. My strategy for Ogres would be to dunk, immediately take cover behind one of the wall pillars, pop a rift, and then drop two Anarchy shots into the Ogre, followed by a single Mountaintop. This will take the Ogre out within a few seconds.
    • After that Ogre is down you have a safe zone. Keep this spot of the room in your mind at all times, because it will be the best spot to retreat to. In theory, if you play it safe, once you have a safe zone established the rest of the room is much more manageable.
    • From here your goal is to clear the minor adds which spawn on a timer, and burn down the majors so you can bank your other two motes and prepare for the DPS phase.
    • Important note: After banking your third mote you can immediately jump to the DPS phase without killing the ogre if you're fast with it. Alternatively, if you're low on ammo you can kill the Ogre and wait endlessly in the main room for more minors to spawn. The knights will stop spawning once all three sections of the room are cleared, but the minors will keep spawning on a timer and give you the chance to farm ammo or ability/super energy. Use this to your advantage! I never needed to rely on this in my runs, but it's okay if you need to take a breather before jumping in for DPS.
    • If you're using a bow or alternative weapon during the DPS phase, you have a few seconds to switch to it while you're going down the teleport tube, or you can switch while you're still in the main room as long as you have killed the third Ogre and no adds are alive

    Kell Bridge * Welcome to the DPS phase! There is very little randomness in this part, so you can really focus on execution. My recommendation is to aim for a three phase. Doing a two phase means you'll really have to be focused on DPS during this section, which opens you up for more death opportunity since you won't be as focused on surviving. A four phase means you spend a whole extra cycle in the main room, which isn't ideal. Three phasing this is very comfortable with my recommended loadout. * You have two main sections where you can focus DPS: the very beginning and the very end of the bridge. Most of your DPS will come from these two times, and anything you can get in between is a bonus. I was happy if I got off 2-3 extra double shots of Anarchy during the movement phase as we worked down the bridge. You'll likely have to do some DPS during that movement phase to comfortable three phase it, but it should not be your main focus. * To start, right away you want to pump two Anarchy shots into the boss, avoid his first teleport, then take cover on the right side. From the right side, use your grenade for oppressive darkness, pump two new Anarchy shots into him, then Nova Bomb. Get one or two Mountaintop shots in if you can. You can use the pillar to hide from his teleport attack. * At this point, adds will spawn on the bridges in front of you. Snipe them with a bow and begin to move up. You can try to keep Anarchy shots on the boss as you move down the bridge, but only do this if it's comfortable. Focus on staying alive, killing adds, and making clean jumps. * I recommend that players "play forward" on the bridge rather than hanging back. This isn't a hard rule, but generally keeps you safer since the Entropy aura will be moving toward you rather than away from you, and you'll be closer to subsequent add spawns. Watch a video on the fight and be sure you don't hang on any of the plates he teleports to, because that can spell trouble. * At random times the teleport will clip you even when you're hiding. If this happens, don't make any movements until it respawns you in the back, then just focus and rush back up to safety to avoid ten stacks of Entropy. A teleport isn't the end of the world, just don't panic. * Ideally you want to be standing at the end of the bridge by the time Kell has teleported to the second-to-last spot. This gives you essentially two DPS windows. Pump Anarchy and a few Mountaintop shots into him, and then when he teleports for the last time, use an Oppresive Darkness grenade if you have one ready, keep Anarchy up on him, and unload with Mountaintop and your bow. If you can get some Anarchy shots on him right before he teleports, they'll do some tick damage on him even after he moves, which is a nice bonus. Make sure you have at least a few rounds of Mountaintop ammo saved for the next Main Room phase. * Once Kell teleports, you can wait for an unlimited amount of time. I always spent two minutes here waiting for my Nova Bomb to come back, grabbing a drink of water, standing and doing a quick stretch. Switch back to your Recluse/Gnawing Hunger if you moved to a bow for the bridge phase, then head back to the Main Room.

    Main Room (Subsequent Phases) * After your first DPS phase, the main room you spawn into will be random in terms of the layout and dark/light balance. To play really safe, I highly recommend using your Nova Bomb right away to take out a Knight and a chunk of adds. This will proc Devour so you can save your grenade, and lets you get a head start on building your Nova Bomb back up for the DPS phase via Nezarec's Sin/Void kills. In theory you can save that Nova for an emergency, but I found myself more frequently dying at the beginning of those rooms than during the end. Typically if you can control things in the beginning, the rest becomes much easier so I think an offensive Nova at the start is the way to go. Offense is sometimes the best defense. * As you go through the fight, ammo can become more of a concern so stay aware of your ammo reserves and switch weapons as needed. I tended to use Mountaintop a lot, and would have to intentionally remind myself to switch to Recluse at times to recoup Special/Heavy ammo. * Anarchy can be great for killing Knights and you can even pre-fire it before adds spawn for an easier time. As long as you have a good amount of ammo, feel free to use it in the main room for support.

    Final Tips for Kell * My biggest tip is to try and stay calm. Your nerves will likely be going crazy by the second main room phase, and this will cause you to subconsciously make poor decisions and bad plays. I died a few times due to choke Mountaintop shots where I misjudged the distance between myself and a Knight. I died a few times on the bridge to bad jumps because of nerves and questioning my decisions. Take the extra time at the end of each DPS phase to try and clear your mind. Go over in your head what you're going to do when you start the next room. Fallout Plays has a clear video on YouTube, and in his final attempt you can see he's pretty worn down from how long it has taken, but even still he's very calm and reminding himself out loud what to do. That sort of mentality is what it will take to push through, especially if you aren't the most skilled PVE player. * It gets easier every time, but can also get more challenging if you're doing multiple runs in a day. Discouragement can really set in, and it can be pretty heartbreaking to spend 45-60 minute getting to Kell, only to die from a stupid mistake. In the beginning, ALWAYS force yourself to finish Kell, even if you die. You will need the practice. It wasn't until I had about four solo clears of Kell under my belt that I would instantly orbit after dying to reset the Flawless run and try again. Until you know that fight like the back of your hand, practice it over and over. * Know when to call it. I'm probably not the best example of this because I ended up getting my clear on a run when I was really discouraged and should have probably called it, but thankfully I was able to get my focus back by the final fight. If you're feeling really burned out or discouraged, come back to it with fresh focus another day.

    Closing Thoughts

    I think that sums it up! I'm sure there are a lot of random tidbits I missed, and I can imagine other players will have completely different strategies and approaches. If you have any questions or disagreements with my strategies, feel free to let me know in the comments. Your strategy should feel comfortable to you, and don't be afraid to experiment with alternative ideas if you think something could work better. Good luck on your attempts Guardian; I believe in you.

    Here is a quick list of resources I found useful:
    submitted by /u/okdothis
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    Bungie, if you aren’t gonna make traction a toggle option on consoles can you make the cost of it 1? Just throw us a bone at least!

    Posted: 14 Jul 2020 08:29 AM PDT

    Title.

    submitted by /u/Spyro_0
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    Bungie, why can I rotate sparrows when viewing them but not ships?

    Posted: 14 Jul 2020 09:00 AM PDT

    Title. It's just a turntable Bungo, let me turn it just as I can with the sparrows please. Yes, I understand that some parts might end up out of frame. That's OK.

    Edit - Would also be all kinds of amazing if our ship was in the hangar so we could see up close

    Edit 2 - WOAH! Had no idea you could already summon it! Thanks everyone!

    submitted by /u/LightningScar80
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    Hey Bungie, since the Shattered Throne no longer abides by the curse week rotation laws, can you make the Truth to Power lore book do the same?

    Posted: 14 Jul 2020 08:58 AM PDT

    This is mostly concerning the Chronicler title, which is locked behind a 231 day time gate and is not possible to obtain before the DLC. I have a feeling that they are going to sunset the title this fall because a few of the lore entries are on soon to be vaulted planets. IF the title is going to be removed this fall, I'd really like to know so I don't waste my time. Either make it obtainable after the expansion launches, or give us weekly drops so people that have already started collecting the pages can actually finish the title.

    Edit: According to my calculations, the last week that we were able start and complete the Truth to Power lore book legitimately before the fall expansion was the curse week of February 11th. If you started legitimately collecting the all the TTP lore pages any curse week AFTER the week of February 11th, you won't be getting the title, if it gets removed this fall.

    submitted by /u/BloominOnion1
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    Rare Mars wanted bounty/triumph "The Eye in the Dark" is available at Spider. Get it while you can!

    Posted: 14 Jul 2020 10:24 AM PDT

    This wanted bounty on Mars generally doesn't appear for several months at a time so this is potentially your last chance to get it and it does count as a destination triumph.

    submitted by /u/dilettante5
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    Bungie, please, let us transmogrify items FROM COLLECTION.

    Posted: 14 Jul 2020 05:06 AM PDT

    Idk what Bungie are planning to do with transmog, but still, I really want to have an option to transmog items from collection. Because all my vault is full of guns and armor, and I can't just have all the armor in one vault. But I still want to have an option to make my guardian as beautiful as it possible.

    submitted by /u/DogronDoWirdan
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    Reminder that Nova Warp is currently the worst super in the game

    Posted: 14 Jul 2020 02:54 PM PDT

    As we all know, Nova Warp on release was busted as all hell in PvP and was actually really good in PvE, but after the major nerfs it's god awful for both PvE and PvP, yeah the super was "slightly buffed" afterwards but it's still really bad, the only thing going for it was Handheld Supernova but that got nerfed recently as well.

    It's the only super with charge time which is absurd to me, the light & heavy attack does piss poor damage to most majors and the teleport is not even worth using because the super doesn't last that very long if you're consistently using light and heavy attacks.

    HHSN in PvP is still useful but isn't as good as it use to be but in PvE what's the point in using it? It's damage is 1/3 of a Vortex Grenade. The melee is great in PvP for pushing people away and dealing extra damage with the delayed explosion but in PvE it's doesn't really do anything.

    The only thing that Nova Warp is good for in both PvE and PvP is Dark Matter, which is sad. Nova Warp needs a severe buff in PvE and a little tuning in PvP or a complete rework entirely. There is just no point in using the subclass right now.

    submitted by /u/MrBoxman45
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    You can use the Effigy to push the small knight in Contact

    Posted: 14 Jul 2020 01:56 PM PDT

    1. Make an orb using the effigy
    2. Walk up to the small knight
    3. Block so that he goes blind
    4. Push him towards the big guy
    5. ???
    6. Profit

    No more Blueberries getting the knight away. It works solo. It works great.

    submitted by /u/Eeveelynnsan
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    I became a Reckoner last night

    Posted: 14 Jul 2020 07:47 AM PDT

    Nothing can harm me anymore.
    Life is meaningless.
    I would not wish this on my worst enemy.
    Good luck to anyone trying to finish this.
    It absolutely is not worth it.

    submitted by /u/IM_JUST_THE_INTERN
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    Turn the Mercury patrol zone into a PvP arena. Have us play Capture the Flag.

    Posted: 14 Jul 2020 08:10 PM PDT

    The patrol zone for Mercury would make for such a great PvP map and I'd literally strangle one of you for either Rift or a more traditional CTF game mode.

    submitted by /u/DefinitelyNotThatJoe
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    I just want Strikes to be worth running again

    Posted: 14 Jul 2020 12:32 PM PDT

    I know this has probably said many times but honestly Strikes need more incentive to run. Exclusive loot alone would fix the problem pretty easily. I miss the Skeleton key system from AoT too.

    submitted by /u/Toksyn25
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    PvE enemies are stronger this season. Irrefutable proof inside.

    Posted: 14 Jul 2020 12:10 AM PDT

    Your alignment as told by your Pit if Heresy exotic

    Posted: 14 Jul 2020 10:07 AM PDT

    ** edit: thanks to everyone for NOT pointing out that the title says if instead of or. **

    The Good

    Lawful Good: Lumina- You want to help people, so you go in using a weapon reclaimed from the hive to spread good vibes to your other two bros.

    Neutral Good: Xenophage- You went in to get Omar out. Now, every week, you take him back to allow him to get justice against the Hive.

    Chaotic Good: Tractor Cannon- You like to boop things off cliffs. Throwing things into holes like your name is Leondas is the only time you are really happy. As an added bonus (not that you actually care about it) it helps your sword-wielding friends cut harder. Because reasons.

    The not good but also not bad

    Lawful Neutral: Leviathan's Breath- Boomer Knights in the plate encounter are your chosen enemy. You will destroy them at all costs. You also dont like wizards.

    True Neutral: Legend of Acrius- You love using this, because it was given by your cabal sugar daddy you tried to murder that one time.

    Chaotic Neutral: Anarchy- BZZZZT

    The "I am not a nice person" people

    Lawful Evil: Witherhoard- "You stand where I say you can stand."

    Neutral Evil: Whisper of the Worm- You know its not the best for this activity. You just want to kill hive using one of their gods.

    Chaotic Evil: Skyburner's Oath- Killing enemies is not enough. You also have to be a detriment to your team.

    submitted by /u/bigblu85
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    Theory: Why we're returning to the Cosmodrome

    Posted: 14 Jul 2020 03:09 PM PDT

    We're returning to the Cosmodrome in order to either fuse Rasputin's AI into Ana's experimental Exo Chassis, or to give Rasputin a place to resume operations on Earth. The Exo was just a means of transportation.


    Season of Arrivals Lore

    Lore will soon be released following up on the Season of Arrivals opening cutscene that showed Rasputin being 'disabled' by The Darkness. Here's a Lore continuation of the cutscene:


    Exo Upload Link in the Original Cosmodrome Bunker

    There is a secret room located beneath Rasputin's Core in the Cosmodrome Bunker. It was never used back in Destiny 1, but it may serve a purpose in Destiny 2:


    Future Plot Theory

    Rasputin was originally intended to be an Exo in the Vanilla D1 storyline. (This was cut)

    Remember the weird containment chamber aboard the Dreadnaught?

    Theories suggest that Rasputin was originally meant to be captured by Oryx and was intended to be used against humanity. Perhaps Savathun will use this chamber in The Witch Queen now that Rasputin will be a physical Exo. Dreadnaught architecture being featured in the Court of Savathun leads me to believe that, in addition to the new destination Bungie promised for The Witch Queen, I believe the Dreadnaught will also return as a prominent destination.


    That's my theory. :)

    submitted by /u/HiddnAce
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    What IO (and other planets were are losing) make look like after the Darkness' Terraforming

    Posted: 14 Jul 2020 10:23 AM PDT

    So from Dialogue in the Contact public event, we learn that the darkness isn't just empowering enemies with Darkness, but it is also terraforming the planet in the same way the traveler did. https://www.youtube.com/watch?v=aZINq_mu1Ys&pbjreload=101 (At 3:57)

    We can already see this in the contact public and the opening mission where parts of the ground are covered in some sort of black paneling like the pyramids shell.

    https://i.imgur.com/5eGnlid.jpg This example is in the opening mission where you get pulled by the pyramid but can also be seen on the ground in Contact where the Blooms are.

    Another example is the Tree of Silver Wings: https://i.imgur.com/JEHeVm1.jpg

    So already we have been shown that the darkness can change matter by touching it with darkness, but i think we already have an example of what the end result of the terraforming will reproduce from the concept art.

    https://i.imgur.com/ohXngkC.jpg

    From this concept art, we are shown something like a city with architecture similar to the Pyramid ships (with a pyramid ship even being seen in the back ground), as well the Veiled Woman statues with the Forerunner symbol.

    Clearly the Darkness is doing something to the worlds, since now we are even seeing Pyramid Scales flying around IO, like they are busy with some sort of great task. Since we are going to be abandoning these planets to the darkness, i reckon that whenever we return, the planets may begin to look something like this concept art, which already has elements being reused now in the form of the Statues.

    Additionally, since the Darkness is changing the environment itself, this could be how we see a sort of darkness species hinted at in lore and concept art:

    https://i.imgur.com/IrN3sS5.jpg

    https://i.imgur.com/44H6GnJ.jpg

    Maybe once the planets are terraformed, we may see creatures similar to the wet earth smelling monster from the Black Armory paper, or the Darkness beings from the Drifters Ice Planet.

    Instead of a personal army of darkness beings, it could just be warped life spawned from a darkness world.

    submitted by /u/HollywoodLost
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    As we move closer towards the Fall Expansion, here are the sets of armor you should be acquiring and saving:

    Posted: 14 Jul 2020 08:31 AM PDT

    There are 3 sets you should build (and any duplicates of sets you may want to cover the elemental affinities).

    • A set of Last Wish Raid armor

    (since this set can take both Taken and Fallen mods)

    • A set of Garden of Salvation Raid armor

    (since this set can take Hive mods, Undying mods, and Dawn mods)

    • A set of Season of Arrivals armor (seasonal, Banner, dungeon, etc)

    (since this set can take Arrival and Worthy mods)

    So long as you have 1 of each of these sets (and some dupes for the different affinities required for certain mods), then all of your bases are covered moving forward.

    submitted by /u/Some_Italian_Guy
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    All Execute Phases and Enrages in Destiny

    Posted: 14 Jul 2020 08:35 PM PDT

    Vault of Glass

    Templar: No execute phase. Enrages around 8 minutes, consists of summoning increasing amounts of Minotaurs, along with an increase in damage.

    Atheon: No execute phase. Enrages around 8 minutes, consists of summoning endless Supplicants, along with an increase in damage. Additionally, he has a soft enrage based upon remaining health, the lower his health the faster he fires his Torch Hammer and the more shots are fired in a burst.

    Crota's End

    Ir Yut: Soft enrage consisting of a 30 second wipe timer after 2 minutes have elapsed. Does not count as an execute phase as it is not based on health pool.

    Crota: Enrage consisting of endless Oversouls is triggered around 7% HP. This could also be considered an execute phase, as it is triggered by a health threshold and is unsustainable for the raid.

    King's Fall

    Warpriest: No execute phase as his damage window is already unsustainable for the raid. Enrage consisting of a never ending Oculus is triggered by passing a certain time threshold or by not killing the Warpriest in the damage window after all Monoliths have been used.

    Golgoroth: Execute phase consisting of endless Taken thrall spawning after passing 25% health. Enrage that triggers after passing a certain time threshold, consisting of the entire raid being drained of Light and presumably Taken. This same doomed mechanic triggers after 6 Guardians have died.

    Daughters: Execute phase consists of a short timer where the raid must down the last remaining Daughter before she finishes her song. No enrage.

    Oryx: Execute phase where the raid must deplete the last percent of Oryx's health pool before he finishes his Doxology cast. Additionally, each "Thunderdome" phase is an execute phase where the raid must down the Echo before he finishes his Doxology cast, roughly 30 seconds after the last Guardian enters the dome. Enrages after roughly 15 minutes, or 5 phases. Consists of Oryx attempting to cast Doxology at the start of every phase. This is difficult, but not a doomed situation.

    Wrath of the Machine

    Vosik: No execute phase. Enrage triggers after 3rd damage window if Vosik is not killed, dooming the team. He may also have a timer based enrage, not sure about this.

    Aksis: Execute phase where the raid must down the last 15~% of his health pool or wipe. Enrage after 10 minutes consisting of an increase in damage and fire rate.

    submitted by /u/NormallyBloodborne
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    Stat-Focused engrams are actually bugged (Video Proof)

    Posted: 14 Jul 2020 02:06 AM PDT

    Got a strength engram the other day from a random Contact drop. Decrypted it and the strength stat dropped at 6 which isn't lining up with what Dmg had said was the minimum (10) for the stat.

    Proof

    If this could be addressed, that'd be great. It's possible, more-so likely that the playermade stat-focused engrams work fine but the Contact-dropped engrams are bugged, hence the obscurity of this bug's presence.

    submitted by /u/Jgugjuhi
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    It's my CAKE DAY so have some Destiny art

    Posted: 14 Jul 2020 08:59 AM PDT

    Destiny really inspired me to go full force into drawing again and I can't wait to visit Europa in the Fall. Gonna be amazing!

    Saint-14 : https://twitter.com/hapicatART/status/1212223577111568385

    Felwinter: https://twitter.com/hapicatART/status/1267493398769958913

    D2 Clan poster: https://twitter.com/hapicatART/status/1229809112134881281

    submitted by /u/chickenmer
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    Hey Bungie, can we add Enhanced Mods to more Pinnacle Activities?

    Posted: 14 Jul 2020 05:18 PM PDT

    Raids and Dungeons would be even more worthwhile to run if you could get general Enhanced Mods from them too. The Enhanced Mods say their source is "Pinnacle Activity Packages", so why not those sources too if they're considered Pinnacle Activities?

    submitted by /u/iblaise
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    Never thought I'd say this, but Chaperone's catalyst should be hip fire grip.

    Posted: 14 Jul 2020 09:00 PM PDT

    Do it Bungo, you won't.

    submitted by /u/SubjectThirteen
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    I don't have a clever title for this, but this just happened to me.

    Posted: 14 Jul 2020 12:17 PM PDT

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