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    Friday, September 4, 2020

    Destiny This Week at Bungie - 9/3/20

    Destiny This Week at Bungie - 9/3/20


    This Week at Bungie - 9/3/20

    Posted: 03 Sep 2020 01:41 PM PDT

    Source: https://www.bungie.net/en/News/Article/49507


    This week at Bungie, it's time to go get your titles.

    We are well into the final week of Solstice of Heroes. Finish upgrading your armor before the event ends with the weekly reset on September 8. If you still need time to finish any of the objectives required to unlock the white glows, you can continue to knock those out even after the event is over.

    Last week, we began to serve up new information on Stasis, starting with a new trailer. This week, we dug deeper into the Warlock Shadebinder and Titan Behemoth subclasses. There's lots of good info in there about how Stasis is going to shake up combat in Destiny this fall. You may be wondering "What about Hunters?" Don't worry - we are saving the best for last and you can read more about the Hunter Revenant subclass on September 8.

    [Editor's Note: Hey, Guardians. DeeJ here. Hunters may be last but they are not the best. We all know that all Guardians are created equal, assuming they are Warlocks.]


    Triumphs Evolved

    A few weeks ago, we shared more details about the Destiny Content Vault (DCV). We mentioned that you should start finishing off any Triumphs associated with content that is going into the Vault, but we didn't go into details on how Seals and Titles would be affected. Separate from the DCV, we have plans to rework Triumphs all up and the Destiny Dev Team is here to share what they have planned.

    Destiny Dev Team: Hello Destiny Community! We're sure you've a ton of questions about Triumphs, particularity what happens to Triumphs once the content associated with them goes into the Destiny Content Vault. We're updating how Triumphs will work going forward and want to walk you through how everything will look starting on November 10.

    First, the goals!

    • Provide pursuits for all players.
    • Provide seasonal pursuits that match each Season of Destiny.
    • Provide destination pursuits for each new destination in Destiny.
    • Ensure everyone can show off their accomplishments.
    • Make all Triumphs have a score.
    • Make sure it's clear what happens when content goes into the DCV.

    Hopefully this write-up will answer your questions and lead to more discussion going forward.

    An Evolving World

    We touched on this subject the last time we talked to you about Triumphs. It's critical to us that there are challenging Triumphs each Season and that only the most dedicated among you earn them all and hit the max score. (Here's looking at you, iLulu.) At the same time, it's also important that even the freshest Kinderguardian has the same chance to climb that mountain, no matter when they join the Destiny Community. Given, of course, that they put in the time and dedication for the content available to them.

    For Shadowkeep and the base Destiny 2 experience, we tried to do this by combing through each Triumph individually, looking to see if it was still achievable, and then taking the score away from any Triumph that could no longer be earned. While it achieved most of our goals, it didn't give you the ability to plan your attack to earn absolutely everything you wanted to and there wasn't a good predictor on when things would go away.

    For us to hit our goals, we knew that we needed to make some changes with how we are delivering Triumphs to players.

    An Evolving Set of Triumphs for an Evolving World

    What are we going to do?

    • Reorganize Triumphs to make them more compatible with our evolving world.

      • Create a Career Score that that represents the totality of what you've done in Destiny 2.
      • Create an Active Score, for the things that can be done now in the live game.
      • Focus our generic Triumphs into a leaner lifetime set, that covers the basics of being a Guardian.
      • Organize the rest of Triumphs around Seasons and destinations.
      • Track the history of what you've done as Legacy Triumphs.
    • Beyond Light will include a set of Triumphs that targets this year's destination, Europa.

      • These Triumphs all have score.
      • They include the content on the destination (story missions, strikes, raid, Lost Sectors, and, yes, even some secrets).
    • There will be a Set of Triumphs that targets Season 12's content.

      • The Triumphs will all have score.
      • We like the pattern of rewarding Seasonal currency for completing these Triumphs, and will continue to do so.
      • These Triumphs will stick around for as long as the Seasonal content does.
      • While active, seasonal Triumph score will still contribute to your active score.
      • When the Seasonal content is no longer available, the Seasonal set moves under Legacy Triumphs.
        • They no longer contribute to your Active Score.
        • They will still contribute to your Career Score.
    • The Lifetime set will be about teaching players all the things you can do in Destiny.

      • These will mostly target new players as they join our ranks.
      • They will focus on helping players explore Destiny's sandbox and game modes.
      • If new systems are added to the game, this pool will grow.

    Image Linkimgur

    (Sharp eyes will notice that we've moved Medals, Catalysts, and Lore off into their own sections, but more on that later.)

    You keep saying 'Legacy Triumphs.' What is that?

    • For this year:

      • In game, we'll remember your total Triumph score and display it on the updated Triumphs screen.
      • In game, we'll remember every Triumph that contributed to a Seal and display them under Legacy Triumphs.
      • In game, we'll let you browse through the Seals under Legacy Triumphs.
      • You'll be able to equip the Titles you've earned going forward.
      • We'll have a demonstration set targeting the Leviathan that shows how this works.
    • We've stored the completion state of every Triumph you've finished (or not) even for Triumphs no longer displayed in game. Work is ongoing to flesh out the categories those Triumphs live in.

      • Going forward, when content moves to the Destiny Content Vault, Triumph sets that are no longer earnable will become Legacy Triumphs.
    • Legacy Triumphs will contribute to your Career Score, but not your Active Score.

    What about the things that can still be earned after November 10?

    • We'll break out the Luna, Dreaming City, Tangled Shore, EDZ, and Nessus Triumphs into their own destination sets, and keep them available and contributing to your Active Triumph score.
    • We'll move your progress into any Triumph that still exists.
    • In some cases, we've reduced the size of the Triumph sets to make this easier to understand for new players (Gambit, Crucible, Vanguard).
    • In other cases, we've increased the size of the set and added rewards (Lifetime set).

    Does this mean some Seals may no longer be earnable?

    Yes. With a bunch of content going into the DCV, there are Seals and their corresponding Titles that will no longer be earnable when Beyond Light is released.

    • Earnable in Beyond Light:

      • Crucible - Unbroken
      • Gambit - Dredgen
      • Flawless - Flawless
      • Conqueror - Conqueror
      • Shadowkeep - Harbinger
      • Garden of Salvation - Enlightened
      • The Dreaming City - Cursebreaker
      • The Last Wish - Rivensbane
      • Beyond Light - [redacted]
      • Season 12 - [redacted]
      • [redacted]
    • Moved to Legacy in Beyond Light (and no longer earnable):

      • A Shadow Rises - Shadow
      • Reckoner - Reckoner
      • Black Armory - Blacksmith
      • Destinations - Wayfarer
      • Lore - Chronicler
      • Season 5 through Season 11 titles

    What were you saying about medals, catalysts, and lore moving?

    • Medals and catalysts will now have their own sections to make them more visible and easier to keep track of.
    • Lore will also have its own section and a brand-new UI to show off the book covers and improve the reading experience.
    • All lore up through Season of Arrivals will be available to all players. The game will still show how many of the pages you earned, but everyone will be able to read everything now.

      • So if you want to see X out of X pages earned - go earn any missing lore pages before the end of the season as well.
    • New lore will be unlocked through Triumphs going forward and eventually made available to everyone when they become Legacy Triumphs.

    Well, there you go. We know it's a lot to absorb, but we think this moves us much closer to our goals of providing interesting and compelling pursuits Season over Season and year over year, while letting everyone participate. Please share any questions or feedback you have on the new Triumph plan in all the usual places.


    Iron Banner

    Lord Saladin returns to the Tower once again next week, encouraging Guardians to don their most powerful gear and show their might. Powerful rewards await for all who enter Iron Banner.

    Iron Banner and Bonus Valor

    Begins: 10 AM PDT on September 8

    Ends: 10 AM PDT on September 15

    Just in case you have recently joined us or just need a refresher, Iron Banner is a weeklong Crucible event with a specialized version of Control. If you can capture all three zones you will create a Power Play, allowing for your team to hunt your enemies who will be locked out from capturing zones for a period. Here is a look at some of the weapons and armor available to earn during the event.

    Image Linkimgur

    Image Linkimgur


    Better, Faster, Transfer

    Have you ever been trying to pull a specific weapon from your vault in the middle of a strike and had to wait precious seconds for it to trasmat into your inventory? With the latest improvements transferring items with the companion app or third-party apps is now roughly 10x faster than before! If you don't know what I'm talking about, go download the Destiny 2 Companion App on the App Store or Google Play Store.

    For those of you who are curious about the technical underpinnings, the BNet team has refactored the way that key components of the API flow are processed on the backend and removed affinization requirements from API features. This allowed a new approach to load-balancing and accommodating a major behavior change in Chrome where v84+ installs no longer respected same-site cookies. Transfer Item is the first function to be revised to take advantage of this. Look forward to significant new features from the API team as part of this work.


    Title Bout

    Image Linkimgur

    Player Support has an entire library of helpful documents they continue to maintain to keep you informed.

    This is their report.

    UPDATE 2.9.2

    On Tuesday, September 8, Update 2.9.2 will be available to players. Below is a timeline of Destiny 2 maintenance for Update 2.9.2:

    • 9 AM PDT (1600 UTC): Destiny 2 service maintenance begins.
    • 9:45 AM PDT (1645 UTC): Destiny 2 is taken offline on all platforms.
    • 10 AM PDT (1700 UTC): Destiny 2 Update 2.9.2 begins rolling out across all platforms and regions. Players will be able to log back into Destiny 2 at 10:01 AM PDT.
    • 10:01 AM PDT (1701 UTC): Destiny 2 is back online on all platforms.
    • 12 PM PDT (1900 UTC): Destiny 2 service maintenance concludes.

    For future release timelines when they are available, players should visit our Destiny Server and Update Status help article. For live updates as this maintenance occurs, players should follow @BungieHelp on Twitter or monitor our support feed at help.bungie.net.

    SEALED

    With the start of Year 4 on November 10, certain Seals and their associated Titles will no longer be available to earn. Players will need to be sure to unlock and equip the following Titles before this date to guarantee that the completions are recorded on their accounts:

    A Shadow Rises - Shadow

    Reckoner - Reckoner

    Black Armory - Blacksmith

    Destinations - Wayfarer

    Lore - Chronicler

    Arrivals – Forerunner

    For more info on Legacy Titles and Seals players should view our Year 4 Triumphs Update Help article.

    SOLSTICE BRIGHT DUST

    Players impacted by the Week 2 Solstice of Heroes bounties issue were granted their missing Bright Dust on Monday, August 31. However, there was a delay in the accompanying in-game message for many players. Players who see this message will have already had their missing Bright Dust added to their account.

    KNOWN ISSUES

    While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:

    • Player can't type Korean Hangul characters into the game chat.
    • The Light and Dark Solstice weekly bounty says it requires elemental final blows in Gambit, when it actually requires elemental final blows against opposing Guardians in Gambit.
    • The Omega Mechanos Hunter Mask is missing its gold accents.

    For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.


    Liquid Butter Faucet

    Image Linkimgur

    It's time for Movie of the Week. This is your chance to show off. Big plays, musical prowess, shot-for-shot remakes of famous films, the choices are endless. Just create a cool video and post it where we can see it. These Guardians did.

    Movie of The Week: Encounter

    Video Link

    Honorable Mention: Legacy

    Video Link

    Remember to post a link to your Bungie.net profile in your video's description if you won. We will send out a special emblem as a reward.


    Have you finished your Majestic and Magnificent sets yet? You still have a few days to wrap up and Solstice of Heroes related tasks before the summer event comes to a close. I got my purple glows on because I'm almost always rocking Nightstalker. That may change soon because that Revenant subclass is looking hot... err... cold.

    <3 Cozmo

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    Daily Questions [2020-09-04]

    Posted: 03 Sep 2020 06:02 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.

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    [Spoiler] Possible proof of who the Cosmodrome vendor will be

    Posted: 03 Sep 2020 02:30 PM PDT

    image

    Today's TWAB Showed us the new Triumph screen. It's broken up by destination, which there will be 8 of in Beyond Light, along with an extra slot probably for season-specific triumphs.

    The icons for each category has an image associated with the destination or it's vendor, the Spider's symbol for the Tangled Shore, an image of Failsafe for nessus, the symbol of Eramis's Fallen for Europa.

    But wait, what's that one with the two triangles? Seem familiar?

    It's the emblem on Uldren's chest in Destiny 1.

    Maybe it won't be too long before he's asking us why the city's breathing down his neck.

    submitted by /u/blamite
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    I 3D modeled my own custom exotic hand cannon - Fang

    Posted: 03 Sep 2020 06:18 AM PDT

    I recently graduated college for game design, specializing in 3D Art, and I wanted to bring some of my own Destiny ideas to life using what I've learned!

    https://imgur.com/a/Rt7rFFv

    This is an exotic I designed called Fang, a hard hitting unique 100 rpm kinetic hand cannon. Maybe it's just me, but I've always found hand cannons weak and tedious to use against majors like yellow bar knights (if I'm not in shotgun or Synthoceps punching range), so I wanted top make a hand cannon that actually felt like it could make a dent in tankier enemies without spending special ammo. While slow to shoot, it's singular purpose is to reward consistent precision shots against tougher enemies.

    Dragon's Teeth

    "Landing a precision hit with this weapon causes the next precision hit to deal additional damage. Stacks up to three times, and disappears upon missing a precision shot."

    It wouldn't have Eriana's raw damage right out of the gate, but can be built up to that level of hurt. I would imagine PvP balancing would allow for a standard 3 headshot kill like with 110's, but after landing those 3 shots, the stacked exotic perk would allow for the next kill to be a 2 headshot kill. Hopefully that doesn't seem too unbalanced, but I mainly had PvE in mind when creating this weapon. It's a simple perk with a simple purpose, nothing too fancy (until I think of a catalyst).

    If anyone's curious to see more pictures, they can be found here!

    I'd love to hear everyone's thoughts!

    Edit: Wow! I just wanna say thank you so much to everyone for all the love! I was not expecting this huge of a response, but I'm so grateful. You all really made my day. I love the Destiny community so much!

    A lot of you are also sharing some really great ideas and feedback for things like catalysts, secondary exotic perks, and balancing tips which I really appreciate. Looks like I'm gonna have to make an update with some of my favorites...

    submitted by /u/Aerocendance
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    People are paying for Whisper of the Worm?!?

    Posted: 03 Sep 2020 10:07 AM PDT

    So I, like I'm sure many of you, are a little bored with the delay of beyond light and all that. To pass the time and do something useful, I have started posting on LFG with the title "whisper carries for new players that don't have it".

    I am more than capable of soloing it with plenty of time left, so even if they can't get past the jumping part, it's no worries. My goal is to help new players make sure they get something cool that will be unavailable soon.

    I had a player join my team, and the first thing he asked was how much I was charging for the run, and that he was trying to do his due diligence and make sure he didn't over pay.....

    WHAT?

    People are charging money for whisper runs???

    Needless to say I told him this shit is free, please don't ever pay for a completion.

    We did the run, got him his whisper, and I asked if he was "Shopping" anything else. Ended up doing outbreak and the bad juju mission with him as well.

    You know what? He didn't even need that much help. He was pretty decent at the game, just lacked the confidence.

    Anyways. If you are out there new light player, please don't pay for anything stupid in this game, the community can help you for free if you ask.

    Edit: Thanks for all the awards and upvotes! Not what I expected when I posted this lol

    The amount of people in this tread offering help is restoring my faith in humanity, thanks destiny community for being dope.

    Fwiw, i understand why people pay for some carries, i take issue with the people charging for something that should be done for free. But hey, its capitalism, and if there is a market for it, i get it.

    submitted by /u/D1NGLE3B3RRYMAN
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    Bungie I'd like to order 1 Midnight Special please

    Posted: 03 Sep 2020 06:47 AM PDT

    My postmaster

    Way back in Shadowkeep, I didn't see an exotic engram drop during whatever activity I was doing and it got sent to my postmaster. When I went to the tower and saw it there, I wondered if Bungie would ever actually do something if somebody saved up 20 exotic engrams and asked for the Gjallarhorn replica from the Spider. I did some searching around and couldn't find anything about somebody actually doing it, so I decided I would do it.

    And here we are, almost a year later and I finally have them all. Managing my postmaster this season has been a nightmare, especially when I only needed 1 more engram because I only had 2 free slots. I have a habit of being paranoid about any blue drops I've missed when leaving an activity now. I never would've thought I'd be scared of a blue dropping. However, it's all over now. I've become a Warlock main because I can't play on my Titan anymore, It's impossible to play with 1 postmaster slot.

    So, Bungie. On the off chance you're reading this, I'd like to order 1 Midnight Special please :)


    Xbox recording to prove the image isn't fake

    All of these engrams are year 2/3 (so not from any leviathan raid) because they're cheap and the spider probably wouldn't like that, and I also have the quest step saved on my titan so i can actually see the black market. Of course I don't expect anything to come of this. But, that said, you miss 100% of the shots you don't take.

    Edit: For the people who don't know what the Midnight Special is

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    “Path of the Gunslinger” Scourge of the Past hunter initiating the Golden Gun. Art by me

    Posted: 03 Sep 2020 09:03 AM PDT

    https://i.imgur.com/JImYaa5.jpg

    If you wanna see more click here!

    submitted by /u/Azlaar
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    Contrary to popular belief, Lightning grenades are NOT Lightning.

    Posted: 03 Sep 2020 04:30 AM PDT

    Technically it's only "lightning" if it's from charged particles in cloud formations. "lightning grenades" seem to be some kind of static generator presumably fueled by light.

    Also, if you have to ask, yes, you are standing in it still.

    submitted by /u/Pwadigy
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    From the screen shots I've seen, I'm loving the interface changes. The "dark mode" or "night mode" fits well with the theme and looks clean!

    Posted: 03 Sep 2020 08:13 PM PDT

    Title. Just some positive feedback.

    submitted by /u/TheAtlasComplex
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    I want to explore the last city.

    Posted: 03 Sep 2020 04:48 PM PDT

    There are only 3 times in all of Destiny 2 where we are boots on the ground in the last city, beginning/end of war with red legion and the black armory raid, all of which are being removed once the next year of content drops. I would like to actually walk around in the city I'm supposed to be defending (albeit a tiny portion cause I understand the place is massive). It can literally be a couple of streets with some tall buildings for us to run around on, it can literally be dead silent the entire time save for background music, it can literally just be an offshoot of the tower so we can do something else besides listen to Tess talk about her uncle for the 87th time.

    I really just wanna walk around my city and admire buildings and people without fear of a dreg or centurion coming up to pistol whip me in the back of the head while I stand in awe at a billboard.

    submitted by /u/Thanatos1772
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    I deleted my exotic cypher, and nothing happened.

    Posted: 03 Sep 2020 09:34 AM PDT

    For science. Lol.

    submitted by /u/Revan13
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    If you’re not running Pit of Heresy, start now

    Posted: 03 Sep 2020 12:04 PM PDT

    TL;DR: Run PoH every week on all 3 characters, and dismantle the final drop if you want max upgrade materials by Beyond Light. You'll have:

    150 enhancement core

    50 enhancement prisms

    10 ascendant shards

    5 extra masterwork armor piece

    ————————————————————

    Pit of Heresy (PoH) is one of the standards for pinnacle activities. A 3 man dungeon with simple mechanics, fun encounters and extremely valuable rewards. But I've noticed a lot of people dont seem to know about these rewards so I thought I'd explain.

    Pit of Heresy's final drop is a masterworked pinnacle armor piece. That is to say a fully upgraded armor piece with 10 out of a possible 10 in its energy slot. These normally require a ton of upgrade materials to acquire.

    However, since Pit of Heresy's gear is being sunset at 1060 next season, it holds a lot more value by dismantling it. If you dismantle a masterwork armor piece, you will get 6 enhancement cores and 6 prisms everytime. Meaning if you ran PoH on 3 characters and dismantled the armor all 3 times, you'd get 18 of each. You can also use 10 of those prisms to buy an ascendant shard at banshee (the gunsmith)

    Now for reference, Beyond Light is only 10 weeks away. If you were to use this method between now and then you could be completely stacked on materials by then. Here's how:

    Running it for 10 weeks on 3 characters every week means 30 runs and 30 masterworked drops.

    Dismantling those 30 would reward you with a grant total of 180 cores and prism. You can buy 10 ascendant shards (the max you can hold) and you'd still have 80 prisms left over, when the max is actually 50. So you'd have to keep 5 masterwork armor pieces left over to save for future dismantling. Still leaving you with the final total:

    150 enhancement core 50 enhancement prisms 10 ascendant shards 5 extra masterwork armor piece

    submitted by /u/GanjiPls
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    Nova warp should do an initial void blast when you cast it

    Posted: 03 Sep 2020 12:50 PM PDT

    Currently, you have to cast it while behind cover because otherwise you'll be severely damaged if not dead already before you can try to catch up with enemies.

    You no longer get your grenade back when you cast it and the super has been nerfed to bits. It's slow as hell and is probably one of the, if not the, worst roaming super in the game.

    Additionally, it doesn't even make an explosion when you cast it like other roaming supers such as Fists of Havoc.

    At least give us that much!

    submitted by /u/sgnir2
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    Stasis Spotlight: Titan Behemoth

    Posted: 03 Sep 2020 09:00 AM PDT

    Source: https://www.bungie.net/en/News/Article/49483


    Image Linkimgur

    Welcome to this edition in our series of spotlight articles where we're examining Stasis via each of the three Guardian classes in Destiny2 . In our previous edition, we featured the Warlock Shadebinder. Here, we're getting to know the Titan Behemoth.

    Titan. Smash. Two things that simply go hand in hand. There are few combat situations in Destiny 2 that can't be solved – or at least made better – by a quick Titan punch to the face. When Beyond Light is released this November, Guardians who prefer the Titan class will discover a new subset of Stasis powers that allows them to harness the power of Darkness. And yes, fisticuffs will be part of it. But it's not the entire story.

    As we discussed in our previous edition of this series, each Stasis subclass will embody a facet of Stasis. Warlock Shadebinders emphasize freezing enemies and, as you'll learn more about next week, the Hunter Revenant is a specialist at slowing the action down. The Titan Behemoth uses Stasis as a means of both creation and destruction.

    Image Linkimgur

    With the Behemoth, we wanted to put an emphasis on the ability to use Stasis to create crystals that can alter the battle by changing the very ground beneath your feet. Control the ground, control the fight. As a result, the Behemoth can use their Stasis abilities defensively – such as creating crystalline walls to block enemies and gunfire – or offensively, by using crystals to freeze enemies.

    The Titan Behemoth can unleash a powerful melee attack known as the Shiver Strike. Here, the Titan lunges forward, launched by a Stasis explosion at their feet to propel them towards an enemy. While in mid-air, they summon a Stasis gauntlet that covers their fist and then slam into their foe, sending them careening backwards and slowing nearby enemies.

    Image Linkimgur

    The Behemoth's Super, Glacial Quake, begins with the Titan forming a mighty gauntlet on their fist. They can then slam the gauntlet into the ground, sending out shockwaves that form Stasis crystals which freeze nearby enemies. Covered in an armor of Stasis crystals, the Titan temporarily becomes an unstoppable wrecking machine, able to jump higher, faster, and farther, all while blasting enemies with greatly increased melee attacks.

    Image Linkimgur

    If frozen enemies are the bowling pins, think of the Titan Behemoth during their Glacial Quake Super as the bowling ball, able to instantly shatter enemies as they sprint or slide through them. Running amok in a crowd of bad guys and shattering them like a perfect tenpin strike is a fine strategy but there's a degree of subtlety there too, if you want it. For example, you can cancel out of a slide into a massive Stasis-powered leap, only to cancel that just at the right moment and direct the Behemoth downward into a devastating slam. So punch if you must, but know that Stasis has plenty more to offer you, Titan.

    Image Linkimgur

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    Next week, we'll be going deeper into Stasis with our look at the third and final subclass, the Hunter Revenant. How do you make the quickest class even more deadly? By slowing down everything around them, that's how!

    Come back on September 8 to learn more and check out the Stasis hub page in the meantime.

    submitted by /u/DTG_Bot
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    You wake up as an Eliksni. After you get over the shock, you decide to stretch before dying to a guardian. How do you crack your knuckles?

    Posted: 03 Sep 2020 12:21 PM PDT

    https://i.imgur.com/QKF3lEM.jpg

    Bungie this question is plaguing me. Please answer!

    submitted by /u/Hindufury
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    Moving into High-Level PvE: Armor/Weapons Guide (Part 1)

    Posted: 03 Sep 2020 09:29 AM PDT

    This is a guide for players who are comfortable with the game, but have not yet moved into high-level PvE content--mainly master/grandmaster nightfalls, flawless raids and raid challenges, soloing dungeons, and the like.

    This is part 1, for part 2 of the guide (on weapons and the current meta), see here: https://www.reddit.com/r/DestinyTheGame/comments/ilwudw/moving_into_highlevel_pve_armorweapons_guide_part/

    Why you should trust me

    I've got a few hundred raid completions, including flawless completions of the post-year 1 raids, and I've soloed each of the dungeons flawlessly as well. But also: I'm not an amazing player; I'd say I'm above average but I am nowhere near as talented as some of the people whose videos you can watch online, or indeed who are in my clan. I am someone who has to work hard to get good and who makes up for a lack of talent with stubbornness and a willingness to learn from my mistakes.

    So this advice is not for the amazing D2 player. It's for someone who's just starting to move into raiding or is thinking about working on raid triumphs, or soloing a dungeon for the first time, or maybe dreaming of earning the Conqueror title. My main goal is to help you become a better teammate—to know what weapons, mods, and armor you need in different situations, and to learn how to use them. Hopefully I'll answer your basic questions and give you a starting point from which you can learn more.

    What do I mean by high-level PvE content?

    1. Raids: multi-encounter structures that require team coordination and adaptation to/knowledge of various raid-specific mechanics (ball throwing, buff swapping, tethering, cranium charging, etc.)
    2. Sublight challenges: master and grandmaster nightfalls, master nightmare hunts, or any new content where players are likely to be 0-25 light levels below the enemies they face. This content includes raids and dungeons in their initial season of being offered.
    3. Solo challenges: attempts to accomplish 1 and 2 by yourself or with a suboptimal team (like doing a raid with three people instead of six).

    General Advice

    As you begin to push into more challenging content, one lesson is key: dying is not good. That's kind of a strange lesson to have to learn, but the reality is that Destiny does not punish you much for dying in ordinary content. That makes it easy to develop habits that will serve you poorly in raids and other situations, where dying can lead to a cascading series of mishaps that will cause a wipe or an extinguish mechanic. So one of your main goals as you start playing in these situations is to try to get better at not dying.

    The other thing to begin to learn—and which the game does not really force you to learn—is how to make weapons, armor, and ability builds that synergize both internally, in relation to your own character, and externally, in relation to your teammates and the environment. Understanding, for instance, not only your role in a given raid encounter but the roles of your teammates, and knowing what classes or weapons they're running so that you can communicate with them about what to do next, are both critical to becoming a stronger team player. And understanding how your armor and weapons, your mods and class abilities, all interact is critical to your being able to maximize your impact as a solo player.

    All this advice is focused on building up the basic sets of gear that will help you through difficult PvE content. I have probably forgotten many things, and of course you can always do things with an off-meta or weird loadout, either because you're a masochist or because you want to challenge yourself. What's below focuses on the basics.

    Part 1: Armor and Armor Mods

    In general a good PvE build will be a fully masterworked set of armor with high recovery and discipline or intellect. (Resilience sounds good but has no real impact on PvE combat.) For raids you might end up using melee abilities, but for sublight content you will mostly be fighting at range, and meleeing only in a panic. Grenades have a wide variety of important uses (hence discipline), and supers (and super energy) are also always useful (hence intellect), so spec into one of those if you can. In general armor stats matter much less in PvE than PvP; your armor mods will almost certainly not be focused on other things, which we'll discuss in a second.

    For now it's worth noting that high-end PvE content tends to feature a pretty limited set of class and subclass options, along with a certain number of key exotic armor pieces.

    Hunters: (1) Top or bottom tree void, with Orpheus Rigs (especially top tree) or Sixth Coyote or Wormhusk Crown (the last two for solo especially). (2) Bottom tree solar with Celestial Nighthawk for one-shot boss damage, mainly in raids. (3) Middle tree solar with Assassin's Cowl for heal on knife melee, for solo content.

    Titans: (1) Top tree void, for the bubble, along with the Helm of Saint-14 (in some circumstances), or (2) middle tree void, for the barrier, with Ursa Furiosas for orb generation. In some situations, particularly when using Xenophage, Titans will run with Actium War Rigs for the reload benefit.

    Warlocks: (1) Top tree void with Contraverse Hold gauntlets for frequent charged grenade use, or (2) Bottom tree void with Nezarec's Sin, for a devour-focused build especially useful for soloing content (in which case you would want to be running a void energy weapon). (3) Much more often, middle tree solar with either Phoenix Protocol for super regen or Lunafaction Boots for reload benefit, for almost any content involving groups. (4) Middle tree arc with Geomag Stabilizers for some high-end content like grandmaster nightfalls.

    Note that the most common subclasses for group content are the ones that boost the entire team (Titan bubble, Warlock well), protect the entire team (Titan barrier), make allies invisible (Hunter smoke grenade on bottom tree), or control/manage and debuff enemies (Hunter tether). Solo players tend to focus intensely on survival abilities—the Warlock devour, the Hunter invis, or the healing melees of top tree void Titan, bottom tree arc Titan, or top tree Arc hunter.

    The other thing to say is that roaming supers—arc Hunter, solar or arc Titan, top and bottom arc Warlock, middle void Warlock—are generally not good in high-end PvE, especially if you're sublight. They simply don't deal enough damage quickly enough to be viable. This kind of content emphasizes one-shot supers like Celestial/Golden Gun or Nova Bomb for damage, and supers like the well or Titan barrier/bubbles, for protection.

    Must-have exotic armor: Hunter: Orpheus Rigs and Celestial Nighthawk (for group play), Sixth Coyote (solo). Titan: Helm of Saint-14, Ursa Furiosa, Actium War Rig (group), Synthoceps or Crest of Alpha Lupi) (solo). Warlock: Phoenix Protocol, Lunfaction Boots, and Contraverse Hold (group or solo), Nezarec's Sin (solo).

    Armor Mods

    The key difference between high-level PvE content and ordinary content or PvP content is the importance of armor mods. Where PvP builds tend to focus on statistics like Recovery or Mobility, PvE armor tends to focus on damage resistance.

    The Destiny mod system is unfortunately pretty bewildering. There are many many choices and it's not clear how much any of them matters. So let me cover a few things.

    The first mod slot

    Though it is natural to think that this slot should be filled with mods that boost your stats (Recovery, Discipline, and so on), that is absolutely not the case for most PvE work. This slot should be almost entirely filled with resist mods: major resist, minor resist, boss resist, and concussive dampener, as well as the elemental resistance mods (solar, arc, and void). Why? Because they keep you alive.

    Though these mods stack with diminishing returns after the third one, one minor/major resist mod gives about 9% damage resistance, two about 18%, three about 24%, and so on. (See https://www.reddit.com/r/DestinyTheGame/comments/ep6g1k/minormajorboss_resist_armor_mod_stacking_test/ for details). That's a huge huge difference and anyone not running some combination of these mods in PvE is essentially leaving health on the table.

    On the other end of the mod slots, slot four, can also include some very important resist mods: Hive Barrier, Taken Barrier, and Fallen Barrier. (These mods and all the other species-specific mods can be farmed: Hive from Menagerie and Crown of Sorrow, Taken from the two "secret" chests in Last Wish, and Fallen from the post-Sparrow race chest in Scourge of the Past.) Each of these offers a 20% damage resistance for a short time after taking damage. They stack with the first slot resist mods as well as with each other (so that a Taken mob that is also Hive will trigger 40% damage resistance, if you have both mods on).

    All together these resistance mods are the basis of any successful PvE loadout. You can run a generic mix for much content (one major, one minor, one concussive, one boss, etc.) and then tune the mix for specific nightfalls or dungeons as necessary.

    One of the major exceptions to the use of resistance mods comes when you are trying to maximize a single characteristic in order to improve a certain build. For instance a Hunter with 100 mobility gets their dodge ability back every 9 seconds; in solo content that will be the difference between life or death. That's less true for Warlocks and Titans, though a strong discipline spec will reduce grenade cooldown in ways that might allow a middle-tree solar Warlock, for instance, to heal more often.

    Second and Third Mod Slots

    These should be focused on one or more of the following goals, in order of importance:

    1. Seasonal mods that offer major damage buffs (like Oppressive Darkness) or damage resistance (like Passive Guard from Season 10), or that offer ways to disrupt champions (Overload Grenades or Unstoppable Pulse), or that offers ways to get charged with light (Counter Charge).
    2. Ammo Finder (helmet) and Ammo Scavenger (boots) mods. For most content you can be fine running a generic version of these but for high-end content you really want to adjust these to your specific loadout, because the points you save (Special Finder costs 4 points, but Sniper Finder costs 3) give you more points to spend on other things. On your class item, Special Finisher is very useful for nightfalls where you rely on special weapons for champion and boss damage.
    3. Ammo Reserves (chest) or Loader (arms) appropriate to your loadout.
    4. For grandmaster nightfalls in particular, finisher mods (mainly Special Finisher) that go on your class item and allow you to trade super energy for special ammo drops.

    I want to make a special note about mods on your class item. Void class items allow for two very useful mods, Better Already (void) and Recuperation (solar), that boost your health on orb pickup. Paired with masterworked weapons, these can be critical to your survival in solo and group content. Other useful mods include any mods that give you super energy or class energy on orb pickup, though you may not have room for them in Season 11 as Oppressive Darkness eats up 6 of your 10 available points.

    The Fourth Mod Slot

    This mod slot only appears on legendary armor. There are four major competing systems for building out the fourth slot.

    1. Species-specific mods: // Hive/Taken/Fallen Barrier (damage resist), Armaments (gives heavy on grenade kill), Repurposing (refreshes grenade ability on enemy shield break), and Invigoration (killing orange-bar or higher enemy refreshes class ability). Especially for soloing dungeons or any other sublight content (Grandmaster Nightfalls, e.g.) having at least two of these mods on (Barrier and Armaments) for appropriate enemies is a must.

    These mods unfortunately can only be worn on certain armor sets. The Hive mods go on all Crown of Sorrow/Menagerie armor, as well as on Season 8 armor (including Garden of Salvation armor). The Taken ones go on Last Wish, Reverie Dawn, and Scourge of the Past armor. The Fallen ones go on Scourge of the Past armor, as well as Last Wish/Reverie and Forge armor (edit: thanks to u/SevenInchScrew for pointing this out).

    1. Activity-specific mods.// Raid mods include mods for all the Leviathan raids, which drop from Crown of Sorrow, mods for Last Wish (generic to Taken enemies, except for the Transcendent Blessing mod from the Dreaming City, which boosts damage there), and mods for Garden of Salvation (which drop from the two secret chests). Nightmare mods drop from nightmare hunts and only work there. In general the most useful of these mods are, for Leviathan raids: Striking, Giving, and Shielding Hand (damage bonus, chance for heavy, and damage resist, respectively), for Last Wish, Taken Barrier and Taken Armaments, and for Garden, Enhanced Relay Defender, which gives a 10% damage bonus when you're near a relay, and stacks (so you can wear 4 of them for a 40% damage bonus). If you have to have one mod from all of these it should be Enhanced Relay Defender, which makes an enormous difference in GoS. Of the nightmare hunt mods, I find that only the Nightmare Breaker mods really come in handy; the others not so much. You can read more about them here: https://www.reddit.com/r/DestinyTheGame/comments/dkpssk/breakdown_of_the_nightmare_mods_banisher_breaker/.

    2. Charged with Light mods. // The CwL system works as follows: certain mods (colored in green) give you stacks of CwL, up to a maximum of two stacks. Other mods (yellow) spend those stacks. And a third set of mods (white) changes the number of stacks you get or can have (increases your stack maximum to five, or gives you two stacks instead of one each time you get a stack).

    The basic system is this: (1) Get CwL (2) Spend CwL. The easiest way to get CwL is to use the Taking Charge mod, which gives you charges for picking up a light orb. Combined with a masterworked weapon that drops orbs on fast kills, you can pretty much guarantee that you'll spend most of the time CwL. You can also get charges from weapon damage (kills with a certain weapon give you charges) or action triggers (breaking a shield, doing a finisher). You can also get CwL with the important Season 11 mod Counter Charge, which goes on the second or third slot of your chest armor, and charges you when you disrupt a champion—very useful for grandmaster nightfalls.

    So now you have charges. How should you spend them? One option is to look for damage resistance or damage buffs. The best damage resist mod is Protective Light, an absolutely crucial choice that gives you 50% damage resistance when an enemy breaks your shield. I use it almost all the time. Useful damage boost mods include High-Energy Fire (generic 20% damage buff till you kill an enemy), Lucent Blade (for swords), and Surprise Attack (for sidearms).

    Other CwL mods will give you chances to drop special ammo, return grenade or melee energy, heal you on grenade kills, and more.

    For lower-level PvE content I tend to use damage mods like Lucent Blade or Surprise Attack. For scarier content I'm almost always on Protective Light.

    One good strategy for content involving champions is to use a Counter Charge mod alongside a High-Energy Fire one; this guarantees that you will be CwL right as you're damaging a champion, and then spends the charge on High-Energy Fire to help kill the champion faster.

    If you have room for mods that increase your stacks, Stacks on Stacks (gives two stacks for each one you earn), Charged Up (increases total stacks by one), and Superpowered (increases total stacks by two) are all useful here.

    TL:DR: if you do nothing else use Taking Charge (green) and Protective Light (yellow), and get more fancy once you understand more.

    1. Warmind Cell Mods // Like Charged with Light, this system involves creating an opportunity to affect the gameworld (by making a Warmind Cell), and then using that opportunity (the Cell) in a certain way. You create a cell by getting a kill using a Seraph weapon (from Season 10, or from the Prismatic Recaster this season). Once the cell exists you can either pick it up or shoot it. Shooting it causes it to explode, and a number of WC mods increase the range of that explosion or add effects to it. Picking up the cell will allow you to throw or, or will (with a Warmind's Light mod) Charge you with Light, or have some other effect.

    The most basic way to use these cells is to create them and then shoot them. A mod like Global Reach will then give your cell explosions far greater range and effect. But you can also combine numbers of mods to create some pretty cool synergistic builds, as you see here:

    https://www.forbes.com/sites/paultassi/2020/03/27/a-destiny-2-solar-inferno-warlock-warmind-cell-build-for-more-room-clearing-fun/#5ec7d0c01c30

    I have personally not used WC builds much, but writing this guide has made me want to try them out, so I'll update at some point. (edit: see below in comments for some VERY cool WC builds!)

    For part 2 of the guide (on weapons and the current meta), see here: https://www.reddit.com/r/DestinyTheGame/comments/ilwudw/moving_into_highlevel_pve_armorweapons_guide_part/

    submitted by /u/Ciborium616
    [link] [comments]

    Moving into High-Level PvE: Armor/Weapons Guide (Part 2)

    Posted: 03 Sep 2020 09:31 AM PDT

    see Part 1 of the guide here: https://www.reddit.com/r/DestinyTheGame/comments/ilwszh/moving_into_highlevel_pve_armorweapons_guide_part/

    Part 2: Weapons and Weapons Mods

    Though the weapons meta changes season by season, depending on buffs, nerfs, and other changes made by the Bungie gods, you can expect a few things to stay consistently true.

    1. For both raids and nightfalls/nightmare hunts, you will want to fill out your seasonal artifact to make sure that you have access to any important mods that it makes available. Oppressive Darkness, for instance, is a crucial last-row mod that, when available, is essentially required for void-class PvE work. Similarly in season 10 Passive Guard was very important for a number of sword-based strategies. Having at least three, and sometimes four, of the first row champions modes for Unstoppable, Barrier, and Overload champions is always important.
    2. Exotic weapons that affect champions matter a lot: Eriana's Vow (affects Barrier champions) and Divinity (Overload) and Leviathan's Breath (Unstoppable). Of these three Eriana's and Divinity are really important.
    3. High burst DPS (single-shot) weapons will be important. Right now these include, among exotics, Izanagi's Burden and Wardcliff Coil. But really mainly just Izanagi's.
    4. Sustained DPS weapons will be important. These are weapons that do significant damge per shot and have a large magazine or reload perks that allow them to maximize the DPS they do. Given the current reload meta, Xenophage is crucial to have; Whisper of the Worm fits in this category as well. Prospector is a slightly off-meta weapon that also does good sustained DPS.
    5. If an important weapon has a catalyst, you need to have it and complete it.
    6. Certain perks are far more useful in PvE than PvP. These include auto-reloading holsters, especially for special and heavy weapons, Overflow, which helps with auto rifle barrier breaks, and Disruption Break, again useful for Barrier champions.
    7. High-end content will often include the Match Game modifier, which means that enemy shields must be broken by weapons of the same type (void, arc, or solar). Having a reasonable range of weapons in these types—especially in the primary weapon type that governs the current meta, as for instance Auto Rifles in Season 11—is part of being a flexible and good teammate. Only being able to run one loadout is … suboptimal.

    For right now, season 11, here are the top five must-have exotic weapons:

    Divinity

    Why it's good: Divinity stuns Overload champions and produces a 30% damage debuff on any mob it hits. It combines very well with snipers since the damage field it creates means that you do not have to hit critical spots on mobs to get critical damage (especially nice on console). In six-person content having a Divinity effectively adds about 0.7 people's worth of damage to the fireteam (5 people x 30% = 150%, plus the damage Divinity does which is worth another little bit). In three-person content Divinity allows hard-hitting weapons like Izanagi's and Mountaintop to quickly bring down Barrier, Overload, and Unstoppable champions.

    How to get it: https://www.eurogamer.net/articles/2019-10-08-destiny-2-divinity-quest-divine-fragmentation-6007

    What replaces it: the debuff function of Divnity can be replaced with Oppressive Darkness/void grenades or a hunter tether; the overload stunning function can be replaced with Overload/void grenades or a seasonal weapon mod.

    Izanagi's Burden

    Why it's good: with the catalyst, an Izanagi's Honed Edge shot does the damage of six single shots instantly. Paired with Divinity this makes Izanagi's the fastest/best burst damage weapon in the game. Unfortunately a major nerf in season 10 means that the weapon's reload speed is not fast enough to make it ideal for sustained DPS damage. But it's still good. Two Izanagi's shots plus Divinity is enough to kill a champion in a master nightfall, and to bring one down to about 20% health in a grandmaster.

    How to get it: https://www.thisweekinvideogames.com/2020/02/02/destiny-2-how-to-get-izanagis-burden-exotic-sniper-rifle/

    What replaces it: nothing, though on PC, where controlling weapons is easier, you can get off six or seven shots on a Vorpal sniper fast enough to come close. Whisper of the Worm if you hit all your crits (to trigger auto reload) does very good damage but nothing like the instant burst of the Izanagi's. Izanagi's was for a while the meta for many raid boss fights but has been replaced by other weapons on this list, though it's still pretty good.

    Note that without the catalyst Izanagi's only does 5x damage on Honed Edge shots, making it less good.

    Eriana's Vow

    Why it's good: it breaks barriers on Barrier champions at range; the buff it gets from hitting crits on your first and subsequent shots makes it a pretty decent damage-dealer as well. In seasons where anti-barrier mods are associated only with short-range weapons (as in Season 10, when they were on sidearms and SMGs) Eriana's is a must for dealing with Barrier champions.

    How to get it: you can use your exotic cipher from the season pass to get it from Rahool. Otherwise you're out of luck.

    What replaces it: anything with anti-barrier rounds. This season when anti-barrier is on auto rifles Eriana's is not as critical as it used to be, though I have a friend who loves using it during the boss phase of SotP, where it does surprisingly good damage.

    Without the catalyst Eriana's does not autoreload and only has 6 (instead of 9) in the mag, making it much worse.

    Xenophage

    Why it's good: it's basically a grenade launcher machine gun. It does very good sustained DPS over the magazine, but suffers from two drawbacks: incredibly slow reload speed and a lack of critical damage. That means that Xeno combines well with the Titan exotic Actium War Rig (which reloads it as it fires) or the Hunter dodge reload, and also with Divinity, which gives it a nice damage boost. Xenophage is sustained boss DPS king right now, not because it does the absolute best damage but because it does great damage and is very easy to use.

    How to get it: https://www.eurogamer.net/articles/2019-10-29-destiny-2-xenophage-quest-6007

    What replaces it: Whisper of the Worm, in situations requiring sustained boss damage (last two bosses of Garden of Salvation, e.g.). Also fast-firing grenade launchers with autoreloading holsters (like Wendigo, soon to be sunset).

    Anarchy

    Why it's good: Set it and forget it! Anarchy is the best damage-over-time (DoT) weapon in the game. Put two grenades on a boss, walk around a corner, and emote as the health goes down. More generally Anarchy allows you to do boss damage while paying attention to your surroundings and dealing with adds. It's especially useful in solo content as a result, where you can lay two Anarchy shots on a boss and then hide behind cover or deal with other adds. Anarchy also allows you to control space and quickly deal with low-level mobs by tracing patterns on the floor for them to walk into.

    How to get it: drops from final chest of Scourge of the Past.

    What replaces it: Witherhoard can do similar DoT and low-level add control work, though it's much less powerful.

    Some other weapons are important to have and very useful in limited situations. These include:

    Whisper of the Worm

    Why it's good: it's a hard-hitting, three-round sniper that reloads automatically from reserves if you hit all three crit shots. That makes it very useful for sustained boss DPS in situations where you can be pretty sure of hitting your crits: Morgeth encounter in Last Wish, the boss in Scourge, or the tanks in the Zero Hour mission. It also comes from doing one of the most fun missions in the game.

    How to get it: https://www.eurogamer.net/articles/2019-01-31-destiny-2-whisper-quest-whisper-of-the-worm-5382#:~:text=In%20brief%2C%20they%20are%3A,The%20Whisper'%20within%2020%20minutes

    What replaces it: any number of things in the list above.

    Without the catalyst Whisper is less good; with the catalyst you get a significant damage bonus after aiming down sights for a few seconds before firing.

    Wardcliff Coil

    Why it's good: it's basically a shotgun rocket launcher that does great close-range damage. It's very useful when you can tackle a boss at short range, and when you don't blow yourself up with it.

    How to get it: world drop

    What replaces it: a grenade launcher with auto-loading holster, kind of.

    Useful Legendary Weapons

    For now Mountaintop (Crucible), Wendigo (Zavala quest), and Loaded Question (also Zavala) are three really great weapons; Mountaintop in particular is critical for some high-end content. But they're all being sunset in November.

    Having an Auto Rifle with Overflow (The Summoner or Gnawing Hunger) is useful against Barrier champions; having one with Disruption Break (Uriel's Gift) is useful for the same reason. But that's only in season 11; who knows what weapons will break barriers after November.

    The other absolutely critical weapon to own is the sword Fallen Guillotine, ideally with Whirlwind and Relentless Strikes. You get it from the Season 11 season pass.

    Exotic Primary Weapons that Heal

    For raid encounters where you don't need boss damage (Gauntlet in Leviathan, first and second encounters in Garden of Salvation, many others), you can also run exotic primary weapons that help keep you alive: Crimson (heal on kill), Rat King (heal/invis on kill, with catalyst), Suros Regime (occasional heal on kill, especially with catalyst), or Vigilance Wing (heals when a teammate dies). In general you don't want to waste an exotic slot on a primary weapon but if you're not doing boss damage that's fine. Rat King can also be used to solo the totem encounter in the Pit of Heresy.

    Weapons Mods

    The only enemy-specific weapons mod is Taken Spec, which comes in handy in all sorts of high-end content involving Taken enemies (it does 10% more damage). Other than that a good selection of Boss, Major, and Minor spec (each does 7.5% more damage) will tend to be the most useful, if you're not running anti-champions mods of some kinds.

    When it comes to champion mods, note that they come in two types: one-shot, and damage over time. The seasonal artifact has included two varieties of Overload and Unstoppable mods, one that stuns the champion after several shots, and one that stuns the champion after you aim down sights for a bit, and then land a single shot. Knowing which is which is important, and can save your life. Remember also that the season artifact may make it possible for a weapon to be modified by an armor mod, as are pulse rifles by the Unstoppable Pulse mod—which goes on the shoulders of your armor—in Season 11.

    Remember also (and see above) that your weapons are very much affected by your armor mods, and that you will need to set up your armor mods with reload, reserves, and/or dexterity perks that affect your current loadout.

    The Current Metas (Season 11)

    These are the dominant strategies, not the only strategies. But they're what you can expect when joining an LFG group.

    Leviathan: until the final encounter, almost anything goes, with the proviso that in most PvE content you want to combine a short-to-midrange primary weapon (auto, sidearm) with a hard-hitting special weapon like a shotgun or a fusion rifle. Having a pulse rifle or scout rifle is useful for Gauntlet, a sword is good for Dogs, and for the final boss Xenophage works just fine, as do most grenade launchers. For final encounter having a couple wells makes things easier but is not required.

    Eater of Worlds: anything goes until the final encounter, when Xenophage or Whisper of the Worm are very useful. Having one well Warlock is very useful, and a Titan bubble can come in handy but is not necessary. If you have more than one Hunter one can tether the harpies and the others can run Celestial/Golden Gun.

    Spire of Stars: anything goes until the final encounter, where Wardcliff Coil makes short work of the boss. A well for final encounter is useful.

    Last Wish: right now Fallen Guillotine works for essentially every encounter. With Shuro Chi it's nice to have one person running Thunderlord for low-level add clear. Having at least one well is useful. For Morgeth encounter you can also use Whisper, especially if you are on a Petra's Run and don't want things to be as risky as they are behind the back. For the final encounter (not legit, but cheesed) having a debuff of some kind (Oppressive Darkness, Divinity, or a hunter tether) is very important.

    Scourge of the Past: anything goes until the end, with swords being very useful in the first encounter. For final boss damage my groups use Whisper. Xenophage not good here because it doesn't crit, and somehow Divinity doesn't seem to affect this boss. Oppressive Darkness is very helpful for boss damage as a result. Hunters run Celestial/Golden Gun. A fun off-meta strategy is to run Outbreak Perfected (with catalyst) which used to be able to two-phase the boss but now requires at least three phases.

    Crown of Sorrow: For the first encounter, anything goes, though you want hard-hitting heavy weapons to make short work of ogres, and having a bit of range (pulse instead of auto rifle) is nice for the boomers on the balconies. For the third encounter, the easiest strategy is to have one person with Anarchy and the other five with swords. The final encounter is easiest with a combination of one Divinity and five Xenophages, and a well. Loaded Question does wonderfully here and in Last Wish for general add clear and for taking out Ogres. For a fun off-meta strategy, try six Rat Kings.

    Garden of Salvation: For the first two encounters anything goes, with swords doing some good work. For third encounter use Xenophage or Whisper plus a Divinity; for final encounter same thing, except that you can just tether the boss and skip the Divinity. Warlocks are better off using 1000 Voices for final encounter instead as the Xenophage reload is too slow.

    Shattered Throne (solo): Taken Barrier/Armaments/Repurposing all very useful; Hive Barrier stacks with Taken and helps with Knights and Ogres. Sniper rifles for first encounter and second. Be patient! Vorgeth is the difficult piece here. Part of soloing dungeons is recognizing that Bungie puts in sections with trash mobs that are specifically designed for you to fill your special and heavy ammo reserves; use them accordingly. My warlock guide is here: https://www.reddit.com/r/DestinyTheGame/comments/cohz2w/solo_shattered_throne_flawless_onephase_vorgeth/. It's a bit out of date as the reload mechanics have changed, though most of it still applies.

    Pit of Heresy (solo): The difficult encounter is the third one. Having a way to heal (devour Warlock, punchy Titan) or be invis (Hunter) or both (use Rat King with catalyst) is crucial. Xenophage makes short work of boomers, as does Izanagi. For boss damage in final encounter groups use a well or bubble and swords; for solo I prefer Anarchy and Loaded Question. Hive mods a must. My guide for Hunters is here: https://www.reddit.com/r/DestinyTheGame/comments/f5lo0p/solo_flawless_pit_of_heresy_hunter_guide_for/

    Prophecy (solo): The easiest loadout involves Mountaintop and Anarchy; if you don't have either then many other things can work, including Xenophage, Witherhoard, Riskrunner, Fallen Guillotine, and even Trinity Ghoul for certain sections. Jotunn can also work especially in groups. Taken mods are a must here; remember that Knights are Hive/Taken so Hive Barrier or even Hive Armaments can be used as well.

    GM NFs: The key here is to adjust loadout and mods to mob type. This makes Vex strikes (like Garden World in Season 11) more difficult than Fallen, Taken, or Hive strikes, since you do not have access to Barrier/Armaments mods. Depending on the nightfall boss damage can involve Fallen Guillotine (Lake of Shadows) or Wardcliff Coil (Strange Terrain) or Izanagi's Burden (Festering Core) or Xenophage (The Corrupted) … or something else. Plan accordingly. As a special weapon that does solid damage to champions and erases low-level adds, Mountaintop is fantastic during these strikes. It is being sunset, so we'll have to find something else to use after November 2020.

    Much of your loadout consideration here will depend on the type of champions. For Overload Champions, Divinity is incredibly useful. It combines well with Izanagi's Burden so you'll often see a two Izanagi's, one Divinity loadout. Having a second person run a bow with Overload mods can be a godsend; in fact the Overload Bow can keep a champion from healing and kill it eventually, as long as you can dodge its shots. For Unstoppable champions in season 11 you'll want a pulse or hand cannon (and probably two people with this). Since Unstoppables don't heal they are in some respects the easiest champion to deal with. As for Barriers, the Divinity/Izanagi combo works well as long as you have Auto Rifles (season 11) to break the bubbles; you can also run an Izanagi, Eriana's, Anarchy trio as long as you have an auto rifle or two. In seasons where bubbles cannot be broken at range (like in season 10) Eriana's Vow is a must.

    The other thing to remember is that since Match Game is on you will have to be able to break whatever shields there are.

    In terms of subclasses: it is very rare to see anything other than void Hunters, void Titans, and void and solar Warlocks. In season 11 that's especially true because of the presence of the Oppressive Darkness buff, but even in season 10 you didn't see much else. I've found that having a middle-tree void Titan with Ursas makes many champions relatively easy to handle.

    Last note: one of the weird things about these nightfalls is that the strategy tends to be split into two very different experiences: getting to the boss fight, which involves dealing with lots of champions, and then the boss fight itself. So for example in Strange Terrain Wardcliff Coil allows you to three-phase the boss, which makes things much easier, but it's more or less useless against champions, so you have to figure out a loadout that works for the champions (auto rifles for barriers, e..g), which occupy the first twenty minutes of the strike.

    Nightmare Hunts (time-trial): Most of these don't have void shields, so you can spec into arc and solar. If you commit to a full invisibility strategy (which probably requires two bottom-tree void Hunters) you can skip all the champions, but I always find it easier just to figure out how to kill them and move forward. Many of the hunts have a safe area in the final boss fight where you can hide or at least control the flow of enemies toward you. Having a well and a tether is very useful here, and the Nightmare Breaker mod is incredibly useful for getting rid of those pesky solar shields.

    Q&A

    What's one thing I should do differently in PvE?

    Throw more grenades! Most people underuse their grenades because normal-level PvE content means that grenades kill most stuff too slowly relative to SMGs, sidearms, shotguns, fusions, and so on. But they're really useful in high-level/sublight content, where you're almost always going to be at auto-rifle range, or farther.

    What's the one thing I can do to improve in raids?

    Stop dying. Especially in the more recent raids, from Scourge of the Past forward (including Crown of Sorrow and Garden of Salvation) one player death during the third or fourth encounters can lead to a cascading series of disasters from which it is very difficult to recover. Learn the map so you can use cover as you move; learn the spawns so you know when an Ogre will appear and are ready to kill it (rather than get melted because you were not aware it was going to be there); learn to avoid Taken blights and phalanxes and boss stomps that will slam you into a wall and kill you.

    Stop being surprised when you die… so often that I hear someone complaining that they don't know how they died, or that it's unfair that the stomp or the phalanx one-shot them by bumping them into a corner. First of all you need to know what killed you or you can't improve. Second of all it should really not take too many times of being booped into a corner to realize that this kind of thing is part of the game… and it means that you need to know where the boss stomp radius is (as in the final encounter of the Pit of Heresy) and where the phalanxes are, so that you can avoid them.

    What's the second thing I can to improve in raids?

    Learn all the roles. It's very easy to get comfortable with whatever role you have the first time you run the raid, and never do anything else. But it makes it harder for everyone else if they have to adjust to you. Some roles are more mechanical or combat difficult than others (for instance holding down the fourth corner in the second encounter of Garden, or running with crystals in EoW); you can work your way up to them. Knowing how to do everything means that it's easier for you to cover for your teammates when something goes wrong (and it will go wrong). If you've never gathered motes in the GoS boss encounter, for instance, and all of a sudden someone needs to jump through the portal to get another 10 motes because you had a sacrifice, you want to be ready to do that job. And likewise if you've never built ground, you can't help if one of the defenders goes down and the other one needs you. Being a good teammate means understanding other people's jobs as well as your own.

    What are the important weapons/damage synergies?

    The most important one is the Divinity/Izanagi's combo. Three people who can put a Divinity bubble on a champion and then hit it with two Izanagi's crit shots within a second of each other will really be able to do well in high-end nightfall content. Less important but useful is knowing how and when to take advantage of debuffs like champion stuns or Oppressive Darkness—making sure you're in a position to use as much of the debuff time as possible as efficiently as possible.

    What are some important class synergies?

    Beyond the obvious super-based ones (wells, bubbles and tethers), many of these belong to Warlocks, who tend (in my experience) to underuse healing grenades and ought generally to throw them at their teammates more often. Similarly Warlocks tend to cast their healing rifts when they need them. Cast them when your teammates might need them! As for Titans, they heal their fireteam on melee kills (top tree void) or grenade damage (middle tree void); be aware that you can use these skills strategically to help your teammates survive. Likewise with barricades, which can be critical in securing a rez or keeping someone alive after they're rezzed. As for Hunters, beyond the obvious invisibility perks, I would say that they tend really to underuse smoke bombs (top tree) in PvE—they can be critical in mob control by giving your group time to breathe and pick off adds one by one.

    Part of the reason to get better at this game is to get good enough so that you're not playing just for yourself, but for others—to master your class so that it not only keeps you alive and doing good damage but helps your fireteam do those things too.

    Above-light raids and sublight nightfalls/nightmare hunts: which is harder?

    Raids when you are higher light level than the enemies are mainly a matter of experience, teamwork, and communication. You will engage ordinary mobs at short ranges and can use a much wider range of weapons. Sublight and/or solo content requires you absolutely to prioritize your health, which means using cover and abilities to stay alive as much as possible, engaging enemies at range and using movement to avoid fire. The latter is definitely harder and requires a real focus on gear and mods to make sure you're giving yourself every advantage you can.

    That said, part of building up good PvE gear is to give you the bonuses and boosts you need to help you stay alive in raids so that you can focus on learning the mechanics and doing boss damage. So you want a good set, even if you're above light, because that will help you focus on the important stuff you need to learn, instead of worrying about dying.

    How do I get the materials I need to upgrade all my armor?

    The easiest thing to do is to farm the final encounter of the Pit of Heresy three times a week. Dismantling the crappy armor you get there will give you 18 enhancement prisms, the equivalent of 1.8 ascendant shards (10 prisms + 50k glimmer + planetary mats gets you one shard from the Gunsmith). Since masterworking one piece of armor costs 1.5 shards (1 shard plus 5 prisms) that will allow you to masterwork six pieces of armor every five weeks.

    This guide didn't talk about something I'd like to hear more about. Or you didn't tell people about some weapon/class/ability situation I think is important!

    Well, yes. It's already 6,800 words long. But if you post in the comments people will read them, and if I edit the document to reflect your suggestion, I'll make sure to credit you! So please give me feedback.

    submitted by /u/Ciborium616
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    Hey bungie, can you give Sentinel Titan the same hit detection Spectral Blade Hunters have?

    Posted: 03 Sep 2020 01:40 PM PDT

    It's getting frustrating that 2/3 subclasses can be used reliably in crucible as a Titan. Ever since year one using an attack, besides shield throw, results in a coin flip with each hit, sometimes it connects, sometimes it doesn't, and in the end it may cost you your life, making Sentinel a risk in competitive games or just frustrating to use on Quickplay. What makes this problem persistent is the neutral game as a Sentinel is fun, the overshield on melee kills, controlled detonation, the suppression shield bash (that sometimes also doesn't supress), and the suppression grenade makes this subclass perfect for zone control and teamplay.

    submitted by /u/efren212
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    So we can have 6v6 Scorch Cannon PvP battles, when can we have 6v6 Drake Tanks battles?

    Posted: 03 Sep 2020 02:08 PM PDT

    And if it's not already too much to ask, can we put shaders on our individual Drake Tanks?

    submitted by /u/LKOShield
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    Please have the debuff blast of Fellwinter's Helm eminate from the enemy you killed instead of from yourself

    Posted: 03 Sep 2020 11:04 PM PDT

    Fellwinter's Helm is a very cool looking and interesting exotic, but became forgettable quickly due to it not being practical.

    Some incredibly interesting melee builds can be made in combination with this helmet, but having to get in the face of the enemy to make Warlord's End useful makes the helm very impractical.

    Especially for the more difficult activities where getting too close to a bunch of enemies is a quick way to get killed.

    And you have to use it on a (small) group of enemies, since it otherwise wouldn't be debuffing anything except the corpses of the enemies you already had to kill because otherwise it would not have been save to get up close and melee an enemy.

    If the debuff blast originated from the enemy you killed instead of yourself it would open up a whole range of playstyle possibilities in combination with ranged melee attacks.

    Additionally, spawning a Warmind cell while you have the Power of Rasputin mod equipped does EXACTLY this already! Enemies are weakened when even remotely close to the Warmind cell which it is safer to do and more useful.

    This change would not affect the usability of close ranged melee attacks since you stand next to the enemy you kill, but it would allow for the helmet to also be of value when using ranged melee attacks.

    I've always felt like this option was actively avoided instead of overlooked when the exotic was designed. However, changing the current situation to what I suggested would not make it overpowered in the slightest IMO. It would simply make the helmet a useful exotic instead of it being not even as good as a Warmind cell mod.

    submitted by /u/sgnir2
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    Can someone check on Failsafe? She was talking to Cayde just now.

    Posted: 03 Sep 2020 05:20 PM PDT

    Title... she was talking to Cayde about random vex stuff while i was chilling, but he's 6 feet under Zavala right now. Kinda worried for her

    submitted by /u/Nabono
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    Got a rare bounty from a rare bounty?

    Posted: 03 Sep 2020 02:19 PM PDT

    Popped a rare bounty today and got a rare bounty from it?

    https://vimeo.com/454536707

    Does this always happen? Curious.

    Edit: Link should now work

    submitted by /u/lunarephu
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    Only a few asked for this, but here's the titan stasis-presentation background video

    Posted: 03 Sep 2020 08:59 AM PDT

    .*• Pixel Art Destiny Inventory UI!! .*•.*

    Posted: 03 Sep 2020 07:37 PM PDT

    I made an adorable Destiny Inventory UI with pixel art food and it turned out better than I expected! Also, I made some food puns for the consumables haha. Let me know your thoughts!!

    https://media.discordapp.net/attachments/730166722337701942/751264858338754610/Destiny_Item_Inventory_UI.png

    submitted by /u/saniyaga
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    If you look closely at the catalysts tab in the new triumphs page you can see Deathbringer and Heir Apparent.

    Posted: 03 Sep 2020 06:26 PM PDT

    In TWAB today we saw the new triumphs page in Beyond Light. If you look to the side at catalysts tab has a few exotics show in its tab image. Since it is a tab dedicated to catalysts it would make no sense to show exotics who dont have catalysts. This makes me think since Deathbringer and Heir Apparent can be seen in the image they will get a catalyst in Beyond Light. The image is in the TWAB I just cropped and circled the part i am speaking of.

    https://imgur.com/gallery/axDRaJ9

    submitted by /u/hifromjarrod
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    When raids launch next year, please remember that exotics should not take the place of raid gear

    Posted: 03 Sep 2020 09:20 AM PDT

    This was a problem in Year 2, Don't remember hearing/seeing as much of a problem in Year 3. But as systems are changing, content being vaulted... please remember that a random exotic dropping from a raid chest shouldn't substitute raid gear from dropping.

    Exotics are great, but being burned on raid gear that can benefit the team is much more rewarding!

    submitted by /u/The_Na1l
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