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    Destiny Daily Questions [2020-10-01]

    Destiny Daily Questions [2020-10-01]


    Daily Questions [2020-10-01]

    Posted: 30 Sep 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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    Beyond Light is the first game I bought with my own money

    Posted: 30 Sep 2020 02:19 PM PDT

    That's it. I'm feeling very proud and acomplished that I earned the money and bought it myself, and I wasn't sure where else to say it. See you in Europa guardians!

    submitted by /u/doublemra
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    New Europa title?

    Posted: 30 Sep 2020 06:52 AM PDT

    Warlock wells and Titan barricades need to deploy much faster.

    Posted: 30 Sep 2020 06:45 PM PDT

    It not fair that hunters get their Dodge cool down much faster while able to be done faster.

    Yes, it would be annoying to be shooting a Titan or a warlock and all of a sudden they put up their class ability but how is it not annoying when a hunter does it.

    It's in excusable that the hunter dodge can be done pretty much anywhere without a care in the world while a Titan/warlock have to strategically place theirs and hope someone rushes.

    It wouldn't give titans/warlocks an edge over hunters at all as they would only give a slight advantage in an engagement, same as a dodge. Hell, you could just save your grenade like most people do to instantly counter a barricade or well.

    Edit: When I say faster I don't mean instantaneous.

    Also, I'm aware that these abilities are about placement but that doesn't excuse the fact they they take stupid long to deploy. You could have no one on your radar and by the time you done placing a rift you've got a shotgun in your face.

    It wouldn't make these abilities op either. They'd still have the exact same counters. The people using them would just have more freedom when it comes to placing them.

    submitted by /u/Taco101910
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    October 19th is the absolute last reset to start the Outbreak and Whisper Catalysts

    Posted: 30 Sep 2020 11:40 AM PDT

    Each catalyst requires a minimum of 3 weekly runs with the puzzles, I highly recommend you start ASAP if you still have not started and want to finish before the activities get vaulted.

    Edit: also Oct 6th is the last reset to start the 5 no puzzle Zero Hour Heroic runs

    submitted by /u/JakexDx
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    The Mindbender that Zavala gives for the Travelers Chosen exotic quest rotates weekly

    Posted: 30 Sep 2020 03:20 PM PDT

    The original roll I think was Pulse Monitor & Rampage.

    This is the current one

    submitted by /u/ziddy99
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    Converting the Solar Subclasses to the Aspect & Fragment System

    Posted: 30 Sep 2020 01:23 AM PDT

    With the impending Stasis subclasses on many people's minds, I thought it would be fun to once again try and speculate on what the existing subclasses might look like if they were changed to a similar system of Aspects and Fragments that the Stasis subclasses are on. This is what I thought the Dawnblade, Gunslinger, and Sunbreaker might look like if they were reworked, with some of my own ideas thrown into the mix.

    This is mostly for fun and to theorize on what changes might be necessary in order to make the current perks we have interact with one another more readily.

    Before we continue, let me describe some of the parameters I set for this rework: Grenades, Jumps, and Class abilities retain their current structure. Each subclass gets two Super options and two Melee Ability options. Each subclass gets six Aspects in order to retain as much of their current kits as possible. I arbitrarily decided on eight Fragments to house some of the abilities I felt could become class agnostic and some new abilities for synergy and fun.

    Dawnblade

    [Super Options]

    • Daybreak: Weave Solar Light into blades and smite your foes from the skies. Descend to cause a Solar explosion.
    • Well of Radiance: Impale your Solar sword into the ground, creating a well of Solar Light that heals and empowers nearby allies.

    [Melee Options]

    • Celestial Fire: Tap the melee button to fling out a long-distance cluster of fireballs that explode on contact.
    • Brand: Hold the melee button to swing your Solar sword around you, igniting the struck foes and temporarily empowering you and nearby allies.

    [Aspects - Choose 2]

    Alteration abilities are mutually exclusive.

    • Heat Rises - Alteration [Fragment Slots: 1]
      • "Shimmering convection woven into angelic wings. Harness the power of the Sky to soar unfettered above the battlefield."
      • Consume your grenade to gain weapon haste, extend glide time and improve in-air accuracy. Airborne final blows extend the effects of Heat Rises.
    • Divine Protection - Alteration [Fragment Slots: 2]
      • "A miniature heliosphere; a wish to protect another. Wrap yourself and your allies in a ward of sunlight."
      • Hold to convert your grenade into a Blessing which will heal and shield you and your allies.
    • Phoenix Dive [Fragment Slots: 3]
      • "Potential is found within rest and motion. Draw from this wisdom to convert differential into vigor."
      • Activate while in midair to quickly descend, restoring your health and igniting nearby enemies. While Daybreak is active, descend returns Super energy.
    • Wings of Icarus [Fragment Slots: 0]
      • "A plume of flame that flutters in unseen currents. Use it to rain down fire while riding upon solar winds."
      • Fire weapons, use melee abilities, and throw grenades while gliding. Activate while midair to dodge twice.
    • Benevolent Dawn [Fragment Slots: 1]
      • "The warmth of a hearth wielded in the name of camaraderie. Your generosity will become as kindling."
      • Empowering or healing allies regenerates your grenade, melee, and Rift abilities.
    • Fated for Flame [Fragment Slots: 0]
      • "A spark of fusion; the promise of ignition. Unleash it to show your enemies the power of a star unbound."
      • Upon impact, Daybreak blades release a streak of deadly flames. Killing an enemy with Daybreak extends its duration.

    Gunslinger

    [Super Options]

    • Golden Gun: Summon a flaming pistol that disintegrates enemies with Solar Light. Precision hits with Golden Gun extend its duration and generate Orbs of Light.
    • Blade Barrage: Fire out a flurry of flaming knives at your targets.

    [Melee Options]

    • Knife Trick: Fling out a fan of burning blades that will ignite targets struck.
    • Weighted Knife: Throw a knife from a distance that deals extra precision damage. Precision knife kills with this melee ability immediately recharge it.

    [Aspects - Choose 2]

    • Six-Shooter [Fragment Slots: 2]
      • "A renegade wildfire; rampant heat let loose. Channel the sun to unload round after round of concentrated Light."
      • Converts your Golden Gun into a version that can be quickly up to 6 times and refunds a bullet with each kill. Significantly improves your ability to hit with Golden Gun.
    • Chains of Woe [Fragment Slots: 3]
      • "Continuous combustion; an ongoing reaction. Show your allies the road by which your enemies fall one by one."
      • Precision kills increase weapon reload speed for you and nearby allies. Stacks up to 3 times.
    • Proximity Explosives [Fragment Slots: 2]
      • "An impending solar flare; a patient eruption lying in wait. Infuse your knives with incendiary ruin."
      • Your throwing knives now attach to surfaces on contact and explode when they detect an enemy nearby, igniting them.
    • Playing With Fire [Fragment Slots: 2]
      • "Capricious cinders; a pathway to mercurial destruction. Gather the ashes and continue their hazardous dance."
      • Destroying burning enemies causes your melee ability to recharge faster.
    • Knock 'Em Down [Fragment Slots: 1]
      • "Piercing rays; concentration focused like sunlight. Convert your pinpoint accuracy into thermal intensity."
      • Precision kills increase weapon stability and handling. Your Super does more damage when cast while this buff is active with 20 or more seconds remaining.
    • Practice Makes Perfect [Fragment Slots: 0]
      • "Steady warmth; the glow of a growing bonfire. Engulf yourself in a fervent reverie that grows into a great conflagration."
      • Enter a trance with each precision hit, reducing the cooldown of your Super. Precision knife kills grant Super energy. Precision hits with Golden Gun increase its damage.

    Sunbreaker

    [Super Options]

    • Hammer of Sol: Summon a flaming hammer and wreak destruction upon your enemies. Hammers create a Sunspot on impact. While standing in Sunspots, you throw hammers faster and your super lasts longer.
    • Burning Maul: Hammer of Sol creates a flaming maul that hits like an earthquake and leaves behind flame tornadoes.

    [Melee Options]

    • Hammer Strike: While sprinting, use this melee ability to swing a blazing hammer that weakens enemies.
    • Throwing Hammer: Throw your hammer with the melee button, but it remains in the world. Retrieving your Hammer will instantly recharge your melee ability.

    [Aspects - Choose 2]

    • Vulcan's Rage [Fragment Slots: 1]
      • "Your hammer seethes with a wrothful volatility. Unleash this ire in a salvo of molten shrapnel."
      • Instead of spawning Sunspots, Hammers shatter into explosive molten shards upon impact.
    • Tempered Metal [Fragment Slots: 3]
      • "A temper formed through repetitive conditioning. Imbue your armaments with the strength of dynamism."
      • Solar ability hits grant you and nearby allies bonus movement and reload speed.
    • Tireless Warrior [Fragment Slots: 1]
      • "An implacable hammer ringing off an anvil. Bear down upon each of your enemies with the force of Solar incandescence."
      • Retrieving your Throwing Hammer after hitting an enemy grants you an overshield. Kills with Throwing Hammer increases its damage. Stacks up to three times.
    • Battlefield Forge [Fragment Slots: 2]
      • "A replica of our photosphere; the raging heat of a stellar forge. Fortify your position with the fires of creation."
      • Barricade has extended duration and creates a Sunspot when cast. Passing through a Sunspot causes your melee attacks to ignite nearby enemies.
    • Sol Invictus [Fragment Slots: 0]
      • "An enduring luminescence; the eon spanning vigil of a star. Mend your wounds and smite your foes with its indomitable Light."
      • Solar ability kills restore your health. Grenade, melee ability, and Sun Warrior kills leave a deadly Sunspot in their wake.
    • Sun Warrior [Fragment Slots: 1]
      • "A crown of astral fire and the authority that it bears. Bask in the empowering warmth of its stellar radiance."
      • Passing through a Sunspot causes your Solar abilities to recharge faster and increases all damage you deal.

    Fragments

    • Song of Ardor: While enemies burn, your Class ability recharges faster.
    • Song of Ash: Using your class ability changes your Kinetic weapon's damage type to Solar.
    • Song of Conquerors: Solar weapon kills grant grenade and melee energy. (Scales based on enemy difficulty.)
    • Song of Embers: Defeated enemies can drop Embers which grant grenade energy when collected.
    • Song of Ignition: Burning enemies cause a Solar explosion when they die.
    • Song of Kindling: Extends the duration of your ignite effects.
    • Song of Smiting: Airborne final blows grant melee energy.
    • Song of Stars: Melee ability kills generate Orbs of Power.
    submitted by /u/DefiantMars
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    Can we turn oppressive darkness into an exotic?

    Posted: 30 Sep 2020 10:40 AM PDT

    I think it would be a good exotic for voidlocks.

    EDIT: Or get it added to the pinnacle mod pool. Its a great mechanic. I don't like waiting around for the seasonal artifact to see if its there or not for the season. I think its powerful enough that it may justify an exotic slot.

    submitted by /u/destinyvoidlock
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    After completing all subclass ability kill triumphs, the worst ability is…

    Posted: 30 Sep 2020 08:52 AM PDT

    Nightstalker's Spike Grenades. Holy shit these things are trash! Have you ever actually tried using them in PvE?? They are so much worse than any other ability it's not even funny. There's a reason fewer than 12,000 guardians have bothered getting 1000 kills with them (according to Charlemagne). For perspective, it's the rarest PvE triumph apart from Raid Day 1 completions, and the next closest is Solo Flawless Shattered Throne at over 19,000.

     

    I completed all the triumphs naturally, with no Shuro Cheese, EP Farming, or Shadow Thrall rooms. Some additional observations along the way:

    • I could seriously write a whole essay on why Spike Grenades are so bad. Cone is narrow and short. Without bottom-tree's longer grenade perk, they only last a few seconds. They somehow find that one pixel on a surface facing a weird direction so they spray off into the distance rather than onto enemies. If you hit an enemy directly with them, sometimes they just disappear altogether. Seriously, they suck. Hard.
    • Killing targets disoriented by smoke bombs is really buggy. They seem not to count as disoriented right away, and it stops counting well before they stop acting disoriented. It's a really small window to progress the triumph for some reason.
    • Arcstrider's Tempest Strike uppercut melee would be amazing if you could steer it even just a little after activation. I'm not advocating for making 90 degree turns around corners, but enough to catch that Acolyte who took one step to the left and is now outside the affected zone. Also, the triumph only counts instances of multikills, whether you get 2 or 10 at a go.
    • 5000 kills with top-tree Sunbreaker's super is an insane number. No other super has a requirement anywhere near that high. I can only conclude that whomever at Bungie picked that number must really love hammers.
    • Striker's Lightning Grenades are the second rarest ability triumph per Charlemagne (just shy of 28,000 completions), but they're actually really good. Better than Spike Grenades in every way. Only low usage because Pulse Grenades are so good.
    • Stormcaller's Storm Grenades are really underrated. I think they're better than Pulse Grenades. Fight me.
    • Nova Warp is a really bad super. There's no sane reason to ever run it in PvE. 2000 kills with it was painful.
    • A max Intellect Geomag build makes 250 Chaos Reach multikills really easy and surprisingly fun. Add a mod or two for extra super regen and you'll rip one off every minute or so. Try it in strikes and watch your Blueberries try to figure out what's going on.
    submitted by /u/STAIKE
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    Playing IB after doing the weekly bounties is tremendously unrewarding

    Posted: 30 Sep 2020 09:16 PM PDT

    Sure, a pinnacle drop and a nice chunk of tokens per weekly bounty is nice. But afterwards it's just farming measly token payouts per match and rarely getting an IB drop at the end of a match, let alone one you actually want. Why aren't daily and repeatable bounties a thing? Why aren't IB gear drops more common at the end of matches? Why doesn't Saladin have rotating vendor rolls? I know most of the loot isn't worth chasing, but I've been after a Kill Clip sidearm since it was introduced and rarely even get a poorly-rolled one to drop.

    TL;DR: give sidearm give loot

    submitted by /u/Bcock
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    I think it is about time that Sturm got a rework so that it doesn't rely on drang to load the powerful rounds.

    Posted: 30 Sep 2020 10:43 AM PDT

    I like drang, I really do. However it works well on its own as a weapon (and its getting sunset). Sturm on the other hand is just a 110 hand cannon that reloads your special with out that sidearm. Nothing special, however when that those powerful rounds are loaded. The gun becomes a beast.

    I get the lore and connection between the two, but Sturm should work with all special weapons to load the overcharged rounds. I know I would use it more in most cases.

    This should have been done when special weapons were reintroduced into the other slots, but I think it really needs done at this point.

    submitted by /u/wikiweak
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    For the Sake of Variety: Bastion/Arbalest and Champions

    Posted: 30 Sep 2020 05:41 PM PDT

    I'm sure I'm not the only player who's tired of rolling with the same weapon combinations in order to take out champions. Eriana's Vow for barriers, Leviathan's Breath and Devil's Ruin for unstoppables, Divinity (if you have friends or enough patience for LFG) for overload champions; that's it for exotics that can allow you to pull your weight during a nightfall. But we deal with it. Some people double up on primaries so they can use weapons they like instead of a boring optimal combination. But what kind of annoys me is that Bastion and Arbalest, while sounding like they should take out a barrier, can't.

    Both of these weapons lack a catalyst. I'm joining the numerous others who would love to either see these weapons buffed to deal with barriers, or receive a catalyst that enables them to do so. While we're on the subjects of exotic weapons without catalyst and champion enemies, Wavesplitter's catalyst would be awesome against unstoppables, applying the debuff during the highest damage point of its oscillations. And Malfeasance would be cool against overload champions if it's catalyst made the final round cause a larger explosion while simultaneously debuffing the enemy. Lastly, Lemon Arc would definitely be a mainstay in my nightfall rotation if it debuffed either unstoppable, or overload champions.

    I'm assuming that champions are here to stay, and I strongly believe the player base would love to be able to use the aforementioned weapons, and others, as they grind out 'endgame activities.'

    submitted by /u/smalltownB1GC1TY
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    Are decent scout rifles just not a thing anymore?

    Posted: 30 Sep 2020 02:24 PM PDT

    Been playing for the last week. Went from like LL790 to 1010 now and I have yet to come across a good scout rifle. Just blues. Any thing in particular I can do that gives a decent scout rifle?

    submitted by /u/chowder007
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    Anamnesis Emblem Not Received After 3 Weeks

    Posted: 30 Sep 2020 03:21 PM PDT

    So to preface this post, on 9/10/20, I was featured as an honorable mention in the TWaB for this video (still surprised considering how bad it is compared to other winners in the past lmao). I've been trying to get a response for about 2 weeks now from the CM's through Twitter, Reddit dm's, and the Bungie help forums, but to no avail. Griffin Bennett was kind enough to respond but he is on paternity leave so he couldn't do much to help me, understandably, but he told me to get one of the CM's to respond. The main winners also reached out to me and asked if I received the emblem, as they hadn't either.

    All I ask is for one of the community managers to possibly help us out here, as dmg himself said in the latest TWaB that he would have last week's emblems out in a few business days, so I'm genuinely confused lol.

    Lastly, I see this happen a lot with winners in the past who aren't well-known content creators or figures in the community, they typically have to wait to fill out the missing emblem form, or hope for one of the CM's to notice them after sometimes more than a month. I get that they're busy with Beyond Light approaching but it would be nice to get some help here, I've been pretty anxious to finally get my hands on the prize. My Bungie profile in case I get lucky this time.

    u/dmg04

    u/Cozmo23

    submitted by /u/Kuhveh
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    How to maximize the benefit of Sealed Ahamkara Grasps, a guide to a newly discovered auto reloading technique

    Posted: 30 Sep 2020 02:48 AM PDT

    As you may already know, the Sealed Ahamkara Grasps is a Hunter exotic which reloads your equipped gun when a melee or melee ability deals damage to an enemy. This exotic perk was nerfed some time ago, because consecutive melee ability hits, such as the Blade Barrage knife burn effect, would trigger the reload constantly and create an auto reloading effect which at the time was just nerfed and no longer possible on the other classes. The solution was to add a seven second cooldown between activations of the perk, which made it essentially impossible to take advantage of the auto reload capabilities.

    I have found a workaround which gives a pseudo auto reload effect and has no downtime in between shots unlike dodging to reload your weapon, or throwing a grenade if it has Demolitionist. Here is an example using The Fourth Horseman. In this clip, I shoot ten shots with no reload by taking advantage of the downtime created when activating the SAG reload perk.

    Here is a breakdown of how it works: the Corrosive Smoke melee ability on the Way of the Wraith deals several ticks of damage over the duration of around five seconds. Activating the SAG perk takes at least one second due to the melee animation, and coincidentally the Corrosive damage lasts just barely long enough to reload your gun on the final tick of damage. Here is an example.

    Now, with this knowledge, I decided to test with several different weapons. Single fire weapons are kind of useless, seeing as you'd have to wait an entire seven seconds again to activate the reload, so you'd be better off using the other dodge option. Each weapon requires different timing. For example, the Prospector requires you to wait a moment before firing, or else you will run out of ammo in the magazine before the reload activates. With Merciless, however, you can immediately begin firing because it takes longer to empty the magazine.

    I found out later on that you don't have to delay the smoke grenade throw, it's really only the timing of firing your gun that matters. For longer ranged enemies or riskier encounters, you can even do the same thing by using two smoke grenades.

    I hope people can experiment more with this and find some viable uses, because it's a very satisfying and very powerful ability to have when the stars align. To end it off, here are a few other weapons I tested out. Chaperone, Truth, Borealis, and the crazy recoil of The Fourth Horseman.

    If you made it this far, thank you for reading. Although it's pretty niche and gimmicky, I think this technique could really help some weapons shine. I hope to see more people test it out with other weapons/fireteam sizes on bosses. I've been able to successfully use it on bosses in the Strike playlist quite a few times.

    Edit: I forgot to mention that the Corrosive Smoke for some reason does not apply damage over time if you try and combine it with the Flawless Execution weakening melee. It may be bugged.

    submitted by /u/Haethra-7
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    Light level enabled PvP has the opposite effect of what it sets out to accomplish. The incentive to grind should be gear; not level advantage

    Posted: 30 Sep 2020 11:21 PM PDT

    I'm not enticed to grind my light level just so I can play trials and IB. I've been playing this game since vanilla D1, and while I do enjoy the new content with expansions, chasing dope weapons and doing a raid once or twice, I play this game for PvP.

    After season of the worthy I noticed two things:

    • My PvP clanmates just wanted to play trials, but couldn't compete due to light level advantage. Some quit, some bitched through the entire process.

    • After season of the worthy I felt burnt out. Light level cap was raised, and I had lost all motivation to grind again just so that I wouldn't be at a disadvantage in every gunfight.

    The incentive to grind should be loot based. There should be dope weapons to obtain from raids, nightfalls, and high levels of comp/valour. The light level grind is tiring For many players who have been playing this game since launch

    I know that we now have this whole system built around sunsetting and disabling light level in PvP complicates this system, but I have 3 potential workarounds:

    • Option 1 - don't sunset weapons

    • Option 2 - using a sunset weapon in trials/IB has a level disadvantage

    • Option 3 - sunset weapons cannot be equipped in trials/IB

    I've taken a break for a few months, and I'm eager to play beyond light, but I foresee the burnout happening.

    Sunset light level in PvP :)

    submitted by /u/Name_Checks-Out
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    An idea for Mercury should it ever return

    Posted: 30 Sep 2020 04:46 AM PDT

    (sorry about formatting, on mobile)

    Since Bungie is putting Mercury in the DCV, and has the potential to be brought out for an expansion or whatever, I had an idea to make it a little less boring of a location. Ever since CoO launched, I've wished they'd done more with it, and was kind of disappointed to see that they locked it behind missions. Now that they're taking it out of the game, I thought it'd be a perfect time to brainstorm ideas on how to retool the location.

    Make the infinite forest and the Past/Present/Future Mercury part of the patrol zones! Mercury is by far the smallest patrol zone with very little to do. There's one public event and a few lost sectors. That's about it. So, having the infinite forest, along with the three versions of Mercury, be part of the patrol zone would bring it up to about the size of the rest of the locations. There could also be new types of public events to fill each.

    Infinite Forest Public event: <The Vex are running a simulation on one of the tiles in the Forest, and you have to go mess with the results> One of the large tiles in the forest spawns and you have to fight various simulated enemies while completing a task such as dunking orbs, capturing plates, etc.

    Mercury Past: <Fight off vex to prevent them from poisoning the planet with radiolaria> Kinda like the vex spire PE, but instead of capturing plates to activate heroic, you have to find and destroy tanks of radiolaria that have those shield boxes and a hydra protecting them

    Mercury Present: <The Vex lost control of the Cabal they were experimenting with, and they're trying to force their way back to the real mercury. Stop them from finishing the device they built to force open the gate to the forest> A bit like the glimmer mining drill, but obviously cabal themed. There'd only be one location to defend and you have to shoot down cabal drop ships before they can deliver the remaining parts.

    Mercury Future: Tbh, I don't really have an idea for this one, so ideas are definitely welcome.

    TL;DR: Make Mercury more like other locations by making the Infinite Forest and the Past/Present/Future Mercury part of the patrol zone with new Public Events to add a little life to the areas

    submitted by /u/KashmirStirling
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    Can devil’s dawn one shot the knights in totems in king’s fall

    Posted: 30 Sep 2020 08:25 PM PDT

    Yk the yellow bars that come out after the first buff swap

    submitted by /u/bigboidaddy123
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    Man, I still get chills from the Forsaken launch trailer

    Posted: 30 Sep 2020 11:34 AM PDT

    I need updated SOTP strats!

    Posted: 30 Sep 2020 07:19 PM PDT

    Hey y'all! So I'll be running scourge with a couple of my friends for the first time. We have the basic mechanics down from a few guides we've watched. Unfortunately most of the videos were fairly old and outdated. My main question would be which weapons to use for the berserkers/boss? Are there any cheeses we should keep an eye out for? Any other tips would be great thanks!

    Edit: Just finished it! We did a mix of queen's breaker and whisper. Queens broke through the canister with easy because it over penetrated. Whisper was melting the box and I had plenty of time to get whispered breathing off after the first CAP

    submitted by /u/AjaxOutlaw
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    Optimized Bounties For 2020/09/30

    Posted: 30 Sep 2020 10:31 AM PDT

    Deer trivia: Deer have whiskers! They tend to bunch on the bottom of a deer's mouth, rather than straight out of the nose like other animals, and help deer detect the direction that a certain smell is coming from.


    Step 1 - Stop naming your cats 'Whiskers.' They deserve better.

    Step 2 - Pick up the following Dailies. Weeklies can be found here.

    Tower Bounties:

    • Zavala Daily – Horseshoes and Hand Grenades – 20 Grenade Kills
    • Shaxx Daily – Sparring Grounds – Complete 2 Crucible Matches
    • Shaxx Daily – On the Mark – 3 Precision Blows in Crucible
    • Shaxx Daily – One at a Time – Win 1 Round of Showdown
    • Banshee Daily – Kinetic Calibration – Kill Stuff With Kinetic Weapons
    • Ada-1 Daily – Lost Forge Power Kills – 10 Power Weapon Kills in a Forge
    • Ada-1 Daily – An Ancient Fire – Complete a Forge Activity
    • Drifter Daily – Reaper: Reaping Swiftly – 3 Rapid Kills
    • Prismatic Recaster Daily – Brittle Skulls – Kill 5 Fallen With Finishers
    • Prismatic Recaster Daily – Dethroned – Kill 5 Hive With Finishers
    • Prismatic Recaster Daily – Ether Ventilation – Kill 50 Fallen

    Planetaries:

    • Eris Morn – Filamentary, My Dear Ghost – Gather 5 Helium Filaments on the Moon
    • Eris Morn – Unscathed Deathdealer – 10 Power Weapon Streak Kills on the Moon
    • Eris Morn – Ritualistic Finish – Kill 5 Hive With Finishers on the Moon
    • Nessus – Lightbringer – Create 10 Orbs of Light on Nessus
    • Nessus – Pinpoint Accuracy – 10 Precision Kills on Nessus

    Step 3 - Follow these steps:

    1. Play one match of Showdown and one match of Iron Banana. (20 minutes)
    2. Fly to Nessus, grab Failsafe's bounties, then clear the Izanami Forge. (10 minutes)
    3. Fly TO THE MOOOOOOOOOOOOON, grab Eris's bounties, then collect 5 Helium Filaments. After that, slay out/finish out in Sorrow's Harbor for your Hive kills, and slay out/finish in a Fallen Lost Sector for the rest. (15 minutes)

    Total Non-Elemental Non-Weapon-Specific Bounties Cleared:

    • 16 Dailies
    • "Forging the Future" Weekly
    • "Enter the Arena" Weekly
    • Probably both Crucible Weeklies

    Total Time: 45 minutes

    Bounties Per Minute: .4

    Rewards:

    • 109,000 XP (unmodified)
    • 12,000 XP per Tower Weekly (unmodified)
    • 5 Vanguard Tokens, 1/8 Vanguard Weekly Challenge
    • 10 Crucible Tokens, 2/8 Crucible Weekly Challenge
    • 1/8 Gambit Weekly Challenge
    • 2 Modulus Reports
    • 1 Ballistics Log
    • 75 Altered Element
    • 500 Twisted Energy
    • 15 Helium Filament
    • 10 Datalettuce

    Season Ranks Per Hour: 1.45

    Extra Weapon/Elemental Specific Bounties:

    • Zavala: Sniper Rifle, Sword, Solar Kills in Strikes
    • Banshee: Sidearm, Sniper Rifle, Sword Kills
    • Ada-1: Machine Gun Kills in a Forge
    • Put 'em all together: Run a Mercury or Mars Strike (each vendor has three bounties you can clear in a strike). Sidearm, Sniper Rifle, Sword loadout, one of which is Solar. MG in the Forge. This is 10 bounties for 60,000 XP.
    submitted by /u/DeerTrivia
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    Is there any point in doing pinnacle activities after you get all 1060 loot?

    Posted: 30 Sep 2020 06:46 PM PDT

    Sorry if this is a dumb question, this is coming from a casual player, who really grinded the first 2 months of this season. There's about another month of this season left and idk if I can take anymore pinnacle grind.

    submitted by /u/jazznovice1
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