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    Destiny [D2] Trials of Osiris Megathread [2021-03-12]

    Destiny [D2] Trials of Osiris Megathread [2021-03-12]


    [D2] Trials of Osiris Megathread [2021-03-12]

    Posted: 12 Mar 2021 09:02 AM PST

    Trials of Osiris is LIVE

    This thread is for all general discussion, questions, thoughts, musings, wonderings, etc. for the Trials of Osiris.

    FAQ

    What is Trials of Osiris?

    • Trials of Osiris is the pinnacle PvP activity. Every Weekend, the best players compete in 3v3 Elimination for one goal: Go Flawless.

    • To start, head to Saint-14 in the Tower Hangar and buy one of the possible passages (see below).

    • To reach Flawless and get to the Lighthouse, you need to win 7 matches without losing one.

    • It uses Win Based Matchmaking, which means you'll face teams with a similar amount of wins on their card. Matches will get harder as you win more matches.

    • There is NO fireteam matchmaking. You need to team up yourself!

    • Power Level matters, however bonus power from the artifact is not enabled.

    How Long do the Trials of Osiris last?

    • Event Starts: Every Friday at Daily Reset (1700 UTC).

    • Event Ends: Following Tuesday at Weekly Reset (1700 UTC).

    Where do I go to find Guardians to compete with in the Trials?

    • You can head over to /r/Fireteams, www.The100.io, Xbox LFG system, DestinyLFG.net or DestinyLFG.com, or go to the Bungie.net recruitment forum (also available through the Bungie App).

    What if I have a question about another piece of armor/weapon or general Trials question?

    • Use Control + F (Or Command + F if on a Mac) and search for keywords in your question. Someone may have asked it already. If they haven't ask right below.

    Trials of Osiris Map

    Surprise! (beep boop please report)

    Rewards

    Rotation not known yet, please let us know!

    • 3 Wins (Powerful): Surprise! (beep boop please report)
    • 5 Wins (Powerful): Surprise! (beep boop please report)
    • 7 Wins (Pinnacle): Surprise! (beep boop please report)
    • Flawless (Pinnacle): Surprise! (beep boop please report)

    Bounties

    Name Description Cost Requirement Reward
    End Game Complete matches and rounds. Wins in the Trials of Osiris grant the most efficient progress. Awards the 3 Win Challenge reward from this week. 1000 Glimmer 100 Progress XP & Glimmer & 35 Valor Rank Progress & 5 Trials Token & 1 Trials Engram
    Arsenal of Light As a fireteam, defeat opponents using abilities in the Trials of Osiris. 1000 Glimmer 100 Ability XP & Glimmer & 35 Valor Rank Progress & 5 Trials Token

    Passages

    Name Perk Cost
    Passage of Mercy Forgives one loss per run. 25000 Glimmer & 15 Legendary Shards
    Passage of Ferocity With zero losses, your third win grants a bonus win. 25000 Glimmer & 15 Legendary Shards
    Passage of Wealth Increased tokens from reaching 3, 5, and 7 wins on a ticket. 35000 Glimmer & 25 Legendary Shards
    Passage of Wisdom Grants bonus XP from Trials wins, scaling with the number of wins on a ticket. 35000 Glimmer & 25 Legendary Shards
    Passage of Confidence Grants bonus rewards from Flawless Chest. 50000 Glimmer & 50 Legendary Shards
    submitted by /u/DTG_Bot
    [link] [comments]

    Daily Questions [2021-03-13]

    Posted: 12 Mar 2021 07:00 PM PST

    New player? Please read the New Light Guide & Gameplay Guide

    Want to buy the DLC? Beyond Light Guide

    Returning and not sure what was vaulted? Destiny Content Vault: Year 4

    Unsure what you need to pay for and what's free? Check out the Beyond Light & Season of the Hunt Calendar

    Top Known Issues List by Bungie


    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 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!

    We also have a nice collection of useful resources below "Useful links" in the sidebar / top menu.

    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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    To all the casual players: I’m sorry for what I used to be

    Posted: 12 Mar 2021 05:57 PM PST

    I used to be a tryhard. Now I'm a casual. In my prime my loadout looked like this:

    • Thorn
    • Felwinters
    • Double Pump Action super mods (until BL)
    • Either top tree dawnblade or stormcaller

    When my high school shut down last March I had nothing to do other than play Crucible. I would just sit in quickplay for hours with my sweaty loadout and laugh when I got hatemail or when I saw posts complaining about people like me.

    Unfortunately, I'm in college now and only play 5-6 games of control a week. It's ironic how now I'm faced with people that used to be like me. Maybe that's my karma. Now I understand why people complained about CBMM and not wanting to face sweaty tryhards in quickplay. To my former self, it made no difference; if anything CBMM made the lobbies easier. But now I see the error in my ways and I just want to apologize to the casual players, the ones who work a 9-5 and play a little at night, the moms and dads, the students. I now feel your pain and understand how much it sucks to just not enjoy PvP anymore.

    One last time: I'm sorry.

    And before anyone comments saying I'm complaining about tryhards: I'm not. I understand the fun you have in Crucible being at the top of the leaderboard, stomping through lobbies, going on DestinyTracker and seeing those stats we're proud of (at least I was). I understand. I just want to let the casual guardians know we aren't some demons who hate them.

    submitted by /u/RobertOfTheUchiha
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    An extremely long post about how Jade Rabbit needs a serious rework.

    Posted: 12 Mar 2021 08:35 AM PST

    To keep it simple: The Jade Rabbit is underperforming as an exotic weapon. It's outshined by Dead Man's Tale and even certain legendary scouts. You can keep reading for lots of damage data collected by a dude obsessed with Jade Rabbit who just wants it to be better than it is.

    About six months ago, it was finally brought to Bungie's attention (or at least they said they were aware of it) that the Jade Rabbit wasn't working as intended. At some point in the past year, it's exotic perk broke and was later fixed... but it wasn't brought back to it's original glory. If you're unfamiliar with the perk, chaining body shots increases the amount of damage that a precision shot will do. In addition, it will partially refill the magazine on said precision shot.

    Jade Rabbit's original appeal was that with carefully planned shots you could effectively keep the magazine filled completely... But it isn't possible anymore. This is how the ammo return currently operates:

    Note: This is assuming all body shots are landed in sequence and the final shot is a precision shot, which would activate the perk to increase damage and refill the magazine. This is also assuming the weapon is fully loaded for each iteration (10 rounds).

    Total Shots Fired Body shots Magazine remaining Total Ammo Returned
    1 0 9 0
    2 1 9 1
    3 2 9 2
    4 3 9 3
    5 4 9 4
    6 5 8 4
    7 6 7 4
    8 7 6 4
    9 8 5 4
    10 9 4 4

    After a total of five shots (four body, one precision), the gun reaches a limit to the return on it's magazine refill.

    Let's look at an example:

    You land six shots on an ogre - five body, one precision. Your last shot does bonus damage and partially refills the magazine. You now have 8 rounds in the magazine. Awesome, right? From here, you can continue to take shots on enemies and see the weapon return ammo every time you chain body shots and land a precision hit. Eventually, though, you're going to need to reload - you can never net positive with this weapon.

    As fun and deadly accurate as this weapon may be, it's no better than a Night Watch with Subsistence and Rampage. Subsistence is MORE POWERFUL than Jade Rabbit's exotic perk 'The Fate of All Fools'; A single bullet (usually with a Rampage or Kill Clip bonus) has the capability of killing a red bar enemy and returning two rounds to the magazine, resulting in a net positive. In a giant field of enemies, this is far from difficult. It doesn't even require you to hit precision shots, it just loads two shots every time you kill something.

    I can't tell you exactly WHEN the perk stopped working to provide better ammo economy, but it was most likely sometime around Shadowkeep. The biggest issue is that the gun is barely used, and there is very little data on it's previous iterations. If somebody could find me some information on how it operates, I'd truly appreciate it. D1 Jade Rabbit still performs 'the old way', and I may need to collect data on it's economy there to truly compare the two.

    "Okay", you say, "It can't compete with a legendary scout when you're clearing lost sectors or running around in Trostland. It still has great single-target damage potential."

    Enter the next problem in the equation - Dead Man's Tale. An absolute powerhouse of a weapon, capable of completely DECIMATING a single target, and has a chance of rolling with Vorpal Weapon as well. Let's take a look at Dead Man's Tale and Jade Rabbit's damage potentials.

    Tested on Greg's cousin in K1 Revelation, Dead Man's Tale does a base damage amount of 6030 on a precision hit, and Jade Rabbit does 3612. Not a huge deal here, because Dead Man's Tale has a slower rate of fire than Jade Rabbit (this is excluding the hip-fire bonus after masterworking... which we'll ignore for now). At the MAXIMUM amount of damage, a single shot from Dead Man's Tale can do 7289, while Jade Rabbit can only muster up 4620.

    Now for a comparison of single target damage. Here's the breakdown of Jade Rabbit's damage potential on a single target. Again, these are consecutive shots on a single target, with the final shot being a precision hit. All body shots are the same - 2058.

    Shots Fired Body Shots Landed Damage On Precision Hit Total Damage Done
    1 0 3612 3612 (No body shot)
    2 1 3854 5912
    3 2 4136 8252
    4 3 4378 10552
    5 4 4620 12852
    6 5 4620 14910
    7 6 4620 16968
    8 7 4620 19026
    9 8 4620 21084
    10 9 4620 23142

    And Here's the damage potential of Dead Man's Tale on a single target. Here, we're only going to be looking at precision shots and the damage potential through the entire magazine. Remember, the first shot is with zero stacks of Cranial Spike. We reach x5 stacks after landing our sixth shot.

    Shots Fired Damage On Precision Hit Total Damage Done to Target
    1 5226 5226
    2 5612 10838
    3 6011 16849
    4 6423 23272
    5 6850 30122
    6 7289 37411
    7 7289 44700
    8 7289 51989
    9 7289 59278
    10 7289 66567
    11 7289 73856
    12 7289 81145
    13 7289 88434
    14 7289 95723

    Now before you correct me to complain that we haven't used all of the shots in the magazine on that Jade Rabbit, let's look at the optimal DPS available and see what the total damage is that we can pull off. In order to do this, we need to calculate all of the shots landed on body as well as critical hits, with the absolute BEST return on ammo as well.

    The best route, with the highest ammo returns and most damage done, is a whopping 40 shots, which is close to impossible to pull off perfectly. But, here's what it looks like:

    Shots Taken Shots Remaining Total Damage Done
    5 (4 body, 1 precision) 9 12852
    5 (4 body, 1 precision) 8 25704
    5 (4 body, 1 precision) 7 38556
    5 (4 body, 1 precision) 6 51408
    5 (4 body, 1 precision) 5 64260
    5 (4 body, 1 precision) 4 77112
    4 (3 body, 1 precision) 3 87664
    3 (2 body, 1 precision) 2 95916
    2 (1 body, 1 precision) 1 101828
    1 precision 0 105440

    Jade Rabbit can manage 105,440 damage over 40 shots, and Dead Man's Tale can manage 95,723 over just FOURTEEN rounds. This is assuming you have absolutely perfect aim with Jade Rabbit and land every one of these shots with the correct order / pacing every time. Against something like an ogre, there's a very good chance that you're not going to manage that, as the aim assist and bullet magnetism on Jade Rabbit is... very powerful. In most cases, you're going to accidentally hit the target in the head instead of the body, unless you're firing at a massive target or are close enough to differentiate (which isn't the point of a scout rifle). On top of that, you're looking at the ammo return completely failing if you manage to miss a shot, rendering all of this pointless.

    To add to the leg-up that it has, Dead Man's Tale gains a damage bonus from Cranial Spike on precision AND non-precision hits. While you need to land precision shots to keep the perk active, Cranial Spike provides a damage bonus regardless of what you're hitting.

    And, just because we're here already, how about some damage figures for a Vorpal Weapon roll on that Dead Man's Tale?

    Shots Fired Damage On Precision Hit Total Damage Done
    1 6010 6010
    2 6454 12464
    3 6912 19376
    4 7387 26763
    5 7877 34640
    6 8383 43023
    7 8383 51406
    8 8383 59789
    9 8383 68172
    10 8383 76555
    11 8383 84938
    12 8383 93321
    13 8383 101704
    14 8383 110087

    Pretty gnarly numbers for only 14 rounds from a scout rifle, no? In it's current form, Jade Rabbit is nothing but a shell of a weapon with incredible potential. I want it to stay in my hands, and I will continue to use it because it feels great in general. But it's not the weapon it could be.

    Before we wrap up, there are a couple other things I wanted to touch on in case this gets any sort of traction.

    1. Jade Rabbit doesn't function properly in Crucible. It did at one point, but it certainly doesn't now. I have seen a damage bonus from chaining body shots only a handful of times, and it is seemingly random. I went through testing in Crucible with a friend and was unable to consistently cause a damage bonus with the weapon. There were a few times where the final precision number was higher, but it was often only showing up when that shot resulted in a kill. I've seen this before with other weapons, and to my understanding that last number is just a lie half the time. If you can chime in on this with some godly Crucible knowledge, please do.
    2. The last time Jade Rabbit received any sort of changes, armor-piercing rounds were changed to high-caliber rounds. Shots from Jade Rabbit STILL rip through multiple enemies like it has armor-piercing rounds. I don't know what to make of that, but it's something I noticed in testing, and I wanted to bring it up.
    3. Dead Man's Tale is a 120 RPM scout rifle, but fires at 150 RPM from the hip with no damage reduction. This has the potential of increasing the DPS of the weapon SUBSTANTIALLY, shadowing Jade Rabbit even further.
    4. Polaris Lance returns ammo on headshots. Not on kills. Headshots. Polaris Lance is also more powerful than Jade Rabbit.
    5. While I generally think that scouts should be more powerful, I'm not making that argument here. This also isn't a post intending to nerf Dead Man's Tale. This is specifically intended to shed some light on the problems with Jade Rabbit, and advocate a solution.
    6. Bring back SRL for the love of the Traveler

    Jade Rabbit is an incredibly fun weapon with an absolutely beautiful genesis in Destiny, and it's collecting dust in 90% of player's vaults. That, or they don't even have one at their disposal because they dismantled it after it didn't impress them.

    So what would I like to see?

    1. Jade Rabbit's ammo economy needs to be reworked. The gun needs to reward skilled and/or planned shooting by allowing for a net positive magazine return. To reiterate, using a Night Watch with Subsistence and Rampage results in being able to fire indefinitely. Jade Rabbit eventually needs to be reloaded. It's an exotic... but it just doesn't feel like one. While the magazine will refill at any number of shots before a precision hit, LOSING ammo by firing too many shots makes very little sense to me. Again, reward great gunplay with a perk that feels truly exotic.
    2. Jade Rabbit's damage bonus needs to be reworked. There should be a significant difference in damage between 4 body + 1 precision and 9 body + 1 precision. I'm not asking it to turn into a fat man for that tenth shot, but it should be doing a lot more than it does now.
    3. A balance between damage bonus and ammo return would be a perfect solution. More ammo returned at lower chained shots (resulting in less damage), and less ammo returned on higher chained shots (because it's outputting more damage). This would allow the user to send out a huge chunk of damage to one target, but would then require them to carefully land shot after shot to refill the magazine without having to stop the gunfire.

    To sum everything up and provide a TL;DR for those of you who just want the meat of this:

    • Jade Rabbit is outshined by Subsistence scout rifles with Rampage / Kill Clip, and ESPECIALLY a Subsistence rolled Dead Man's Tale.
    • Dead Man's Tale has higher damage output in 14 rounds than Jade Rabbit can manage in 40
    • You got a Vorpal Dead Man's Tale? Just dismantle your Jade Rabbit.
    • I love Jade Rabbit and I'm a sad boy because it feels awful
    • You should read everything because it took me two days to put this together and I'm passionate about Jade Rabbit's future in Destiny.
    submitted by /u/Tillos
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    When I return to Zavala, Shaxx, Drifter, etc to collect my reward after turning in 8 bounties, just give me the damn reward. Don’t make me me run back and forth to Rahool.

    Posted: 12 Mar 2021 09:05 AM PST

    Like, if you gonna make me eat some stale crackers that just fell on the floor, I'll eat the stale crackers, but I want them RIGHT.NOW!

    submitted by /u/freshizdaword
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    You should not be able to invade anymore once you spawned your primeval and the other team hasn't.

    Posted: 12 Mar 2021 05:29 AM PST

    There's nothing more frustrating than trying to catch up and spawning your primeval while the other team is already fighting their primeval and sending their PvP God into your team to set you back to zero because they haven't used up their invade yet.

    EDIT: Everybody not agreeing with this is currently 4-stack stomping randoms because the current version of Gambit heavily promotes snowballing and heavily favors stacks, I guarantee it. Gambit is full of issues and honestly I don't see a future for the gamemode unless we get a full revamp of all mechanics, but that won't stop me from giving the feedback from this post, which very obviously is an issue.

    submitted by /u/Kumakobi
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    I just went flawless while soloing Prophecy

    Posted: 12 Mar 2021 02:32 PM PST

    I don't really have anyone irl to share this with

    This game really shines during these moments. I bellowed out a ridiculously loud triumphant shout once I'd killed the Kell Echo, and I think may have startled the neighbors - definitely got my dog concerned for a moment. Never did I actually expect to flawless this! I've been running Prophecy solo for a few weeks now for the pinnacle, but usually I die plenty during the run, leaving me curious as to how a flawless run was even possible. But this time? Somehow, I managed it. By the end, my heart was hammering faster than it does during my morning jogs, and I swear I'd gone light headed. My hands were shaking so bad I could barely get my Witherhoard shots off.

    This feeling of victory reminds me of how I felt after killing the Orphan of Kos in Bloodborne, or the Nameless King in Dark Souls 3. It's rare for anything to give me this sort of rush. But damn if I don't feel fantastic right now, driving around on my fancy new Daito vehicle with the shiny emblem equipped. Doubt I'll ever take off the emblem lol.

    Kudos Bungie for delivering us content like this. Prophecy is a jaw dropping visual experience, with environments so unlike the rest of the game and a soundtrack that stands out as unusual compared to the rest of the OST. Moments like emerging onto the Ribbon Road for the first time were incredible.

    And kudos for actually rewarding me for this flawless run, unlike my Shattered Throne flawless solo.

    submitted by /u/MsFired
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    Did you guys hear about what happened to Jaren Ward?

    Posted: 12 Mar 2021 07:45 PM PST

    I heard he was shot through the heart, and yor's to blame

    submitted by /u/MeowedUpMix
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    Can't believe after all these years they haven't fixed Nightstalker Tethers not counting towards Super Bounties.

    Posted: 12 Mar 2021 04:27 PM PST

    I main Nightstalker Tethers and the bounties that require kills with Supers doesn't work with them unless you shoot a weak enemy directly with them. Has been like this forever. Yes a very minor annoyance but still an annoyance.

    submitted by /u/ProAssassin84
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    Bungie, could we change the title of the seasonal challenge "In It for Infamy" to "In It for Bright Dust"?

    Posted: 12 Mar 2021 09:54 AM PST

    It would be a little bit more accurate.

    submitted by /u/theamarant
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    Joining trials in progress STILL WORKS

    Posted: 12 Mar 2021 07:05 PM PST

    Since I haven't seen anyone else give an actual answer to this question, yes it still 100% works. Just confirmed

    submitted by /u/lamp46
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    We should be able to rewatch old cutscenes

    Posted: 12 Mar 2021 11:02 AM PST

    As the title suggests we should be able to rewatch old cutscenes, like a kiosk in the tower that let's us replay them with our current gear on, I don't know about you guys but I love watching the cutscense with my gaurdian.

    Edit: To those commenting 'just use YouTube' I understand where you're coming from, but your missing the point. The point is being able to see the old cutscenes with your character, not someone else's, because when it's someone else's it feels like a disconnect

    submitted by /u/Krazyk2095
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    Tower NPC: "I love the smell of cracking open heavy ammo."

    Posted: 12 Mar 2021 09:39 AM PST

    I heard this line last night from one of the NPC tower robots.

    Bungie Plz make heavy ammo scented candle.

    submitted by /u/blue_13
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    Fun Fact: Worldline Zero's reworked catalyst transfers progress from it's previous objective!

    Posted: 12 Mar 2021 11:54 AM PST

    This means that if you, say, killed 4/5 Escalation Protocol bosses (because you forgot which boss you still need) it will count your progress towards the new 300 kill requirement!

    Oh. Just the kills though. Sure you may have 2863 kills on your Worldline kill tracker and had the catalyst at 80%, but it only transfers the boss kills you got previously.

    As a dwarf once said: "That only counts as 1"

    4 down... 296 to go.

    submitted by /u/FosGreen
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    Why aren't the playlist weapons earnable through vendor rank-up packages? Seems like a no-brainer.

    Posted: 12 Mar 2021 01:10 PM PST

    It's bizarre to me that I haven't received a single Crucible/Gambit from the new rank up packages.

    You'd still have to play the playlist to rank up. It's not token slamming anymore.

    submitted by /u/xXGrimHunterXx
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    Holy moly the the Dead Man's Tale quest bonkers

    Posted: 12 Mar 2021 11:10 AM PST

    I went into this thing completely blind. No walk through or anything, and the amount of uneasiness I felt was surprising. I always forget how well bungie can implement horror and the reward for this is so worth it. This scout rifle is just all around fun to use. Wish I had a team to get the catalyst tho.

    submitted by /u/January2342
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    Europa is fucking awesome! Do more like this Bungie.

    Posted: 12 Mar 2021 05:13 AM PST

    I've seen people say that Europa is just and ice desert with nothing in it, even comparing it to Mercury. And I don't understand why. If you stop and take a look of all the little details that were put in the Braytech facilities, in the destroyed cities in the distance, in all the interiors you can really tell that the developers put a lot of love into making this destination.

    I just felt like rambling about it because I don't think Europa is appreciated enough by the community. I don't think beyond llight as a whole was appreciated enough, as its content was overshadowed by people mad at sunsetting and vaulting.

    Now that sunseting is no longer a thing I would like people to give beyond light the love it deserves, from the locations to the new enemy types to the raid.

    submitted by /u/MrKessler
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    Bungie missed out on a big opportunity for gambit since beyond light since we had the return of variks

    Posted: 12 Mar 2021 04:27 AM PST

    It really would have been the perfect opportunity in gambit to introduce a new primeval boss. Instead of having drifter give his usual line about summoning a primeval you'd instead have varkis come through on the comms and interrupt drifter.

    Drifter: You've summoned your...

    Varkis interrupting him and shouting: It's Sylok the Defiled!!

    Drifter:... yeah what he said

    submitted by /u/hurricanebrock
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    Tips to win in Gambit

    Posted: 12 Mar 2021 08:14 AM PST

    So, everyone is raging about blueberries in Gambit for this silly challenge. I'm right with you, but instead of getting angry, let's drop some tips that might help you win more games.

    1) You don't need to always drop 15 motes. Now, if you want to use the bounty excuse, fine, I won't stop you. But more often than not, a Phalanx will slow down a team just as much as a Knight.

    2) Prioritise the early invasion. More often than not, games will be decided very early on simply because of tempo. Getting a solid invasion before the enemy team, even with just one kill, sets you up for a snowball effect in which you have your second invasion before the enemy even have their first.

    3) If you see an ally invading, and have 5 or more motes, drop em' in the bank! This will really help your teammates ability to shut down mote hoarders. Even a small blocker is enough to stall the enemy team, and give you invader enough time to nab a kill.

    4) Try and only invade if you have a strong option. Typically, a Super or Heavy ammo is a great tool for an invader. But, there's outliers; Izanagi's, Jotuun and Malfeasance are all great invasion tools.

    5) If Drifter says You have enough to summon a Primeval, instantly stop collecting motes and go bank. If it's at 98, but you have 4 motes, and you really really want a small blocker, fight that instinct. You want your Primeval up as soon as possible.

    6) High Energy Fire + Taking Charge. So many people use these mods already, but if you aren't now, it's time to start. So many orbs in Gambit, makes the uptime on this buff insane. Do it, do it now.

    submitted by /u/Tucker_Design
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    Can't believe I'm requesting this..... Xur should sell each of the Aeon class exotics next weekend

    Posted: 12 Mar 2021 01:39 PM PST

    Next weekend would be a perfect time for Xur to sell the Aeon gloves for each class. With Grandmaster unlocking, it would be a big incentive to get players in and test those waters

    submitted by /u/The_Na1l
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    Maximizing Ahamkara's Spine - It's as underrated as Chaos Reach

    Posted: 12 Mar 2021 07:50 PM PST

    It's no secret to anyone that Young Ahamkara's Spine is good. But I think people are sleeping on just how good.

    This exotic can turn both Top and Middle tree Gunslinger, the former of which is slightly below average, and the latter is currently bottom tier, into powerhouses that can stand up to Stasis.

    I feel this Exotic, and more efficient builds surrounding it, are currently like Chaos Reach + Geomags was, until recently - overlooked and effective, and only some enthusiasts know it. I can't find any usage data on this exotic, but I bet it's pretty low (Particularly considering which other Hunter subclass has been the most popular).

    Every single guide and build I've seen centered around Young Ahamkara's Spine has featured a pretty consistent theme - boost your Discipline.

    Not only is this the wrong thing to do, you should be purposefully tanking your Discipline, and prioritizing other stats. Let me explain. Here is your Grenade cooldown by Discipline level, in seconds:

    • 10 - 93
    • 20 - 85
    • 30 - 82
    • 40 - 68
    • 50 - 59
    • 60 - 51
    • 70 - 45
    • 80 - 41
    • 90 - 37
    • 100 - 32

    Young Ahamkara's Spine doesn't grant you a flat amount of seconds when you strike with a Solar ability. It restores 33% of your Grenade energy. Not only does this mean higher Discipline levels make YAS perform worse, it's making potential Gunslingers slower, frailer, and costing you precious time with a Golden Gun in your hands. Here is the same list, plus how many seconds you get back per Discipline level using YAS:

    • 10 - 93 - 31
    • 20 - 85 - 28
    • 30 - 82 - 27
    • 40 - 68 - 22
    • 50 - 59 - 19
    • 60 - 51 - 17
    • 70 - 45 - 15
    • 80 - 41 - 14
    • 90 - 37 - 12
    • 100 - 32 - 11

    I, sitting at 28 Discipline, get 28 seconds back when YAS procs. If I were to have 100 Discipline, I would only get 11 seconds back.

    What's more, with Explosive Knife/Knive Trick, you can easily double-proc YAS, and get 66% of your Grenade cooldown back. When I, with 28 Disc, use Explosive Knife, I get 56 seconds shaved from my Tripmine; almost a full minute. If I had 100 Discipline, I would get 22. I get more than double the benefit.

    I can use Gambler's Dodge and do it again.

    Why would I ever prioritize Discipline with this exotic? I have 81 Mobility, 61 Resilience, 81 Recovery, and 77 Intellect. My Tripmine and Explosive Knife cooldowns are entirely dictated by my 81 Mobility, not my Discipline or Strength.

    I think this nuance of the Exotic is what opens it up to so much build opportunity. Except one of your mod slots will need to be taken by this bad boy:

    Energy Converter - Turning sticks of dynamite into dragonfire

    The benefit of this mod is… Meh. You need Supercharged to get a real benefit from it, and it's extremely limited by only being usable below 50% Super energy. If you enjoy your Grenade stat, Energy Converter may not be for you. But a YAS user can turn this meh CWL mod into a viable one by turning the -10 Discipline penalty into a benefit.

    Without Energy Converter, my Discipline would be 38. This means YAS would give me 27 seconds back on my Grenade instead of 28. Not a huge change, but it does mean Energy Converter is literally reducing my Grenade cooldown by 3 seconds, through YAS's perk. If I could possibly get to 10 Discipline, I would - Energy Converter reducing you from 20 to 10 Disc would mean it's reducing your Grenade cooldown by 9 seconds.

    The occasional Super energy is a benefit. But it makes using Tripmines during Golden Gun a bit awkward, as it'll consume your CWL stacks during your Super if you throw one when the duration is below 50% (And not even extend it's duration, which would actually be helpful). That all being said, you will almost always have a Tripmine available after GG, since it's shots activate YAS.

    Either way, the point is clear - maximizing this Exotic allows you to gunfight with high-tier Mobility, Resilience, Recovery, and Intellect, while still getting the same amount of Grenades and Melees as if you had high-tier Discipline and Strength.

    Optimizing YAS with Top Tree - Run, Gun, Yee, and Haw

    I can hear a lot of you already. "If all of this is true, isn't Middle tree Gunslinger the better route, since Knife Trick can hit 3 times and grant a full Grenade cooldown, while Explosive Knife can only hit twice and grant 66% of one?"

    That's a very specific question. But if you hit your Tripmine, Explosive Knife's two hits will always grant you full energy back, and the situations where you can hit something with Knife Trick 3 times isn't often.

    Explosive Knife is a very underrated tool - it was better before they changed it to Proximity Explosive Knife, in my opinion (It didn't use to self-damage - this was pain to get used to), but still as effective as before. In PvE, it strips shields extremely well, even non-Solar ones outside of Match Game content, and frequently multi-kills enemies. Both knife impact and knife explosion activate YAS, so it's important to prioritize hitting multiple foes. In PvP, it's impact damage is SIGNIFICANTLY lower than it's explosion damage, so don't even worry about hitting the knife, just hit the boom. Seriously - Explosive Knife impact is 15 on body, 19 on crit, and 105 on explosion VS Guardians. Don't worry about being totally precise. While hitting with the knife will grant an extra YAS proc, getting the one proc in PvP is enough, especially if your Tripmine explosions are hitting.

    Because of the importance of using Explosive Knife to activate YAS, Gambler's Dodge is going to be your choice with Top Tree. This is extremely synergistic - you don't need Marksman's Dodge anyway, or Outlaw, or any big reload boosts on any weapon - Chains of Woe grants you a baby Outlaw on any weapon, that can spread to your other weapons and your teammates. Make sure you use a Heavy that benefits from this reload boost, in lieu of a Sword, to maximize how often you can use Chains of Woe. Chains of Woe also stacks very effectively with reload boosting mods, if you wanna go that route.

    Golden Gun is a very underrated tool, but even so, it probably sits as a solid B tier Super in both PvE and PvP, that turns into an A tier one with YAS equipped (And an S tier one with YAS AND Pyretic Embrace but that mod isn't here nowandImissit...). Versatility is the name of the game with GG. In PvE, you can either clear a room of enemies while filling it with Tripmines, or lay into a boss with all of your fire, using GG, Explosive Knife, and Tripmines in tandem to do high damage. This combo doesn't do as much damage as Nighthawk, but it is extremely close, and allows GG a high amount of versatility since it can be used for either add clear or boss damage.

    In PvP, GG let's you draw down with all sorts of unkind folk, and is pretty satisfying to shut down enemy Super's with. Generally, if I get two+ Guardian kills, or shut down a Super with my GG, I'm happy. Just remember to take advantage of GG procing YAS on your hits to lay secret Tripmines around the map. Cheeky, random Tripmine kills are still a thing with this exotic.

    Way of the Outlaw is my favorite way to use YAS, and I believe is probably the most effective way. But it is not the only way.

    Optimizing YAS with Middle Tree - Fill The World With Teeth

    The flavor text on this exotic fits Way of a Thousand-Cuts far better than Way of the Outlaw.

    Even though I said you won't be triple-proccing YAS with Knife Trick in the last section, double-proccing with it is far easier and far more common, very akin to Explosive Knife, although less versatile. It awards greater precision with bonus damage, and because of the Playing With Fire perk, you can throw a lot of knives, filling the world with burning teeth as your fossilized familiar advises.

    If you make full use of the Playing With Fire perk, Marksman's Dodge is an excellent tool to replace Chains of Woe. This means your melee cooldown will be tied to your Strength instead of Mobility, and you could probably afford more investment. In a Top Tree build, I think Intellect would be the primary ability-stat focus instead of Discipline, but for Middle Tree, I think Strength is a better stat to focus (Which makes Energy Converter better - lower Intellect makes Energy Converter better for the same reason lower Disc makes YAS better, but we don't need either Str or Disc for a Top Tree build, which allows Intellect focus there instead).

    Blade Barrage is MUCH more user friendly than Golden Gun - you actually get damage resistance, you deal a huge amount of damage, it's versatile in PvE just like GG in that it can be used for boss damage or add clear, AND it grants you a Tripmine charge 100% of the time if you manage to hit enough knives. So make sure to toss your dynamite before your blades. GG grants you more Tripmines and perhaps more damage potential than BB does, but BB is significantly more forgiving to use (Except the cases where you accidentally blow yourself up, of course).

    In PvP, BB is probably worse than GG, but still usable when paired with YAS.

    What will you name your dragon?

    The Ahamkara on my shoulder is named Thunderjaw, because my exotics are Arc element and have the Powerful Friends mod socketed in for the +20 Mobility. Thunderjaw is the Powerful Friend.

    Think about this post the next time you dust off those old bones. They're extremely effective when paired with the right stats, weapons, and mods. I favor Dead Man's Tale paired with Glacioclasm for both PvE and PvP, but this build could work with a wide variety of weaponry. Use it with Demolitionist weapons for instant reloads and higher boss damage. Pair it with auto-loading Rockets, so you can launch more explosives between the explosives you're throwing. Because we use Energy Converter, any CWL mod you can think of can be thrown in here too (I'm waiting for Banshee to sell Reactive Pulse, and crying since it got stealth nerfed). Versatility is the name of the game here, folks, and your little dragon friend can go well with all kindsa stuff.

    submitted by /u/Crewx
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    Borealis Appreciation and Lost Sector Loadouts

    Posted: 12 Mar 2021 08:31 PM PST

    Hi all,

    I decided to grind out the lost sectors (LS) in the hopes of getting a better rolled Bakris. The LS on the moon had quite an annoying set of modifiers: barrier, match game, hot knife (solar shanks) void damage, etc.

    I love the process of finding a load out that works which was challenging this time with match game, the solar shanks and a few arc shields. I've had Borealis for a while but never used it tbh. The sniper barrier and ability to change damage type made this weapon a god send for this activity. I decided to look up reviews and found this YouTube video by someone who really loves the weapon (credit to CoolGuy on YT for putting together a well made and informative overview on this weapon).

    The summary is that this weapon has amazing base stats (granted, pre-Beyond Light sniper nerfs) in addition to the exotic perk - ability to switch energy type and also bonus damage when breaking a shield with matching energy type. I'm a terrible sniper but this weapon feels easy to use, relatively speaking.

    I'd love to hear what others are doing for LS load outs. Here's a summary of what I ran on my hunter:

    • Top tree voidwalker
    • Extraordinary rendition (submachine gun with frenzy/outlaw)
    • Borealis
    • *The new rocket launcher with 'lasting impression' and auto-loading
    • Charged with light (CWL):
    • Taking charge, heal thyself, protective light, extra reserves

    *Side note, this is an amazing weapon/perk set up for melting the boss. You shoot the rocket, it attaches to the enemy doing some damage on impact and explodes after a while. Fantastic for champions and bosses. The only issue is this one has a reload masterwork, which is a waste on an auto loading weapon.

    Not my best load out but I was able to grind out the LS in 10-12 minutes once I got a hang of it. I usually like to have stacks on stacks/high energy fire but with an emphasis on the barrier sniper/ammo finder I was short on energy. I will say that it was great to have the extra survive-ability and ammo abundance.

    What are some of your favorite builds that can tackle LS with lots of shield types and modifiers?

    submitted by /u/rashado
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    Nightfall: The Ordeal Weapon Drop Schedule for the Rest of the Season

    Posted: 12 Mar 2021 07:25 AM PST

    1. Devil's Lair - THE SWARM
    2. Arms Dealer - Shadow Price
    3. Proving Grounds - The Palindrome
    4. Warden of Nothing - THE SWARM
    5. Fallen S.A.B.E.R - Shadow Price
    6. Insight Terminus - The Palindrome

    Hope you guys find this useful so you can plan your weeks for farming ahead of time!

    Edit: This is indeed confirmed

    Edit 2: I do not know how the weapon rotation will work when all GMs are available to be played at any time. My best guess is that the drop for the week will be what drops from whatever GM you chose.

    submitted by /u/Ethanizabum
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    Trials is more broken than we thought...

    Posted: 12 Mar 2021 08:21 PM PST

    I won a round and it counted as a tie.

    http://imgur.com/gallery/JP0MxgE

    submitted by /u/hailsfire
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    A tracker for how much I have healed allies with Attunement of Grace warlock would be dope

    Posted: 12 Mar 2021 09:00 AM PST

    I remember there was a time when damage number stats in pvp or something would be reduced based on how much you healed allies in a match.

    A tracker for healing others, maybe it's number of allies healed or amount of total health healed, would be awesome.

    submitted by /u/TheDecafDude
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