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    Destiny [D2] Trials of Osiris Megathread [2021-06-11]

    Destiny [D2] Trials of Osiris Megathread [2021-06-11]


    [D2] Trials of Osiris Megathread [2021-06-11]

    Posted: 11 Jun 2021 10:02 AM PDT

    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

    The Burnout

    Rewards

    Rotation not known yet, please let us know!

    • 3 Wins (Powerful): Eye of Sol (Sniper)
    • 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
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    [D2] Xûr Megathread [2021-06-11]

    Posted: 11 Jun 2021 10:03 AM PDT

    Xûr, Agent of the Nine

    Description:

    A peddler of strange curios, Xûr's motives are not his own. He bows to his distant masters, the Nine.

    Location:

    Tower Hangar


    Exotic Gear:

    Name Type MOB RES REC DIS INT STR Total Cost
    Exotic Engram Engram 97 Legendary Shards
    Two-Tailed Fox Heavy Rocket Launcher 29 Legendary Shards
    St0mp-EE5 Hunter Leg Armor 18 10 2 2 14 13 59 23 Legendary Shards
    Severance Enclosure Titan Chest Armor 6 14 12 6 21 2 61 23 Legendary Shards
    Chromatic Fire Warlock Chest Armor 2 16 15 13 8 10 64 23 Legendary Shards

    Exotic Ciphers:

    Name Type Cost
    A Question Quest Step

    What's a Xûr?

    Xûr, Agent of the Nine, is a strange vendor who randomly appears in a Public Sector on one of the Worlds. Xûr sells Exotic equipment and only takes Legendary Shards in exchange for them.

    TL;DR: He's the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it's coal.

    When does Xûr visit?

    Xûr visits every Friday at 17:00 UTC and departs at Weekly Reset (Tuesday 17:00 UTC). If you would like to see all the live conversions of Time Zones, please follow this link here.

    Sort comments by New to join the conversation!

    submitted by /u/DTG_Bot
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    If Bright Engrams had a Knock Out List, A New Player Would Need to Rank Up 4,145 Times to Earn Everything in the Season 14 Bright Engram.

    Posted: 11 Jun 2021 07:54 AM PDT

    Disclaimer: I counted this manually, so I have without a doubt missed an item here or there. 3

    In the Season 14 Bright Engram, there is:

    • 155 Consumable Items (Shaders1 and Transmats)
    • 829 Cosmetic Items (Everything that is not a Shader or Transmat)2

    Ever Season, there are 19 Bright Engrams in the first 100 ranks of the season pass, and 1 bright engram gained for every 5 ranks after that. Essentially, and for the purpose of simple math, every bright engram takes 5 ranks to earn.

    If the Bright Engrams had a knockout list, meaning you never got the same item twice until you completed the list, it would take:

    5 Ranks * 829 Cosmetic Items = 4,145 Ranks to earn all of the 829 Cosmetic Items

    At 250 Ranks earned per season this would take you 16.5 Seasons or roughly 4 years to earn every item currently in the engram. (This doesn't include the small percentage of Bright Dust Piles we get occasionally).

    BUT WAIT!

    In the 10/29/2020 TWAB Bungie announced that starting in Season 12, Bright Engrams will now contain all Eververse content from Season 1 to three Seasons prior to the current Season.

    • Season 12: Bright Engrams contain all content from Seasons 1 through 9.
    • Season 13: Bright Engrams contain all content from Seasons 1 through 10.
    • Season 14: Bright Engrams contain all content from Seasons 1 through 11.

    This is a fantastic change... in theory... It gives players a chance at items they missed, But without a knockout list, ultimately it further bloats the Bright Engram Pool. Every season ~50 New Items are added to the engram (S7+49, S8+44, S9+52, S10+50, S11+44).

    Even with a knockout list, earning everything in the engram would still be quite a feat. 50 new items per season means 250 additional ranks needed, bumping our per season total to 500 ranks just to keep pace with our goal (HA!) of 16.5 seasons to earn everything. You can of course buy items from the current season with Bright dust to knock them out of your list, so that when they are added to the engram three season later, you are doing more than just treading water.

    Personally, I have put a significant amount of time into this game. Back when the bright engram contained whatever the current season Eververse items were I would whittle it away buying items I was never going to use, just to increase the chance of getting an item I wanted. Buying things like emotes, ghost projections, and ornaments, the things that can only drop once by nature, for a chance at a ghost shell, sparrow, or ship.

    With my current 2,389 hours spent in activities in Destiny I am missing 137 of the 829 items. With a knockout list this would take 685 ranks to unlock my remaining items.

    If a knockout list was added next season, and I earned 250 Ranks per season, and 35 items (assuming I purchased 15 of them when they were the active season) were added to my missing pool per season. It would take me 9 more seasons to fully unlock every item in the Bright Engram.

    Have a look for yourself.

    I built this spreadsheet based on this line in that same 10/29/2020 TWAB.

    All Eververse content from Season 1 to three Seasons prior to the current Season (excluding content from special events like Festival of the Lost, the Dawning, etc.).

    TO ME all Eververse Content (minus what was specifically excluded) means ALL EVERVERSE CONTENT. So that is what I included. The only items I chose not to include that Bungie didn't mention, is the finishers and the class specific emotes.

    If you want to you can click File -> Make A Copy, and then use one of the tracker sites (DIM, D2chcecklist, Braytech, Destinysets) or the in game collection and checkmark off everything on the second tab that you have collected. Takes a bit of time manually but I don't know how to API skim or code.

    TL;DR:

    Bungie, could we please have a Knockout List for Bright Engrams?

    • Old Eververse Items being added to the Bright Engram Pool is a good change!
    • A Bloated list is bad for new players and old players.
    • A knockout list would retain players late in the season as they would be rewarded with NEW TO THEM Cosmetic items, for just engaging with the game and gaining season ranks.
    • A knockout list would encourage players to spend their bright dust rather than hording it, as any item purchased would make their future pool of items smaller. This would encourage late season play to earn bright dust from the weekly challenges.

    A knockout list would be good for New Player, for Old Players, and for Destiny's Active User Numbers.

    Edit:

    1 - With shaders now being permanent unlocks, they may have also been removed from the bright engram loot pool. u/sombremans confirms they have received a shader they did not own from this season's bright engram.

    2 - Small clarification, in the year 1 and 2 engrams this included the EV armor set, those sets are not included in the current bright engrams.

    3 - Yep...I've added 4 items since posted this that I previously had missed

    submitted by /u/smegdawg
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    People : complaining about legend/master lost sectors not being rewarding enough for the time investment

    Posted: 11 Jun 2021 05:27 AM PDT

    Meanwhile vets

    https://youtu.be/q4P5VH42TS0

    Disclaimer : not my video.

    This is just a joke. Pls no kill me.

    submitted by /u/Consistent_Foot_9148
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    Exotic Scouts (excluding DMT) are just worse than legendary scouts + a different exotic

    Posted: 11 Jun 2021 06:45 AM PDT

    I was reading the exotic weapon usage survey, and I think that generally, there are very understandable reasons why certain gun types are not used very often, and its not because those gun types are bad, imo. The way I think about it, there are 3 main modes in Destiny (excluding gambit….): Low-end/normal PvE, PvP*, and high-end PvE. I'm going to be using scout as the main example, but I think it applies to the other 2 (autos, sidearms) as well.

    In low-end PvE there's no reason to run anything optimally. You can run a stack of blues, and be totally fine. A lot of the time, this means you run your highest light stuff, your shiniest new toys, test builds, or whatever feels good. A lot of low use gun types don't feel fun, even if their damage isn't that bad. They're just bland. With green bricks everywhere, if you want to compete as a primary, you have to bring something special to the table. SMGs are DPS beasts. Bows feel pretty anime/badass and have the AA to make you feel like Artemis, herself. Hand cannons… well they aren't on the low use list because they get used in PvP.

    Speaking of PvP: scouts suck here because their primary benefit (range) is absent from most engagement lanes. They live in a space where they get wrecked by snipers, or wrecked by handcannons. Their optimal range is…. Non-existent on most maps. There are some sightlines that they do ok in, but its almost always better to have the versatility of a HC or the one-tap potential of a sniper.

    In high-end PvE, I actually think scout rifles themselves do pretty well! Exotic scouts do not! In high-end content (think GMs) where you really should be going for a more optimized build, exotic scouts do not do enough. They are competing directly with legendary scouts for their role as a long-range plinker (and legendary scouts do this job very competently), and with other exotics for the exotic slot. Basically every exotic scout I can think of would be worse than taking in Anarchy + purple scout. Especially with Breach + Clear. Like to the point where I would ask LFG blueberries to explain themselves if they showed up to a GM attempt with an exotic scout instead of anarchy, Iza's, witherhoard, Eriana's vow, (in certain cases, even lament).

    TLDR: Exotic scouts ask too much (exotic slot) and give too little (don't feel cool, and perks are... underwhelming). Given that lowend lets you use feel good guns, and pvp/high-end pve ask you to play optimally, exotic scouts won't get picked, even if scouts in general are ok.

    Edit: Since its come up in this thread, a few times: I'm not advocating a global buff for scouts. I'm actually arguing against it. I think purple scouts are in a "fine" position. If we get more long range maps in PvP, I think they'd have a place, and high-end pve enjoys the utility of range! My goal was to explain how the low exotic use isn't actually because scouts are shit, but because they're exotics that don't compete very well with their legendary counterparts or other exotics.

    Low-end pve is actually the most challenging to fix for scouts (if you want to do that). The competition for weapon slots (legendary and exotic) is based more on preference and fun than performance. Scouts, and the other 2 lower-use guns, are just kinda boring.. theres no fantasy associated with them in my opinion. Thats why DMT gets used a lot in low-end stuff: its cool!

    submitted by /u/bigpopping
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    POWERFUL FRIENDS TODAY

    Posted: 11 Jun 2021 10:01 AM PDT

    Let us have targeted Iron Banner engrams from Lord Saladin (weapons vs armor)

    Posted: 11 Jun 2021 05:10 AM PDT

    I just spent 500 tokens on 20 armor pieces and 5 weapons, neither of which was the one I wanted. This isn't healthy or normal. Here's my post master after wasting most of my tokens. Not all the armor as my inventory is rarely full but still, gives you an idea of how bad the drops are in this game.

    Let us choose what we get please. The RNG in this game is broken anyways. I'm looking at you, Shinobu's Vow, exotic gauntlets which seems to be the only exotic armor that drops nowadays.

    submitted by /u/BasicallyAggressive
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    Did Riven legit for the first time last night

    Posted: 11 Jun 2021 08:05 AM PDT

    Holy hell. The most fun I've ever had in an encounter. Please, give this a shot. It's not as bad as it sounds, and took us 30 minutes with people who had never done it before.

    submitted by /u/MadMin19
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    I miss Scourge of the Past

    Posted: 11 Jun 2021 07:18 AM PDT

    It was a quick, easy to train and fun raid. It had good weapons, cool looking armor and an amazing raid exotic to chase.

    I spend a lot of time in destiny training new players how to do raids and it was always my go to first raid experience for people. Most enjoyed it enough to step in to end game and harder raids.

    So here's to you SotP and the endless argument against anyone who didn't use CAP

    submitted by /u/misterbickles1
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    The Hive can't be our allies, not as they are.

    Posted: 11 Jun 2021 04:36 AM PDT

    The Hive are one of the biggest evils in the game right now. Sure, the Vex are powerful, but they can't contend with physics defying gods. And this leaves us with the undead macabre bugs we call the hive.

    And with season of the Splicer and Chosen, some people have started to ask,"Could we ally with the hive?" And the answer the that is a flat NO.

    It is literally impossible for the hive to "team up" with guardians. Their very nature is the antithesis to ours. They are servants of the deep, and want nothing less than the death of the sky (the Light) The mere presence of Guardians is the highest form of heresy. So to team up would be to somehow make them forget the most important part of their natures, death.

    All of this is due to one often overlooked factor. The Worms. As shown in the Book of Sorrow, the Hive came into existence through the union of the Worm gods' larvae, and what we call the proto-hive. The hive are enslaved to the nature of their worms. If they do not kill at an exponentially increasing rate, they will be consumed. And there's no real way around this problem either. Savathun, the Hive god of TRICKS, LIES, AND DECEIT has been completely unsuccessful in beating the worms. Savathun tried to use a black hole to slow down time, making it look like there was more tribute, but the worms just got hungrier. And the Dreaming City curse? It only brings in a set amount of tribute, not enough to sate their worms. The three sisters had to kill by the billions to survive. So the problem seems to offer a simple solution

    Remove the worm.

    This would work, if we knew how to do it without killing them. If it were so easy as to dig it out with a scalpel, the three hive sisters would have ripped theirs out centuries ago. And even if you somehow remove the parasite of unholy darkness, you get the original hive. There's a problem there too. They live for 10 years at max, and are relatively weak as a species. No voodoo, no magic, no technology.

    So, can we ally with the Hive? No, not a chance. But could we ally with the proto-hive? It's a possibility, but not one we can count on.

    submitted by /u/Doc-Maly
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    It must be really hard being a developer

    Posted: 11 Jun 2021 04:07 AM PDT

    This isn't even satire. I can only imagine that the most difficult part of being a game developer is dealing with the constant whining from the player base of a game that you worked hard to create/expand. Not saying Destiny is a perfect game, it isn't. But, I'd say the worst part of the game is something that the developers have no control over. The constant, daily cries of "nerf this" or "buff that" or "this is broken" is just honestly disheartening. If you have such great ideas for the game, or if you honestly think you could do better, why don't you create your own development studio and then release your own game and then we can compare financial statistics of yours versus Destiny.

    Thank you, rant over.

    Signed, A player who is more frustrated with the player base than Bungie.

    submitted by /u/Finesse_TheWorld
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    The Artifact System Needs a Change with Witch Queen

    Posted: 11 Jun 2021 10:03 AM PDT

    It has been almost 2 years since the launch of the artifact system. Since the 2nd week of Shadowkeep the community has given feedback that the price to reset is high and unnecessary, yet there has been 0 improvement to this system.

    With each new season, artifact mods have become more and more interesting (WHICH IS AWESOME), further highlighting the problem with the current system. I would love to be able to use mods like breach and clear, warmind's decree, impulse recycler, or energy accelerant frequently in different builds, but unless I want to reset my artifact and pay an increasing amount each time to do so, I can't.

    Why Bungie?

    I understand if the goal is balance. But with energy restrictions I can't run breach and clear and energy accelerant together anyway.

    A quick band-aid fix would be to simply remove the cost to reset the artifact.

    A more desirable fix would be to simply let us unlock ALL mods on the artifact and pick and choose from them as we like.

    Also: Make Champion-stun mods contain an inherent reload boost for that weapon type as a small bonus. =)

    Please? /u/dmg04

    submitted by /u/jcaljr5
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    Tower thought: if abilities are OP in PvP, why does the ability IB bounty take the longest to complete?

    Posted: 11 Jun 2021 04:34 AM PDT

    Thread title.

    submitted by /u/CrossModulation
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    What Happened to “Restore the Advantage of Sanguine Alchemy?”

    Posted: 11 Jun 2021 09:44 AM PDT

    I'm not trying to shit on bungie here, I'm very glad they're reversing the change to boots of the assembler. But I can't help but feel there was a lack of transparency throughout the whole business. In the original hotfix, bungie acknowledged the bug causing crashes as well as the intention to bring another exotic up by nerfing BotA. Then this TWAB comes around, and bungie says that the intention of the nerf was always to temporarily deactivate a perk that was causing issues. No word on what they said about Sanguine Alchemy.

    I just want to know, if this was always the case, why didn't Bungie just come out and tell us? I hate it when we get things like the Firing Range podcasts where the devs get to talk openly, but the TWABs and patch notes are always full of unexplained changes. If what they said most recently is true, they could have just told us from the start and there would've been no community backlash.

    submitted by /u/WzrdFog
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    I wish they would make Legendary and Master Lost Sectors a reliable way to farm Enhancement Cores.

    Posted: 11 Jun 2021 05:23 AM PDT

    I don't care if it's randomly just 1 or 10 or in between after every clear. I would trade whatever loot I get from it with any number of Enhancement Cores. Getting none at the end doesn't make sense at all.

    submitted by /u/aiafati
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    Titans: Depending on your playstyle & strat, resilience is NOT trash for high level content.

    Posted: 11 Jun 2021 10:33 AM PDT

    Resilience IS trash for surviving damage.

    But for high level content, if resilience doesn't keep you alive because of how hard things hit, then recovery isn't going to do you many favours either. If you're dead, there's nothing to recover from... neither recovery nor resilience, are helping you get to that safe spot. But once you get there I'd much rather have a barricade for extra safety and an immediate health boost (with CoAL). Or the barricade may even make where I'm at right now, into a safe spot.

    I never thought I'd do a dungeon (Shattered Throne) solo, let alone solo flawless. But after many gruelling hours, I did it, and all other dungeons too. I main Titan, and high resilience and Crest of Alpha Lupi are my go-to for difficult solo content.

    High resilience is only only only, about the barricades;

    - Yes, they can leak damage like a sieve (Bungie plz fix?), but

    - Each barricade triggers a health boost (with CoAL).

    - Each barricade does create a shelter to protect from most damage.

    - Each barricade will blind and stop anything that might be aggro and chasing you.

    - With mods, each barricade can bump grenade energy, more than compensating for low grenade energy.

    So if you're a Titan, please don't listen to the default "resilience is trash" echo chamber. The barricades from high resilience will serve your survivability in high level content far better than any other ability stat.

    EDIT: Added from comments;

    - Worth mentioning as per comments, Res of 6/7 will let you tank a sniper shot in GM content, which is huge.

    submitted by /u/Z3nyth007
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    Datamining is fun...but gosh, it takes away some of the mystery, don't it.

    Posted: 11 Jun 2021 08:21 AM PDT

    I've always liked playing Destiny and making my own theories on what's coming next. Not to pat myself on the back, but I'm pretty good with those theories! I love studying the lore- I've had the Chronicler title on since I got it- and seeing my theories be proven or disproved in-game is highly rewarding.

    But...datamining. Gosh. It's ruined things for me, I think. I'm partially to blame here- I'll be excited to see new content, I'll look at the datamine, be like "oh that's cool!" and then immediately feel dissapointed because I didn't get to see it fresh in-game. There is no mystery with datamining. There is no theorizing on what's to come. It's models and code and text that confirms or denies what is to come.

    I hate it. Outside of the fact that I'm to blame for purposefully looking at datamined things, datamined content must feel horrible for the devs who work so hard on that content. Imagine putting so much work into a model / story part for a wonderful reveal later, only for it to be datamined weeks before said reveal. It must be heartbreaking.

    Not only does it hurt devs, but it hurts the community too. I wish I were strong enough to not look at datamined things (I was born curious, unfortunately)- but the fact that there's always a chance of things being COMPLETELY spoiled because people discuss datamines openly is...awful. Even when not directly mentioning datamines, skirting around them vaguely is often enough for people to realize what has been datamined (usually because of the context of the discussion).

    I don't know. There have been plenty of posts about datamining in the past, and at this point I feel like I'm repeating words that have been said by others. I just feel like mystery is an incredibly large part of Destiny, and when that mystery isn't there anymore it loses some of its charm. I fully recognize that the reason we can datamine is the same reason we have things like DIM and Ishtar Commander. I just wish there were some way to regulate datamining.

    submitted by /u/eldritchqueen
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    ADA-1 IS SELLING THE POWERFUL FRIENDS MOD

    Posted: 11 Jun 2021 10:15 AM PDT

    If you don't know, this mod can get you +20 mobility!

    For my newer players, Ada-1 is found in the Tower

    submitted by /u/oogawooga42
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    Chaos Reach in Under a Minute Build

    Posted: 11 Jun 2021 06:05 AM PDT

    Video Link: https://youtu.be/g_A3cmuxEHI

    Hey guys it's Legend of Kage. Today I am going to be going over a build for one of my favorite sub classes in Destiny 2, Chaos Reach. This build highlights Chaos Reach's ability to save super energy and Geomag's perk of topping off the last 20% of your super, to consistently have super ready to melt champions and bosses in Destiny 2. I introduce to you, the build, Energy Overload. Let's get into it.

    Weapons

    Good news, you can use whatever weapons you like in this build. There are 2 Exotics I would recommend , Anarchy and Witherhoard for their ability to deal passive damage during chaos reach. Simply Curate your weapons to whatever the activity needs.

    Armor

    Next up is armor. Geomag's are pretty much required for this build. They not only top of the last 20% of your super but also extends the duration when hitting enemies which leads to double the duration on bosses or more super energy being saved when canceled.

    As for stat splits I just vouch for 100 Recovery as it helps your rifts and recovery is a very meaningful stat. After that, my priority is Intellect >= Discipline > Strength.

    Mods

    Now for the new key part in build making, Mods especially combat mods. For this build you will need 2 Void, 1 Solar and 1 Arc piece of armor. My recommendations would be a Void Helm and Chest piece, Solar Bond and Arc Legs.

    On The Helm I would use Protective Light, Dynamo then whatever you need.

    On Gloves I saved this primarily for Champion Mods and Elemental Charge.

    On the Chest I use Energy Converter then whatever resistance mods then boost whatever stat you want.

    On my Geomags I am using Overload Wellmaker followed by whatever scavenger mods and stat boosts.

    And finally, on the Bond I am using Supercharged, Bomber then whatever artifact and stat mods.

    Playstyle

    The main loop of this playstyle is to finish enemies to get charge with light stacks. You get 2 Arc wells every time you finish an enemy thanks to Overcharged Wellmaker. And Elemental Charge gives you a stack of CWL every time you pick up a well and with an Arc subclass you get 2 stacks per well. Note that if you pick them up too quickly together it will not count both. Supercharged allows us to get to 4 stacks of CWL instead of 2. Then when under 50% super you can throw your grenade ability to convert those stacks into 25% super energy. And finally with how easy it is to get CWL in this build I use protective light to provide more survivability.

    So, Load into an activity, finish the first enemy you see and throw your grenade to immediately get 25% super energy. Continue slaying until you hit 80% and sprint to top off the rest. Using this I have been able to get Chaos Reach in under a minute with enough Add Density. From there keep CWL stacks up so that you can throw your grenade right after your super to make sure you are topped off at 50% right away. Use your rift near enemies to get super energy and grenade energy too.

    This build works great in solo play and group play. Personally, it's my go to build for raiding as long as I'm not the Well lock. I have used it to farm solo legend lost sectors and even done some solo 100k Nightfalls. I would not take it into a solo flawless dungeon, but it could still work there.

    Thanks for reading and let me know what builds you would like to see. I plan on making a build for each subclass for endgame PvE. Maybe extending it into each tree but we will save that for later. I hope you guys have a great day and I will see you next time.

    submitted by /u/Shadow9951
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    [D2] Daily Reset Thread [2021-06-11]

    Posted: 11 Jun 2021 10:05 AM PDT

    Daily Vanguard Modifiers

    • Arc Singe: Arc damage increases slightly from all sources.
    • Grenadier: Grenade abilities deal more damage and recharge much faster.
    • Grounded: Damage taken while you are airborne is greatly increased.

    Daily Override Modifiers

    • Martyr: Exploding units have more health.
    • Fire Pit: When defeated, Acolytes spawn fire pools that cause damage over time.

    Misc

    • Legendary Lost Sector (PL 1300): Veles Labyrinth, Cosmodrome, drops Arms
      • Champions: Unstoppable Ogre & Barrier Knight, Shields: Arc & Solar
    • Master Lost Sector (PL 1330): Exodus Garden 2A, Cosmodrome, drops Legs
      • Champions: Overload Captain & Barrier Servitor, Shields: Void
    • Altars of Sorrow Weapon: Blasphemer (Shotgun)

    Guns, Mods & Mats

    Available Mods & Armor Materials:

    • Unflinching Bow Aim @ Ada-1: Reduces flinching from incoming fire while aiming Bows.
    • Powerful Friends @ Ada-1: When you become Charged with Light, nearby allies also become Charged with Light, if they are not already.
    • Icarus Grip @ Banshee-44: Improves accuracy while airborne.
    • Surrounded Spec @ Banshee-44: Increases the damage granted by Surrounded. Bonus damage lingers for a brief time when no longer surrounded by three or more enemies.
    • Upgrade Module (1 for 1 Enhancement Core & 10 Legendary Shards & 25 Dusklight Shard & 5000 Glimmer)
    • Upgrade Module (1 for 1 Enhancement Core & 10 Legendary Shards & 25 Helium Filaments & 5000 Glimmer)
    • Enhancement Prism (1 for 10 Enhancement Core & 25 Dusklight Shard & 10000 Glimmer)
    • Enhancement Prism (1 for 10 Enhancement Core & 25 Helium Filaments & 10000 Glimmer)
    • Ascendant Shard (1 for 10 Enhancement Prism & 100 Microphasic Datalattice & 50000 Glimmer)

    Gunsmith Offerings

    Name Type Column 1 Column 2 Column 3 Column 4
    Falling Guillotine Heavy Sword Hungry Edge // Enduring Blade // Tempered Edge Heavy Guard // Swordmaster's Guard Energy Transfer Surrounded
    Seventh Seraph Carbine Primary Auto Rifle Fluted Barrel // Smallbore Extended Mag // Flared Magwell Hip-Fire Grip Rangefinder
    Bad Omens Heavy Rocket Launcher Linear Compensator // Quick Launch Black Powder // High-Velocity Rounds Auto-Loading Holster Quickdraw
    Toil and Trouble Primary Shotgun Smoothbore // Smallbore Assault Mag // Light Mag Threat Detector Snapshot Sights
    Last Perdition Energy Pulse Rifle SRO-37 Ocular // SLO-21 Post Alloy Magazine // Flared Magwell Firmly Planted Zen Moment
    Cartesian Coordinate Energy Fusion Rifle Cleanshot IS // Red Dot 2 MOA Enhanced Battery // Projection Fuse Grave Robber Backup Plan

    Spider Material Exchange

    • Purchase Enhancement Prisms (1 for 400 Legendary Shards)
    • Purchase Enhancement Cores (1 for 30 Legendary Shards)
    • Purchase Glimmer (10000 for 20 Glacial Starwort)
    • Purchase Dusklight Shards (5 for 5000 Glimmer)
    • Purchase Etheric Spiral (5 for 5000 Glimmer)
    • Purchase Baryon Boughs (5 for 1 Legendary Shards)
    • Purchase Glacial Starwort (5 for 5000 Glimmer)

    Bounties

    Saint-14, Trials of Osiris Promoter

    Name Description Requirement Reward
    Illuminati As a fireteam, defeat opponents using your Super in Trials of Osiris. 5 Super XP & 15 Valor Rank Progress & 2 Trials Token
    Lane Plinker As a fireteam, defeat opponents using Scout Rifle final blows in Trials of Osiris. 20 [Scout Rifle] Scout Rifle XP & 15 Valor Rank Progress & 2 Trials Token
    Quantitative Hostility As a fireteam, defeat opponents with Submachine Gun final blows in Trials of Osiris. 20 [SMG] Submachine Gun XP & 15 Valor Rank Progress & 2 Trials Token
    Trial of Lead As a fireteam, defeat opponents using Kinetic weapon final blows in Trials of Osiris. 20 Kinetic weapon XP & 15 Valor Rank Progress & 2 Trials Token

    Splicer Servitor, House of Light

    Name Description Requirement Reward
    Splicer's Blast Defeat targets with Rocket Launchers. Defeated Override combatants and defeated Guardians are worth more. 10 [Rocket Launcher] Rocket Launcher XP
    Splicer's Slam Defeat targets with melee abilities. Defeated Override combatants and defeated Guardians are worth more. 20 [Melee] Melee XP
    Data Leak Deposit Data Motes in Override. 30 Data Motes Deposited XP
    Focused Deletion Defeat Vex with precision shots. Those defeated in Override are worth more. 30 [Headshot] Precision XP

    Commander Zavala, Vanguard

    Name Description Requirement Reward
    Horseshoes and Hand Grenades Defeat enemies with grenades. 20 [Grenade] Grenade XP & 5 Vanguard Tactician Token
    From Downtown Defeat multiple enemies at a time with your Super. 2 Multikills XP & 5 Vanguard Tactician Token
    In Their Face Defeat enemies in strikes with any Shotgun. 15 [Shotgun] Shotgun XP & 5 Vanguard Tactician Token
    They Were the Champions Defeat Champion combatants in Nightfall strikes. 5 Champions XP & 5 Vanguard Tactician Token

    Lord Shaxx, Crucible

    Name Description Requirement Reward
    Burn Bright Cast your Super. 2 Supers XP & 15 Valor Rank Progress
    The Nothing Defeat opponents using Void damage from any source. 5 [Void] Void XP & 15 Valor Rank Progress
    Peak Efficiency Defeat opponents in a single life. 2 Streak XP & 15 Valor Rank Progress
    In the Zone In Control, capture zones. 3 Zones XP & 15 Valor Rank Progress

    The Drifter, Gambit

    Name Description Requirement Reward
    Elite Executioner Defeat challenging enemies in Gambit. 10 Challenging combatants XP & 30 Infamy Rank Progress
    Lest It Stare Back Use Void abilities to defeat enemies in Gambit. Defeated Guardians are worth extra points. 15 [Void] Void ability XP & 30 Infamy Rank Progress
    Not Your Mama's Combat Drill Defeat enemies in Gambit. 50 Combatants XP & 30 Infamy Rank Progress
    Face-to-Face Summon Primevals in Gambit by filling up your team's bank. 2 Primevals summoned XP & 30 Infamy Rank Progress

    Variks, Europa

    Name Description Requirement Reward
    Europan Precision Defeat Fallen on Europa with precision final blows. 20 Fallen XP
    Devoid of Vex Defeat Vex on Europa with Void damage. 20 Vex XP
    Lost Sector Fireworks Using a Rocket Launcher, defeat combatants in groups of 3 or more in Europa Lost Sectors. 10 [Rocket Launcher] Rocket Launcher XP
    Treasures of the Past Loot chests in Cadmus Ridge. 5 Chests XP

    Banshee-44, Gunsmith

    Name Description Requirement Reward
    Scout Rifle Calibration Calibrate Scout Rifles against any target. Earn bonus progress with precision final blows and against opposing Guardians. 100 [Scout Rifle] Scout Rifle XP & 2 Mod Components & Enhancement Core
    Shotgun Calibration Calibrate Shotguns against any target. Opposing Guardians and rapidly defeated targets grant the most efficient progress. 100 [Shotgun] Shotgun XP & 2 Mod Components & Enhancement Core
    Rocket Launcher Calibration Calibrate Rocket Launchers against any target. Earn bonus progress against opposing Guardians and for additional targets defeated with each shot. 100 [Rocket Launcher] Rocket Launcher XP & 2 Mod Components & Enhancement Core
    Arc Calibration Calibrate Arc weapons against any target. Earn bonus progress using Power weapons and against opposing Guardians. 100 [Arc] Arc weapon XP & 2 Mod Components & Enhancement Core

    Eris Morn, Moon

    Name Description Requirement Reward
    Lunar Patrol Complete patrol activities on the Moon. 3 Patrols XP & 5 Helium Filaments
    Deathless Auto Using an Auto Rifle, rapidly defeat combatants in groups of 2 or more. 15 Rapidly defeated XP & 5 Helium Filaments
    Double Draw Using a Hand Cannon, rapidly defeat combatants in groups of 2 or more. 15 Rapidly defeated XP & 5 Helium Filaments
    Knock Down, Drag Out Use finishers to defeat Fallen on the Moon. 7 Fallen XP & 5 Helium Filaments

    Lectern of Enchantment, Moon

    Name Description Requirement Reward
    Arc in the Night Dispel Nightmares using Arc abilities. 25 [Arc] Arc ability XP & 1 Phantasmal Fragment
    Finishing the Hunt Defeat combatants in Nightmare Hunts with finishers. 12 Finisher XP & 1 Phantasmal Fragment
    Once a Life Find the Lost Sector K1 Crew Quarters and dispel the Nightmare within. 3 Nightmares XP & 1 Phantasmal Fragment
    Deadzone Dreams Defeat Nightmares in Lost Sectors in the European Dead Zone. 8 Nightmares XP & 1 Phantasmal Fragment

    Spider, Tangled Shore

    Name Description Requirement Reward
    Thin the Herd Defeat enemies on the Tangled Shore. 50 Enemies defeated XP & 5 Etheric Spiral
    Sharpshooter Get 25 precision final blows on the Tangled Shore. 25 Precision kills XP & 5 Etheric Spiral
    Super Visible Get Super kills on the Tangled Shore. 20 Super kills XP & 5 Etheric Spiral
    Lost in the Cut Explore the Lost Sector Wolfship Turbine near Soriks's Cut on the Tangled Shore. 1 XP & 5 Etheric Spiral

    Devrim Kay, EDZ

    Name Description Requirement Reward
    Superhuman Defeat multiple enemies with a single Super while in the EDZ. 3 Super multikills XP & 10 Dusklight Shard
    Touch the Void Defeat enemies with Void damage in the EDZ. 30 Void kills XP & 10 Dusklight Shard
    Channel the Arc Defeat enemies with Arc damage in the EDZ. 30 Arc kills XP & 10 Dusklight Shard

    Shaw Han, Cosmodrome

    Name Description Requirement Reward
    Spitting Distance Defeat combatants within the Cosmodrome using your melee attack or finisher. 5 [Melee] Melee XP & Spinmetal Leaves
    Leave Nothing Behind Defeat combatants in the Cosmodrome using any Power weapon. 5 Power weapon XP & Spinmetal Leaves
    Bread and Butter Defeat combatants in the Cosmodrome using any Kinetic weapon. 20 Kinetic weapon XP & Spinmetal Leaves
    Working Remotely Complete a patrol in the Cosmodrome. 1 Patrols XP & Spinmetal Leaves
    Public Disturbance Complete public events on the Cosmodrome. Heroic public events grant the most efficient progress. 3 Public events XP & Glimmer
    Full Spectrum Defeat combatants on the Cosmodrome with Arc, Void, and Solar damage. 25 [Arc] Arc & 25 [Void] Void & 25 [Solar] Solar XP & Glimmer

    Failsafe, Nessus

    Name Description Requirement Reward
    War Machine Get Power weapon multikills on Nessus. 3 Power multikills XP & 10 Microphasic Datalattice
    Pinpoint Accuracy Get precision kills on Nessus. 10 Precision kills XP & 10 Microphasic Datalattice
    Shot Through the Heart Get sniper kills on Nessus. 15 Sniper kills XP & 10 Microphasic Datalattice

    Unfortunately, Petra daily bounties can't be fetched through the API. Feel free to share them in the comments!

    submitted by /u/DTG_Bot
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