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    Wednesday, June 2, 2021

    Destiny [D2] Weekly Reset Thread [2021-06-01]

    Destiny [D2] Weekly Reset Thread [2021-06-01]


    [D2] Weekly Reset Thread [2021-06-01]

    Posted: 01 Jun 2021 10:04 AM PDT

    Nightfall - The Ordeal: The Inverted Spire

    Modifiers:

    • Nightfall: Adept
      • Scorched Earth: Enemies throw grenades significantly more often.
    • Nightfall: Hero
      • All previous modifiers
      • Champions: Unstoppable: This mode contains Unstoppable Champions, which cannot be stopped without an Unstoppable mod.
      • Champions: Barrier: This mode contains Barrier Champions, which cannot be stopped without an Anti-Barrier mod.
      • Champions: Cabal: This mode contains both Barrier and Unstoppable Champions, which cannot be stopped without an Anti-Barrier or Unstoppable mod, respectively.
      • Hero Modifiers: Extra Shields
      • Modular Algorithm: Incoming Arc and environmental damage increased.
    • Nightfall: Legend
      • All previous modifiers
      • Equipment Locked: You will not be able to change your equipment after this activity starts.
      • Match Game: Enemy shields are highly resistant to all unmatched elemental damage.
      • Legend Modifiers: Locked Loadout & Match Game & Extra Shields
    • Nightfall: Master
      • All previous modifiers
      • Chaff: Radar is disabled.
      • Master Modifiers: Champions: Mob & Locked Loadout & Match Game & Extra Shields
      • Champions: Mob: This mode contains additional Champions.

    Rewards:

    • Nightfall Rotation Drop: Plug One.1 (Fusion Rifle)

    • Nightfall Exclusive Drop: Trichromatica (Ghost Shell)

    • Powerful (Tier 1) reward: Get 3 points by completing runs. Higher difficulties grant more points.

    • Pinnacle reward: Get a score of 100k. Since modifiers are fixed, this requires a high difficulty run.


    Weekly Crucible Rotator: Momentum Control

    Fight for Valor by capturing zones and defeating opponents. All weapons are more lethal; abilities replenish only with targets defeated, and tracker is disabled.


    Vanguard Burn: Void Singe

    The other modifieres rotate daily, check out the Daily Reset Thread for them!


    Europa

    • Eclipsed Zone: Asterion Abyss
    • Empire Hunt: The Warrior: Defeat Eramis's military commander, Phylaks, the Warrior.
    • Exo Challenge: Simulation: Agility: Simulated Skill-Set Training: Test your dexterity as you move against the Vex.

    Legacy Activities

    • Moon:

      • Wandering Nightmare: Fallen Council (Archer's Line)
      • Trove Guardian is in Anchor of Light
      • Nightmare Hunt: Isolation: Defeat the Nightmare of Taniks, the Scarred.
      • Nightmare Hunt: Pride: Defeat the Nightmare of Skolas, Kell of Kells.
      • Nightmare Hunt: Servitude: Defeat the Nightmare of Zydron, Gate Lord.
    • Dreaming City: Growing Curse

      • Petra is at Divalian Mists.
      • Weekly Mission: The Oracle Engine - The Taken threaten to take control of an irreplaceable Awoken communications device.
      • Ascendant Challenge: Cimmerian Garrison, Chamber of Starlight
      • Blind Well: Hive, Plague: Cragur

    Eververse Bright Dust Offerings

    Name Description Type Cost
    Concentrated Mattergem An Upgrade Module ionizer created from refined Mattergems. Consumable 200 Bright Dust
    Glimmershard A shard with the ability to generate Glimmer during combat. Consumable 250 Bright Dust
    Scavenger's Boon A transmutation device with the ability to create planetary materials. Consumable 250 Bright Dust
    Hacker Time Emote 3250 Bright Dust
    Metropolitan Frigate Ship 2000 Bright Dust
    Stasis Entrance Modifications for your ship's transmat systems, so you'll always arrive in style. Transmat Effect 450 Bright Dust
    Butterbark Equip this shader to change the color of your gear. Shader 300 Bright Dust
    Hard Light Shell Ghost Shell 2850 Bright Dust
    Lunatic's Legacy Vehicle 2500 Bright Dust
    Rimskipper Sling Ship 2000 Bright Dust
    Mantle of Remembrance Equip this ornament to change the appearance of Shinobu's Vow. Once you get an ornament, it's unlocked for all characters on your account. Hunter Ornament 1500 Bright Dust
    Study Time Emote 700 Bright Dust
    Mercurial Affliction Equip this weapon ornament to change the appearance of Outbreak Perfected. Once you get an ornament, it's unlocked for all characters on your account. Weapon Ornament 1250 Bright Dust
    Box of Tricks Modifications for your ship's transmat systems, so you'll always arrive in style. Transmat Effect 450 Bright Dust
    Häkke History Polish Equip this shader to change the color of your gear. Shader 300 Bright Dust
    Celestial Dome Apply this shader to change the color of your gear. Shader 300 Bright Dust
    Verdigris Equip this shader to change the color of your gear. Shader 300 Bright Dust
    Grayscale Undergrowth Equip this shader to change the color of your gear. Shader 300 Bright Dust
    Loot Chest Effects Modifications for your ship's transmat systems, so you'll always arrive in style. Transmat Effect 450 Bright Dust
    Champion Entrance Modifications for your ship's transmat systems, so you'll always arrive in style. Transmat Effect 450 Bright Dust
    Heartbreaking Entrance Modifications for your ship's transmat systems, so you'll always arrive in style. Transmat Effect 450 Bright Dust

    Weekly Records

    Name Description Objectives Rewards
    Provocation Speak to the Splicer Servitor and complete Path of the Splicer IV, and defeat Champions anywhere in the system. Bonus progress for Champions defeated in Override or Expunge. 1 Path of the Splicer IV completed & 40 Champions x2 Extra Large XP & 150 Decrypted Data
    Draconian Protocol Defeat the Wyvern boss in Override, and defeat powerful Vex anywhere in the system. Bonus progress for Vex defeated in Override or Expunge. 1 Override Wyvern defeated & 200 Powerful Vex x2 Extra Large XP & 150 Decrypted Data & Achilles Weaves a Cocoon
    Ethereal Splicer II Collect Ether by playing Strikes, Gambit, Crucible, Public Events, and more. 1200 Ether Extra Large XP
    Fusion Rifle Splicer In Override or Expunge, defeat combatants with Fusion Rifles. Earn bonus progress by rapidly defeating them. 150 [Fusion Rifle] Fusion Rifle Extra Large XP
    Trials of the Tinker Unlock artifact mods. 12 Mods unlocked x2 Extra Large XP & Bright Dust
    Contender's Delve Complete a Lost Sector on Legend or higher. 1 Lost Sectors x2 Extra Large XP & Bright Dust
    Precision Calibration Calibrate marksman weapons—Scout Rifles, Sniper Rifles, and Linear Fusion Rifles—by landing precision final blows. Bonus progress against Guardians. 200 Calibration x2 Extra Large XP & Bright Dust
    High-Value Hunter Defeat powerful combatants in Gambit. Earn bonus progress for defeating high-value targets. 75 Combatants x2 Extra Large XP & Bright Dust
    Momentum Crash Defeat Guardians in Momentum Control. Earn bonus progress with Zone Advantage. 75 Guardians x2 Extra Large XP & Bright Dust
    Vanguard Chosen Complete any Nightfall strike on Hero difficulty or higher. 3 Nightfall x2 Extra Large XP & Bright Dust & Nightfall Weapon

    Notable Armor Rolls

    Only notable rolls (stat total >= 59 or single stat >= 26) are listed here.

    Class Name Vendor Type MOB RES REC DIS INT STR Total Cost
    Titan Calamity Rig Gauntlets Gambit Gauntlets 14 2 16 2 16 16 66 25 Legendary Shards & 1000 Glimmer
    Titan Wildwood Plate EDZ Chest Armor 2 2 30 6 8 11 59 25 Legendary Shards & 10 Dusklight Shard
    Titan Exodus Down Helm Nessus Helmet 26 2 2 6 16 2 54 25 Legendary Shards & 10 Microphasic Datalattice
    Titan Wild Hunt Gauntlets Ada-1 Gauntlets 28 2 2 2 16 8 58 25 Legendary Shards & 1000 Glimmer
    Titan Wild Hunt Plate Ada-1 Chest Armor 9 6 13 2 13 16 59 25 Legendary Shards & 1000 Glimmer
    Hunter Cinder Pinion Vest Crucible Chest Armor 2 28 2 2 23 2 59 25 Legendary Shards & 1000 Glimmer
    Hunter Wild Hunt Vest Ada-1 Chest Armor 14 2 12 26 2 2 58 25 Legendary Shards & 1000 Glimmer
    Hunter Wild Hunt Mask Ada-1 Helmet 2 30 2 2 19 6 61 25 Legendary Shards & 1000 Glimmer
    Warlock Wildwood Boots EDZ Leg Armor 28 2 2 6 2 20 60 20 Legendary Shards & 10 Dusklight Shard
    Warlock Exodus Down Robes Nessus Chest Armor 28 2 2 10 8 6 56 20 Legendary Shards & 10 Microphasic Datalattice
    submitted by /u/DTG_Bot
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    Daily Questions [2021-06-02]

    Posted: 01 Jun 2021 08:00 PM PDT

    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 Season of the Splicer 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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    Since the release of Expunge: Labyrinth, we've seen countless clips of titans and warlocks fly their way through the mission with icarus dashes, Lion Rampants and swords. After 15 hours, and over 400 deaths, I present to you, Expunge: Labyrinth in 3:26 on a hunter

    Posted: 01 Jun 2021 10:51 AM PDT

    For the love of the traveller, do NOT skip past the excavator part of the Inverted Spire Nightfall!

    Posted: 01 Jun 2021 11:06 AM PDT

    THERE. ARE. CHAMPIONS. TO. DEFEAT.

    In every group of randos I've done this nightfall with, Atleast one dingus just skips the champions in the excavator area before the boss fight, and pulls the rest of us. Thus we never get Platinum champions defeated

    By doing this you are literally causing yourself to get less loot, and screwing over the other poor guardians that got stuck with you.

    DO NOT DO THIS

    submitted by /u/AuroraUnit117
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    Not Only Should Vex Mythoclst Keep It's Overcharge When You Swap Weapons, It Needs Either A Range Or Damage Buff.

    Posted: 01 Jun 2021 06:15 AM PDT

    Vex Mythoclast underperforms in both PvE and PvP, it's kind of a joke right now. It needs a Buff badly. Auto rifle mods should also work with mythoclast.

    submitted by /u/Conley1605
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    Please bring back Vanguard Streaks

    Posted: 01 Jun 2021 08:13 AM PDT

    Back in Destiny 1, the more strikes you did in a row, the more loot you got, stacking up to 5 stacks. This would bring those times where you made friends with people in strikes as you go on a long streak together until someone departs as if they finally took that exit after a long time on a lonely highway. We already have something like this for both crucible and gambit so why not add it to the strikes playlist?

    submitted by /u/Phaphachboy
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    A reminder that Boots of the Assembler got needlessly gutted

    Posted: 01 Jun 2021 11:55 AM PDT

    Yes, I'm salty. No, I'm not letting y'all forget. The boots that are supposed to synergize with benevolent dawn don't. That's a big problem.

    submitted by /u/MadMansMind
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    The edges of the plates in the Insight Terminus strike seriously need to be fixed

    Posted: 01 Jun 2021 09:12 AM PDT

    I don't see many people talking about this but it needs to be addressed. I can't even count how many times it got me killed, simply because I couldn't back out of the plate when the enemies pushed on it. It's like 5 god damn centimeters, just let us walk over it?

    pls fix bungo

    submitted by /u/BasicallyAggressive
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    BakenGansta getting a 7th Column before Rick Kackis can finish his intro

    Posted: 01 Jun 2021 08:01 PM PDT

    https://youtu.be/qdkfyLjLdnQ

    Just a community joke. It's all in good fun.

    More of a comment towards Baken's skill really.

    submitted by /u/Zommander_Cabala
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    (Spoilers) This weeks story is nuts.

    Posted: 01 Jun 2021 10:51 AM PDT

    Not only the cutscene being incredibly well done and amazing, but the dialogue and tension between the characters is amazing. Lakshmi and Miithrax and the sabotage of the fallen tied in amazing and it feels like the characters have a greater impact on the season compared to when they were just a vendor that fed you dialogue.

    Oh and I could be wrong but I'm pretty sure when Lakshmi tells you of the song that people of the city are singing, I'm pretty sure it's Savathun's song "We rise as one, march for the sun" I think that's how it went but either way if that's the case then holy crap.

    I'm so excited to find out where this goes. Keep it up Bungie

    submitted by /u/NinjaChiicken
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    Spider is selling everything for Legendary shards today.

    Posted: 01 Jun 2021 10:20 AM PDT

    Glimmer, Datlattice. Etheric Spiral, Helium Filaments, Spinmetal Leaves.

    Stock up guardians :)

    submitted by /u/KongoMama
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    Now that we have gorgons back, we need an emote for our guardian to hide in a cardboard box

    Posted: 01 Jun 2021 08:32 AM PDT

    For proper tactical espionage action

    submitted by /u/Duke_of_the_URL
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    Can we collectively as a community not side with Lakshmi

    Posted: 01 Jun 2021 12:12 PM PDT

    I mean legitimately she is racist, and house Light is just chillin and she is being a bitch. She is also starving Smallen, this cannot stand.

    But in all seriousness what are your opinions on the civil conflict right now, and does anybody actually side with Lakshmi

    submitted by /u/NaiveEnvironment7471
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    Kell Echo Is Destiny's Most Well Designed Boss Encounter

    Posted: 01 Jun 2021 06:15 AM PDT

    As I detained the entire Fireteam and caused a wipe @ Atheon last night I contemplated why Bungie would code such a mechanic that causes so much shame and guilt upon the effected moron. I concluded that it was designed to make the Fireteam spread out. They have however, underestimated a Guardians determination to sit in a Well of Radiance or Bubble at every possible moment and hence this is the strat we employ despite a mechanic that punishes us for being grouped together.

    Now I actually support this because sitting in a well a clicking isn't overly invigorating and I was then casting my mind back to Boss encounters where I haven't used a well.

    Prophecy!, what a fantastic boss fight that is. So well designed, I'm jumping platforms, killing ads and trying to do DPS at the same time. So Bungie please explore any Boss Mechanics that require the Fireteam to move around.

    P.S, Even Scourge had a mechanic to split up the fireteam but we just planted 3 different wells lol

    submitted by /u/CleanYourLobster85
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    We've spent more time interacting with the Fallen in The City this then the humans over the past 7 years.

    Posted: 01 Jun 2021 12:45 PM PDT

    That's a damn shame, a shame that I can't ignore. Bungie has never let us just go into the City to see what we're fighting for until now and instead of it being the people who've celebrated us, fought with us and look to us for protection, it's the Fallen. This is a tragedy on many levels that I just can't handle. For once Bungie, let us take a walk to the noodle shop or have a parade. I'd gladly take Solstice of Heroes and Guardian Games being SUNSET in favor of events where we just go into the City and meet the people below our Tower.

    What makes our lack of interaction with the people so painful for this season specifically is Ikora. She's doing alot of things that are pretty messed up by how she keeps jumping over the political system of The City and doing whatever she wants. That's a big deal but we have no personal drive to side with our own people because Bungie has built the relationship with Mithrax more then our connection to the City folk. It also doesn't help that the Factions have been ignored for years as well as there no longer being a Speake. So any possible interactions we could have with what little we have with the rest of the City just wasn't in the game until recently.

    So far, the only time we've stepped into the City was to kill someone or to talk to aliens. Never has it been to be with our people and that's just wrong.

    submitted by /u/Knalxz
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    THREE MAN ONE PHASE ATHEON

    Posted: 01 Jun 2021 07:44 PM PDT

    This challenge was quite a bit more difficult than we first thought, and required almost a perfect setup to complete. Through the use of 2x Titan's running Burning Maul and Fusion grenades we were able to absolutely melt Atheon. We had the Warlock running both Relic and Well of Radiance, where he was able to toss the occasional Fusion grenade while also juggling the relic. This was a super fun challenge where we were able to use the least amount of guardians possible while still one phasing. I will link the Youtube video down below for anyone that wants to check it out!

    Three Man One Phase Atheon

    submitted by /u/airborn_-
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    *SPOILER ALERT!!*

    Posted: 01 Jun 2021 10:55 AM PDT

    SPOILER ALERT

    During Lakshmi's message to us, she sings part of a song that the people of the City are singing. She sings it in the tune of SAVATHUN' SONG. The entire CITY is singing Savathun's Song!!!!!

    submitted by /u/ironkev
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    After running Override Countless time since the day 1 I HAVE FINALLY FOUND THE INFAMOUS LOOT GOBLIN

    Posted: 01 Jun 2021 05:52 AM PDT

    That's it my life is complete

    submitted by /u/kashaan_lucifer
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    How to get ready for high-level PvE (GMs, solos, and raids), season 14 update

    Posted: 01 Jun 2021 03:21 PM PDT

    Season 14 Update: What's New

    · Expanded Charged with Light section with a couple new builds

    · Discussion of new exotic armor

    · Discussion of season artifact mods

    · Vault of Glass info added

    · Honestly not that many other changes so if you've read it before skip it

    Before We Get Started

    Why you should trust me

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

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

    What do I mean by high-level PvE content?

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

    General Advice

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

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

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

    Part 1: Armor and Armor Mods

    In general a good PvE build will be a fully masterworked set of armor with high recovery and discipline or intellect. (Resilience sounds good but has only a very small impact on PvE combat.) For raids you might end up using melee abilities, but for sublight content you will mostly be fighting at range, and meleeing only in a panic. Grenades have a wide variety of important uses (hence discipline), and supers (and super energy) are also always useful (hence intellect), so spec into one of those if you can.

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

    Hunters: (1) Top or bottom tree void, with Orpheus Rigs (especially top tree) or Sixth Coyote or Wormhusk Crown (the last two for solo especially); bottom tree with Omnioculus for group content (damage resist plus invis). (2) Bottom tree solar with Celestial Nighthawk for one-shot boss damage, mainly in raids. (3) Middle tree solar, or top-tree Arc, with Assassin's Cowl for heal on melee, for solo content. (4) Stasis, especially for solo content where the grenades and debuffs help with champions.

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

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

    Beyond Light added stasis subclasses to all three groups. One of the huge advantages of all stasis supers is that they allow for significant crowd control—for slowing and stunning enemies to take them temporarily or permanently out of the fight. This is true for supers, melees, and grenades. Of the three classes the Warlock super is the most useful in grandmaster content, because it allows for targeted crowd control, but the Hunter super is also good, since it can manage a large group of adds. Glacial Inhertance mods (season artifact) will refund stasis super energy on super kills, which can be useful in these situations.

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

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

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

    Comment on season 14 exotic armor: Meh. The Titan piece is mainly good for PvP (though now that stasis has been nerfed not even for that); the Hunter piece was majorly nerfed a while ago and is only viable in certain situations where you really have to play around it. The Warlock piece is nice for group healing but again a nerf means that it's less powerful than it was at the beginning of the season and probably not likely to be used much.

    In season 14, changes to the seasonal artifact mean that only arc subclasses have the ability to stun Overload champions with their grenades, which makes them slightly more viable than otherwise. But the absence of a mod that immediately returns grenade energy (as there was in Season 12) means that grenades in general are less powerful in GM nightfalls than they were last season.

    Aeon Cult exotics: In season 13 these widely reviled armor pieces were updated to allow for a new range of abilities. The main value of these is in giving your allies some kind of boost when you do something. These bonuses rely on the fact that each member of a three-person fireteam is running a different mod, with the following results:

    Sect of Force boosts ally grenade and melee energy, and super energy, when you get rapid precision hits.

    Sect of Insight boosts ally weapon damage, and drops ammo on finishers—Special ammo for finishing Elites, Heavy for finishing minibosses and bosses.

    Sect of Vigor gives allies an overshield and a burst of healing when you cast your super.

    We'll see how viable these are in GM nightfall content (they're useless for solo content, obviously). My main concern is that they keep you from running another piece of exotic armor—so you lose out on Phoenix Protocol or Orpheus Rigs or something else that might be more important.

    That said the Sect of Insight mod is the only mod in season 14 that can force heavy ammo drops. (You can always get special ammo from the Special Finisher mod, though it will cost you super energy.) It is therefore critical for GM content, where a steady supply of heavy really makes life easier. In general, in GMs, whoever is running stasis will run the Aeon Cult exotic, since there are not any great stasis exotic armors to wear.

    Armor Mods

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

    The Destiny mod system is unfortunately pretty bewildering. There are many many choices and it's not clear how much any of them matters. So let me cover a few things—all of these now updated for Season 14.

    The first mod slot

    This mod slot allows you to boost your character's basic stats. For group PvE content, you'll want to focus on Recovery (which affects how quickly your health begins to regen when you're not being hit), Intellect (which increases super regen speed), and Discipline (for grenades). In general you should favor Recovery and Discipline, except for solo content that relies heavily on a single ability to survive—like the Hunter's dodge, which regens faster with high Mobility, or the Titan's healing void melee, which regens faster with high Strength—when you will want to focus on those things specifically. Some folks argue that Intellect is overrated; I tend to agree that spending too much on Intellect does not provide much of a return compared to Recovery and Discipline.

    In the previous seasons this mod slot could be used for resistance mods, which are central to many PvE builds. But that has all gone away since Season 12, which means that this slot is less interesting, and less important, than it used to be.

    Legacy, Combat, and Raid mod slots

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

    1. Resistance mods (on chest armor) that reduce incoming damage
    2. Mods that stun or disrupt or otherwise affect champions (arms or class item)
    3. Raid-specific mods (final mod slot only, and only on raid armor)
    4. Charged with Light, Warmind Cell, and Elemental Well mods (fourth slot)
    5. Ammo Finder (helmet) and Ammo Scavenger (boots) mods.
    6. Season artifact modes that boost damage or add damage resistance.
    7. For grandmaster nightfalls in particular, finisher mods (mainly Special Finisher) that go on your class item and allow you to trade super energy for special ammo drops.

    Resistance Mods

    Resistance mods come in four types: energy, melee, sniper, and concussive dampener. They all go on your chest armor. Melee reduces any damage done within 5m (does not have to be melee damage) by 25%. Sniper does the same for damage done from 29m or farther. Concussive reduces splash damage from grenades/boomers. These mods stack, with the second mod getting you to 40% damage resistance. The same goes for the energy resist mods.

    Because the energy resist mods (arc, solar, void) only go on chest armor pieces with the associated energy, as you build armor sets for high-end PvE (especially GMs) you will want to collect one of each energy in the chest slot.

    Since you only have two slots, you will probably want to change them depending on the activity. For Gambit or really any content where you're at or above the appropriate power level, melee/concussive or melee/melee is quite strong, since you'll probably be mixing it up with mobs on the regular. For grandmaster nightfalls and other sublight content, sniper/concussive is a good place to start, but you really have to adjust depending on what you're facing.

    Anti-Champion Mods

    These mods come in two types: weapon-specific mods, which go on your arms, and grenade or melee mods, which go on your class item. These mods come from the seasonal artifact and therefore change each season (which is why I have to update this guide).

    Most high-end content will have two kinds of champions, so you'll want to go into encounters making sure that you or your fireteam can stun, disrupt, or stagger the appropriate champions with the appropriate weapons.

    For season 14 these mods include smg and hand cannon mods for Overload champions, sidearm and grenade launcher mods for Unstoppables, and scout and auto rifle mods for Barrier champions. For GMs you will almost certainly be using hand cannon (Overload), grenade launcher (Unstoppable), and scout (Barrier).

    The other potentially important season artifact mods are, in order of importance: (1) Breach and Clear, which gives a huge debuff on GL direct hits and works with Anarchy. (2) Glacial Inheritance, for super energy return for stasis. (3) Sundering Blast (???) or Energy Accelerant (???)… I'm kind of waiting for the GMs to see if either of these is really worth the trouble.

    Raid and Other Activity-Specific Mods (5th slot)

    These include mods that affect Last Wish, Garden of Salvation, Deep Stone Crypt, and Vault of Glass, as well as Nightmare Hunts on the moon. For Last Wish Taken Barrier and Taken Armaments are both incredibly useful; for GoS you really only need Enhanced Relay Defender. I feel like most of the VoG mods are also not really needed, though maybe when master level VoG comes out that will change.

    For Nightmare Hunts I find that only the Nightmare Breaker mods really come in handy; the others not so much. You can read more about them here: https://www.reddit.com/r/DestinyTheGame/comments/dkpssk/breakdown_of_the_nightmare_mods_banisher_breaker/.

    In Year 2 and Year 3 armor, these mods go in the fourth slot. Year 4 (Beyond Light) armor has a fifth dedicated slot for these mods, which frees up the fourth slot for other things.

    Analysis of the DSC mods suggests that for most six-person content they are not really worthwhile. See here: https://www.reddit.com/r/DestinyTheGame/comments/k2mi9s/quick_look_at_the_dsc_raid_mods_minus_suppressor/?utm_source=share&utm_medium=ios_app&utm_name=iossmf

    Charged with Light Mods

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

    The basic system is this: (1) Get CwL (2) Spend CwL. The easiest way to get CwL is to use the Taking Charge mod, which gives you charges for picking up a light orb. Combined with a masterworked weapon that drops orbs on fast kills, you can pretty much guarantee that you'll spend most of the time CwL. You can also get charges from mods that give charges on weapon damage (kills with a certain weapon give you charges) or action triggers (breaking a shield, doing a finisher).

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

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

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

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

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

    Warmind Cell mods

    Like Charged with Light, this system involves creating an opportunity to affect the gameworld (by making a Warmind Cell), and then using that opportunity (the Cell) in a certain way. You create a cell by getting a kill using a Seraph weapon (which now are world drops; Ikelos 1.2 weapons also count as Seraph Weapons). Once the cell exists you can either pick it up or shoot it. Shooting it causes it to explode, and a number of WC mods increase the range of that explosion or add effects to it. Picking up the cell will allow you to throw or, or will (with a Warmind's Light mod) Charge you with Light, or have some other effect.

    Here are the Seraph weapons currently available. Names include "Seventh Seraph" except where noted:

    Kinetic: auto rifle, hand cannon

    Energy: smg (Seraph and Ikelos), sniper (Ikelos), sidearm, shotgun (Seraph and Ikelos)

    Heavy: machine gun

    When I'm playing I'll tend to run an auto/shotgun/Xenophage loadout for max solar explosion damage, unless I'm running a void Warlock, in which case I use the sidearm (void) with Nezarec's sin. For some explosion-oriented content I'll run the hand cannon, Jotunn, and the machine gun.

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

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

    You can find a guide to all the Warmind Cell mods here: https://docs.google.com/document/d/1Kqaf2MdmUm1Ll6jCh-Rt0k6j2-nYCwf5lbbRLtXyr7M/edit#

    But here are the basics: Solar mods generally affect cell explosion damage; Void mods create buff and debuff effects that do not rely on exploding the cells; and Arc mods create effects upon mod pickup.

    The key to Warmind Cell is to understand that cells, once created, belong to everyone. Effects from shooting or picking up the cells are pegged to the person who picks them up or shoots them. So if Person A has Rage of the Warmind on and shoots a cell created by Person B, who does not have it on, then the explosion will be affected by Rage of the Warmind. And if Person B has Warmind's Protection on, they will get 50% damage protection from mobs standing near a cell created by Person A—even if Person A does not have that mod on.

    What this means that an entire fireteam of 6 people can coordinate Warmind Cell mods to create synergistic effects. I describe some of those below. (Also, please don't shoot Warmind Cells if you have no mods on! It's not useful and makes the people with mods on totally insane.)

    Note that in a State of the Game in Season 13 message there was a hint that WCs will be nerfed. We'll see.

    Recommended Builds

    Add-clear Explosion Fun Build

    Global Reach (1 neutral), Wrath of Rasputin (1 solar), Rage of the Warmind (5 solar), Incinerating Light (3 Solar), Reactive Pulse (CwL, 3 Arc). Ideally paired with a weapon that causes solar splash damage (Ace of Spaces, Empty Vessel, Sunshot, Jotunn, Xenophage; the Warlock exotic chest Chromatic Fire also causes explosions on kinetic precision kills) and/or a solar subclass.

    This build involves creating cells and then using the explosions from the cells to create more cells, killing everything within 30m (that's the range of the explosion, Rage of the Warmind doubles that). Wrath of Rasputin creates more cells from solar splash so you'll be making cells from your non-Seraph weapons and your class abilities (if you're running a solar class).

    Incinerating Light charges you with light when you kill three or more things with a cell explosion, and the Reactive Pulse mod creates a 30m Arc explosion when you take damage while surrounded—essentially destroying red-bar enemies all around you. This explosion was sadly stealth nerfed early in season 13, so it may not be worth it anymore, in which case you could replace it with another mod like Fireteam Medic.

    This is a build for content where you're higher or even in power level with your enemies; it's super fun. In a perfect world it turns your character into the walking center of a series of explosions, and feels awesome.

    Defensive Build

    Global Reach (1 neutral), Wrath of Rasputin (1 solar), Taking Charge (CwL, 3 neutral), Protective Light (CwL, 2 void), Warmind's Protection (2 void).

    This build has a number of variations depending on whether you're running a solar class and/or coordinating with a team. A maximum defensive build swaps out Wrath of Rasputin for Cellular Suppression (4 void); you generate fewer cells but the cells you make help more, since shooting cells when you have CS on will send out a stunning pulse that will stun red-bar enemies for 10 seconds. Warmind's Protection gives you a 50% damage buff against enemies near a cell.

    If you have a full fireteam with multiple people using Warmind builds you can coordinate some of these buffs (making sure a couple people have Cellular Suppression on, for instance, or having someone else run Grasp of the Warmind (3 void), which allows you to pick cells up and move them to better places.

    Warlock Stasis Turret Build

    See here: https://www.reddit.com/r/DestinyTheGame/comments/mm3x1t/how_to_make_gm_nightfalls_absolutely_trivial_with/

    Here's a list of some fun builds for you that combine CwL and WC:

    Neutral, good for anything

    1. Taking Charge, Protective Light, Global Reach, Wrath of Rasputin, Fireteam Medic
    2. Taking Charge, Protective Light, Stacks on Stacks, Global Reach, Wrath of Rasputin
    3. Taking Charge, Protective Light, Reactive Pulse, Supercharged, Stacks on Stacks
    4. Global Reach, Wrath of Rasputin, Fireteam Medic, Warmind's Protection, Cellular Suppression (this is the build I use most often in non-challenging content)

    Aggressive

    1. Global Reach, Wrath of Rasputin, Rage of the Warmind, Fireteam Medic, Power of Rasputin
    2. Taking Charge, High-Energy Fire, Reactive Pulse, Supercharged, Lucent Blade (sword) or Argent Ordnance (Rockets) or Surprise Attack (sidearms)
    3. Fusion Rifle or Shotgun-focused build: Supercharged, Quick Charge, Heavy Handed, High-Energy Fire, Charged Up
    4. Grenade-focused build: Taking Charge, Firepower, Heal Thyself, Supercharged, Stacks on Stacks

    Defensive

    1. CwL+Warmind: Taking Charge, Protective Light, Global Reach, Wrath of Rasputin, Warmind's Protection
    2. All CwL, max defense: Taking Charge, Protective Light, Reactive Pulse, Radiant Light, Charged Up or Supercharged

    Elemental Well mods

    These were new for season 13. The basic mechanic is that certain effects create elemental wells, which drop to the ground. Picking up these elemental wells grants 10% energy to your abilities—either only to your lowest charged ability (if the well does not match your subclass) or to all your abilities (if it does).

    Elemental mods can be fun in low-level PvE. You can create them fairly often (with grenades, with Elemental Ordinance, with supers, with Elemental Light, with weapons that match your class, with Elemental Armaments) and then pick them up for damage buffs (10% with Font of Might) or temporary increased Intellect (+50 for 30 seconds with Font of Wisdom).

    Unfortunately Elemental Wells are not especially viable in high-end PvE (like Grandmasters or solo content) mainly because of the requirement that they match your weapon damage and/or subclass. Since a great deal of high-end content involves Match Game, players in those situations will often run energy and power weapons that differ from their subclass. That makes EW mods nearly worthless.

    Season 14: unfortunately I'm not very excited about any of the new Elemental Well mods, for the same reason as above.

    Elemental Well mods do not work in PvP.

    Part 2 of the post is here: https://www.reddit.com/r/DestinyTheGame/comments/nq6ez5/how_to_get_ready_for_highlevel_pve_gms_solos_and/

    submitted by /u/Ciborium616
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    Deep Stone Lullaby still chokes me up after listening to it countless times

    Posted: 01 Jun 2021 05:07 AM PDT

    I know the community has already been pretty vocal about it being one of their favorite experiences in Destiny 2, but I just want to share my story in the hopes that anyone who worked on the song (or even just admires it) will see a different spin on it and just how much this beautiful tune really hits.

    My son was born in September 2020. It was an emergency C-section, and I was very worried for his life and my wife's. Luck (and good medicine) got them through it, and we were able to go home together a few days later. At the time, I was stationed in Okinawa. Amidst COVID, our parents weren't able to come out to help us--really no one was. We were alone, recovering together from a chaotic birth, caring for a newborn, and sleep deprivation was putting us through stress that seemed to last for years. I wasn't sure I knew what I was doing, and I was scared I wasn't going to be a good father because I was so confused and unprepared.

    Fast forward two months, and our son starts sleeping more. We are able to start doing things we enjoy again in the time between naps. Of course, in November, Beyond Light and the raid drops. I didn't play it instantly, but about three weeks later, I hopped in with my clan and they walked me through it. I was the only member of that team going in for my first time; I'll never forget the fireteam leader telling everyone to be quiet during the space walk... they let me listen to the whole thing in silence. It was without a doubt the most beautiful gaming experience I've ever been a part of.

    As the months went on, my son would sit on my lap and watch me play games. He loved the sounds and lights and colors of Destiny 2... but whenever Deep Stone Lullaby would come on, his focus was intense. He loved it; it calmed him, and it was a joy to see him enjoying something that much... something that also meant so much to me. Sometimes, I would take him upstairs for naps and play the song on repeat while we would both lay down to sleep. I would dream about the song. It ended up being more than a tune: it was a feeling. Serenity. Happiness. Responsibility. Purpose. Every note felt like a message to me. I don't know if the composers meant it but... I heard it.

    Today, I am deployed thousands of miles from my wife and son. I ask my wife to play it for him every few days, and he still goes quiet and listens with a smile. I have internet, so sometimes I throw on D2... but when the lullaby comes on: without fail, I get choked up and remember my boy. I remember his excitement to see me clicking heads in the raid. I remember my family making it through tough times alone. But most importantly... I remember all those feelings from the lucid dreams in the nursery. The song reminds me of my purpose: if I am indeed a Guardian, then I am here to love and protect my family.

    Thank you for reading. I hope that because you made it this far, this song means something similar to you. I'd love to hear how.

    submitted by /u/SpaceCat429
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    Yo Mithrax

    Posted: 01 Jun 2021 07:47 PM PDT

    You a homie, she a bitch. You want her dead, just say the word.

    submitted by /u/Previous-Egg-1848
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    Fighting Lion can one hit kill in Momentum Control; PvE players get working on that Witherhoard catalyst you've given up on.

    Posted: 01 Jun 2021 01:19 PM PDT

    I'm actually having a blast right now and those grenade launcher kills are racking up faster than before.

    I am still the worst player on my team every game but someone has to be, right?

    submitted by /u/sneakyblurtle
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    Since Warmind cell builds are here to stay without sunsetting, can we expand the weapon pools that can make them or update the mods to not need specific weapons?

    Posted: 01 Jun 2021 11:25 AM PDT

    I mean, perk selection got changed because y'all didn't want us using outlaw/rampage forever. But here I am with 50k+ ikelos smg kills which is tenfold more than I've ever had on any other weapon. Yet outside of niche temporary seasonal mods, constantly having to use the extremely limited ikelos/seraph weapons is getting very old. It would be very nice to have more added in the future, or remove the stipulation that you have to use those weapons and make it based on just having the mods equipped. My ikelos smg would love a break.

    submitted by /u/Plummyr
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    I'm just saying #ISTANDWITHHOUSELIGHT

    Posted: 01 Jun 2021 11:29 AM PDT

    If a fight breaks out I'm standing with my good buddy Mithraxx and House Light. I was team darkness but it made the crucible damn near unbearable so I'm back to Team Light. Besides these days I'm feeling like tossing a Nova Bomb at Lakshmi-2's face, and frying Saint-14 to a crisp with Chaos Reach. #JusticeforRamen

    submitted by /u/Solace1984
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    @BungieHelp: We've made a change to our bandwidth limits that our servers use. The goal of the change is to reduce teleporting enemies in certain activities. Some activities won't be affected by this change.

    Posted: 01 Jun 2021 01:05 PM PDT

    Bungie please, dungeon pinnacle reward should be on a weekly rotation.

    Posted: 01 Jun 2021 05:47 AM PDT

    My friend and I have been running prophecy every week for a long time, and there's no reason for us to run the other 2.

    If this is only because they are locked behind DLCs, I don't think it's too much to give us an extra pinnacle each week if one of the DLC dungeons becomes the weekly dungeon. Prophecy can give a pinnacle every week like it's always been.

    Edit: I'm not asking for more pinnacles, I'm asking for dungeon variety.

    submitted by /u/Borealis-7
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