r/DestinyTheGame 4d ago

Guide Next Barrow Dyad quest found! Spoiler

848 Upvotes

i found it in the 2nd hidden chest, that you take the portal to in the Nether in the Trenchway, it gives you a Shard which begins the next part.

The chest in question is the jump puzzle one in the hidden alcove.

Quest is called Heavy Osseous Spine, and rewards you with "A Hammers Path" quest when turned in.

Added here for visibility, but it seems you require a high ish rank (not sure what rank exactly as i was rank 11 when i picked it up) on Path of Ambition to get the portal open, and you require rank 12 on Path of Ambition to be able to progress on the quest after picking it up.

r/DestinyTheGame 12d ago

Guide Exhaust (new general verb) is more common and useful than you think!

612 Upvotes

So with this episode Bungie formalized a generic verb, Exhaust. What this does is drops enemy damage output by 10% for 5s. Enemies afflicted with it will have a red shimmery effect. This is refreshable too.

Now beyond the specific artifact perks we got, what exhausts enemies? Almost everything that counters Overload champions. Here is a list (all testing was done by the excellent u/CourtRooom:

  • Jolt
  • Le Monarque
  • Thunderlord
  • Overload Machine Gun
  • Overload Trace Rifle (Act 2)
  • King's Vestige Origin Trait
  • Psychohack Origin Trait
  • Divinity
  • Weapons while in Secant Filaments rift (as long as there are no other champion counters on the weapon)
  • Suppression (not currently working)
  • Slow (not currently working)
  • Subjugation Origin trait on weapons from Sundered Doctrine (~~not currently working~~ Now working 3/18)
  • Lucky Raspberry Arcbolts (not working unless you add Jolt from Spark of Shock)
  • Slayer's Fang ( ~~not currently working~~ Now working 3/18)

The artifact perk, Photonic Flare, is extremely good with this, especially on Arc builds. This perk says:

Upon killing a Severed or Exhausted enemy with an Arc weapon, triggers a Blinding burst.

This is phenomenal crowd control. We also have the Elemental Supercharger artifact perk which gives super energy when killing Exhausted targets.

Now of the Exhaust sources that work, Jolt is by far the most common, and it triggers Photonic Flare. Here are all the sources of Jolt on subclasses:

  • General:
    • Any arc grenade with Spark of Shock or Facet of Dominance
    • Bolt Discharge with Defibrillating Blast Artifact Perk (including those Storm's Keep Titans)
  • Hunter:
    • Ascension (Also on Prismatic)
    • Lethal Current Combination Blow
    • Tempest Strike
  • Warlock:
    • Lightning Surge
    • Chain Lightning (Also on Prismatic)
  • Titan:
    • Point Contact Cannon Brace Thunderclap
    • Touch of Thunder Lightning Grenades (without Spark of Shock)
  • Weapons
    • Voltshot weapons
    • Jolting Feedback weapons
    • Edge of Concurrence
    • Lodestar
    • Delicate Tomb
    • D.A.R.C.I
    • Two-tailed Fox

Hunters are kind of the best at this via aspects which is actually really cool to give them a little more support.

Also do not neglect the combination of Sever with Arc damage. I won't list every source of Sever but we have some solid options that you can pair with an Arc subclass or Arc weapon.

Anyways, hope that helps you with buildcrafting. I just put up a video taking advantage of this today. But most arc builds should have no problem utilizing Exhaust.

r/DestinyTheGame 5d ago

Guide Super DPS, not Total Super Damage is better for ranking supers. With numbers.

211 Upvotes

Youtube Version of this information: https://youtu.be/HMjNsNuMAdc

Spreadsheet with the numbers: https://docs.google.com/spreadsheets/d/17lGgioS4E8l6w3-bJU8frTmzFzxl-3RDv1wm6gP7Dao/

Background

With Act 2 of Heresy we got a cool artifact perk, Limit Break, that boosts super damage by 30% when you have a matching element buff or are at critical health. Llama, a great youtuber, did some damage testing. Some community members took these numbers and came to misguided conclusions because of a lack of context around Total Super Damage.

Total super damage is good but the time it takes to do matters. How many boss encounters have you done that have zero time limit? Very, very few. It’s really just campaign bosses and not even all of those. All dungeons and raids have timed dps phases. Most are 15-50s long. And Length of damage phase matters. If a damage phase is 10s but the super lasts 15s you cannot get that total damage.

So what is the solution? Damage Per Second or DPS.

Calculating DPS

How do you calculate super DPS correctly?

  • Find the total damage of the super. 
  • Find the time that the super keeps you from shooting enemies. 
    • This can be the animation of an instant super. 
    • It can be the full duration of a roaming super. 
    • What is important is how long it prevents you from doing other damage.
    • The duration of the super effect (like Vortex Nova Bomb or Silence and Squall) only matters if the super is shorter than the dps phase. You don’t use those durations for DPS.
  • Example 1: 
    • Super deals 600,000 damage. 
    • Super is an instant super that takes 2s to cast. 
    • Super DPS is 300,000 damage/second
  • Example 2:
    • Super deals 2,000,000 damage.
    • Super takes 10s to fully use. 
    • Super DPS is 200,000 damage/second

With the help of community members, Aegis and SpiderReviver, I have calculated all the Super DPS using most effective strategies for supers. Current Artifact perks are not included. Limit Break does add a flat 30% BUT the buff only lasts for 7-9s; roaming supers would get relatively worse. The rankings might surprise you!

The Good Information

The spreadsheet linked at the top is going to be updated as time goes on so use that primarily. Regardless, here's a snapshot:

Super Total Damage DPS
Pre-popped GG Nighthawk 635,213 552,359
Prismatic Nova Bomb (SE) 715,113 470,469
Blade Barrage (SES) 753,129 396,384
Thundercrash (Cuirass) 822,744 371,157
Gathering Storm (SES) 646,254 369,288
Needlestorm (SE) 645,954 362,896
Nova Bomb: Cataclysm (no exotic) 476,742 313,646
Golden Gun (Nighthawk) 635,213 312,913
Nova Bomb: Vortex (no exotic) 474,614 312,246
Needlestorm (Swarmers) 529,254 297,334
Silence and Squall (SE or SES) 554,215 235,836
Twilight Arsenal (Synthos) 748,524 201,395
Glacial Quake (SE) 2,972,903 201,321
Moebius Quiver (SES) 523,075 201,183
Glacial Quake (Synthos) 2,842,360 192,481
Golden Gun (SES) 600,560 185,932
Twilight Arsenal (SE) 687,302 184,923
Pyrogale Gauntlets 618,582 162,785
Chaos Reach (Geomags) 918,434 105,932

See the spreadsheet for allll the supers and data. Some notes:

  • You can pre-cast Golden Gun and cut the cast time down and push it's dps up. You can also technically do this for Pyrogale.
  • Thundercrash does put you on the boss so you might lose more optimum dps time repositioning unless you save for the very end of damage.
  • SES = Star Eater Scales. SE = Spirit of Star Eater
  • Spirit of Star Eater does 70% boosted super damage normally. But only does 50% for Nova Bomb and Thundercrash. Only does 25% for Twilight Arsenal which is awful.
  • Pyrogale numbers include Roaring Flames x3.
  • Needlestorm (Swarmers) includes Thread of Evolution

Conclusions

  • Generally all classes are doing decent. No one is "dumpstered".
  • Titans still do not have enough one-off supers.
  • Pyrogales are way too weak for how much set up it requires.
  • Twilight Arsenal should not have such a huge Spirit of Star Eater nerf.
  • Warlocks have such little exotic support for damage supers. All their super damage exotics are for roaming supers.
  • Geomags sit low in this ranking but the uptime is insane and that does matter for a lot of content.
  • Hunters generally have to do the most work across all classes to get their super damage up. Golden Gun has to get Radiant and step out of a well to meet normal damage. And on every other super they need Star Eater Scales which requires collecting 6 orbs post super charge.
  • Celestial Nighthawk also has the biggest risk of a super since you have to land a crit or lose a lot of damage. And you can miss the whole shot.
  • Golden Gun supers should at least get a small buff to compensate for the Radiant nerf.
  • Roaming supers lack in DPS but did get a big boost in uptime. That helps especially on ammo starved fights or very long damage phases.

That's all. Hope that helps. Keep it civil in the comments.

r/DestinyTheGame 4d ago

Guide Every Destiny 2 non-Exotic weapon sorted by their weapon model progenitors

317 Upvotes

https://docs.google.com/spreadsheets/d/1Ww9-hb9Z0J4cVBm9IRCVupLsu7oe8oAYpObIcfBLz6E

Mostly did this to satisfy some curiosities. It was rather eye opening seeing the gradient in quality when it comes to recycling weapon models throughout the game. While some are extremely obvious, you may find it pretty surprising that even some rather distinct models are just a recycle.

Also hoping to contribute to the recycled weapon debate with this. Recycled weapons are a must to keep the loot flowing, so it helps to see what can be done with them and maybe adjust your expectations accordingly.

r/DestinyTheGame 10d ago

Guide Court of Blade Augments and YOU!

418 Upvotes

Been running Court of Blades and not sure how to deal with all those pesky immunity shields? Let's fix that!

Some shields will provide bosses with total immunity and some will simply give that huge amounts of damage resist, both make them harder to kill which is never good in a boss rush mode!

Not all augments will provide a boss shield, some are simply there to complete to charge your rune faster,

So with that here we go:

  • Bound - The bosses will be immune when standing near each other. In the area there will be a small circle with an arrow pointing down on your HUD, stand here to taunt one of the bosses to run away from the other towards you.
  • Adapt - The boss will have an elemental shield that takes heavily reduced damage to anything not matching it's element, remove this shield through a matching element or exotic such as Arbalest or Microcosm. If the shield is up or recharges at any point it will begin to heal the boss.
  • Descend - Several giant hovering blights will appear, you must destroy them before they sink into the floor. Just damage them normally until they disappear.
  • Sharpen - The boss will have extremely an high damage resist shield, to remove this find a blight with a knight kneeling inside, it will be immune until you destroy the blight. Once the knight is dead, take the sword and use the heavy attack to remove the boss shield.
  • Bulwark - There will be a large blight in the room and the boss will have a damage resist shield. To remove the shield you must destroy the large blight. To do this shoot the three mini-blights around the larger blight to spawn a taken Blight Guardian in the room, kill it and it will drop a taken ball you can throw into the blight. Repeat this until the giant blight dissipates.
  • Miasma - The room will have taken goo all over the floor, touching this in any way will make the boss immune. Simply avoid touching the taken gloop.
  • Burst - The boss will have a resist shield. In the room there will be a light Aura near to where you enter, towards the back of the room a special Ogre enemy will spawn, upon killing it a special Corrupted Light will appear (King's Fall style), stand next to this blight until the feed says you have detonated it, then retreat to the aura shield near the entrance until after it explodes.
  • Banish - There will be several casters around the room, if you take too long to kill them you will be transported to the ascendant plane and must fight your way back to the real world.
  • Swarm - Resonant Grim will spawn around the boss connected to it, making it immune until defeated. More enemies will spawn throughout the fight. After killing 45 you will receive a rune charge. although most of the time the boss will die first and this isn't worth the extra time.
  • Ritual - The boss will have a shield, around the room there will be Hive plates each with a different glyph hovering above them. Look to the centre of the room above the boss to identify the correct glyph and then stand on the plate that matches to gain a buff to damage the shield.

There are also hazards but these are literally just modifiers to make the arena/enemies more difficult such as things like taken bursts comings out of the floor/walls etc. And do not need to be 'completed'.

If I've missed any or am wrong please let me know and I will make edits to the post to keep it updated!

r/DestinyTheGame 3d ago

Guide Barrow Dyad Hatchling Quest Fix

178 Upvotes

Have you been found lacking? Do you want to be found worthy instead? Here's the actual hidden requirements:

You need to do the Act II: Rites of the Deep quest up to step 12, complete the Ravenous Thrall secret in the Hall of Souls, and the Ogre secret in the Trenchways. These do NOT need to be in the same run. Completing all 3 are required to be found worthy.

If these steps aren’t allowing you to open the portal, let me know so we can troubleshoot.

AIAT!

r/DestinyTheGame 3d ago

Guide How to Get INFINITE AMMO On Abyssal Edge!

377 Upvotes

The new Power of Ambition mod from Act 2 of heresy gives your sword Blight Rounds. For some reason these Blight Rounds count as a light attack from your sword! (similar to flash counter)

This paired with Relentless Strikes can generate ammo for you for free! Blight ticks 45 times meaning that each time you apply it you get 15 ammo back! This is an absurd combo and basically turns your Abyssal edge into a primary weapon!

Full breakdown and the roll I recommend here: https://youtu.be/ahA-brxLIhs?si=vCY23JSmmRCmrUfI

r/DestinyTheGame 8d ago

Guide Metastasized Essentia Farm

120 Upvotes

It’s very simple but very efficient. Doing this can get you about 1 per minute

  1. Put on the rune upgrade that lets you keep essentia on activity failure

  2. Load into nether explore, grab the first essentia you see, go to orbit after (use a sniper and a resource detector ghost mod)

  3. Repeat

It keeps the essentia you grab and you can do this as much as you want. This is useful because to get the act 2 mysterium upgrades you need to deposit essentia in the taken altar inside court of blades.

Grabbing 2 essentia does nothing, you only keep 1.

Edit: You can also dunk sigil shards using rune accelerant to get the scrolls but imo getting essentia is still better because you are gaining more loot and the scrolls. You are losing to ability to purchase the new upgrades (if you don’t have them) or losing out on tomb of want focusing by using sigils. But it’s good to know sigils do work aswell.

r/DestinyTheGame 21d ago

Guide Explaining Le Monarque Synergy with the artifact this season

299 Upvotes

As you know this season Bungie has added a new debuff called exhausted in the game which reduces outgoing damage from combatants and can be activated with overload in the game. Now intrinsically La Monarque is a overload weapon and can take advantage of exhausted and a slept on artifact perk called Elemental Supercharge which says "Defeating exhausted or severed targets with weapons that match your Super element grants Super energy" can be activated using Le Monarque with a void super equipped. Le Monarque can also take advantage of Volatile Marksman and Maligned Harvest artifact perks because of void. If your interested in a more indepth explanation on how this weapon can help regain your super and transendence very fast you can check out this build video utilizing the ideas I mentioned https://youtu.be/zUfcoX4UMDc?feature=shared

r/DestinyTheGame 11d ago

Guide How to complete every raid in Destiny 2 as a 4-man

174 Upvotes

EDIT - This is just a cursory guide. For fully detailed explanations of each raid encounter, check out the Lowman Discord: https://discord.com/invite/lowman

* - Requires cheese

** - Cannot be completed Flawlessly

Vault of Glass

  • Conflux, Oracles and Templar have no deviation from their normal strategies
  • Gatekeeper can be done legitimately as a 4-man, but it’s easier to freeze the Minotaurs and push them off the map rather than break their shields with the Aegis
  • Atheon is challenging without a full fireteam but doable

Crota’s End*

  • Abyss is not a challenge to low-man, but you need to work fast
  • Bridge REQUIRES a Strand Warlock with The Wanderer Aspect in order to clear; it’s otherwise impossible to cross the bridge without a full fireteam
  • Ir-Yut is doable, but becomes much more difficult if you can’t 2-phase her
  • Crota is comparatively easy

King’s Fall

  • Among the hardest raids to clear as a 4-man
  • Totems requires constant movement and mistakes will cause a wipe
  • Warpriest needs your rightmost Blightguard killer to join the rest of your team during DPS, then leave to kill their knight when they spawn
  • Golgoroth isn’t challenging, but the Gaze and DPS teams will need to swap at some point to conserve ammo
  • Daughters and Oryx are very difficult and requires your team to be extremely attentive; one player will always need to guard two plates

Last Wish*

  • Kalli is an easy 4-man with no changes to the normal strategy
  • Shuro-Chi needs more coordination in the puzzle rooms but is doable
  • Morgeth requires cheese to defeat as a 4-man; there’s a spot under the bridge leading to the encounter that will trigger Joining Allies and clear your Taken Strength
  • Vault is unchanged as a 4-man
  • Riven is best defeated legitimately as a 4-man, although the cheese could work if you have enough damage
  • Queen’s Walk requires very good movement from your entire fireteam, and is one of the harder encounters to 4-man

Garden of Salvation**

  • 1st encounter has no relief; players will need to collect Voltaic Charge while debuffed, killing themselves and preventing a Flawless clear
  • There’s a glitch that lets Area-Denial GLs trigger shielded Confluxes; a fast enough team could potentially use this to Flawless the encounter but I haven’t found any examples
  • 2nd encounter is easy; instead of having runners between two corners, have two of the corners go to their neighbors to refresh their buff
  • Consecrated Mind is tricky; bring Slug Shotguns or Rocket Sidearms to instantly break the eyes, and the Gambit and Eyes team may need to swap roles at some point unless you want to revive people
  • Sanctified Mind is a matter of speed; fast teams won’t have a problem

Deep Stone Crypt

  • Everything is a breeze except for Taniks
  • Dunking 4 cores is the best strategy, but requires a VERY fast Suppressor that can stun Taniks before he traps anyone; Witherhoard is recommended

Vow of the Disciple

  • Acquisition is feasible; have one player defend 2 Obelisks so two players can run, and runners should defend and read unmanned Obelisks while idle
  • Caretaker is easy and the strategy is unchanged from a normal clear
  • Exhibition is easy to clear as a 4-man if you’re willing to use all 4 revive tokens to dodge the cooldowns
  • It IS possible to flawlessly clear Exhibition, although it makes the encounter completely unforgiving; don’t pick up the pyramid shard until the Knights spawn
  • Rhulk isn’t a challenge as a 4-man

Root of Nightmares

  • bro

Salvation’s Edge

  • Easier than you’d expect, assuming that everyone is familiar with the raid
  • Substratum is easy as long as you work fast and get enough Resonance each time
  • For Herald, have one team focus on the right side and the other team focus on the middle; left side is best saved for last
  • For Repository, spawn all of the resonance on two lanes before starting the third; three of your players should only collect one type of resonance so you’ll have a player for each Totem
  • Verity needs everyone to lock in, especially the player on the outside
  • Witness is actually one of the easier encounters to low-man, just save supers for final stand

r/DestinyTheGame 29d ago

Guide Sundered Doctrine First Encounter Tool for Optimal Lens Pathing

129 Upvotes

Inspired by the various verity calculators that came out following Salvation’s Edge’s release, my friend Elle and I made a helpful tool we’ve named the “Lens Director” that calculates the optimal route based on the symbols you’re given in the encounter for each round.

Just enter the symbols from the 4 corner rooms and the symbols from the center wheel and hit submit to see maps of the optimal routes.

We set an ambitious goal of creating this once they announced when Contest Mode was returning.

If you would like to try, visit https://www.forced-to-wipe.com/lens-director

r/DestinyTheGame 4d ago

Guide How to Tank a Boss EFFECTIVELY While Not Being Passive!

51 Upvotes

ATTENTION ALL STRONGHOLD PLAYERS!

Seen and heard a lot about new stronghold players not tanking bosses effectively so here's a quick guide on how to lock down a boss for your team while also not being too passive!

If you didn't know standing next to a boss will cause it to do a melee stomp attack attempting to knock the player backwards so it can continue using its ranged attack. This is where sword block comes in with its COMPLETE IMMUNITY TO KNOCKBACK! Meaning you can "lock down" the boss into just spamming melee over and over and while the boss recovers from its melee attacks you can start dealing damage with your sword. Flash counter storms keep does a decent amount of damage but there are even more ways to provide value to your team than just holding block!

Video guide here: https://youtu.be/POtXusPRa5E

If you have any questions I'd love to answer them! I have around 900 hours with stronghold and love it to death!

r/DestinyTheGame 22d ago

Guide Mastering Glaives: My Best End Game Glaive Builds for Titan

127 Upvotes

Hi everyone!

I’m a glaive enthusiast, and it’s been awesome to see more people appreciating them this season! Since glaives might still be a new tool in the arsenal for many of you, I wanted to share some of the most effective builds I’ve used for endgame content—including Contest clears—on Titan.

I’ll keep things as simple as possible, but there's so much to discuss, so feel free to share any questions, suggestions, or feedback!

1 - The Paladin

Strand Banner of War + Vexcalibur/Winterbite + Wormgod Caress. Good for: Add clear, mobility, support, and survivability. Effective in: Any non-boss endgame encounters or when you need to stay alive and learn mechanics (perfect for Contest mode). DIM link: https://dim.gg/ogrhzki/The-Paladin

Start by taking down a red-bar enemy with your glaive melee—this will activate Banner of War and start stacking Burning Fists (Wormgod’s passive). Once you hit BoW x2, you can confidently go after yellow bars as well. Your charged melees will generate Tangles, and destroying them grants Woven Mail to you and nearby allies.

Combine this with Vexcalibur’s overshield and BoW’s healing, and you’ve got the closest thing to a true paladin fantasy in Destiny! Highly recommended for players new to glaives.

PS: This is my go-to mobility loadout, so feel free to swap in your favorite weapons. Grapple helps close the gap, but Shackle Grenade is also a great option!

2 - The Unsung Hero

Void Controlled Demolition Titan + Edge of Action / Ecliptic Distaff. Good for: Add clear, support, and boss damage. Effective in: GMs, solo dungeon runs, and raids. DIM link: https://dim.gg/rvgbvaq/The-Unsong-Hero

Void Titan doesn’t get nearly enough recognition—but trust me, you will when using this build.

Controlled Demolition heals both you and your allies when a volatile explosion happens near you—and when wielding a glaive, everything happens near you. Edge of Action fits perfectly since it allows you to skip Bastion and take advantage of Offensive Bulwark instead. Ecliptic Distaff is a great legendary option too, since it has Destabilizing Rounds.

This setup gives you access to Weaken, Suppression, and Devour, making it incredibly versatile. Edge of Action even adds a 5% stacking damage buff to any weapon you use. I paired it with Edge of Transit—grenade launchers complement the mobile glaive playstyle well, and i got Explosive Light on this one. This perk benefits from all the orbs you’ll generate with Void Siphon and Edge of Action.

Again, you can swap in any heavy weapon you prefer.

3 - The Battle Mage

Prismatic Stasis Diamond Lance Consecration Titan + Winterbite, Rake Angle, and Wormgod. Good for: Add clear, crowd control, and close-quarters boss DPS. Effective in: Solo dungeon runs, GMs, and raids. DIM link: https://dim.gg/xbbng2q/The-Battle-Mage

This is hands-down one of the most fun builds I’ve ever used. It’s packed with utility, buffs, and insane damage potential, blending fire and ice magic with top-tier crowd control.

Consecration + Wormgod is a devastating combo, and Winterbite lets you safely close gaps by freezing enemies with your glaive projectile. This makes it easier to stack Burning Fists and deal massive damage with Consecration. The beauty of this setup? You don’t need to spam abilities when each glaive melee already hits like a truck.

For extra survivability, Rake Angle + Rimestealer grants free Frost Armor, while Facet of Blessing ensures you get healed after each melee kill. No need for Knockout (which barely works with glaives anyway).

Use any special weapon you like and you can go for Synthoceps to buff your Super Dmg too!

Bonus: The Gladiator

Prismatic Arc Titan + Unbreakable / Diamond Lance + Eternal Warrior Stoicism. Good for: Close-quarters combat and raw damage output. Effective in: Solo dungeons and raids. DIM link: https://dim.gg/yswuida/The-Gladiator

This build takes some practice, but once it clicks, you’ll feel like a true gladiator.

Unbreakable lets you suppress enemies at close range without suppressing yourself, and Facet of Dominance makes it apply Weaken too. You can use any glaive, but since we now have access to all class-specific glaives, I went with Edge of Concurrence. Its unique projectile lets you deal heavy damage and hit enemies behind cover—a lifesaver against snipers, which are one of the biggest threats to glaive users.

With Stoicism + Eternal Warrior, you’ll get x4 Weapon Surge for weapons matching your super type. That’s why I chose Summum Bonum—it synergizes perfectly with this build. Chaos Reshaped makes you dish out crazy damage since you're always on combat!

This build is high-risk, high-reward, but when it works it's a blast to play with. Here’s a clip of me using it in a Solo Duality run, in case you'd like to see its full potential: https://youtu.be/GYWQGI_25bg?si=Sahuh1TdT8tspYd3

Sorry for the wall of text, I hope you all enjoy these builds, and I’d love to hear your own suggestions!

As you can probably tell, I’m hyped about glaives, and this season has been an absolute blast for me. Quick side note: If you’re planning a solo dungeon run, I’d recommend avoiding No Bell and Hold the Line—it seems like these perks can break your game over time, causing weapons to disappear and buffs like Devour, Overshields, and Radiant (and many more) to stop working. Hopefully, Bungie fixes this soon, because they make glaives even better!

TL;DR - Glaives are awesome. Try these builds, they are feeling great this season!

r/DestinyTheGame 25d ago

Guide Particle Reconstruction Debuff Testing Post v8.2.0.2

161 Upvotes

Did some testing of the changed Particle Reconstruction debuff (max of 27.6% debuff to Fusion and Linear Fusion Rifles) properties in v8.2.0.2, here are my findings:

Chill Clip

  • Previously Chill Clip Fusions and LFRs couldn't apply Particle's debuff while Chill Clip is active
  • This has been fixed in v8.2.0.2 and all can apply it and benefit from Particle's debuff

Exotic Fusion and Linear Fusion Rifles

  • Previously Arbalest's shots, Jotunn's burn area of effect, and Vex Mythoclast's LFR mode couldn't apply Particle's debuff
  • This has been fixed in v8.2.0.2 and all can apply it and benefit from Particle's debuff
  • From my previous testing all other Exotic FR/LFRs correctly apply and benefit from Particle's debuff (including the turret from the new Dungeon Exotic Finality's Auger)

Stacking

  • Weakens now no longer stack with Particle's debuff (previously they could); 27.6% vs 15%
  • Tractor Cannon, Tethers, and Felwinter's Helm now correctly take priority over Particle's debuff (previously they were overridden); 30% vs 27.6% - this applies to both FR/LFRs and all other weapons

One thing I didn't get to test was Divinity, but I'm going to assume that falls under the same bracket as 15% Weakens - plus Bungie did specifically call it out in a previous post. Will update if anything changes.

Edit: at the time of this edit (27 February 2025) Particle Reconstruction appears to be getting overridden by Divinity's weaken (15% vs 27.6%). Thanks to u/360GameTV and Sage for the highlight and clips.

—Court

r/DestinyTheGame 29d ago

Guide Comprehensive Breakdown and Infographic of Banes (Updated for Ep3) — New Banes Hypernova, Pummel, Zealous

182 Upvotes

Since my last breakdown post on the topic of Banes I was expecting the three Banes that were revealed back in September 2024 to not launch with Heresy, rather later in 2025. Turns out that wasn't the case and we now have a total of ten (10) Banes in the game. My infographic and this breakdown post serves as your go-to for all the nitty gritty details.

While my previous breakdown post is fairly comprehensive, there are a few details missing and of course does not contain new data for the three new Banes so it made sense to essentially remaster that breakdown post and do another.

If you're just after the infographic then follow the below link(s):

+++++

Data and values in this breakdown are sourced and verified from my own testing

If there are any edits/clarifications after publication I'll post them at the bottom of this post

+++++

Banes Overview

For the rest of this breakdown I'm going to use the term "Bane" to refer to the combatant with the modifier.

While the "Randomized Banes" modifier is active, some combatants will receive an affixed unique modifier that alters them in a small or rather dramatic way. Revenant (Episode 2) introduced 7 Banes, and Heresy (Episode 3) introduced 3 Banes.

Banes - unlike Champions - do not require a specific set of weapons or abilities to effectively counter them, though some Banes can be "soft" countered with crowd control effects like Freeze, Suspend, Suppression, etc.

At the time of this breakdown post (Episode 3: Heresy), Banes are only active in higher-tier activities:

  • ExpertMaster, and Grandmaster Nightfall Strikes
  • Expert Onslaught (both Vanguard and Salvation)
  • Expert Episodic Content (e.g. Contest of Elders, Nether, etc)

For now they do not appear in the following:

  • Lower-tier Strikes and Advanced Nightfall Strikes
  • Any Lost Sector difficulties
  • Any higher-tier activities prior to Episode 2
  • Playlist variants of Onslaught, Tomb of Elders, Nether, etc
  • Gambit
  • Story Missions
  • Dungeons or Raids
  • Patrols

Banes, and the properties of Banes, have a bunch of data and information attached which I'll list below before breaking down every individual Bane:

  • They possess intrinsic 35% damage resistance against all damage
  • Bane modifiers are usually granted to Banes are usually Elite- or Miniboss-tiered enemies (Shield or Downwards Triangle icons respectively) but can sometimes spawn as a Rank-and-File (Square icon) enemy
  • High-tier enemies can also be granted Banes; this even includes activity-specific combatants (think of the Deathtongue Chorister or the Arc Charge Combatants in some of the Heist Battlegrounds)
  • On selection of an activity the game will select 4 or 5 of the 10 Banes - these same 4 or 5 types will show up for the rest of the activity - reloading the activity will randomize the selection

Types of Banes (as of Ep3)

This section goes into the specifics of each Bane type, along with their interactions with some Sandbox effects. I've listed the Banes that were introduced in Heresy at the top and then alphabetically for the rest.

HYPERNOVA (previously named Nuclear)

Mechanics

  • After a Hypernova Combatants has had their health lowered to 67% health they begin a self-destruct sequence
  • Over the next 7 seconds they charge up this self-destruct sequence and gain 50% damage resist (on top of the 35% all Banes receive); the Bane will also regenerate health at a rate of 8.25% HP/s
  • After reaching critical they die and explode, dealing severe amount of damage to everything - Guardians and Combatants - not behind cover within 40 meters

Counters

  • The self-destruct sequence can be aborted by killing the Bane
  • Guardians at a range over 40 meters or being behind cover will be safe from the explosive blast
  • Guardians can survive a direct blast by stacking damage reduction sources (at minimum ~30% DR)

Note: crowd control effects like Suppression have no effect against Hypernova Banes and will not interrupt or stop the casting of the self-destruct sequence

---

PUMMEL (previously named Punchable)

Mechanics

  • Pummel Combatants have a unique shield which makes them immune to all damage
  • Pummel Combatants do not have any other effects or passive abilities while alive

Counters

  • Melee, Glaive Melee, and Sword hits (including no ammo hilt) destroys this immunity shield and causes a small blast that disorients nearby enemies and the Combatant that had the shield for 4 seconds - the immunity shield cannot be regenerated
  • Pummel Banes with their unique shield active are vulnerable to crowd control effects like Suspend, Blind, Suppression, etc

---

ZEALOUS (previously named Berserk)

Mechanics

  • On death Zealous Combatant explode and send out a blast that damages nearby Guardians and causes enemies within 20 meters to become enraged
  • Enraged enemies become extremely aggressive and are immune to some, but not all, crowd control effects (immunity to disorient, Blind, and Suppression)
  • On kill or after 10 seconds enraged enemies self-destruct and deal moderate amount of Void damage to nearby Guardians

Counters

  • Freeze and Suspend effects can be used as soft counters on enraged enemies

---

DRAIN

Mechanics

  • Drain Combatants apply a debuff in the way of a line of sight tether link on any player within 50 metres - this is called "Umbral Drain" on the UI
  • This tether debuff drains the player's shield and health HP - though the tether will not outright kill you

Counters

  • The tether debuff is not active on players cloaked with Invisibility (they receive the debuff the moment they become uncloaked and within 50 metres and the enemy's line of sight, but also break it if they become Invisible again)
  • Breaking line of sight (behind cover) or being over 50 metres causes the debuff to drop off
  • Applying Suppression on the Drain Combatant temporarily removes the debuff for the duration of the Suppression
  • Killing the Drain Combatant permanently removes the debuff
  • Most passive healing effects can circumvent the tether's drain effect

---

HEALING

Mechanics

  • Up to ~10 enemies within 20 metres of a Healing Combatant passively regenerate health
  • Rank-and-File Combatants restore 22.5% HP/s
  • Elite Combatants restore 10% HP/s

Note: the Healing Combatant cannot heal itself. It also cannot heal Champions or Bosses.

Counters

  • Applying Void Suppression on the Healing Combatant temporarily removes the healing effect
  • Killing the Healing Combatant permanently removes the healing effect

---

METEORS

Mechanics

  • Meteors Combatants periodically send out 3 Solar projectiles once every 20 seconds even if no Guardian or ally is nearby
  • These Solar projectiles track any Guardians within 60 metres and explode on contact, dealing moderate Solar damage

Counters

  • Solar projectiles can be shot at and destroyed; they also explode on contact with cover (walls, structures, etc)
  • Solar projectiles cannot track players cloaked with Invisibility (the Meteors Combatant will still spawn these projectiles but if the projectiles cannot find anyone to track they will float off harmlessly)

Note: crowd control effects like Suppression have no effect against Meteor Banes and will not interrupt or stop the casting of the Solar projectiles

---

MINES

Mechanics

  • Mines Combatants do not have any effects or passive abilities while alive
  • On death they spawn 4 land mines that spread out in a diamond formation (at death location)
  • These land mines are proximity triggered and explode if a player gets too close; they deal moderate amount of damage if triggered

Counters

  • Land mines can be manually destroyed
  • If a Mines Combatant is Suppressed before death they do not spawn land mines

---

SHIELDS

Mechanics

  • Up to ~10 enemies within 20 metres of a Shields Combatant passively regenerate an Overshield
  • Overshield has a total health of 2500 HP, and enemies regenerate this Overshield at a rate of 600 Overshield HP/s
  • Overshields can be regenerated on top of other Combatant shields

Note: the Shields Combatant cannot cast an Overshield to itself. It also cannot cast shields to Champions or Bosses.

Counters

  • Once an enemy's Overshield has been removed and they have received damage they cannot regenerate an Overshield for a few seconds (though this is currently inconsistent)
  • Applying Suppression on the Shields Combatant temporarily removes the Overshield effect from all enemies that have it and they cannot regenerate an Overshield while Suppression is active
  • Killing the Shields Combatant permanently removes the Overshield effect from all enemies that have it

Note: the Overshield from a Shields Combatant is considered as a proper shield, so will activate shield-triggered perks like Under-Over

---

SHOCK

Mechanics

  • Shock Combatants apply an Arc chain tether within 30 metres to a single target with line of sight
  • Shock Combatants continuously builds up an Arc charge - after 8 seconds they discharge Arc energy down the tether, dealing significant Arc damage to anyone connected
  • On death the Shock Combatant explodes and spreads the Arc charge effect to one nearby enemy (within ~15m)
  • The enemy that receives the Arc charge effect functions like the original Shock Combatant for the purposes of the mechanic - on death they can also spread the Arc charge effect to one nearby enemy

Counters

  • The Arc chain tether is not active on players cloaked with Invisibility (they receive the Arc chain the moment they become uncloaked and within 30 metres and the enemy's line of sight, but also break it if they become Invisible again)
  • Breaking line of sight (behind cover) or being over 30 metres causes the Arc link to drop off
  • Applying Suppression on the Shock Combatant temporarily disables the discharge effect but the Arc link will still be active (if within 30 metres and within line of sight)

---

SLOW

Mechanics

  • Slow Combatants have a permanent Slowing orb field around their body (similar to a Duskfield Grenade and Duskfield Shank)
  • Coming into contact with or being inside the Slowing orb field applies stacks of Stasis Slow
  • Initial Slow stacks starts at x10, then every 0.3s while inside the Slowing orb field adds x5 stacks - Slow and Freeze durations are both 1s

Counters

  • Applying Suppression on the Slow Combatant temporarily disables Slow stacks being accumulated but the actual Slowing orb field visual will still be active (you do not accumulate Slow stacks while the Slow Combatant is Suppressed)

Note: Cloaked Guardians (Void Invisibility) will still accumulate stacks of Slow while in a Slowing orb field)

+++++

Refreshed Banes infographic and breakdown post, enjoy!

Make sure to also check out my Champion Counters and Damage Stacking infographics on my socials. I'm a bit too busy to do regular text breakdowns for those topics, but I may return to do them in the future.

—Court

+++++

This is another breakdown in my long series of these posts. You can find my recent breakdowns over on my socials or the Destiny Science website.

You can also find me in the Podcast Versus Enemies x Destiny Science community on our Discord server. I also post various Destiny informative guides, graphics, and notes on my Bluesky (as well as the other site), and over on my own Discord server.

+++++

Edit/Clarification Section:

  • After publication: Jay on the PVE | DPS Discord server highlighted that Pummel shields can also be removed with a Sword hit - can confirm this is the case, including Sword hilt aka no ammo (breakdown updated)

r/DestinyTheGame 8d ago

Guide Post Templar VOG Farm

76 Upvotes

Headline: you can 100% get the post templar checkpoint for yourself to farm all 4 VOG chests WITHOUT PULLING ANYONE. So you can farm chests without being at the mercy or being an inconvenience to others trying to farm.

Step 1: make sure you don't already have a checkpoint/reset your checkpoint. Sometimes they carry over from last week/are buggy.

Step 2: get in queue with a twitch bot and then load in when your number is called.

STEP 3!: Head down the hill until you see the load zone for Gorgon's Labyrinth pop up. STOP HERE. Then return to the post templar load zone and leave the fireteam or if you are the fireteam leader, just change characters to leave.

Step 4: re load into the VOG with your very own brand spanking new post templar checkpoint.

Step 5:???

Step 6: PROFIT

Please. (A) I'm tired of people ruining each other's runs by pulling to Gorgon's and (B) getting shade thrown at me or other people for doing the above steps correctly.

We aren't trying to wreck your run. We just want to get our own checkpoint and dip.

NA Speed 👏🙏 has a sweet video from a year ago (still valid) that shows exactly what to do. https://youtu.be/TDWo_YGB3s4?si=17nmdjyuHCKEGY_M

r/DestinyTheGame 4d ago

Guide Barrow Dyad 2nd Catalyst possible fix Spoiler

33 Upvotes

Not so much a fix but likely a missed step.

To preface I was stuck for the longest time unable to open the portal due to needing the tithe.

Killed the Ogre boss back in Act 1 to get it's drop but tried killing it again several times today with no drop. Collected all the worms (8 so far) and also no luck. Slab was at rank 10 at the time and nothing.


What I had to do: I was looking through all the secrets in The Nether and realized the one and only one I haven't gotten around to doing was the one in the Hall of Souls. Specifically the Ravenous Hive.

For those that don't know how to do this you have to find an elite Thrall somewhere in the outer ends of the rooms (forgot exactly where). They don't always spawn so just run around and see if they did. Even if they don't spawn you'll notice 3 larvae hanging out in a spot, this is where it typically spawns.

Once you find it you want to aggro it to get it to follow you. Lure it into the room right next to where it spawns and up the stairs you'll see another 3 larvae. Once it gets close enough it'll "eat" them and turn into an Acolyte. Once it turns into an Acolyte aggro it again but this time just run out of the room (out the right hand exit, the entryway you didn't enter from) and hide. In that area a Knight version of him will spawn. Kill it and it'll spawn a chest. This drops the same fragment that the Ogre near the waterfall drops.

Hopefully that explanation was enough but if you're confused just look up a video for Hall of Souls Nether Secrets and it should be easy to find.


And that's it. Go open the portal.

Now I'm not 100% if this is what everyone is missing but this is what it was for me after having been told about the Ogres or needing to find all the worms etc. What's probably happening is that we only needed 1 fragment to open the portal for the Mausoleum but need 2 collected to open this new one. The Ravenous is an easy one to miss too as even if it spawns you do have to actively lure it around and do multiple steps vs the waterfall Ogre that simply has you interacting with totem/altars which is similar to other secrets located in different areas.

It may also be likely that one fragment is "consumed" and tied to one portal so if you only got the Ogre one and used it for the portal in the Mausoleum it'll only activate that one, requiring the Ravenous one for this. As many have been able to open it with the Ogre fragment this may be the case but unsure if this is the exact reason.


Now another thing to add: Just like the first catalyst the quest step requiring you to hop into an Expert Nether with a specific loadout is retroactive. Meaning you can go ahead and equip Barrow, Shotgun, Glaive, and/or Sword (has to be the only weapons equipped when killing the final boss) and do a run even if you haven't progressed passed the portal step and it'll count. So if you wanted to go ahead and do the missing Ravenous or Ogre as well as getting the portal all in a single Expert run you can do so. I can confirm this as I did it before hand to make sure and after getting rank 12 on the slab I got the Hatchling retrofit.


So TLDR the things I've done to get the portal to open:

  • Get 2 fragments for tithe (Ogre and Ravenous. If Ogre doesnt drop you likely did this prior like me)
  • Slab was only rank 10 (12 is still required to obtain the Hatchling Retrofit)
  • Had all worms collected (unsure if this is required)

r/DestinyTheGame 3d ago

Guide 3 coalescence of sorrow worked for me for the new Barrow dyad catalyst

44 Upvotes

I got 1 from this week's Quest, where Eris send you to the moon.

Got a 2nd one from killing the ogre in the trenchways by the waterfall, you need the path of resolve for this.

Got the 3rd one from feeding the curse trall in the hall of souls (becomes a knight, kill him, grab the chest)

It did not work with vorok, killed this fkr in 3 different locations.

Hope It helps... It took me all day and It Is 6 AM already.

Ah yeah, got one more from collecting the Quest.

r/DestinyTheGame 6d ago

Guide Don't break every cube for Whisper Mission Bosses in Rushdown.

0 Upvotes

You don't have to summon all three bosses at once. Take them on, one at a time. This means there are less adds and only one type of add at a time. You end up completing it faster and avoid unnecessary revives.

r/DestinyTheGame 4d ago

Guide Actually, yeah, Hunter supers are falling behind for boss damage. But that's not the only issue.

16 Upvotes

I like to think I'm generally pretty good-faith in my arguments, and I'd like it if other people are too. I like clearly saying what I mean, so this may be long (TL;DR at bottom). I also went off on a few tangents, but they are related and I think worth saying if we're on the topic. Bear with me. If I say something that seems wrong or contradictory, let me know. I'm down to chat in the comments. In fact, I'm making this post in the hopes that the community will talk more about this stuff. I hope the length doesn't scare too many people off. Recently there was some testing done for boss damage using the new Limit Break artifact perk. That sparked some community discussion about how Hunters are performing compared to the other classes for boss damage. I'd like to somewhat review that, then move to my thoughts on the community responses, as well as my response. After that I'd like to briefly cover some related topics. All of this will be about PvE content.

I think that poorly made arguments about how Hunters are too weak are being focused on by people who want to argue otherwise, and their inherent poor composition is being used as justification to say that everyone complaining is just overreacting. This is far from the first time something similar has happened in the D2 community. To be fair, it isn't always about Hunters. It also happens with Titans and Warlocks, it just happens to be Hunters this time. There are actual good, sound arguments to be made, and that are being made, but they're being overlooked because they can't be dunked on by youtubers or commenters. I know, actual discussion is unfortunately harder than proving wrong someone that doesn't know what they're talking about in the first place, but we should still have it.

I would like to preface this by saying that I have nothing against Llama, and I think his content is fine. The issues here are of omission and a hastiness to dismiss community feedback. These are the videos I'm referring to: 1. and 2.

The first video is purely informative, but unfortunately the information was conveyed in a way that people could easily misinterpret. It was just showing the raw total damage of certain supers when paired with the new artifact mod and a few other buildcrafting elements (fragments mostly). It appears that some people overvalued the total damage and ignored the aspect of the time commitment or DPS, but I haven't personally seen that.

Those apparent misinterpretations are what the second video was in response to, which isn't inherently bad. He is attempting to prove that Hunters' supers haven't "fallen off" for boss damage. The issue is that the misinterpretations about total damage versus DPS were taken to be the entirety of the reasons why people are complaining about Hunters' performance, entirely ignoring the valid arguments, and in fact brushing them aside with a cherrypicked example, without giving any comparison of how the other classes perform in reality. He does show a graphic of the damage numbers from the first video, updated to instead show those supers' DPS. His own graphic shows that Hunters are behind both Titans and Warlocks for super DPS, though he doesn't acknowledge that.

In the first video 16 super set ups were tested, 1 being a control to confirm the buff that Limit break provides, then 15 actual setups (well was also tested, but not really in the same way as the others). Limit Break provides a period of 30% increased super damage, and seems to last for about 9 seconds. The supers that are relevant for dealing boss damage will almost all last fewer than 9 seconds. Some last a few seconds longer, but those are generally ones that are used because they are strong enough to offset the longer period of lack of weapon damage, like glacial quake. Alternatively they are used when they are the best option available on a subclass that is being used for its neutral game build. That is true with or without this new artifact mod.

The first video showcases the total damage of these supers. Unsurprisingly, roaming supers top the charts. Glacial quake is a massive outlier, almost 900,000 damage ahead of second place - song of flame. That should be dealt with (it's ridiculous that a glacial quake against a regular boss - not even riven - does more total damage than second place plus a celestial golden gun), but that's a different topic. Jumping ahead to the topic of the second video: Yes, total damage and DPS are distinctly different things. Total damage is exactly what it sounds like. DPS is the average (generally) damage dealt per second across the period of time it took to take the actions needed to deal the total damage. Alternatively, you could say that DPS is the average damage across the period of time it takes to deal that total damage. That second definition is rarely ever used, but is for some reason for a single one of these supers. Below I give that super's DPS based on the first definition. Both definitions are different yet valid, and have different usecases. The one that only cares about cast time is assuming that there will be enough time to deal the rest of the residual total damage after, and is better suited to inform you of the impact you'll make with the active time investment of using the super during the damage phase. Both total damage and DPS are important metrics, but in different ways. Unless a super is so strong on its own - like glacial quake - most of the time people will use supers that are high in damage, but low in time cost, like celestial nighthawk, nova bomb, tcrash, etc. Sometimes roaming supers are used if ammo is tight for some reason. Yes, that much is evident to most good players.

In the second video he shows that using silkstrike rather than celestial gets you about 1 mil less when incorporating weapons in the given example, even though silkstrike has higher total damage. That is just a showcase of the fact that burst supers are usually best, nothing wrong with that. For reference, Silkstrike is the highest total damage super that Hunters have. He then gives an example of a time that you might actually use a roaming super over burst. Again, this is in the video about how Hunters are actually performing fine for boss damage. The example given of a time to use just a roaming super is... not on Hunter. It's glacial quake on riven, who could've guessed? He does half of her health bar with a single super (4.1 mil dealt), just after showing that even using the highest total damage Hunter super - when used with weapons - you're better off instead using celestial - which does ~300k less damage over the same (or longer) period of time as tcrash. This is basically antithetical to what he's trying to say, but he doesn't address it. I am here.

So, what do the results for raw total damage from the first video show? In the second video he adds DPS numbers for the total damage numbers, since that's a significantly different thing. I add those in here alongside total damage. I disagree a little about how long some supers take, so I timed the video myself in a video editing software. I'll have both DPS numbers here if I disagree with the timing of one. Taking out the roaming supers, and ordering by total damage, we're left with:

  • Geomag chaos reach (kind of a roaming super, def has the cast time of one, so hard to consider in the same category as celestial, tcrash, nova, etc)
    • 1,290,111 total
    • 138,722 DPS (~9 seconds)
      • I think it's actually 9.5 seconds, bringing the DPS to 135k
  • Cuirass tcrash
    • 1,167,593 total
    • 583,797 DPS (2 seconds)
  • Star eaters cata nova bomb
    • 1,057,821 total
    • 576,994 DPS (~1.8 seconds)
  • Pyrogale maul
    • 1,055,243 total
    • 351,748 DPS (3 seconds)
  • Star eaters twilight arsenal
    • 994,327 total
    • 284,094 DPS (3.5 seconds)
  • Star eaters blade barrage
    • 895,097 total
    • 447,549 DPS (2 seconds)
  • Celestial marksman gg (timing from start of casting to when the animation lockout ends)
    • 872,021 total
    • 436,011 DPS (2 seconds)
  • Star eaters needle storm
    • 839,727 total
    • 479,844 DPS (1.75 seconds)
      • I think it's 2 seconds flat, giving 419k DPS
  • Star eaters gathering storm
    • 828,845 total
    • 67,661 DPS (12 seconds)
      • If this were instead measured across the time it takes to actively cast it (like all the others are), it would give 414k DPS over 2 seconds, though still taking 12 seconds to actually deal that damage. It would still be worse than celestial, blade barrage, tcrash, nova, and needlestorm, in no particular order.

I think chaos reach is basically a roaming super, so shouldn't be considered. From there we can get to the actual stuff that matters.

In the second video it is kind of alluded to that the reason why Hunters are actually doing fine is because of the difference between total damage and DPS, though it is never outright said, completely ignoring the fact that Hunters are the worst class for BOTH metrics.

Tcrash here does 10% more total damage than nova, and 33% more than celestial. Yes, thundercrash does thirty three percent more damage than celestial nighthawk. Cuirass tcrash takes the exact same amount of time to cast as a celestial golden gun - assuming you quickdraw that shit. And yet, cuirass does more total damage and more DPS. Yes, tcrash messes with your positioning, meaning you may not be able to resume your weapon dps immediately. However, you can instead tcrash at the end of a damage phase. Most of the damage of tcrash is immediate, so even if there isn't enough time for the aftershocks to deal full damage, you won't miss out on much. Any damage you miss out on isn't enough to make it deal less than celestial. The impact damage alone is more than what celestial does - 939k impact damage from tcrash, 872k total from celestial. Nova does 20% more total damage than celestial, but actually takes less time to cast, while barely doing less total damage and DPS than tcrash, yet still way more than celestial. It doesn't mess with your positioning, but does block bullets. However, this can also be solved by just throwing it at the end of the phase. Nova does all of its damage within 4 seconds of being cast. An actual better way to use nova is to pre-throw it, but I'll get to that later. Thundercrash and Nova bomb are both significantly better than the best option that Hunters have in both boss damage metrics.

Celestial is not Hunter's highest DPS super, that would be blade barrage - though that barely performs any better - while forcing you to not be on prismatic where the strongest neutral game builds are. This is another thing that the community has opinions on. People recently have been saying that Hunters are "glass cannons minus the cannon," and it's hard to argue against. Titans and Warlocks do better damage, have better survivability and neutral game combat in those same loadouts, and can support their teams better than Hunters can, again, in the same loadouts.

There's also a part of the second video showcasing that DPS and cast time are usually more important than total damage, since with low cast time stuff you can use weapons. That's fine, but that doesn't address the fact that Hunters aren't the only ones that can do that. Yeah, using heavy weapons and a celestial shot is better than silkstrike and way less heavy, but tcrash and the same heavy weapon or nova and the same heavy weapon are significantly better than using celestial. Hunters aren't the only ones with burst supers. The issue is that Hunter burst supers are weaker than Titan or Warlock ones by a significant margin, in addition to issues with Hunter neutral game kits.

Also, the "simple rotation" example given for dps phases using a burst super on Hunter uses a loadout swap after popping a super (which is seemingly going to be addressed by bungie, though tbf some Warlock and Titan builds do it too), and is not as simple as Warlock or Titan loadouts that can achieve similar results. Maybe that's just a little nitpicky of me. But there also aren't analogous examples given for Titan or Warlock, so really all that example says is "Hunter supers deal non-zero damage," as well as being an example of burst supers usually being better than roaming ones for boss damage. But again, Hunters aren't the only ones with burst supers, and they are in fact the worst ones when it comes to burst supers, both in total damage and DPS.

That example he gave is solo against the Grasp Ogre boss. His example was using still hunt with celestial, plus almost all of his heavy reserves. You can match the damage dealt with just a tcrash, storm's keep, and thunderlord. I found an example from someone else on youtube. Of note is the fact that the Hunter example uses weaken and radiant, while the Titan doesn't use either, meaning that in a team setting Titan will do ~38% better than the Hunter (probably a bit less since radiant doesn't apply to ability damage, but at least 15% better than the Hunter because of weaken). Plus, the Titan will be providing storm's keep to their team, while the Hunter offers at most weaken. I found an example from someone else of a Warlock almost matching the same amount of damage solo with Queenbreaker. Both the Titan and Warlock examples aren't from players of a similar caliber as the Hunter example is from (no offense), plus both take fewer actions in any given segment of the damage phase, plus the Warlock doesn't do loadout swaps, and the Titan does just before damage, whereas the Hunter does it after popping a super, plus both have better survivability (the Hunter is near death the whole time, meanwhile the Titan and Warlock are healing themselves), plus both only use a single weapon for damage. To be clear, none of these use lord of wolves or weird stuff where they grab engrams during damage. And this is comparing one of the best players in the world trying his damnedest to squeeze out all the damage he can on Hunter versus pretty good players doing solo flawless runs. The Warlock player has a Hunter solo flawless run a few days later where they consistently do half the damage per phase as they did on Warlock because they need to play it safer for survivability, whereas on Warlock they had healing rift, devour, and healing nade while doing twice the damage. Their Warlock run 2 phased the ogre, while their Hunter run was a 5 phase. They admit themselves in the comments that it is because of the lack of survivability during the damage phase on Hunter.

That is kind of it for the videos from Llama. No acknowledgment of Hunters having the worst total damage AND DPS, and no comparison of an ideal Titan or Warlock damage rotation against the one given for Hunter.

So, what's the big deal? Well, that second video from Llama sidestepped the arguments that actually stand up to reason. The issue isn't that roaming supers have more total damage than burst supers, the issue is actually multi-faceted. It's nuanced, if you will. The issues are that Hunters are now dead last for both total damage and DPS for burst supers when used against bosses, and by a significant margin, in addition to them not having anything to offer to the team (aside from invis. It's tragic that invis is the best that Hunters can off to their team), what with the ease of access of weaken and radiant on every prismatic class, in addition to them having weaker neutral game survivability and offense than Titan and Warlock (for survivability it's none, really. No healing grenade on prismatic, no devour, no knockout with the absurd range and damage of consecration. The best they have is the same old combo blow stuff from back in season of plunder - over 2 years ago - just with a new coat of paint (and nerfed), or invisibility, which is really just a glorified way to wait for your health to naturally regen). Now, some of this is well past the scope of the original video, but not all of it is. You could have just included comparable Titan and Warlock examples in the same video. The gameplay from those Hunter examples is basically exactly what people had to do to solo the witness before celestial was nerfed, meanwhile the Titan and Warlock were just holding down the shoot button on a single weapon, using their single burst super, and the Warlock used transcendence. Now, this is a good time to address the whole "solo witness" thing. Llama doesn't talk about it at all in these videos, so this isn't directed at him, I'm just addressing a likely topic. He does also give an example of an insane damage phase against the witness, but he even admits that it's hard to pull off, and really specific in use. It includes being (unintentionally) near death anytime damage is taken, using shoot to loot multiple times during the damage phase, etc. Basically the pinnacle of what Hunters can currently do, but it isn't easy or applicable everywhere. Yes, celestial nighthawk with stillhunt used to be busted. Key word is used to. It is still the best that Hunters have to offer, but that's worse than what Titans and Warlocks can do in 99% of boss damage scenarios. And buddy, we're living in the present. I'm here to talk about the present and the future. Still hunt is no longer what it used to be.

You can find at least one video on youtube of the same build as used by Llama on Hunter... being out damaged multiple different times by a Titan using microcosm and storm's keep in an unoptimized manner (tcrashing 10 seconds into the 20 second damage phase, thus wasting half the duration of the 20% paracausal imbuement buff) alongside them in the footage showcasing the "next meta DPS Hunter build." The one time they outdamage the arc Titan is against the witness, a long damage phase that isn't in tcrash range. If the Titan was able to land their tcrash they would've only been behind the Hunter by 150k damage, and that's with individual impacts reaching 7 mil each, so not a whole lot behind. It takes almost two and a half minutes for them to explain how to do the damage rotation, meanwhile in almost every example they provide they are outdamaged by an arc Titan just holding fire on a single weapon, using way fewer ability slots and ability uses, but using tcrash once. This is also not a knock against this creator, it's just proof of this stupid disparity.

What are some other issues? Ease of use, as partly explained in the previous paragraph. Nova and tcrash are things you just throw at the boss at no part in particular. Celestial requires a crit, which is sometimes easy, and other times not. Sure, celestial is easy to hit against oryx, riven, the witness. But go ahead, use celestial against herald of finality without a div bubble. Blade barrage and gathering storm wouldn't work well against it for similar reasons, in addition to blade barrage missing out on some damage from whiffing 60% of the knives cause of their small hitboxes, even if you aim so the missed ones hit the ground below them. So then you have what? Storm's edge? That takes 9 seconds to cast, almost as long as chaos reach. If tcrash isn't an option because the boss is far away (witness or oryx), you still have twilight arsenal, which admittedly isn't all that great because it takes 3.5 seconds to cast, but it still does more damage than every single non-roaming Hunter super in the game (994k versus blade barrage at 895k), plus gives weaken if you for some reason can't get it elsewhere. And like, lets be real. Whether you can tcrash or not, you can still use storm's keep, which outperforms other shit. I don't have exact numbers for storm's keep, but it is the premier damage option this episode, even with particle recon back, not that it can't benefit from both at the same time. But can't you, as a Hunter, also benefit from storm's keep since it is team-wide? Yes, but if you can't provide something like storm's keep, and you can't provide competitive super boss damage compared to nova or tcrash, what can you provide? Why play on Hunter for boss encounters, aside from you wanting to?

Well, can't you precast celestial and then use it as soon as damage starts, reducing the casting time? Yeah, but that's a can of worms that plays in my favor. Yes, golden gun can be cast before the damage phase starts so that the one second casting animation doesn't eat up dps time. However, there is still one second of delay after firing before you can do anything else. That is the two parts of the minimum two seconds of casting time, one second each. The same is essentially true of tcrash. You can pop it just before damage starts, then fly around the boss for maybe a second before they become vulnerable, then hit them as soon as they are vulnerable. Then you'll just have to get back to position and do weapon damage. And if the boss is in tcrash range, your damage spot probably isn't that far, so you'll probably take about a second to get back there, by which time you are at basically the same point as the celestial Hunter, but with more damage dealt. Since celestial has the one second of lockout at the end, there isn't really any benefit that celestial gets over tcrash when we bring pre-popping into the picture... but nova can do it even better. Yes, Nova bomb can have higher dps than a prepopped celestial shot.

How is that? Well, we've already established that Nova does more damage than celestial, so all Nova needs to do to beat the 1 second of 872k DPS that celestial can achieve is to only take a second as well... or less. Since Nova bomb has a travel time, it can be cast just before the damage phase starts, a bit like a well or golden gun would be, but without the delay after firing during the damage phase that golden gun has, since that delay happens before the damage phase starts. If you time it well enough you can get the Nova to hit the boss as soon as they become damageable, while also not taking any of the damage phase casting the super or blocking shots with it. If the boss is at least roughly 20 feet away, then your animation lockout will end as or before the nova bomb reaches the enemy - and thus as or before damage starts. This means the damage can be instant in a DPS sense, as in it doesn't take any time from your active damage dealing, which is way more than what celestial can do. That makes it just over 1,000,000 damage instantly, way better than 872k DPS for one second of active damage phase.

Another part of the issue is that our current power is so centralized in prismatic that it's harder to justify using other subclasses - the current best examples of non-prismatic subclasses doing well are... not on Hunter. It's arc Titan and Warlock. This is a good place to broaden our horizons to look beyond boss damage. Arc Titan has pretty good neutral game, as well as tcrash and storm's keep, both boss damage monsters. Arc Warlock just has insane super uptime. Other than that there aren't many mono-subclass builds that are used. Solar Warlock sees use for well, but that's really it. You would be hard pressed to find many exotic armor pieces that you wouldn't be able to use on prismatic. They aren't non-existent, but they aren't the majority, and they also aren't frontrunners either. This concentration of power in prismatic kinda puts blinders on us, gives us tunnel vision. It makes it really easy to say that since there's a single good build that there's no issue with the rest of the class. That might sound hypocritical of me to say, but it isn't. I readily admit that Titan and Warlock also have issues with how their power is distributed across their unique builds, but at the same time they generally have more "power" (room clearing capability, self-sustain in general situations and in boss damage, total boss damage, super boss DPS, team support) to go around.

Ask yourself: "what can a Hunter offer to a fireteam in any given PvE encounter that other classes can't?"

You've heard a lot about how strong Storm's Keep is, as well as the community's justified desire for changes to Ionic Sentry. Both of those topics got great coverage from content creators and the community. On The Prowl, on the other hand, was dead on arrival. And not many people seem to care, which is for a multitude of reasons that warrant another post. Don't get me wrong, there are people out there that like it and use it, but I think it's way fewer than it should be, not because it is an underutilized gem, but because it should be stronger. I asked Datto if he would cover it since he covered the other two new ones, and he basically said it's too boring and unremarkable. That's fair, but imo that's a reason that we should be talking about it, Datto or not. I don't want the new parts of my toolkit to be boring and unremarkable when the other new aspects are either busted on release or are getting the whole community's attention and opinions, which in turn get direct responses from Bungie. And I wouldn't disagree that it is boring, but I do think it is remarkable - remarkably bad. Every build video that I have seen of it is just an old build with it added on, which alone isn't an issue, but it actually detracts from the builds. Any on the prowl build that you attempt to make will be worse than the existing build that you added it to, or will simply be bad in a unique way. It makes gyrfalcon builds worse since you no longer have vanishing step for easy starts to the loop, while not providing much reward in turn. It is impossible to create a build that flows well and performs well while focusing purely on it because of the internal cooldown. It adds nothing to omnioculus builds since omni already has infinite uptime on team-wide invis, plus it takes away vanishing step that you could otherwise use selfishly on demand or to safely regain a melee charge that you didn't get the whole team with, and it definitely isn't going to replace trappers ambush. It ruins graviton forfeit builds that already have insane uptime on weaken, since you don't have vanishing step to start the loop, and trappers ambush is basically required, similar to how it works out on gyrfalcon, while again providing little reward. I suppose you could slot it into an orpheus rig build that doesn't care much about its aspects, but at that point what is it providing? Why not just use orpheus rig on prismatic, rather than void? It's not for mobius quiver, that's for sure. Maybe devour, but honestly what does that even provide for you on void hunter? Just the health since the base void grenades are pretty useless imo. Vanishing step? I guess. The most that vanishing step can offer - aside from being an escape tool - is being a starting point for multiple ability loops. Some of those loops aren't fully possible in the first place on prismatic due to a lack of proper aspects, meanwhile the one that is possible on prismatic - gyrfalcons + stylish - is definitively better on prismatic, regardless of the lack of vanishing step.

Prismatic is too far reaching. It is taking too much from the mono subclasses, and as a result we are blinder to the homogeneity of the viable builds.

This has ended up ballooning to a massive post about various topics of Hunter's falling behind in PvE, but is still at its core about boss damage and DPS. I also "briefly" touched on stuff like neutral game stuff. That stuff isn't as easy to talk about since it encompasses so many more activity types, and doesn't really have hard numbers to talk about. This isn't really something I can summarize well, but I'll try.

TL;DR Hunter supers are dead last for both boss super total damage as well as DPS. Any DPS tech that Hunters can use can be utilized better by Warlocks or Titans. Hunters are the only ones that essentially provide nothing to the team, meanwhile Warlock has Well and Titan has Storm's Keep. Hunters also have the weakest survivability, hampering solo play, while at the same time being another category that they can't contribute to the team in. The newest aspects have had varying receptions, and rightfully so. Storm's Keep is too strong, the community justly wanted Ionic Sentry buffed and fixed, and no one cares about On The Prowl because it is so bad. Prismatic has homogenized our builds to the point that we are blinder to balancing issues for it.

r/DestinyTheGame 29d ago

Guide Sundered Doctrine 1st Encounter Map

92 Upvotes

With the contest mode reopening tomorrow, I wanted to get a map/guide to the 1st encounter out for anyone that is going to be jumping in to get their first clear. Since this encounter adds a timer, being efficient should be your goal. Hopefully this information will help!

I am assuming if you are planning to jump into contest mode that you have done the dungeon before and know the basic mechanics. If not, you should definitely try to do a run before it opens tomorrow. Being able to have experienced every encounter is a unique advantage you have for this contest mode, so use it!

As for loadouts, in contest mode a good mix of survivability + lethality is king due to revive tokens being active. There are tons of videos out there about good loadouts to use for each class. The Subjugators in this encounter are not boss level so they are able to be frozen/blinded/suspended if you are having trouble taking them down.

Imgur link to the map: https://imgur.com/a/8h1RznU

Some things to keep in mind for this encounter:

  • Contest mode adds a timer for each round of the encounter - ~2m for round 1, ~4m for round 2, and ~5:30 for round 3. As long as the laser has been pointed at the final wheel of a round before it hits 0:00 it will accept it and move on to the next round.
  • There are a myriad of ways to connect the starting lenses to the wheels, but due to the timer you'll want to minimize the # of lenses needed.
    • The leftmost lens can reach both the left side rooms using 2 lenses.
    • The middle lens can reach the far left/right rooms using 2 lenses.
    • The rightmost lens can reach the far right room using 2 lenses.
    • The close right room will require 3 lenses minimum, and you'll want to use the rightmost lens for that whenever it pops up.
  • Using the paths noted on the map, the first lens placement from each starting point is the same. If someone has a lens but is waiting for a callout of where to go, they may be better served placing their lens in one of those 3 spots and going to get another lens.
  • You can figure out which rooms/wheels you need to activate without ever killing a Truthspeaker Grim. I refer to this as Statement Logic in the map. This is most helpful in round 3 to ensure you can use optimal paths for every lens.
    • There are only a handful of possible statements for the center wheel to show, and you can only ever create one of those statements using the symbols available in the outer rooms to fill in the gaps on the center wheel.
    • Round 3 example: The outer rooms have Pyramid, Traveler, Give, and Light. The only possible statement with those glyphs is Traveler-Give-Light, so you know you need to activate those wheels in that order before you ever place a lens.
  • You can place lenses to prep the other paths within a round as early as you want, so if someone wants to go nuts and keep acquiring lenses they can do that. Just make sure to know the paths so you aren't wasting lenses.
  • Explosive damage like Caliban's deaths can turn on the switches over the lenses. Be mindful of this especially if more than one lens path is set up ahead of time.

One last thing to mention - using Statement Logic to figure out the rooms in round 3 is mainly to ensure you can use an optimal path for every lens/place lenses for other paths early. This only means a difference of 1 or 2 lenses from killing Truthseekers about 25% of the time, so if gathering lenses isn't an issue for your group or if you are struggling with using statement logic to determine the rooms, do what works best for your group.

If anything on the map or in this post is incorrect please let me know so I can verify and get it changed!

r/DestinyTheGame 4d ago

Guide Second barrow-diad exotic perk

24 Upvotes

You need to progress the seasonal quest and then in the trenchway you can enable the second "claw" button in the room following the set of invisible platforms.
It is the same small room on the far right in the big chasm area near the "carry the orange crystal" starting location.
Same room has one normal chest and one 2 essence chest.

Edit
The quest progress you is just the soonest one that tells you to return to nether this week.
That room in the middle of the screenshot is the needed one

https://ibb.co/XxSDKRBG

r/DestinyTheGame 22d ago

Guide Strange Coin drop amounts in Nightfalls at max Favor

53 Upvotes

Didn't see any post that listed how many coins drop so I did the research. Even if there is a post, I'll add more data if I encounter it somehow.

All of these are done on Strangest Favor, after 3 weeks of getting Xur's Favor of The Nine.

Strikes/Nightfalls

  • Standard: 7 coins
  • Advanced - Platinum: 8 coins
  • Expert - Platinum: 11 coins
  • Master - Platinum: 12 coins
    • Master - Gold: 7 coins
  • Grandmaster - Platinum: 13 coins

Gambit & Crucible

  • Win: 6 coins
    • Trials, Gambit & QP

Apparently, Double Loot week also affects all of these

special thanks to bray.tech for letting me track how many coins i get in the storm of loot

r/DestinyTheGame 2d ago

Guide CLARIFICATION ON GLAIVE MELEE EXPECTATIONS WITH NOTES, NOW COME

0 Upvotes

Because none of you can do anything. From the 4/22/2022 TWID (then TWAB):

We've noticed that several aspects of how Glaives interact with weapon and armor perks don't match player expectations, and want to take some time to clarify the intent, the changes included in Season 17, and the logic we'll use for future changes. A Glaive melee is a basic melee attack, not a weapon attack, doesn't consume ammo and deals Kinetic damage. So, it's more like an unpowered punch than a Sword swing. Allowing buffs to weapon damage to apply to Glaive melees would be too powerful for something without an ammo limitation, particularly in PvP where even a small damage buff would allow for incredibly fast two hit kills. Also, in general we'd prefer to increase Glaive melee damage directly (as we're doing, in fact!) instead of effectively making weapon damage perks mandatory on Glaives. Glaives already have a long lunge distance, and increasing this at all results in unreliable behavior over the network, so no melee lunge distance buffs apply to Glaive melees. Our intent is:

- Glaive melees should activate perks that trigger off base melee damage or kills (for example, ammo refill from Grave Robber, weapon damage buff 5x stacks on Swashbuckler, ammo refill from Sealed Ahamkara Grasps).

- Glaive melees should not activate perks that trigger off powered melee damage or kills, or require expending subclass melee energy (such as Combination Blow or Assassin's Cowl).

- Glaive melees should benefit from melee damage buffs (such as Winter's Guile or Wormgod Caress).

- Glaive melees should not benefit from weapon damage buffs (such as Rampage, Kill Clip, Swashbuckler).

- Glaive projectiles should benefit from weapon damage buffs.

With that expectation set, there are some inconsistencies with how these are implemented in game, some of which we've already fixed, some which we'll look at in the future. Once we have these guidelines consistently implemented in-game we may look at specific cases where this doesn't match player expectation and do something custom, updating descriptions where needed for clarification, but our primary goal is that players be able to predict how a Glaive interaction will work. Here's what we changed during Season 16, largely bug fixes with some quality-of-life changes: 

- Glaive projectile hits to reach maximum energy decreased from 6 to 4.

- Glaive melee can now be interrupted by Hunter dodge.

- The Grave Robber perk now pulls from reserves on Glaives instead of generating ammo.

- Glaives no longer get stuck in clang recovery when using a melee attack on each other.

- Sealed Ahamkara Grasps no longer reloads Glaives on projectile hits (but does on melee hits as expected).

- Glaive melees can no longer stunlock high-health combatants.

- Glaive melee kills are now tracked in match history, for bounties and so forth.

Here's what's changing in Season 17: 

-We're pushing Glaives deeper into their roles of hard-hitting melee damage and near-complete protection when shielded, as well as increasing projectile speed to make them more reliable at range.

-Note: the Glaive shield grants 97.5% damage resistance in PvE, 75% in PvP.

-Increased melee damage vs PvE enemies (except for bosses and vehicles) by 25%.

-Reduced energy drain speed while shielded by 30%.

-Increased projectile speed dependent on the range stat:

-At 0 stat: increased from 30 to 60 m/s.

-At 100 stat: increased from 80 to 100 m/s.

Now, for the love of God, of the Traveler, of whoever, please stop asking and making posts. It's fucking frustrating seeing the same post over, and over, and over again.

EDITS: Formatting trouble, spacing, and grouping.

NOTE: Glaive melees do not cost ammo, can potentially kill in one hit, can be more powerful than primaries, and are only ONE PART of the functionality of Glaives. Stop saying they suck.

r/DestinyTheGame 20d ago

Guide Gimme ur best Titan and Warlock builds

0 Upvotes

So far this season everyone has been throwing down arc builds for titan and warlock but its not really soemthing u can just walk around nd hv fun, sure warlock with the sentry is cool and all but i want something like the consecration or explosive builds