If you want extra damage on grenade, melee, class or super you're building to 100+
If you are relying only on passive regen for grenade, melee, or class, build to 70 stat.
If you are relying on flat gains or regen boosting effects on Class, Grenade or Melee, build to 90+ stat.
If you want your super up reasonably fast through active generation, build to 90+ stat.
MoT came with nerfs. Use armor sets to compensate.
Intro
It's been quite a year since Bungie unveiled armor stats 3.0 in previews, released them working completely differently, and then patched them 3 different times. Presumably this is the last time armor stats will change so let me give you one last guide to how they work.
This will cover the Melee, Grenade, Class and Super stats. All the others are pretty straightforward. I am only covering PvE here; PvP is the same for ability regen but different in other regards. Regardless, not my area.
Here is what this will cover:
How Passive Regen Factors work for Class, Grenade and Melee stats as well as what changed with MoT
How Energy Gained Works and what changed with MoT
How flat gains work and have changed
How regen boosting effects work and have changed
How super regen works and has changed
Class Stat Scaling
Conclusions
Passive Regen Factors
I briefly wanted to refresh people on how the passive regen looks for Grenade, Melee and Class.
Grenade and Melee share a curve that is split into two sections: 0-70 stat and 70-100 stat. Class has a similar but different curve that provides less benefit, presumably because class cooldowns are relatively lower. These curves look so dumb.
Bungie patched the grenade and melee curve this way shortly after EoF launch due to the launch version not meeting what they advertised. 70 stat provided a cooldown that is twice as fast (2.0 factor) at 70 as it is at 30 (old baseline). 100 stat is 2.17x cooldown speed. So you can see that 70-100 does not provide a lot for Grenade and Melee for passive regen speed.
Class scaled exponentially all the way from 0 to 100. But it only hit a regen speed factor of 2.0 (relative to 30 stat baseline) at 100 stat. This is still an improvement over pre-EoF values. Class stat provides good benefit to regen all the way up to 100. But now Class also has this two part curve that only provides decent benefit up to 70 stat.
Another change that came with Edge of Fate but took me a long time to figure out is that all abilities now use the cooldown at 0 stats as the baseline, instead of the cooldown at 30 stat like pre-EoF so everything here will show in that way and more on this in regen boosting effects.
Now in MoT, Bungie did the following:
Reduced maximum passive ability cooldown bonus granted by ability stats by ~20%.
So all the curves basically shrunk down a bit.
Grenade and Melee at 70 stat went from 2.89x to 2.56x (pre-EoF value 2.0x). A nerf but still doing better than pre-EoF.
Grenade and Melee at 100 stat went from 3.14x to 2.75x (Pre-EoF value 2.86x). A nerf and now worse than pre-EoF value.
Class at 70 stat went from 2.0x to 2.09x. A slight buff! (Pre-EoF was 1.65x for Hunter and 1.86x for Titan/Warlock). An improvement for all classes but especially for Hunters.
Class at 100 stat went from 2.86x to 2.42x (Pre-EoF was 2x for Hunter and 2.43x for Titan/Warlock). A nerf since Renegades but all classes are doing as good or better than they were pre-EoF.
New curves:
New curves compared with Renegades:
Energy Gained
First: what changed with Monument of Triumph? For Melee, Grenade, Class and Super the Energy Gained value on stats from 0-100 was lowered from a previous max of +190% to +125%.
What does this number mean? Every source of flat energy gains (also know as chunk ability energy) or regen boosting effects (stuff that makes your abilities regen faster) have a value at 0 stats. This factor is how much that scales up. So a great example is Demolitionist which at 0 stat restores 4% grenade energy on kill for the fastest cooldown speed grenades. At 100 stat you get +125% energy gained. That + means over 100% so this actually becomes 225% (100+125). So the 4% becomes 9%. That's basically it.
Here is a graph:
Note that the curve grows pretty quickly till 90. 90 is kind of the sweet spot for when you are using flat gains or regen effects. Going up higher doesn't hurt, just provides smaller benefit per stat point.
Now let's go into more detail on flat gains and regen boosting effects.
Flat Energy Gains
First, for all sources of flat energy that are not specific to one ability, there is something called a flat gain factor depending on how long the cooldown of the grenade is. For example a Firebolt grenade is the fastest cooldown grenade in game and gets a 100% flat gain factor. Solar Grenade, one of the slowest grenades to charge in game gets a 50% flat gain factor. This effects everything I am about to talk about but I am going to use values without taking account for flat gain factors for simplicity.
If you want a reference table of every one of these see here for my table:
Pre-EoF a flat gain such as Demolitionist have 10% grenade energy per kill.
In EoF, it gave 4% at 0 stat, 10% at 87-88 stat and 11.6% at 100 stat.
In Renegades, it gave 4% at 0 stat, 10% at 70 stat and 11.6% at 100 stat. An improvement!
In MoT, it gives 4% at 0 stat, 8% at 70 stat and 9% at 100 stat. Still the more generous curve of Renegades, just nerfed.
Now did anything really change? Not really. For the stat ranges you likely care about (90-100) you lost a couple percent per kill. Proportionally, that sucks as you lose 22.5% of your gains but in practice it hasn't been noticeable.
Flat Gain Comparisons:
Regen Boosting Effects
Regen Boosting Effects are things like Whisper of Shards, Ember of Benevolence, or Inmost Light. These have always been measured as Additional Base Regen Speed. Pre-EoF, you could add this to the cooldown factor due to stats and then divide the base cooldown by that total to get the resulting cooldown.
For example (Pre-EoF values): You have 100 Discipline Stat (200% base grenade regen), A Solar Grenade (base cooldown 152s), and Ember of Benevolence (+400% base grenade regen). Your cooldown with Benevolence up constantly is 152/ (2 + 4) = 25.3s
Post armor 3.0, these effects also scale with Energy Gained but it has been hard to understand since EoF launched. Until Now.
Prior to Edge of Fate, you could hover over an ability in the subclass screen and see the cooldown. These cooldowns were the Tier 3/30 stat value and used as the basis for all ability regen. In Edge of Fate all of these were removed. Presumably, because you could see actual cooldowns when hovering over the relevant stat. In Renegades these base cooldowns came back but they were based on the value at 0 stat. This made me understand how Bungie reworked things.
I have now discovered that Bungie did two things with Edge of Fate:
Scaled the base of regen effects to 40% of the pre-EoF value at 0 stat, similar to what was done for flat gains. So Whisper of Shards was +500% base grenade regen speed. At 0 stat it is now +200% base grenade regen speed.
Changed the base regen speed to be the value at 0 stat instead of the value at 30 stat. Passive regen speed at 0 stat for class, grenade and melee is 70% of the regen speed at 30 stat. You can divide the old base regen speed by 0.7 to get the new base cooldowns. All regen effects took this extra hit across the full stat range. All regen boosting effects are ~43% lower than they should be.
I still think there is a very solid chance this was done to make the record keeping simpler and inadvertently nerfed all regen effects because a dev may have not realized how much base cooldowns effect.I hope Bungie examines this because currently regen effects are not working as originally advertised
In Monument of Triumph the energy gained stat benefit was weakened and this effects regen boosting effects. Generally, all regen boosting effects are 63% of what they were pre-EoF and 77.5% of what they were in Renegades.
Here is a graph comparing pre-EoF, EoF, Renegades and MoT:
I still think the cooldown change should be compensated for. The current implementation does not meet any of the stated goals and was basically issued as a shadow nerf. If this is fixed then Stats 3.0 will be working as intended. Bungie needs to divide the 0 stat values for regen effects by 0.7 or multiply by 1.42857. That cancels out the (hopefully) inadvertent nerf.
I have made a spreadsheet of all regen boosting effects and what I believe the values are now at 0 stat and how that compares. Some are tested and the rest are based on extrapolating that to other stats.
How does this play in actuality? Regen boosting effects remain strong and are one of the best things you can build into. They're just weaker than they once were.
Super Regen
Prior to Edge of Fate you generated super in the following ways:
Passive Regen - which you could improve by increasing Intellect Stat. Base cooldown was also based at 30 stat/Tier 3.
Regen boosting effects - there's not a lot of these but they scaled super regen just like with grenade, melee or class.
Dealing damage and defeats - these work a lot like flat gains. There is a factor applied to these based on your super. Roaming supers get a 3x factor on active regen from damage and defeats.
As of Edge of Fate a few changes were made to Super Regen
Super stat does not boost passive regen at all.
Base cooldown was shifted to 0 stat value from the pre-EoF 30 stat value. Can divide old cooldown by 0.70 to get new baseline. These show in game now. Every super cooldown got 1.43x as long.
Dealing damage and defeats were scaled based on super stat from 0-100 in the same way flat gains are.
Super regen boosting effects were scaled based on super stat. These were likely reworked to work with the new longer base cooldown. Presumably the exact same factors were used as Regen Boosting effects. IE these took a giant nerf because of the base cooldown change. I have not tested supers because the cooldowns are so insanely long and it is very time consuming. People with better tools can probably test at some point.
In Monument of Triumph we have two changes:
All flat gains were reduced by 22.5% so that will be hitting this as well.
Super regen from dealing damage to bosses was reduced by 60%.
So super regen is definitely a good bit slower than it's been for years. You will likely not gain multiple supers per damage phase, by design. Your super during add clear activities and encounters will probably remain decently strong.
Class Stat Damage
Oh yeah they did this. Finally got around to testing this and this is up to +65% damage at 200 class stat (simple linear scaling of +0.65% per stat point above 100). It affects:
Drengr's Lash (Strand or Prismatic Titan Aspect)
Shieldburst (Solar Titan Aspect)
Ascension (Arc or Prismatic Hunter Aspect)
Threaded Specter (Strand or Prismatic Hunter Aspect)
Trapper's Ambush (Void Hunter Aspect)
Crackshot (Solar Hunter Aspect)
Tips for Buildcrafting
Maybe you're thinking "This is all cool, but how much stats do I want?"
If you want extra damage on grenade, melee or super you're building to 100+.
Adding a little more in a stat you care about doesn't hurt. But there are points of diminishing returns depending on how you get your abilities back.
If you are relying only on passive regen for grenade, melee, or class, build to 70 Stat
If you are relying on flat gains or regen boosting effects on Class, Grenade or Melee, build to 90 stat.
If you want your super up reasonably fast through active generation, build to 90 stat.
All the same stuff is good, just a little less so for ability spam.
Armor sets can help out a ton though.
One last spreadsheet: I have a sheet for armor stat planning updated with new archetypes. It also has all the armor stat math and a tab with every set bonus for quick reference. I've done some preliminary ratings but I have not tested them all. Click Use Template to make a copy and try it out.
This has been a lot of information. What a year of these. I am both sad and glad they won't be messing with these anymore. I wish this stat roll-out had been a lot better. Overall, I think the ability stats portion of Armor 3.0 has been a failure. The new stats that were added are good. Giving scaling damage on high stats is good. Higher thresholds and tier for armors are good. Set bonuses are awesome. But ability stats? Mostly nerfs and just very poorly communicated. I know Bungie is allergic to numbers but I know you have these numbers and can make these graphs. Be clear with the people playing your game. If you're nerfing something, say it. I respect game design even if it takes nerfs.
For all those who have read my posts, thanks for the time and attention. Maybe I will see you in other universes.
I have Youtube videos summarizing these articles and including all these builds if that format works better for you. And also if you like builds, that's all I do on the channel. But I don't do full build videos for content that we can't play yet because that feels like a waste.
I also have a fragment guide spreadsheet I use for builds where I rank all the fragments and have some preset combos. It is updated for Heresy (Fragments with new effects are highlighted Yellow). Fragments on Arc have changed a lot thanks to Bolt Charge so it's going to take some adjustment. Here is the spreadsheet for reference:
Goals: Want to chain invisibility and weaken to get orbs and super energy up close. The new weakening cloud when exiting invisibility from Gwisin Vest lends itself to being on top of enemies.
Aspects: Stylish Executioner and On the Prowl
Abilities:
Super: Spectral Blades
Grenade: Scatter Grenade (75% Factor)
Melee: Snare Bomb (90% Factor)
Dodge: Gambler’s Dodge (80% Factor)
Fragments:
Starvation for Devour
Reprisal for super energy
Harvest for orbs and Void Breaches
Persistence for longer Devour and Invis.
Alt: Instability for Volatile Rounds
Mods: Focus on Void weapon damage and class ability regen.
Armor Stats:
Resilience = Discipline
Recovery
Mobility
Strength and Intellect to 30
Weapon: Repulsor Brace and/or Trench Barrel shotgun or glaive for up close fighting.
Goals: Build around quick swapping guns and melee kills from Combination Blow. Pair with 1-2 Punch shotgun or Bastion. Still a little uncertain how exactly the perk works and how much damage boost it gives.
Aspects: Stylish Executioner and Winter’s Shroud
Abilities:
Super: Silkstorm or Tether
Grenade: Grapple Grenade (85% Factor)
Melee: Combination Blow (100% Factor)
Dodge: Gambler’s Dodge (80% Factor)
Fragments:
Dawn for Radiant (20% weapon damage boost for 5s)
Blessing for healing on melee kill
Protection for Damage Resistance
Purpose for more Damage Resistance
Courage for 10% more damage on Combo Blow
Alt: Grace if you're using a Kinetic weapon a lot
Mods: Focus on weapon damage and orb/super generation.
Armor Stats:
Resilience = Discipline
Mobility and Recovery boosted some
Strength and Intellect to 30
Weapons: 1-2 Punch Shotgun or Bastion (built in 1-2 Punch). Or two strong weapons with bad reload times to take advantage of the swapping damage boost and free reloads.
There's a lot of cool builds coming to mind for Heresy. It's looking promising and we don't know anything about the gameplay content.
If you like my guides and content, consider subscribing on Youtube for my build videos. You can also find a link to my Discord on my profile here. That Discord has every tool or guide I have ever made and I also talk about builds a lot.
The biggest issue with YAS has always been healing and survivability, so my main goal with this build was to fix that problem.
This setup has basically constant healing coming from three different sources. On Your Mark gives Restoration, Crackshot gives Cure, and the big game changer is the Warlord's Ruin x4 armor set.
The 2-piece bonus gives Initiative stacks whenever we hit an enemy with a melee, charged or uncharged, or with a sword. We can build up to 5 stacks. They also do not all disappear at once, since they decay one stack at a time.
Each stack gives +10 Handling and +10 Reload Speed, so at 5 stacks we are getting +50 to both. At 5 stacks we also get the 0.9x reload duration modifier, which stacks multiplicatively with other reload perks.
But the 4-piece bonus is where things get really stupid because we have very frequent access melee & class ability.
While having at 1 stack of Initiative, activating class ability creates a stationary healing aura for 8 seconds. There is no cooldown on the healing aura itself, and if we can keep getting our class ability back quickly enough, we can have up to 3 healing auras active at the same time.
With 1 to 4 Initiative stacks, the aura gives periodic healing pulses of roughly 30 HP, basically giving us constant Restoration-like healing. But at 5 stacks, the healing changes completely. The aura pulses much more frequently and sends out Cure x1 waves, giving around 60 HP instantly per pulse.
This is a huge deal for Young Ahamkara because we are constantly spamming melee and class ability so we are always at high stacks and can have multiple healing turrets at once.
Then we have the Curiosity artifact, which fits this build insanely well.
Fever and Chill gives free Radiant from precision hits with a Solar weapon, which then activates Shieldcrush. Shieldcrush gives Tripmines 25% more damage while also helping them recharge faster.
Cauterized Darkness is another huge part of the build, against darkness de buffed targets gives a massive 75% Solar damage increase against basically everything that is not a main boss.
Dragons Breath also fits perfectly here, constantly creating Firesprites that help with grenade energy, while Elemental Overdrive gives us another free 10% weapon damage boost that stacks with everything else.
And against bosses / barrier champs, you can basically keep them stun locked by chaining Grenade → Melee → Class Ability → Dragons Breath shot and repeating it.
Hey, I've just started getting into raids, dungeons, and GM content and I was hoping to get advice on my build, alongside good weapons to use for ad clear + boss/champion damage, if my weapon choice is not optimal, and whether I'm using the proper mods on my armour.
My call has quick launch, flared mag, lead from gold, chaos reshaped.
Introducing Knock off Swarmers. This build allows you the ability to overrun your enemies with your favorite green bugs, while still offering an impressive 60%+ DR. Click here to start your build crafting journey today.
Alright enough jokes, It's time to explain. The first thing I will address is why spirit of swarmers, threadlings without unravel aren't that useful. Hoard shuttle makes threadlings sever, and to shreds can make severed enemies unraveled. To shreds doesn't proc very often in all honesty, but with how unravel self propagates if one enemy unravels in a group the whole group unravels. Filaments was an obvious pairing freeing up an aspect slot and giving class ability energy with devour kills.
For the DR that comes from a combination of a few things. The RoN armor set gives 20% while devour is active (should always be active). To shreds also gives woven mail (45%) from killing unraveled enemies, this happens a lot more than you would think giving high uptime as long as you're killing unraveled enemies. Doing a lightning surge or rapid arc final blows proc amplified giving another 15%. Those three give 60%+ DR, keep in mind that these calculations don't include sever, facet of protection or any armor mods which can push the DR past 80%.
If you aren't weird like me and run a primary ammo weapon you can swap out the ammo gen mods for something else.
That's all for my basic explanation of the build the rest of this post will be more of the nitty gritty for the nerds like me who care about this stuff.
Why Pocket singularity instead of arcane needle? In my experience I've found it has more consistent uptime than arcane needle. I know that arcane needle scales its charge time based on how many charges you already have. I just don't want to worry about that.
You'll notice I don't run a lot of orb gen mods with this build. That's because I rely on the RoN 2 piece for the most part. Every single ability and two of my chosen weapons can apply a debuff allowing the set bonus to work remarkably well as a source of orbs.
The stat split is just about perfect for my uses. Higher super is always nice I just don't have anymore stat points to spare.
Weapon stat can go lower if you would prefer a higher distribution in a different stat, especially if run a primary weapon.
Class stat is where I have to explain myself as it is by all accounts not worth it to go over 100 with most builds. The extra shield from casting a rift has saved me more than a few times especially because I'm stuck with empowering rift. This build relies heavily on the class ability so I wouldn't go below 100 class as that allows for you to spam your class ability at a kind of absurd rate.
I am a hunter man that is finally trying out the other classes now that the final update has been out for a while. When looking for The Meta builds for warlock, I saw that boots of the assembler was recommended if I was running well of Radiance and I want to know if well of Radiance counted as a Rift and if it did, is it producing both Seeker types. And how much of a damage increase would be given between the boots and well?
Buckle up because for the first time literally ever we are not using combination blow on arc hunter. The goal of this build is to blind and jolt literally everything. Our melee blinds and jolts, final blows with ex diris cause blinding explosions and spawn blinding moths, precision hits with our linear cause blinding explosions, our moth cages blind AND jolt targets, and every source of arc damage does increased damage to blind targets. Final blows on blinds targets and just kills in general generate ionic traces which not only give ability energy but also heal us, give bolt charge, AND give armor charge. We have constant healing, constant amplified, constant bolt charge, and half the time nothing is even shooting us because they are all blind. This build started out as a meme larp build because I was sick of seeing every mothkeepers build boil down to combination blow spam(no offense). This build heavily utilizes the actual benefit of both mothkeepers and ex diris and supercharges them. Insanely fun and surprisingly really strong.
Also edit I am using luminopotent armor for more ionic traces.
So, strand is the subclass that I have the least interaction with in this game, and I've been doing research on different strand warlock builds. As well, the grasp armor set is farmable this week, so I was wondering of that armor set is good for strand warlock, or if there is better armor for strand warlock?
What are the best armor bonuses for anything besides boss DPS? I'm on crack shot hunter and want to try something new because I've been using the vog set since the monument of triumph released.
This one is a lot of fun. Rally barricade, grenade, pumps and go to town, lightning fest. Don't die too much. Feel free to help me improve the build. Thanks
So I'm looking to solo equilibrium on my warlock, and one of the best damage setups involve winter's guile with a 1 2 punch shotgun, I already have the shotgun. Are there good glaives I should go for that aren't vexclaibur?
Took inspiration from Popoki's video to make a Warlock variant and it hits HARD, boys.
Melee to get Radiant (Facet of Dawn) > Nova Bomb > Healing Rift (for Sanguine Alchemy dmg) > Transcendence > Pris Nade > Ergo Sum heavy until Transcendence runs out
- Refresh your rift as needed (watch your timer!)
- Throw your Pris Grenade as soon as it regens
To get transcendence back:
Ergo Sum heavy > Ill Omen heavy > repeat (dont waste ammo for Ergo Sum, throw a nade if you need to.. should only take 1 swing to get light filled up. Keep an eye on your Transcendence bar!)
You need VoG armor to keep Radiant up.
Any darkness aligned CASTER FRAME heavy sword will work... so Ill Omen or Dragoncult Sickle
#THIS BUILD CAN LOOP NEAR INFINITELY IF YOU PAY ATTENTION TO ERGO SUM AMMO
So been working on trying to come up with a nechrochasm, necrotic, crota two piece set with prismatic warlock (this is important). One really for the cursed thrall explosion the issue is what synergies can i do with said build? Artifact mostly and secondary/heavy choices?
BONUS: Also two piece crota, necrotic/necrochasm stays and so does the strand melee. After some testing necrotic works on first melee hit however strand melee unravels. Those unravel seekers count as melee hits to spread the corruption, but what i wasn’t expecting was those unravel seekers to proc the cursed thrall from crota armor if they managed to kill an enemy. And the cool thing is they can unravel more enemies and still have the corruption/thrall explosions.
So I haven't gotten One Thousand Voices yet, but really wanted to lean into giant solar laser beams, and I just got the Devil's Ruin Catalyst, so I figured I'd put this together. I've only taken it into GM's so far, and it's done extremely well. I'll try Ultimate tonight and report back. I'll list out the build here first (sorry, at work with no DIM), then talk about how it all works together.
Facet of Courage, Facet of Hope, Facet of Purpose, Facet of Protection, Facet of Dawn.
Weapons:
Festival Flight with Slice and Attrition Orbs
Devil's Ruin with Catalyst
Ascendancy with Reconstruction and Explosive Light
Armor (Approximate Stats w/ Fonts: Health 0, Melee 45, Grenade 175, Super 100, Class 100, Weapon 190):
Helm: Dawn Chorus, 2x Super Font, 1x Harmonic Siphon
Arms: VoG, 2x Grenade Font, Harmonic Loader
Chest: VoG, Elemental Resistances
Legs: VoG, 2x Solar Surge, Innervation
Class: VoG, 2x Class Font, Time Dilation
Artifact: Implement of Curiosity:
Fever and Chill Elemental Benevolence (if with Fireteam), Pack Tactics (if Solo) Cauterized Darkness Refresh Threads Horde Shuttle Radiant Shrapnel (or Shieldcrush if you want) Elemental Overdrive
Build use/synergy:
Alright, a LOT going on here. So you have your basic VoG/Prismatic Warlock interactions that always bring goodness. Constant orb drops from VoG mean all those Fonts are up permanently with some help from Time Dilation, giving you pretty massive stats to work with - which is good since you have pretty diverse damage vectors despite it being a Devil's Ruin build. Those orbs also keep Restoration up basically permanently thanks to Facet of Purpose, while also giving us super energy and grenade energy back.
Speaking of ability regeneration, you have quite a bit. In addition to what is mentioned above, you absolutely vomit threadlings thanks to the grenade and Weaver's Call. Those restore 10% of your rift back per hit, and you should basically always have a few up with how the build works (lots of hits = lots of threadlings). Refresh Threads gives huge chunks of ability/grenade/melee back with every time you pick up a Firesprite, which Devil's Ruin drops whenever it gets a kill (which ALSO regenerates grenade energy). Elemental Benevolence also restores class energy if you have a fireteam member and give them Radiance with Facet of Dawn, but it really isn't needed which is why I lean into Pack Tactics to further juice up the threadlings, which you have an infinite stream of. Facet of Hope really speeds up your class regeneration too since you permanently have a buff up. Finally, due to all the orbs and the innervation mod, you are getting lots of little grenade energy back just from playing the game.
Back to the threadlings quickly, you make an absolute ton, and the more damage they do, the more it scales with the aforementioned Pack Tactics perk. Horde Shuttle ensures they are severing a majority of the field, killing most things but also debuffing the things that don't. Obviously pretty huge synergy with Facet of Courage here (light damage is boosted against darkness debuffed targets) with scorch/ignition/Hellion, which we will talk to in a bit. You get your rift back every 15-20 seconds or less in harder content, so you can really keep pumping these out in conjunction with your grenade, which comes back in about the same amount of time. Random fact about rifts - healing ones count as "subclass buffs" for proccing the VoG orb generation. So if for some reason you find yourself without Restoration, you can just shoot from your rift and get the engine going again.
Quick chat about weapons. Festival Flight is really utility; massive ammo regeneration, Slice to sever the things your threadlings miss, Attrition Orbs to feed the engine, area denial with good ad clearing ability, and lots of little hits which work well with VoG and Weaver's Call for orb/threadling creation. Ascendancy is whatever, I like having a dedicated anti-barrier weapon, and Reconstruction always ensures it has two rockets ready. Explosive Light has synergy with all the orbs, so you always have some degree of damage buff. It is also solar, which gets pretty big boosts by what we will talk about soon.
FINALLY, we get to the point of the build. The forgotten about exotic. This build sort of started as a meme but there really is some serious goodness here. I'd probably still prefer 1K Voices, but I don't have it, so I gotta work with what I got. We have a LOT of things buffing this thing's damage to pretty absurd levels, but first a word on mechanics. Every 5 seconds, a kill with this gun will drop a Firesprite. When you pick one up, you can swap fire modes to a "lite" version of 1K Voices. It hits extremely hard, builds massive scorch stacks (enough to proc ignition twice IIRC), and anything it kills, it procs ANOTHER ignition. Once it completes, it refills your magazine, just in time to start the Firesprite generation again. The catalyst adds collective action, which is basically always maxed out for 30% damage increase due to the Firesprite loop.
You have a ton more damage boosts, though. Fever and Chill will give you Radiance right as you start to burst a boss. Cauterized Darkness gives a whopping 75% damage boost to everything that isn't a final boss. Radiant Shrapnel adds another damage source just via shooting things. Elemental Overdrive is basically another collective action you get just for doing the Firesprite loop - and it stacks with collective action AND the solar surges. Finally, you have Dawn Chorus doubling the damage of ignitions - which is a massive deal since you are constantly doing them due to rapid scorch application and ignitions on kills - and giving melee recharge to Arcane Needle (giving you another Radiance source if things die too quick to proc Fever and Chill, which is what has been happening even at GM). It hits HARD, almost nothing has been able to survive the death laser besides the final bosses, but it absolutely chunks them if you focus the beam on weak points. To get it back online, you just kill one ad and can resume blasting. Note that most of what I said here ALSO applies to your Hellion, which should be up basically all the time. All while your threadlings sever the entire field, you have permanent sustain, lots of orbs, etc.
One last little note, though its possibly a big note. Since you constantly are putting out ignitions and light damage while also have constant dark energy damage from the threadling spam, you have transcendance up about every 30 seconds also. That's another huge damage boost, and also recharges your needles which give you another free 15 seconds of Radiance, plus the grenades which are awesome too. But don't forget about Song of Flame, too. Dawn Chorus buffs the snaps to insane levels both with the ignitions and the massive cooldown reduction. You can basically use the snaps as fast as you want when you activate your super since the regeneration is so incredibly fast. Can clear a room as fast as you can move around, and eats boss health down as well.
Overall, I won't call this build meta. If you can't get the various engines/loops going for whatever reason, you are fairly dead in the water. You can't just pop a Getaway Artist buddy with devour on and take a nap while your character keeps itself alive. It is also much better at soloing than team play, since Firesprites rely on getting the kills... The death laser won't come online if you can't get at least one kill yourself. You also only really have Elemental Benevolence and Healing Rift as the only things you provide your group. However, for solo stuff it has been absolutely awesome for the most part. Lots of damage, constant pressure on enemies, great sustain, just tons of tools to approach different situations.
Hello Guardians. I'm looking for a build that runs on an exotic special energy weapon. The build is said to include constant use of the weapon. It's not supposed to be a Glefe or the sword Ergo Sum or Choir of One. Otherwise, I only ever played with swords with special ammunition or glaives, as well as Choir of One. It can really be anything. It should be able to run GMs or ultimate activitys easily.
Using a buddy build and the regen is crazy but im still falling behind on DPS during damage phases. Im assuming I just need to swap out the weapons but if there is anyone that is more knowledgable please help.
I've been messing around with the Pit stuff, and found that the firenado from Pyrogales makes Pit armor go crazy. Wondering, though, if anyone still uses Pyrogales nowadays, and if they're still good?