EDIT: This guide is now out of date. A new version can be found below. The new version lacks the intro due to space restraints, so read that here (intro ends after the part about glimmer) and then go to the new version.
http://www.bungie.net/en/Forum/Post/86036427
As you probably already know, when you equip any Iron Banner weapon and talk to Lord Saladin, there will be an option to reroll the perks (and the element of Jolder's Hammer/Perun's Fire) on that gun for 2 motes of light. Guns can be rerolled endlessly in this way for some luck based customization.
If you have a good roll of a gun but have some spare motes of light and think you could roll better, buy (or hope you found) a 2nd of the gun and reroll that one. Then when that one is better, go back to the 1st and reroll that. This way, you can reroll as much as possible and still always end up with the best overall roll when you're finished!
Gheleon's Demise/Perun's Fire are expensive, so if you want 2 of each to reroll safely you'll need a lot of Glimmer.
http://www.bungie.net/en/Forum/Post/79473727/0/0/1
Go to the Exclusion Zone mission on Mars set to Level 18 and use a Resupply Code consumable. Once your Ghost opens the door, kill everything exiting the 1st dropship, run forward and kill all of the Major Legionnaires. Leave one of the Phalanx or Centurions standing and either let them kill you or kill yourself so you can do it again. Rinse, repeat. Each run took me one and a half minutes, worth 600~ Glimmer plus 200-300~ Glimmer in those items you hand to the Cryptarch. You can gain around 20k Glimmer in a little over a half an hour.
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Perfect rolls/viable to obtain rolls for PvP. (In my opinion!)
Perfect are just an idea of what I think best optimizes each gun and are very rare.
Viable are what I shot for on all my rolls.
Odds are based on if all perks/sights are equally likely.
#HKO means it takes "#" of hits to kill someone.
[b]Timur's Lash: [/b]
[i]Steadyhand IS/Spray and Pray/Luck in the Chamber/Perfect Balance[/i]
Steadyhand + Perfect Balance for highest possible Stability. Luck in the Chamber synergizes with the small magazine to deal massive damage. Spray and Pray minimizes the negative effects of the small magazine size if you run out of bullets in a fight.
Odds are 1 in 384 rolls.
Odds of getting Perfect Balance/Luck in the Chamber are ~4%. Odds of just getting Perfect Balance, which is good in PvP due to the massive recoil, are ~33%.
EDIT: [b]Alternative viable rolls of Timur's Lash:[/b]
Flared Magwell/Luck in the Chamber
Field Scout/Crowd Control
Flared Magwell/Reactive Reload
Several posters find they have no trouble with the recoil of Timur's Lash. Thus, these are a few alternative builds. Magwell + Luck is used to maintain the nice lucky shot odds while making the reload lightning fast. Magwell + Reactive is also very viable. Reactive makes it always a 2HKO/3HKO, however it increases the damage enough that targets you could already 2HKO become a 2HKO with just one headshot! Field Scout + Crowd Control gives it a guaranteed 2HKO/3HKO when chaining kills within 3 seconds of one another while also bringing the magazine size from 7 to 13.
Odds of getting any of these are ~4% each.
[b]Gheleon's Demise: [/b]
[i]Red Dot OAS/Zen Moment/Fitted Stock/Third Eye[/i]
Red Dot OAS + Zen Moment + Fitted Stock for maximum Stability, as all the other stats are extremely high. Third Eye to keep an eye on your surroundings as this is a high Range/Impact Scout Rifle far better suited for medium range combat than CQC. Zen Moment might be overkill.
Odds are 1 in 450 rolls.
Odds of getting any perks/sights with Fitted Stock are ~33%. I recommend rerolling when you don't get Fitted Stock and stopping once one of the other 2 perks is good.
[b]Jolder’s Hammer:[/b]
[i]Aggressive Ballistics/Any/Perfect Balance/Crowd Control[/i]
Aggressive Ballistics allows Jolder’s Hammer to 3HKO players that run low Armor builds with all bodyshots due to its damage boost. Considering that’s pretty much half of most lobbies, that’s pretty useful. Against targets with high Armor, it is a 3HKO with just 1 headshot, while other choices like Smooth Ballistics take 2 headshots, which matters more than you might think. Crowd Control is nice as it adds enough damage while active to 2HKO anyone even slightly weakened to the head and makes it a 3HKO with all bodyshots regardless of the target's Armor. This makes it decimate groups of enemies extremely quickly. Perfect Balance is needed to offset the innacuracy of the weapon that comes with Aggressive Ballistics. All of the perks in the first column are useful.
Odds are 1 in 54 rolls.
Odds of getting Aggressive Ballistics/Perfect Balance are ~11%.
EDIT: [b]Alternative viable rolls of Jolder's Hammer:[/b]
CQB Ballistics/Field Scout
If you don't have Heavy Ammo+ from Heart of the Praxic Fire, The Armamentarium or Raid boots, you'll only pick up 36 rounds per Heavy ammo drop without Field Scout. Thus, in that case, a Field Scout build is highly recommended. CQB Ballistics, Smart Drift Control + Rangefinder or Smooth Ballistics + Rodeo are all good options to use with Field Scout to give it manageable Stability and Range. If you have Heavy Ammo+ you get more ammo per drop, making Field Scout a bit less useful as you'll often die before going through all your ammo.
Odds of getting CQB Ballistics/Field Scout are ~11%.
[b]Perun's Fire: [/b]
[i]Red Dot ORS1/Hip Fire/Hammerforged/Any[/i]
The massive range bonuses of Hammerforged/ORS1 tighten the hip fire spread even further beyond the effects of Hip Fire and maximize the speed of the projectiles. Hip fire build to maximize OHKOs.
Odds are 1 in 75 rolls.
Odds of getting any combination of Red Dot OAS/Red Dot ORS1, Hip Fire/Rangefinder and Hammer Forged/Perfect Balance are ~15%. Those are the best overall sights/perks, imo. I don't recommend Accelerated Coils on this gun as it barely alters the charge time.
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What I think of the Iron Banner guns.
[b]Gheleon's Demise:[/b]
It's basically an Aries Nemesis (Crucible Vendor) with a bigger magazine. A.1F19X-RYL (Vanguard Vendor) has higher Stability and less Range, making it better in PvP if you use the stock models. However, if you reforge Fitted Stock and a high Stability sight onto Demise, it's a bit better than the vendor A.1F19X-RYL in PvP as it'll have both better Stability and Range, plus has the potential for more useful perks than Firefly/Final Round in the other slots. It's a 3HKO to the head with all headshots and against low Armor targets a 3HKO with only two headshots. That gives it a time to kill of 0.8 seconds, which is faster than Vision of Confluence, although it's harder to be consistent with and harder to use at close range.
[b]
Timur's Lash:[/b]
The only currently obtainable Hand Cannons with its Impact are Rare quality with poor stats. This makes it unique. It is a 2HKO to the head and 3HKO to the body against targets with little investment in Armor. It kills much faster to the head than all the Vendor Hand Cannons and Fatebringer, however it kills a bit more slowly if you don't land all headshots. It's mediocre overall against high Armor targets as they are a 3HKO, even to the head and the recoil is high. These both can be somewhat remedied by using Perfect Balance/Luck in the Chamber. At this point, it's a Hawkmoon that has lower odds of dealing bonus damage and fires a bit more slowly.
With Luck in the Chamber, it gains a ~43% chance to 3HKO high Armor targets with bodyshots and a ~28% chance to 2HKO with headshots. Against players that are usually already a 2HKO/3HKO it has a ~14% chance to 2HKO with one lucky headshot and one bodyshot.
[b]Perun's Fire:[/b]
Light/BEWARE from the vendor has Red Dot OAS/Rangefinder/Perfect Balance/Cascade. If you get a similar roll on Perun's Fire, than it basically comes down to whether you want to charge a bit faster with Perun's Fire or have higher range, stability and magazine capacity. Usually that tiny amount of charge won’t be worth more than everything else. Still, you can reforge it for Hip Fire/Hammer Forged and take advantage of the slightly faster charge and higher hip fire accuracy/projectile speed of that build over the vendor Light/BEWARE.
[b]Jolder’s Hammer:[/b]
As a high Impact, slow firing weapon, how good it is depends on the shots to kill. If you have one without Aggressive Ballistics that can take four shots to kill with one headshot, the TTK is a little slow in those scenarios. Slow enough that it’ll kill slower than a 2HKO to the head from Hawkmoon. If you land a 3HKO, the TTK drops to 0.4 seconds. Throw in Crowd Control to make it always a 3HKO anywhere to the body when chaining kills and it is brutally effective; other HMGs can kill slightly faster with the same perk set but they require headshots, which isn’t that viable with most of them at a range. You’ll usually miss a round or two which is both wasted ammo and wasted time. Jolder’s Hammer is just extremely consistently fast at killing, doesn’t require a lot of headshots (or any with Aggressive + Crowd Control) to hit its optimal time to kill and doesn’t waste ammo because of the slow rate of fire.
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If you've read this far, thanks. Leave your thoughts below. What perks did you end up with on your Iron Banner weapons?
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EDIT: If I don't add a good alternative build after you commented, it's now probably due to having hit the character limit. x_x
EDIT: A version is now available on Reddit.
http://www.reddit.com/r/DestinyTheGame/comments/2n3y9h/iron_banner_weapons_and_what_to_roll_for_guide/
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Edited by Olympicwolf: 11/22/2014 10:11:21 AMIs Final Round a suitable replacement for Luck in the Chamber? It provides the same extra damage, and even though it's always the last shot at least you'll always know which bullet's the power shot.