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Edited by Mercules904: 11/14/2014 4:39:58 PM
73

New Hunter Legendary Armor Guide (Dead Orbit, New Monarchy, FWC, Crucible, and Hunter Vanguard Comparison)

Video above is my second Destiny commentary, with PvP Tips and Tricks! Check it out and leave some feedback! Titan Legendary Armor Guide: http://www.bungie.net/en/Forum/Post/77837285 Warlock Legendary Armor Guide: http://www.bungie.net/en/Forum/Post/77829431 Check out my Auto Rifle Breakdown: http://www.bungie.net/en/Forum/Post/74065724 What's up guys? I'm Mercules, and I decided to make a Legendary Armor Guide for all Hunter players, so it could help me pick which items in the tower I wanted to buy from the vendors. The thing is, each vendor sells two of every type of armor, and they all help to boost certain stats. So I figured I could list them all out for you here, so that you don't have to run around back and forth between the vendors to check it out! I'm not sure whether the armor is the same for all classes of player with every vendor, but I think it is with the exception of the class gear and stuff you get from your own mentor. For now I am just going to do the Hunter mentor, but I will edit this later with the other ones. What I would suggest doing is copying this to Word, and then going through each set of armor and highlighting the ones you would like, both for PvP and PvE, using different colors, and then begin dat grind baby! Enjoy! Edit: Also, one clarification, this is for Hunters only! All armor shown is exclusive to the Hunter class! I will try to make a Warlock one as soon as I can, once I start my warlock character. Thanks for the support ! Couple notes, in parentheses beneath each armor piece are some letters and numbers. They stand as follows: First D is always Defense (initial/fully upgraded). These numbers are the same for all items of each type, regardless of vendor. As such, the Defense of a fully decked out, Legendary armored played would max at 1,352 Defense. After that: L is Light (increases your light level, but starts at 18 for every item, so you will have 72 light when you equip all Legendary armor, before upgrades) I is Intellect (decreases time between Super usages) D is Discipline (decreases time between Grenade usages) S is Strength (decreases time between melee usages) Edit: Some people are saying the ammo upgrades that you get for each chest and leg armor piece are different for them. I'm not sure why this is, as mine all still match up correctly. Just be careful when you buy, check to make sure it's what you want! [u]Helmets[/u] [b]New Monarchy: [/b] 1. Justicar's Mask - Melee hits replenish grenade energy, more super energy from grenade kills (D 280/372, L +18, I +47, S +48) 2. Order's Mask - Grenade hits restore melee energy, reduce melee cooldown when you pick up an Orb (D 280/372, L +18, I +48, S +48) [b]Dead Orbit:[/b] 1. Sojourn Cover - Grenade hits restore melee energy, more Super energy from Grenade kills (D 280/372, L +18, D +49, S +51) 2. Exodus Cover - Melee hits replenish Grenade energy, replenish health when you pick up an Orb (D 280/372, L +18, D +46, S +45) [b]Future War Cult:[/b] 1. Cover of No Tomorrows - Increased melee attack speed, more Super energy from Grenade kills (D 280/372, L +18, I +45, D +46) 2. Astrolord Cover - Grenade hits restore melee energy, replenish health when you pick up an Orb (D 280/372, L +18, I +44, D +51) [b]Crucible:[/b] 1. AOS#Cryptid - Increased melee attack speed, more Super energy from Grenade Kills (D 280/372, L +18, I +46, S +50) 2. H_LD Starwinder - Increased Grenade throw distance, more Super energy from Grenade kilss (D 280/372, L +18, D +45, S +44) [b]Hunter Vanguard:[/b] 1. Dustwalker - Grenade hits restore melee energy, More Super energy from non-Guardian kills (D 280/372, L +18, I +46, S +50) 2. Ghost Angel - Melee hits replenish Grenade energy, More Super energy from Grenade kills (D 280/372, L +18, D +46, S +44) [u]Gauntlets[/u] [b]New Monarchy[/b] 1. Justicarp's Grip - Increased reload speed with Auto Rifles, increased grenade throw distance (D 229/304, L +18, I +40, S +43) 2. Order's Grip - Increased reload speed with Pulse Rifles, melee hits replenish Grenade energy (D 229/304, L +18, I +42, S +44) [b]Dead Orbit:[/b] 1. Sojourn Grips - Increased reload speed with Hand Cannons, increased melee attack speed (D 229/304, L +18, D +41, S +40) 2. Exodus Grips - Increased reload speed with Auto Rifles, grenade hits restore melee energy (D 229/304, L +18, D +42, S +41) [b]Future War Cult:[/b] 1. Grips of No Tomorrow - Increased reload speed with Scout Rifles, increased Grenade throw distance (D 229/304, L +18, I +42, D +41) 2. Astrolord Grips - Increased reload speed with Hand Cannons, melee hits replenish Grenade energy (D 229/304, L +18, I +44, D +43) [b]Crucible:[/b] 1. AOS#Cryptid - Increased reload speed with Pulse Rifles, Grenade hits restore melee energy (D 229/304, L +18, I +39, S +44) 2. H_LD Starwinder - Increased reload speed with Scout Rifles, Grenade hits restore melee energy (D 229/304, L +18, D +42, S +44) [b]Hunter Vanguard:[/b] 1. Dustwalker - Increased reload speed with Hand Cannons, increased grenade throw distance (D 229/304, L +18, I +39, D +42) 2. Ghost Angel - Increased reload speed with Scout Rifles, increased melee attack speed (D 229/304, L +18, D +39, S +41) [u]Chest Armor[/u] [b]New Monarchy[/b] 1. Heart of the Justicar - Carry more ammo for Sniper Rifle, carry more ammo for Pulse Rifles (D 306/406, L +18, I +64, S +66) 2. Heart of the Order - Carry more ammo for Shotgun, carry more ammo for Hand Cannon (D 306/406, L +18, I +60, S +61) [b]Dead Orbit:[/b] 1. Sojourn Vest - Carry more ammo for Sniper Rifles, carry more ammo for Pulse Rifles (D 306/406, L +18, D +65, S +59) 2. Exodus Vest - Carry more ammo for Fusion Rifles, carry more ammo for Auto Rifles (D 306/406, L +18, D +61, S +66) [b]Future War Cult:[/b] 1. Vest of No Tomorrow - Carry more ammo for Shotgun, carry more ammo for Pulse Rifles (D 306/406, L +18, I +59, D +67) 2. Astrolord Vest - Carry more ammo for Sniper Rifle, carry more ammo for Hand cannons (D 306/406, L +18, I +59, D +60) [b]Crucible:[/b] 1. AOS#Cryptid - Carry more ammo for Fusion Rifles, carry more ammo for Scout Rifles (D 306/406, L +18, I +62, S +67) 2. H_LD Starwinder - Carry more ammo for Sniper Rifle, carry more ammo for Pulse Rifles (D 306/406, L +18, D +67, S +59) [b]Hunter Vanguard:[/b] 1. Dustwalker - Carry more ammo for Sniper Rifle, carry more ammo for Hand Cannon (D 306/406, L +18, I +62, S +61) 2. Ghost Angel - Carry more ammo for Shotgun, carry more ammo for Scout Rifle (D 306/406, L +18, D +65, S +63) [u]Leg Armor[/u] [b]New Monarchy:[/b] 1. Justicar's Boots - Carry more ammo for scout rifle (D 204/270, L +18, I +60, S +58) 2. Order's Boots - Carry more ammo for Pulse Rifles (D 204/270, L +18, I +56, S +57) [b]Dead Orbit:[/b] 1. Sojourn Boots - Carry more ammo for Hand Cannon (D 204/270, L +18, D +56, S +56) 2. Exodus Boots - Carry more ammo for Scout Rifle (D204/270, L +18, D +60, S+54) [b]Future War Cult:[/b] 1.Boots of No Tomorrow - Carry more ammo for Scout Rifle (D 204/270, L +18, I +56, D +53) 2. Astrolord Boots - Carry more ammo for Auto Rifles (D 204/270, L +18, I +57, D +59) [b]Crucible:[/b] 1. AOS#Cryptid - Carry more ammo for Pulse Rifles (D 204/270, L +18, I +55, S +56) 2. H_LD Starwinder - Carry more ammo for Auto Rifles (D 204/270, L +18, D +54, S +57) [b]Hunter Vanguard:[/b] 1. Dustwalker - Carry more ammo for Auto Rifles (D 204/270, L +18, I +62, S +61) 2. Ghost Angel - Carry more ammo for Pulse Rifles (D 204/270, L +18, D +55, S +59) If you read all of this, don't forget to like, and bump so we can get it trending and everyone can see! Hope you find it useful!

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  • I made a thread about it but no one responded... I too, would really like to know what passives from gear stack - in particular the increased melee attack speed. Just to summarize for people, with regards to the 3 PvP factions: Dead Orbit Strength & Discipline New Monarchy: Intellect & Strength Future War Cult: Discipline & Intellect And you need Rank 3 to be able to purchase everything (it still costs Crucible Marks though, they don't have their own faction currencies) Now as we're all Hunters, let's go into some detail and some of the problems here. The 1st thing I noticed, is that a lot of the gear doesn't necessarily have all the stats I'd like. For example, the feet I bought from the Vanguard have Auto Rifle ammo which is nice, but boost INT & DIS. I find Discipline isn't all that hot for either subclass quite frankly. My point though is that you may need to build reputation in multiple factions to get all the stats you want, which is a huge pain in the ass. Ah, but what stats [i]do[/i] you (we) want? Well, that all depends on your playstyle and skill selection. For myself I tend to favor a mix of aggression and long-range marksmanship, so I usually alternate between an AR or an SR + Shotty (sometimes a Sniper on bigger, open maps like First Light). I honestly feel like the cloaking abilities we get on Blade Dancer are rather weak, so I don't bother. Invisibility is usually one of my favorite tactics in these games but the Stalker ability is a bit too awkward to use (it's super finicky about activating) and quite frankly I don't like having to give up Hungering Blade for it. But anyway. Most Hunters from what I see play Blade Dancer now but I still find Gunslinger to be just as good, and potentially better for people who can really aim well. Case in point, I love me some throwing knives. Nothing like tossing a knife at someone's head for an instant kill and having the cool-down immediately reset, and Knife Juggler only doubles the fun. But my aim's not perfect, and that's where having a lot of Strength comes in real handy. I would honestly say that focusing on Intelligence & Strength is the way to go for either subclass, because our melee abilities are very strong and having your super charge faster goes without saying. Has anyone found any real reason to stack Discipline? I have a good chunk on my character at the moment but that's not really by choice, more of the (lack of) mercy of the RNG. The only really useful nades (for PvP) are IMO the stickies. The Trip Mine is great when trying to run away (and you can stick it on people for a medal "Get it Off!") and the Flux grenade is pretty much a guaranteed kill if you stick it. Interestingly though it won't get you a double kill like a plasma nade in Halo :/ I stuck someone the other day and he had a team mate right next to him when it went off, barely scratched the other guy. So much for "extra damage" when stuck.

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