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3/17/2025 1:55:50 PM
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Court of Blades damage builds

Throughout all of this post, please try to remember that I fully believe you should play Destiny however you want. If I make a suggestion here, it is only a suggestion. I have played a lot of Court of Blades and a clear pattern has emerged. Frequently one or two Guardians will have 2-3 million damage and the last Guardian will have 9-14 million. My hope is to have a conversation here to bridge the gap between those numbers. I am going to try to use a much science as possible and avoid saying things like "Arc is good and Solar is bad, just trust me bro." Damage builds only. Unless the boss is completely immune, no boss can live through all 3 supers and a round of heavy weapons. The easiest way to reach that 10+ million damage area is Geomags Arc Warlock. Create as many Ionic traces as you can, Chaos Reach as often as possible. But what if you are not a Warlock? That doesn't mean you have to sit back and watch. Here are some tips, that so long as you are playing an Arc subclass, you can do damage. First thing, there is an ammo crate at the end of each round, so bring double special. Primary weapon slot: Sniper is the best choice for boss damage but rocket sidearm is really good for the small amount of add clear you will have to do. Anything but an exotic. Energy weapon slot: Jolting feedback, Legendary Arc Trace rifle. No Delicate Tomb, No Coldheart. Delicate Tomb, is only taking advantage of Particle Reconstruction. Coldheart would be taking advantage of all of the things in the last row of the artifact, but all we need is a little bit of jolting and we need the exotic for our Heavy Weapon. Heavy Weapon Slot: Microcosm. Harsh Refraction artifact mod is giving this a 20% buff at all times. Subjugators and Tormentors are always coded as being shielded. So Microcosm does max damage against most of the bosses in Court of Blades. Supers should be cast when Limit Break artifact mod is active. Casting a Super while you are critically wounded or have an elemental buff matching your Super element grants a period of increased Super damage. This is a 30% stacking damage buff. Next is our Roles for each Class. In all cases, make as many Ionic Traces and possible and bring heavy ammo reserves. Arc Warlock Geomags and Chaos Reach Arc Titan: Cuirass of Falling Star with Thundercrash. Storm's Keep and Knockout Your main goal is to have barricade up at all times. Your job is to create Bolt Charges. Hunter, honestly I do not know. Tether seems like it could be helpful, but a damage super would probably work best here. Star Eater Scales and Gathering Storm would be what I tried first. Once the boss is gone, the round is over. There is no need to focus on ads or the objective unless the boss is COMPLETELY immune. Use all of your heavy, use weapon surges. Again, please play however you want and absolutely add to this post. Especially if you have any Hunter insight. So many of my friends are Hunters and do not feel welcome in this activity.
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  • great and all, and thank you for trying to help. personally I but Ain't got microcosm. All the builds I see are heavily dependent on having specific weapons not every player has; nor can they get them. Having armor with multiple stats at 100. In the end none of it maters. Players can't get there. So long as bungie continues down the harder is better, and prioritizing difficulty over fun, the game will continue to struggle. Make hard content for the best players YES! Not everything has to be a slog fest with 6 million + health bosses in guardian games, limited revives, and on a timer. Bungie has lost touch with what is fun and engaging for the masses, plain and simple.

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    • I think the main things is distinguishing between burst damage and total damage. If you are planning to ignore the mechanics and brute force your way through you need high total damage. Chaos reach, thunderlord, bolt charge, whisper of the worm etc. If you plan to do the mechanics the damage is easier. But you need to make up for lost time. So burst damage is important, parasite, prospector, thundercrash, celestial nighthawk, nova bomb, twilight aresenal etc. So to address your point with the hunters, you can do a couple things. A.) Play a support/mechanic completion role. Roaming supers (especially with something like raiden flux) are great for clearing out annoying enemies or completing objectives making the boss easier. Tether is never a bad choice either, especially if you go with Orpheus rig alongside it. Sometimes you don’t even need subclass help. Using something like lumina, the navigator, or tractor cannon to help out teammates can let them do the boss damage with less worry about dying or to just help them do more damage. 2.) Play for total damage and not burst damage. Sometimes damage dosent have to be instant to be effective. I know it’s not a hunter exotic but necrotic grips is the perfect example of this. It does a large amount of damage but fairly slowly. So with your hunter, anything that has high ammo efficiency like a machine gun with triple tap or 4th times a charm is a solid choice. Same thing goes for abilities, roaming supers tend to be slow but can actually have pretty solid damage (especially with star eater scales or spirit of the star eater) 3.) Burst damage, kinda weird cause hunters used to be the best at this. But the classics still work pretty well. Celestial nighthawk golden gun, still hunt, parasite, rockets with marksman dodges, 4th horseman with marksman dodge, merciless with marksman dodge and particle reconstruction (very good choice btw). Is this a comprehensive list? Not at all, I’m a warlock at heart as well. But hopefully someone gets some use out of this.

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    • "Hunter, honestly I do not know. Tether seems like it could be helpful, but a damage super would probably work best here. Star Eater Scales and Gathering Storm would be what I tried first. " What I'm posting is for base exotics. Not the class exotics. It's also mostly off the top of my head. Void - Mobius Quiver with Orpheus rigs for the triple shot. (Though if you want to be more helpful tether) the idea is orb generation and debuffing. Arc = Gathering Storm with Star eaters if you want straight up flat out damage. Solar (prismatic solar too) = A few options - Golden Gun with Star Eaters or Celestial. Blade Barrage with Star Eaters. Remember to use your surge mods in accordance with your weapons (this goes for everyone). If you want to lean more into controlling the flow of adds (which has it's places in the game). Stasis and Strand are pretty good. Stasis slows / shatters. Strand gives you suspend and mobility. Arc isn't the only choice for Warlock however. Void lock is still good you can rock devour / weakening. Nezarec Helm with Void weapons. If orbs are being printed like money you'll be going super after super anyway. (there's fusions out there that are void and grav lance still pretty nice). If you're a Solar enthusiast for Warlock........Well of Radiance w/ Phoenix Protocol. Unsure about Star fire though since it's nerf. Might be viable but can't say optimal or not. Strand lock ehhh only thing that comes to mind is Swarmers. Threadling Party! x) Have fun peeps o7

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    • I'd be more concerned about the bugs than builds for now. Too often Sharpen doesn't go below 20% and it destroys your time, and Bulwark has a habit of not spawning the goblin after destroying all 3 orbs. If they're not going to fix those then they should buff player damage or our time accordingly.

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    • I only play a warlock and use this build and can pop 3 supers every round easy. BUT, there are objectives to do and this is where hunters and titans come in because I just cannot move that fast if I am not amplified and it takes time for the speed to kick in. I have played this mode tons of times because I enjoy it. What makes it fun is when the team understands their role and we burn it down. A hunter with a tether...absolutely. When I see those crosses on my tv...oh yes, I am popping again and smoking everything or getting getting my super back in 5 seconds. You don't want everyone with geomags because what happens is you end up fighting for traces. Also, the arc grenade launcher kills everything before you can make a trace. Just because you don't put up huge numbers does not mean you are not contributing. It is a team effort and that is what makes it fun.

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      • Hunter: Prismattic - tether super (helps with husk event), gifted conviction. Supremacy/Vs Baton for printing orbs for warlocks/titans/Microcosm. Not the fastest clears - but comfy clears. My fastest runs have not included a hunter.

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      • Edited by Ray: 3/17/2025 4:51:38 PM
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        Are you really suggesting no delicate tomb? When it deletes yellow bars in one shot AND gives you a full super meter in 10 seconds if you’re using geomag? Lol

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        • The damage #s are skewed because it counts damage to the shields as well just an FYI. Those 10 mil + numbers aren’t all health

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          • The thing is that there isnt only the boss there are the adds and the challanges, I say this from my point of view when I focuse only on the boss I alos always get the highest dps but that change when I try to complaet the challanges. I always see one player going for the challanges first and other that focus only on the boss

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