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5/4/2015 4:26:53 AM
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•Iron Banner Reforge Guide•

What's up Fenris? The Scrublord is here again with another informational thing. As you know, this week is Iron Banner Week, a week of killing, gutting other Guardians like fish, and dancing on the graves of all who oppose you. But one thing that you may not know is how to reforge a weapon to it's maximum potential. I'm here to change that and make you all experts at reforging. To reforge a gun you'll have to pay a visit to the good Lord Saladman (Saladin). It costs 2 motes of light to reforge each time so you better have a lot of motes burning a hole in your pocket. Today we'll be going through the primary weapons first, then Special's, then Heavies. There are a few different ways you can Reroll a gun; to play to it's strengths, to lessen it's weaknesses, or to make it as scrubby as humanly possible. First up on the list of primaries is the Auto Rifle, "Silimar's Wrath". It's a High rate of fire, low impact "bullethose" that behaves much like Atheon's Epilogue. Stat wise it has maxed out rate of fire, terrible impact, pretty bad range, meh stability and fairly high reload speed. With this gun there's pretty much one way you want to roll it, and that's to max out the stability. You'll likely want either Iron Sights or a Red Dot on yours, as a scope decreases the stability and the gun is built as a closer range weapon. Now, as to getting an optimal roll to get the most out of the gun, you could do a number of things, you could go with laser straight accuracy by going with Counterbalance, Perfect balance, and then Glass Half Full to add in a slight bit of punch to the bottom half of the mag, or, you could go with Crowd Control to get more punch after a kill, or you could go with Rangefinder to up the effective range. The next gun is the scout rifle, Gheleon's Demise. It's a lower rate of fire scout rifle, similar to the Badger CCL, but with better impact and range. The stability is ok, but could be improved upon, same with the reload speed. Personally I would pick Outlaw, Perfect Balance, and either Firefly or Third Eye, but that's just me. Last on the list of primaries that have been made available to us is the Hand Cannon. Timur's Lash is a low rate of fire, but extremely high impact hand cannon, with meh range, crappy stability, and kinda bad reload speed. There are a few things you can do to remedy this, you could go with Outlaw for the first one, Perfect Balance second, and Rangefinder to finish rounding out the stats, Or you could go Counterbalance, Field Scout, and Crowd Control, to make a hand cannon that can two shot people with great ease. The first Special on the list is the almighty Felwinter's Lie, a snipe-.. I mean Shotgun, haha. But seriously, this Shotty has crazy Range and impact. Currently mine's rolled with Return To Sender, Hammer Forged, and Rangefinder, but you could replace the first perk with Kneepads, or Surplus, or another one, and you could swap the last one with Shot Package. Note, Full Auto DOES NOT increase the fire rate. Perun's Fire is a Fusion Rifle with a moderate charge rate, respectable impact, meh range and stability, and an excellent reload speed. For the first perk you could go with Rangefinder, for the second a good pick would be Accelerated Coils, and for the last one I'd go with either Cascade, or Kneepads. The last Special on this list is Efrideet's Spear, which can be rolled on a very scrubtastic manner, and it outclasses even LDR 5001 in impact. For the scopes, most people prefer the Ambush SLH25, as it is a low zoom scope and gives the weapon more of a scout rifle feel to it. There are a few good perks you're going to really want for this build, the first one would optimally be something like Double Down, Performance Bonus, or Surplus, since the gun has a low mag size. Another way to remedy the low mag size would be to go with Field Scout, but then you'd be missing out on Armor Piercing Rounds, as they're not allowed to both roll onto the same sniper. For the last perk, the obvious scrub choice here is final round, as you can one shot a Guardian in the foot with it. If that makes you feel too dirty then you could got with Firefly. On to the heavies!! First up we have Jolder's Hammer, a low rate of fire Machine Gun with some mean impact. Your best bet ballistics wise would be Aggressive Ballistics, as you get the most bang for your buck that way. The first talent could be any number of things, but realistically you'll want either Counterbalance or Spray and Play. Your middle talent is going to have to be Field Scout, you're going to want it. The best way to go with the final talent is Crowd Control, you'll be able to clear rooms, enough said. The last gun isn't exactly a gun, it's more of a tube that shoots an extra large heaping helping of flaming murderdeath at high velocity. That's right, I'm talking about Radegast's Fury. This one can be rolled many ways, it just depends on your play style. Since on this one cluster bombs rolls as a first perk and not a last perk it really makes you pick and choose. So here are three good rolls; -Grenades And Horseshoes, Flared Magwell, Spray And Play -Tripod, Javelin, Third Eye -Tracking, Field Scout, Clown Cartridge. So, that's pretty much all you need to know about rerolling an Iron Banner gun, if you have any questions, feel free to hit me up! This has been Monkey0953, see you all Starside!!

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