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Destiny

Discuss all things Destiny.
Edited by Black_Lotus: 9/27/2016 11:23:21 PM
58

Lets discuss the Memory of Felwinter

As you already may have noticed, Tyra is selling this game changing artifact that has the following effects: -Removes your super ability, this means that your subclass' super perk nodes are meaningless, as are any other subclass nodes and exotics that pertain to your super. -Grants two grenade and melee charges, this frees up some exotic slots and essentially grants the Gift of the Sun and Gambler's Dagger perks on the Sunsinger and Gunslinger classes for free. -Grants a small boost to all stats. I am unsure of what this particularly refers to, but I assume it grants +1 to Arm/Rec/Agi, making you [i]slightly[/i] faster and more durable. -Causes Orbs of Light to grant Grenade and Melee energy. Its actually a pretty fair amount, giving roughly 30% Grenade/Melee energy per Orb. -Grants massive bonuses to Discipline and Strength, making it [b]very[/b] easy to hit T5 with both stats. You are essentially trading in your super for a vastly enhanced neutral game. Now, what subclasses would this be the most viable for? Which ones would it not be? For the Titan, I think that the Striker has the most to gain from this artifact, since its super is highly situational in PvP, and overshadowed by superior crowd clearers such as Storm Trance and Hammer of Sol in PvE. For the Hunter, the Nightstalker is undoubtably the best choice, at least for PvP. Double grenades and smokes boosts the already phenomenal neutral game of the Nightstalker into another realm entirely. For the Warlock, I think that both the Sunsinger and the Voidwalker have much to gain from the Memory of Felwinter. The Sunsinger is an obvious choice because it features what is arguably the weakest super in the game. While Voidwalker is a good choice for many of the same reasons that the Striker is, those being that the super has limited versatility, but it features some of the best grenades in the game with a very good melee to boot. Post your thoughts below.

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  • Since the Rise of iron release, I've been waiting to see what tests and other load outs would be bennificial with each additive of the new Artifacts. as it stands today, there are only two more needed to circulate the Destiny community. With the information brought out this is by far my favorite Artifact... Here's my load out for a striker titan and why... 1. Of course the Memory of Felwinter 2. Juggernaut , overload, transfusion, titan codex 1 and four, (bombs of lightning of course) 3. Any big bad snotty, and dune marchers. Now hear me out... Most striker players have turned to the Throgomizers to close their gaming gap in many instances. and although they do a dumb good job of it. Throgomizers add that second punch with added amplify for those who don't know. Obviously Memory of Felwinter adds the second punch charge and bomb charge. Giving the similar idea of throgomizers or insurmountable skull fort combined with Armamentarium. Although the throgomizers make the strikers Super more viable because of is situational use by gaining more often, It is still situational. We do also know now that Memory of felwinter dose indeed increase Armor, recovery, and agility but only buy one. Combining that knowlage with an arc armor buff you essentialy gained the +2 buff Unstoppable gives you without the Super buff ( although unneeded with fell winter). Step two... now some people have been sneering at the idea of Juggernaut over shoulder charge, However with Rise of Irons new update people have been noticing that shoulder charge activates on second # 4 as opposed the second # 3. This makes it harder to activate of course but with the Mk grieves it does go back to 3 seconds. That being said, People have found out Juggernaut activates on second #2, and obviously we can also jump with the Jug shield still active now. So since its much harder to shoulder charge and easier to jug, it becomes more viable to choose what you like better ( I like better consistency so that's why I choose Juggernaut). Also we know that Jug also now can take more damage than it used to. What this does is gives a max armored titan with a very similar and quicker idea of shoulder charge with less damage taken wile running toward someone, and feeling like you have two exotic armors on at once! You becoming a very problematic Guardian. But wait there is more! Add in the dune marchers, and you'll feel unstoppable! People that back up just out of range to hopefully destroy your Jug shield to headshot you now are no longer an issue. Its like I'm wearing Eternal warrior, insurmountable skull fort, the Armormentarium , with mk grieves (but better), and Just being Xtra stingy with my Super; so... Bombs for days, Punches for days, No damage for days, speed for days... Ill take this over any build with throgomizers any day.

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