I'm a Dredgen in Gambit and thought I'd try to help those who find it hard to win games.
For those who care about stats and as a means to validate opinions (flawed approach but w/e) Currently on about 65% win ratio. Would be MUCH higher but unfortunately I used to solo queue a lot and...yeah.
The two biggest things are (and these are general rules of thumb. Sometimes you'll need to adapt)
1. Get that first invasion. At the first wave, make sure you clear it, then bank. No exceptions.
ONE of you then grab 5 motes from wave 2 (preferably your invader), and go and bank. Now invade.
2. At boss, take down the envoys, wait for the inevitable invader to die or go, then burn down your primeval. Do not damage before. Make sure envoys are gone.
Otherwise, a few tips:
- Communicate! Not in a party and solo queuing? That's fine, switch on your mic and talk at your teammates. They can then choose whether to listen or not.
Died to an invader? Tell people where from.
See the invader? Tell people where they are.
Need that 10th mote? Ask your team to leave it for you.
- Don't go for 15 motes. You're a liability.
- Do not chase the same motes. Watching three people try to be the first to mote is depressing. Gambit is a team game, if a teammate is closer, then let them go and you focus on killing something else, saving valuable seconds.
- Do not use a damage super past wave 2 unless you have a means to instantly gain it back. You'll need it for primeval damage.
- Pick someone to be your invader. Don't change it up.
- Leave heavy ammo spawns for your invader.
- Heavy ammo is more likely to drop from precision kills.
- Heavy ammo finder makes little (possibly no) difference in Gambit.
- Always invade as soon as possible. Do not wait for your enemy to have motes. If they have some to lose, then great, but invading and delaying them killing waves is also valuable.
- Gambit is about speed. If you have a class/item that can increase movement, use it.
- Tether and Orpheus is the most essential tool your team can have. I'm a hunter, therefore biased.
It clears waves, makes orbs, can be cast from a distance at primeval so no risk of knockback, damage buff lasts longer than melting point, and can be perpetuated by killing other tethered things. It also stops invaders running through your centre as they will get caught in a well placed tether.
But don't have more than one on your team, that's a waste.
- Watch when your enemy can potentially bank and invade. Make sure when this is possible that you have a path to cover, or the bank is clear.
- When you get invaded at primeval, only one of you needs to be trying to kill that invader. Your biggest priority is getting the envoys down. It doesn't matter if you die, you haven't damaged the primeval yet and so there is no damage to regenerate on it. One of the biggest causes of failure at primeval is all four players stopping everything to look for an invader, then your damage multipliers are delayed and you're on the way to a loss.
- Never underestimate Fallen Captains. They are the cause of many a mote loss ;)
- "Bank and you'll summon that primeval!" is the best advice people seem to ignore.
- only work on bounties that don't change your play style. Bounties are typically worth between 30 and 50 points. Your five win streak bonus is worth 100 points per game. If you change your playstyle (say, you go arc for arc ability kills whereas you're usually solar blade barrage), and then lose because you didn't proc blade barrage, then yeah you gain your 30 point bounty, but immediately lose out on your 100 point win bonus. Net loss of 70 points, compounded by the fact that you have to build it up again in subsequent games.
Hope this helps! 😊 i may add to it later.
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Some good tips here. Thanks!