I love Vexcalibur, it's the best exotic in the game... especially this season and it's catapulted to broken status when combined with a kit I made especially for it. And I must stress that... this kit will still be S tier without it, but it will require edits for your swap.
As such, I'm starting with the optimal VC (Vexcalibur) craft - you want max shields. I'll explain why in detail beyond what might be obvious.
VC: Auxillary Reserves, Swap Mag, Short Action Stock, & Feedback Refit (the final catalyst). You'll need to get all the secret chests and play Avalon a min of 4 times (3 legendary) to craft it like this.
So, you want to be invincible? This kit does it. It's named 'Precious Calibur' because the 2 main cornerstones - Precious Scars (Helmet) and Vexcalibur named after (King Arthur's) iconic sword (not Lionheart, sry). You need need 4 main things for this kit to really shine: Precious Scars, Vexcalibur (hopefully crafted as I described), a good stock of kinetic slot ARs, Smgs, and/or Bows... and some good void heavys. This kit destroys shields and covers every champion affinity... so priority Void everything.
Precious Scars - Kintsugi states final blows w a weapon dmg type matching your subclass creates a burst of healing for you and your team. This is called "healing" and it stacks to x2 and works like team restoration (old school efficacy) within 15 meters. That's much larger than a well or banner shield's buffer... and you can move. In addition, reviving allies or being revived grants overshields to everyone within 15 meters. So, we're killing stuff with Void Weapons as the core driver for this kit.
Void Titan, either super based on the situation, but Banner Shield will do more for you 99% of the time.
Rally Barricade. We want max regen, it will give us overshields so Towering isn't required.
Shield Throw - overshields, max cooldown, and volatility upon hits
Suppressor Nades - at first it might seem like there's very little ability spam in this kit, but there is. In fact, you'll have virtually unlimited Sup Nades if you follow this kit, and spam for all abilities & super. And... buff redundancies, healing spam, overshield spam, debuff spam.
Aspects:
Controlled Demolition - hitting a target with a void ability, OR volatile explosions makes enemies volatile. This includes your abilities but all volatile weapons either buffed or with destabilizing rnds. Grants health to you and your team when volatile enemies explode near you. So when I'm not within 10 meters, my entire team gets healed by the helmet, if they die near me and they die from volatile weapons... your entire team can't die, almost... there's so much healing.
Bastion - Overshields for everyone from my Super activations, and barricades. Overshields grant 50% DR against all dmg... if you can spec for 8,9, 10 resilence, you're already immune to majority of incoming dmg. I have 10.
Aspects:
Echo of Starvation - orbs and void breaches grant devour . You need this to start the regen loop. Great healing too... but while devour is active you get nade regen. That will give us amazing uptime on the short cooldown of Sup nades. This will drive all of our ability spam, super spam. -10 recovery
Echo of Persistance - Void buffs (devour, invisibility, overshields) last longer. We want this to max our regen and durability and invis... yes, literally everything... this kit has everything. -10 resilience
Echo of Obscurity - Finishers make you invisible... and with Volatility spam everything will always be weak. We won't be using an armor charge finisher mods, but Invis essentially on demand with minor almost automatic setups - invis will do work, revives... ammo collection, skipping, and just for safety's sake.
Mods: It's important that if you want max efficacy and for the ability spam loop to work, some of these mods need to be included. I'll make sure they're emphasized.
Class item - Outreach (req ⚠️) melee when you use your class ability. Melee regen is the weak link in this ability spam loop. It might not seem very important now, but you'll see...the loop breaks without this mod.
Time dilation - in 99% of use cases decay mods are really bad, worst in slot actually. This is a 1% kit... and to maximize our efficacy we need an extended timer for our armor charges.
Proximity Ward - this will ensure you almost never die to nonsense while finishing enemies. Best in slot really... most kits should slot PW, the overshield only last for .25 secs after the finisher animation... finishes 😜, but that's enough... especially with this kit. You ever die while in your finisher? Used to happen to me regularly, now it never does.
Boots:
Stacks on Stacks - 2 charges per asset/orb
Void Scavenger - you want to be using Vexcalibur and Void heavys.
Void Weapon Surge - 15/10/5 ... we'll be using 1 for a stacking 15% dmg buff for our void weapons
Chest:
Charged Up x2 - that's brings us to 5/6 max armor charges; that combined with Stacks on Stacks and Time Dilation will give this kit a virtually permanent 15% buff to all your void weapons.
Lucent Blades - increased efficacy for Glaives and Swords. As it sits... VC gains 20% energy for every ranged attack... or any empowered melee attack. VC becomes empowered 30% when you have any Overshield. So... that's 15% from Void weapon surge + 30% means 45% extra dps at base... and we're not done yet 😉.
Gloves: Again, I'm emphasizing that for the ability spam loop to cycle properly you must, at least, run the mods indicated as required (⚠️).
Bolstering Detonation (required ⚠️) - class ability regen with nade dmg * this connects to devour, so devour for nades... nades to regen your class ability, then outreach (class item) works of that to help your melee regen.
Momentum Transfer (required ⚠️) - nade dmg restores melee, which links the loop all together. If you aren't having ammo economy issues, you could take 'void scavenger' off the boots and slot 'insulation' to strengthen that ability spam regen loop.
Heavy Handed - powered melee kills grant orbs. You might be thinking, why not Firepower... didn't I just say melee is the caboose? Aren't you using shield throw? Yes..., but let me explain....
Dmg tags - I talked about it with the solar Titan kit. Orb production has a lot of conflicts and confusion within the system that can inhibit, limit, or cancel orbs from being produced. In this kit, sup nades are gonna get max regen in respect to dmg... you'll always have your sup nade. Your nades aren't meant to kill... it's 1st attack of your sup nade melee combo.
Sup nade... melee to kill up to 3 enemies with a single shield throw and makes orbs. Your nades will suppress and make the enemy(ies) volatile, your shield throw will kill and make orbs. That's the basic tactical cadence that will vary based on enemy/difficulty. In low to mid level content your melee and nades will kill many enemies outright... so understanding when to use what is important to maximize your orb production from ability kills. In addition, spealking to the dmg tag system... enemies that die from volatility are often tagged as melee kills. This is why we're using Heavy Handed and not firepower.
Helmet:
Special Finder... possibly x2 if necessary or 1 finder and
Void Siphon x2... so eithe 2 finders, 1 siphon... or 2 siphons and 1 finder (what I run)
Artifact: this is where it really goes nuts
Overload Bow
Unstopp Scout (not needed, but we need to slot a 3rd in the first column... back up if you ever swap out VC)
Overload AR/Smg
The idea is Bow/AR/Smg in the kinetic slot... this will ensure 2 things: 1. Overload rnds, but also your kinetic will always be overcharged when there's an overcharged weapon modifier active. That's a guaranteed 25% buff for kinetic with overload rnds. It doesn't stack with surges but it does with other empowerments as I'll describe. We're not done yet 😉.
Void mod reduction
Nade mod reduction
Dual siphon mods
Volatile flow - orbs give your void weapons volatile rnds. This furthering our dps potential... In the case of VC, that 15+30 = 45% plus volatile rnds. Our void heavy is at 15%+ Volatile... but wait.
Defiant Armory - crazy right, this buffs select origin perks. Like 'ambush' that gives a flat stacking 15% dmg buff without the artifact mod... it works like opening shot, refreshes like opening shot... the timers are different, and the artifact makes it and every origin perk included much better. Stand outs being ambush & nanotracers, of course. Example: I have a crafted retrofit void lmg with 4th times, and target lock... the artifact makes it better, ambush buff the dps on the front end, and by the time it's expired... target lock is already stacking up, 4th refreshing some of my ammo... great single target dps before, even better with Defiant Armory. And that's stacking with void weapon surge & volatile flow. But wait, there's more...
Origin Hones - this combos w Defiant Armory and includes all the same perks including 'ambush'. This makes it so any weapons with those origin perks are overcharged when there is an overcharge weapon modifier active. This not only means I get that 25% stacking buff (not with surges), it means I can run void weapons with those origin perks w/o void surge and they'll still be given that flat 25%... any weapons with those perks including the kinetic slot. Ex. Perpetualis, it has 'noble deeds' (one of the qualifying perks)... it will always be overcharged regardless of the surge. So, heavy lmg that had 15% +, now also adds +25% so 40% dmg buff for my lmg + volatility + the defiant armory benefits. 45% for VC + volatile. And 25% for my kinetic slot when there's an overcharged modifier in place. Cont. 1of2
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#destiny2
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TLDR (Just the List) [b][u][Void]: Precious Scars Titan kit[/u][/b] [Abilities]: •Rally Barricade •Throwing Shield •Suppression Grenade [Aspects]: •Controlled Demolition •Bastion [Fragments]: •Echo of Starvation •Echo of Persistence •Echo of Obscurity [Mods]: •Class item - Outreach, Time Dilation, Proximity Ward •Boots - Stacks on Stacks, Void Scavenger, Void Weapon Surge •Chest - Charged Up x2, Lucent Blade •Gloves - Heavy Handed, Momentum Transfer, Bolstering Detonation •Helmet - Special Ammo finder x2, Void Siphon or Special Finder & Void Siphon x2 [Artifact]: •Overload Bow, Unstoppable Scout, Overload AR/Smg •Void Weapon mod reduction •Grenade mod reduction •Dual Siphon mods •Volatile Flow •Defiant Armory •Origin Hones •Bricks from Beyond •Medieval Champion •Void Weapon Channeling
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1 Reply[quote]I love Vexcalibur, it's the best exotic in the game... especially this season and it's catapulted to broken status when combined with a kit I made especially for it. And I must stress that... this kit will still be S tier without it, but it will require edits for your swap. As such, I'm starting with the optimal VC (Vexcalibur) craft - you want max shields. I'll explain why in detail beyond what might be obvious. VC: Auxillary Reserves, Swap Mag, Short Action Stock, & Feedback Refit (the final catalyst). You'll need to get all the secret chests and play Avalon a min of 4 times (3 legendary) to craft it like this. So, you want to be invincible? This kit does it. It's named 'Precious Calibur' because the 2 main cornerstones - Precious Scars (Helmet) and Vexcalibur named after (King Arthur's) iconic sword (not Lionheart, sry). You need need 4 main things for this kit to really shine: Precious Scars, Vexcalibur (hopefully crafted as I described), a good stock of kinetic slot ARs, Smgs, and/or Bows... and some good void heavys. This kit destroys shields and covers every champion affinity... so priority Void everything. Precious Scars - Kintsugi states final blows w a weapon dmg type matching your subclass creates a burst of healing for you and your team. This is called "healing" and it stacks to x2 and works like team restoration (old school efficacy) within 15 meters. That's much larger than a well or banner shield's buffer... and you can move. In addition, reviving allies or being revived grants overshields to everyone within 15 meters. So, we're killing stuff with Void Weapons as the core driver for this kit. Void Titan, either super based on the situation, but Banner Shield will do more for you 99% of the time. Rally Barricade. We want max regen, it will give us overshields so Towering isn't required. Shield Throw - overshields, max cooldown, and volatility upon hits Suppressor Nades - at first it might seem like there's very little ability spam in this kit, but there is. In fact, you'll have virtually unlimited Sup Nades if you follow this kit, and spam for all abilities & super. And... buff redundancies, healing spam, overshield spam, debuff spam. Aspects: Controlled Demolition - hitting a target with a void ability, OR volatile explosions makes enemies volatile. This includes your abilities but all volatile weapons either buffed or with destabilizing rnds. Grants health to you and your team when volatile enemies explode near you. So when I'm not within 10 meters, my entire team gets healed by the helmet, if they die near me and they die from volatile weapons... your entire team can't die, almost... there's so much healing. Bastion - Overshields for everyone from my Super activations, and barricades. Overshields grant 50% DR against all dmg... if you can spec for 8,9, 10 resilence, you're already immune to majority of incoming dmg. I have 10. Aspects: Echo of Starvation - orbs and void breaches grant devour . You need this to start the regen loop. Great healing too... but while devour is active you get nade regen. That will give us amazing uptime on the short cooldown of Sup nades. This will drive all of our ability spam, super spam. -10 recovery Echo of Persistance - Void buffs (devour, invisibility, overshields) last longer. We want this to max our regen and durability and invis... yes, literally everything... this kit has everything. -10 resilience Echo of Obscurity - Finishers make you invisible... and with Volatility spam everything will always be weak. We won't be using an armor charge finisher mods, but Invis essentially on demand with minor almost automatic setups - invis will do work, revives... ammo collection, skipping, and just for safety's sake. Mods: It's important that if you want max efficacy and for the ability spam loop to work, some of these mods need to be included. I'll make sure they're emphasized. Class item - Outreach (req ⚠️) melee when you use your class ability. Melee regen is the weak link in this ability spam loop. It might not seem very important now, but you'll see...the loop breaks without this mod. Time dilation - in 99% of use cases decay mods are really bad, worst in slot actually. This is a 1% kit... and to maximize our efficacy we need an extended timer for our armor charges. Proximity Ward - this will ensure you almost never die to nonsense while finishing enemies. Best in slot really... most kits should slot PW, the overshield only last for .25 secs after the finisher animation... finishes 😜, but that's enough... especially with this kit. You ever die while in your finisher? Used to happen to me regularly, now it never does. Boots: Stacks on Stacks - 2 charges per asset/orb Void Scavenger - you want to be using Vexcalibur and Void heavys. Void Weapon Surge - 15/10/5 ... we'll be using 1 for a stacking 15% dmg buff for our void weapons Chest: Charged Up x2 - that's brings us to 5/6 max armor charges; that combined with Stacks on Stacks and Time Dilation will give this kit a virtually permanent 15% buff to all your void weapons. Lucent Blades - increased efficacy for Glaives and Swords. As it sits... VC gains 20% energy for every ranged attack... or any empowered melee attack. VC becomes empowered 30% when you have any Overshield. So... that's 15% from Void weapon surge + 30% means 45% extra dps at base... and we're not done yet 😉. Gloves: Again, I'm emphasizing that for the ability spam loop to cycle properly you must, at least, run the mods indicated as required (⚠️). Bolstering Detonation (required ⚠️) - class ability regen with nade dmg * this connects to devour, so devour for nades... nades to regen your class ability, then outreach (class item) works of that to help your melee regen. Momentum Transfer (required ⚠️) - nade dmg restores melee, which links the loop all together. If you aren't having ammo economy issues, you could take 'void scavenger' off the boots and slot 'insulation' to strengthen that ability spam regen loop. Heavy Handed - powered melee kills grant orbs. You might be thinking, why not Firepower... didn't I just say melee is the caboose? Aren't you using shield throw? Yes..., but let me explain.... Dmg tags - I talked about it with the solar Titan kit. Orb production has a lot of conflicts and confusion within the system that can inhibit, limit, or cancel orbs from being produced. In this kit, sup nades are gonna get max regen in respect to dmg... you'll always have your sup nade. Your nades aren't meant to kill... it's 1st attack of your sup nade melee combo. Sup nade... melee to kill up to 3 enemies with a single shield throw and makes orbs. Your nades will suppress and make the enemy(ies) volatile, your shield throw will kill and make orbs. That's the basic tactical cadence that will vary based on enemy/difficulty. In low to mid level content your melee and nades will kill many enemies outright... so understanding when to use what is important to maximize your orb production from ability kills. In addition, spealking to the dmg tag system... enemies that die from volatility are often tagged as melee kills. This is why we're using Heavy Handed and not firepower. Helmet: Special Finder... possibly x2 if necessary or 1 finder and Void Siphon x2... so eithe 2 finders, 1 siphon... or 2 siphons and 1 finder (what I run) Artifact: this is where it really goes nuts Overload Bow Unstopp Scout (not needed, but we need to slot a 3rd in the first column... back up if you ever swap out VC) Overload AR/Smg The idea is Bow/AR/Smg in the kinetic slot... this will ensure 2 things: 1. Overload rnds, but also your kinetic will always be overcharged when there's an overcharged weapon modifier active. That's a guaranteed 25% buff for kinetic with overload rnds. It doesn't stack with surges but it does with other empowerments as I'll describe. We're not done yet 😉. Void mod reduction Nade mod reduction Dual siphon mods Volatile flow - orbs give your void weapons volatile rnds. This furthering our dps potential... In the case of VC, that 15+30 = 45% plus volatile rnds. Our void heavy is at 15%+ Volatile... but wait. Defiant Armory - crazy right, this buffs select origin perks. Like 'ambush' that gives a flat stacking 15% dmg buff without the artifact mod... it works like opening shot, refreshes like opening shot... the timers are different, and the artifact makes it and every origin perk included much better. Stand outs being ambush & nanotracers, of course. Example: I have a crafted retrofit void lmg with 4th times, and target lock... the artifact makes it better, ambush buff the dps on the front end, and by the time it's expired... target lock is already stacking up, 4th refreshing some of my ammo... great single target dps before, even better with Defiant Armory. And that's stacking with void weapon surge & volatile flow. But wait, there's more... Origin Hones - this combos w Defiant Armory and includes all the same perks including 'ambush'. This makes it so any weapons with those origin perks are overcharged when there is an overcharge weapon modifier active. This not only means I get that 25% stacking buff (not with surges), it means I can run void weapons with those origin perks w/o void surge and they'll still be given that flat 25%... any weapons with those perks including the kinetic slot. Ex. Perpetualis, it has 'noble deeds' (one of the qualifying perks)... it will always be overcharged regardless of the surge. So, heavy lmg that had 15% +, now also adds +25% so 40% dmg buff for my lmg + volatility + the defiant armory benefits. 45% for VC + volatile. And 25% for my kinetic slot when there's an overcharged modifier in place. Cont. 1of2[/quote] Awesome
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1 Replyhttps://dim.gg/e34yjzq/Precious-Caliber-by-jhermannITJ
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2 RepliesDude I literally use Precious Scars and everything. And Vexcalibur is one of my favorite exotics. Can I hug you?
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1 ReplyHaha this is so thorough, nice work
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1 ReplyEdited by jhermannITJ: 4/13/2023 11:43:32 AMhttps://www.bungie.net/en/Forums/Post/262709394?page=0&sort=0&showBanned=0&path=1 A follow-up to this post about Titans and their armor exotic advantages. I'll be posting multiple Titan loadouts and I'll link them all together to try and keep them in the feed as long as possible. I'm going to do each class, a few per. 3 kits: This solar one - https://www.bungie.net/en/Forums/Post/262717070?sort=0&page=0 a strand one - https://www.bungie.net/en/Forums/Post/262710451?sort=0&page=0 This is the last titan kit, 7 more... 4 for Warlock... 2 of which plug into the solar Titan kit for the strongest 3 man team build in the game. Then 3 for my Ninja brethren... saving the best class for last 😈.
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1 ReplyI like build posts. My only wish though was a link to dim on this build. If I or someone else puts it together, wouldn't mind sharing it on this thread.
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2 RepliesFinally someone who appreciates VEXCALIBUR 🤌🏾 Some dude told me it was detriment to the team running GM lol
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1 ReplyThis OP needs more love. Nice build, I may try it as I have been looking for a Titan support build.
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3 RepliesI thought it was King Richard the lionheart, not Arthur.
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3 RepliesEdited by Verke0: 4/13/2023 3:39:08 PMSounds great! Gonna have to check that out if i ever get bored of Strand. I really love people sharing their build. Wished it would happen more often on these forums.
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Cool!
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Sweet build. Have to try.
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Great Information. Thank you!
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Edited by jhermannITJ: 4/13/2023 12:46:02 PMCont. from 1of2, 2of2. I also have Lodbrock-C 360 AR with Osmosis, Wellspring, and Hakke... it doesn't have the origin perk, but if overloads are present, that will overcharge the gun and give it the flat 25%. Osmosis changes it to void and when it does, it gets the extra 15% from my armor mod. So now my osmosis kinetic AR is at 40%+ volatile, VC (Vexcalibur) is 45% + volatile, and my void heavy is at 40% + volatile. In the beginning, a long time ago, lol... I talked about dmg buff redundancy as a vital component of this kit... what I'm describing with these examples is not for you to match these specific weapons exactly, it's to show... that you won't need to match surges necessarily to get that flat 25%... thus, "dmg buff redundancy" being the appropriate qualifier. To show, that in most cases, you can run the same void weapons/VC for everything. Bricks from Beyond - heavy for void weapon kills note: If you run heavy finder with this, they both bug out... so one or the other Medival Champion - unstopp glaives & overload swords + remember all that overcharge dmg buff redundancy no matter the surge, apply it VC... & all your glaives and swords, no matter the element...obviously void is best, VC is best. So now VC gains the flat 25% to add to it's 45%. So, that's 70% + volatile rnds in any activity with an overcharge weapon modifier. You think we're done? Nope. Void Weapon Channeling - get a stacking dmg buff to void weapons after kills while abilities are charged up to x3 and this escalating buff stacks with everything else I mentioned: my osmosis AR with overload rnds... VC (Vexcalibur), and my void heavy. And they all have volatile rnds... they all get the flat 25% + 15%... VC gets another 30% when I have an overshield. I'm pretty sure Channeling scales in reverse (5/10/15) to a max of 30% with 3 abilities charged. So realistically a consistent 5%, regularly 15%, rarely 30%. But, it's still good with all the ability spam built into this kit. Let's recap and bring it all together: (a Tldr comment will be added with just the list w/o an explanation). Kinetic: 40% + volatile + (5/10/15) max 30%, conservatively a dmg buff redundancy range of 25-45% dps buff for my kinetic slot, max 70% + volatile VC: 40% + 30% when I have overshields = 70% + volatile rnd + (5/10/15) max 30%, conservatively a dmg buff redundancy range of 70-75% dps buff for Vexcalibur, max 100% + volatile Void Heavy: 40% + volatile + (5/10/15) max 30%, conservatively a dmg buff redundancy range of 25-45% dps buff for my heavy slot, max 70% + volatile And that dmg buff redundancy with my void weapons, makes everything volatile... heals and buffs my entire team with overshields that provide 50% DR... and VC gives my squad overshields, and barricades add another source. And all those overshields buff Vexcaliburs dmg. And I have virtually unlimited suppression nades, and either super averaging less than 2mins for their cooldowns... and Invisibility on demand... I almost forgot. There's a little bit of a learning curve to mastering this kit, both in understanding how all the pieces fit.. how to tactically maximize the builds benefits based on the activity. However, though not as flexible as the other kits I posted... if you can build this, this will work everywhere no matter the surges, overcharge, or champion composition. It has barrier, overload, and unstoppable and the way I built it, you'll always get the flat 25% even if you're not aligned to the modifiers. Pretty Awesome, I think... inspect my Titan if you want to see it. Best Void Titan kit using the strongest exotic in the game... by the numbers. 😇👍💠
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