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Destiny 2

Discuss all things Destiny 2.
Edited by Hawpy: 5/31/2023 4:30:15 PM
3

Tips for Ghosts of the Deep Solo/Flawless

I just did my solo flawless and thought I'd share some tips while it's still fresh. This will be on the assumption that you know how the Dungeon works, so no guide to the mechanics. [b]Disrupting the Ritual[/b] There's very little to say here, the encounter is a bit longer than it needs to be but almost no risk whatsoever. Use items that you're comfortable with and be sure to shoot the Moths. Remember to use your Sparrow when going back to the main ritual site so you have as long as possible to clear the area. [b]Traversal[/b] Again, not too much that you can really do differently here. There's a nice skip - when falling down the first main tube underwater, face the central platform and go over the left edge instead of stopping; you'll have enough momentum to fall past the next platform entirely and land on a couple of bubbles before your pressure bar is low - but go at your own pace. Sprinting and jumping into the water walls gives you a nice burst of speed. [b]Ecthar, the Shield of Savathun[/b] This is where the fun [i]really[/i] starts. I highly recommend using double special weapons here (Forbearance and your kinetic of choice, Heritage is great), for two main reasons. First is the well-known phenomenon that it makes you swim in heavy ammo, which is very nice. Second is that, while it can be tempting to kill the vast swathes of enemies that spawn here, they will spawn infinitely and do so quickly. It is in your best interest to kill as few as possible and move to the next objective ASAP. Immediately prioritise the Blistered Knights and Ogre, the Acolytes are likely to die just to splash damage from your weapons and abilities. It goes without saying that memorising the underwater map and locations of the symbols is immensely helpful. I'm 99% certain that only two Lightbearer Wizards can be active at once, so getting all three runes in one dive is better than getting two and clearing out the enemies before going under again, as the third Wizard won't spawn until you've killed one of the first two. Make sure to deposit the final Vestige in either the left or right statue, so you're closer to the Knight spawn. Swapping loadouts here can be pretty risky, so despite Arbalest cracking the shield in one hit, using your Super to break it is much safer. Hunters and Titans can use Combination Blow and bonk hammer builds, respectively, Warlock can sit in Well for damage. For Solar Warlock, Legend of Acrius is likely to be your best bet for damage. For everyone else not using an ability spam setup, The Lament is the safest option. It isn't the fastest or most optimal DPS, but the heal-on-hit will keep you very much alive. Solid execution of damage phases should result in a 4-5 phase kill. Be very wary of the boss's Suppression Grenades when casting your Super, I effectively lost a whole damage phase to one by being removed from Chaos Reach almost immediately. [b]The Big Room[/b] Don't know what to call the large hall immediately before the final boss, so let's go with that. Slap on a Scout Rifle and a Linear Fusion Rifle, pick the enemies off from as far away as possible and move with caution. Beware that Wizards will spawn behind you at around the halfway point of the room, and the Shriekers can target you from further away than you might expect. Save a Super for the big Ogre at the end. [b]Simmumah Ur-Nokru[/b] It's slow, but this is actually a lot easier than Ecthar. Oryx's chest will always be part of the triangle, but you can also never do this one first because the boss it already at that location. You don't need to kill Vorlog at any of the areas, you just need to have the Ritual Conductor buff from the correct area when you kill him. If you do it correctly, then Simmumah won't revive him or summon the Moths until you have revealed the rune via the mini puzzle. Destroy as many of the Moths as possible, they can and will kill you if you don't. At any point during the encounter, the water areas can be used as safe spots for regaining health, ability energy and/or swapping loadouts. Before going after any of the Lightbearer Hive, decide where you want to do damage from. I would advise never doing damage from Oryx's chest cavity if you're anything other than a Solar Synthoceps Titan. The top of his head is best, as it provides cover and enemies can only come from one direction, but anything other than the chest is workable. Remember the symbol at the desired location and kill the appropriate Hive Guardian last. If needed, use Rift, Barricade, invis or any other safety means before picking up Deepsight, as you are briefly vulnerable. As before, Arbalest can break the shield in one hit but a Super is more convenient and realistic, especially for those on console such as myself. Leviathan's Breath is very good for damage and is effective at stopping the boss from teleporting around so much, but Sleeper Simulant is far more forgiving when you miss precision hits. You can't go wrong with either of these two. I was able to get a 5-phase with Chaos Reach and Sleeper with no Surge mods (I had them on, but messed up my build a bit so I never had any Armor Charge during DPS). Not sure if this will get patched or otherwise disabled, but make use of the Bipod Rocket ammo swap while you can. Riskrunner is a lifesaver here, as you have an unlimited source of Arc damage to receive and its passive damage reduction is of huge help. However, it compromises your ability to use Levi/Sleeper. By equipping a Rocket Launcher with Bipod, you will lose little-to-no heavy ammo when swapping to a different heavy. Use Riskrunner and the Rocket, swap off it as soon as you start the Finisher animation on the third Hive Ghost and have full ammo for DPS, then hop into a water area afterwards and safely swap back. [b]General[/b] Solar has long been a favourite for solo content because of Restoration and Cure, but Arc and Void are [i]really[/i] strong this season. The artefact mods grant both subclasses much improved survivability. For Void, the three mods make Void Overshields plentiful on any class and aid in clearing enemies by allowing for AoE Weakness. Arc can get passive damage resistance while Amplified, AKA all the time, Shock and Awe is a top-quality mod for mowing through groups of enemies, and Thunderous Retort is a huge 30% damage increase for your Supers. My setups and relevant mods were as follows. with max Resilience at all times. Ritual - Heritage, Forbearance, Corrective Measure, Stormcaller, Chaos Reach, Geomags Ecthar - Heritage, Forbearance, The Lament, Stormcaller, Chaos Reach, Geomags, 2x Solar Surge, 1x Recuperation on Boots, 2x Arc (Harmonic) Resist, 1x Lucent Blades on Chest Simmumah - for mechanics - Succession, Riskrunner, Apex Predator w/Bipod, Stormcaller, Fallen Sunstar, 1x Concussive Dampener, 2x Arc Resist on Chest - for DPS - Succession, Posterity (anything will do, you won't be using it), Sleeper Simulant, Stormcaller, Geomags, 3x Solar Surge on Boots If you want exact details on the whole suite of mods, perks, subclass fragments, then feel free to ask.

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  • Edited by Guardian, Archon Of Light: 6/1/2023 12:35:44 PM
    I don't know what it is, but I just can't kill the final boss, with my Hunter it's smooth sailing untill I get to her, but it seems like something always goes wrong , like the stupid knight gets stuck somewhere and I am waiting at the zone like a sitting duck , or I miss a punch because of moonwalking acolytes and get obliterated This is the most difficulty I have had out of a Dungeon, I solo flawlessed Spire with ease, and Caital may have been a pain, but once I learned how to avoid the backpacks it was easy But with this stupid witch it feels like I am not even close, I know it's a skill issue but I don't know what to do differently

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    • Chablo91 has a yt vid on how to safely solo flawless the dungeon, some good tips in there I thought

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    • Completed my Solo Flawless yesterday! Two things: One, If you're planning on using Lament for our buddy Hectar, still be wary of your health, as his melee punches are no joke, even with max resilience. Lament is still a bit wonky with hit detection (at least for me it was), and so I wouldn't put all of my trust into it healing me. If need be, definitely take a few seconds to throw a healing nade/ find an add to kill for health Regen/whatever. Two, I wouldn't say Arbalest is absolutely necessary, but we're all human and wiffing a Gathering Storm super at the Final Boss can happen, and then you'll be wishing you had Arbalest on. I managed to swap between Arbalest and Levi's Breath for dps and it did just fine. However looking back I could've used any RL with tracking and it would've made swapping between loadouts unnecessary.

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