To those of you working on the seasonal challenge “Round and Round We Go” and would like maximize the number of orbs you generate here’s a good setup I found.
First equip weapons with the “Attrition Orbs” perk.
Next add these Mods to your armor.
Helmet Mods
• Harmonic Siphon
• Power Preservation
Gauntlet Mods
• Firepower
• Heavy Handed
Class Mods
• Reaper
When using a weapon with the Attrition Orbs perk; try to focus more on yellow bar enemies especially the bosses. After a few hits you’ll generate an orb and you don’t have to kill them for it to generate. You can generate quite a few orbs off the yellow bar enemies before they die especially if they have more health.
Damage dealt to red bar enemies will stack until you generate an orb even if you have to reload. If you’re using a weapon that matches your currently equipped subclass and you’re able to kill multiple enemies without reloading you’ll generate more orbs.
Supers used on hordes of enemies generate lots of orbs.
I’ve been running regular strikes with this setup and have been averaging around 50 orbs generated per strike and the last strike I played I generated 92 orbs.
This will drastically cut down on the number of activities and time it takes to complete this challenge and if you can find a decent team you could damage the boss until it has hardly any health left, down yourselves causing the boss fight to start over and rinse and repeat until it pops.
-
If you’re running titan; Exotic: syntho or wormgod Subclass: arc with knockout Fragment: spark of amplitude Arm mods: triple heavy-handed Should result in at least 100+ orbs generated per strike. Depending on the content, you can get 100s of orbs generated per completion. The reason this works is because knockout melees count as ability final blows due to the melee being empowered, you can do this with void and Solar too using offensive bulwark and roaring flames. Something to note; strand and stasis do not have access to empowered melees.