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Destiny 2

Discussioni su Destiny 2.
Modificato da GradeMyGuardianTTV: 3/4/2026 2:56:47 PM
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Suspend the Universe: Strand Sleeper- Armamentarium

In a sandbox where [b]Ability Spam[/b] is dominant and DPS is free, there is little incentive to run builds centered around CC or Gunplay. However, given the very fiber of [i]Destiny 2's[/i] core being, that being a Looter Shooter, this franchise seriously loses all meaning when one just [b]Ability Spams[/b] through content without any demand for gunplay. [b]SO[/b] as time has passed, I have worked tremendously hard to craft builds that create the gameplay balance [i]Bungie[/i] refuses to impart, as they continue to push players into paywalls and [i]DLCs[/i] that enable [i]P2W[/i] ability spam. [b]SO[/b]...... What's the difference between [i]this[/i] and [i]Abeyant Leaps[/i]? That is the real question here right. That's the one that everyone instantly jumped to and begged. And I get it. [i]Abeyant[/i] has long been [i]King of Suspension[/i]. Or is it? Well here's the deal. The [i]Armamentarium[/i] rework catapulted the Exotic in terms of output. What was once a [b]C-Tier Exotic[/b] at best has pushed this time tested classic into greatness territory. [i]Intrinsic Demo[/i]. [i]Intrinsic Firepower[/i]. Stacks with Demo perk. Stacks with Firepower Mods. Yes this [i]Exotic[/i] has been quite viable on [i]Void[/i] and [i]Arc[/i] for a hot minute, but outside of abusing [i]Grapple[/i] (for skips in [i]Raids/Dungeons[/i]) the [i]Exotic[/i] has not been diversely explored on [i]Strand[/i]. I changed this for myself quite recently. Why? Simply put, [b]I just wanted to use my[/b] [i]Unloved Handcannon[/i]. Something I felt would annihilate barrier champions. But I didn't want to find myself on [i]Banner Titan[/i] yet again. Nor did I desire defaulting to [i]Abeyants[/i], yet again. Or [i]HOIL[/i]. So I just got creative. And what I found was rather impressive. Here's a rather refreshing build that [i]pairs[/i] [b]Ability Spam[/b] with [b]Gunplay[/b] in support role for a FT. [b][u]Suspend the Universe: Armamentarium[/u][/b] [b]Aspects[/b]: [i]Drengr’s Lash Into the Fray[/i] [b]Fragments[/b]: [i]Thread of Warding Thread of Generation Thread of Continuity/Thread of Propagation Thread of Mind[/i] [b]Grenade[/b]: [i]Shackle[/i] [b]Armor[/b]: [i]2 Piece Sage Protector[/i] [i]2 Piece Flex[/i] [b]Head[/b]: [i]Siphon; Dynamo x2[/i] [b]Arms[/b]: [i]Bolstering Detonation; Focusing Strike; Heavy Handed[/i] [b]Chest[/b]: [i]Generator; Resist; Charged Up[/i] [b]Legs[/b]: [i]Recuperation; Absolution x2[/i] [b]Mark[/b]: [i]Powerful Attraction; Utility Kickstart x2[/i] [b][u]Gameplay Theory[/u][/b] Let's start with Ability Cycling and how the [i]Exotic[/i], [i]Aspects[/i], and [i]Fragments[/i] are working alongside of our mods. [i]Armamentarium[/i] is granting us 10% Grenade Energy per kill. [i]Into the Fray[/i] grants 300% Melee Regen when we have [i]Woven Mail[/i]. [i]Thread of Generation[/i] grants approximately 5% grenade energy with weapon damage. [i]Thread of Mind[/i] is 15-25% of [i]Class[/i] energy per suspended target defeated. These are the basic interactions [b]WITHOUT[/b] factoring in [i]Armor Mods[/i] and [i]Orbs[/i]. How these interact with [i]Orbs[/i] and [i]Mods[/i] further enhances cycling. Our [i]Orbs[/i] come from 3 sources with this build. Firstly is a [b]Siphon Mod[/b] matching our weapon(s). [b]Heavy Handed[/b] offers us a 'get out of jail free card' when we get aggressively pushed via our Melee. And lastly the intrinsic [b]Firepower[/b] of [i]Armamentarium[/i] grants us another [i]Orb[/i] off of Grenade Final Blows. So what are these [i]Orbs[/i] doing for us? [i]Armor Charge. Woven Mail. Ability Energy[/i]. [i]Armor Charge[/i] for our [b]Utility Kickstart[/b], so that we sustain higher uptime with our [i]Drengr's Lash[/i]. [i]Woven Mail[/i] granting us DR AND proccing [i]Into the Fray[/i] for more Melee uptime. Ability Energy for all 3 abilities via [b]Double Absolution[/b] (7.5% Class/Melee/Grenade). One [i]Orb[/i] does all of this. How is the rest of the cycle working? Well double [b]Dynamo[/b] is giving us roughly 5% of our [i]Super[/i] per barrier cast. [b]Bolstering Detonation[/b] is giving us 12% of our Barrier with Grenade Damage dealt, while [b]Focusing Strike[/b] offers us another 12% for Melee DPS. [i]Barrier[/i] goes down, ideally activating the [b]Kickstart[/b] and returning around 20% of the Barrier's Energy. DPS the Suspended target and passively keep [i]Thread of Generation[/i] active and [i]Armamentarium's[/i] intrinsic Demo. Upon defeating suspended target, one activates [i]Thread of Mind[/i] (average 20% return) for more Barrier Energy (at this point should be over 50%). To finish the cycle, one can then utilize one of their [i]Shackle Grenades[/i] to Suspend the next target(s) (activating [b]Bolstering Detonation[/b]), defeat them (more [i]Thread of Mind & Generation[/i] & [b]Demo[/b]), and then return to Barrier down, with a Grenade on deck. This cycle is only further complimented by any weapon with the [b]Demo Perk[/b]. Two easy to highlight weapons here would be [i]Pro-Memoria[/i] and [i]The Call[/i] for further Strand Synergy.[i] Sword Breaker[/i] is another solid option. While this isn't anything close to [i]Banner Titan[/i] in terms of output, it is wildly oppressive and supportive for a Fireteam, and it maintains the spirit of gunplay, something that has been lost by [i]Bungie[/i]. It makes your hard earned Vault feel more viable, and that is always a good thing!

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