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Destiny 2

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Edited by GradeMyGuardianTTV: 12/19/2024 4:18:54 PM
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What To Roll? Excess Vanguard Engrams Guide

Do you have excessive [i]Vanguard Engrams[/i]? Are you struggling to sort out [b]what takes priority[/b] in the [i]Casino[/i] that is [i]Destiny 2[/i] [b]The Video Game[/b], [b]owned[/b] by [i]Sony[/i], [b]made[/b] by [i]Bungie[/i], run by complete..... . You get the picture.... . [u][b]TLDR:WICKED SISTER, ORIGIN STORY, WILDSTYLE, SCINTILLATION[/b][/u] . Here's my [i]Complete Guide[/i] to rolling [i]Vanguard Engrams[/i] out, with two visions- [b]NOW[/b] & [b]LATER[/b]. . [b]NOW[/b] . [b][u]WICKED SISTER[/u][/b] . A [b]Strand[/b] [b]Adaptive[/b] [i]Heavy Grenade Launcher[/i]. We are in a [i]GL[/i] meta and this is the [b]ONLY FOCUSABLE[/b] [i]Envious Arsenal+Bait & Switch[/i] GL! Given the lack of [b]Strand Surge[/b] in the present & prior seasons, I'd argue it's safe to say we'll likely see [b]Strand[/b] in full force with [i]Heresy[/i]. That said, this weapon is incredibly potent in the present given the [i]GL Meta[/i] we are existing within. . Here's my recommended roll & a few consolations- . [u][b]#1.[/b] [i]Spike Grenades+Envious Arsenal+Bait & Switch[/i]; [i]Raids, Dungeons, GMs[/i] . [b]#2.[/b] [i]Spike Grenades+Envious Assassin+Bait & Switch[/i]; [i]Raids, Dungeons, GMs[/i] . [b]#3.[/b] [i]Spike Grenades+Autoloading+Explosive Light[/i]; [i]GMs[/i] .[/u] [b]OKAY[/b], so you have [i]Wicked Sister[/i]. Then again, every streamer and their [i]sister[/i] (pun intended) was recommending it at the launch of this [i]Episode[/i]. So now what? Here's to looking ahead- . [b]LATER[/b] . [b][u]ORIGIN STORY[/u][/b] . A [b]Kinetic[/b] [i]Auto Rifle[/i]. No, we aren't in an [i]AR Meta[/i] in [i]PVE[/i]. But that's going to shift down the road for certain. [b]WHENEVER[/b] [i]ARs[/i] do return to the [i]Artifact[/i], there's [b]ONE[/b] specific roll this thing supports that is going to turn it into an absolute [b]UNIT[/b]- . [u][b]#1.[/b] [i]Attrition Orbs+Kinetic Tremors[/i]; [b]GMs & Any Champion Heavy Content[/b] . [b]#2.[/b] [i]Demolitionist+Kinetic Tremors[/i]; [b]GMs[/b] [/u] . Let's return back to the present to discuss another viable, accessible weapon that is strong within the meta..... . [b]NOW[/b] . [b][u]WILDSTYLE[/u][/b] . A [b]Solar[/b] [i]Double Fire Breech GL[/i], this once [b]HOT[/b] Garbage Tube got a [b]MASSIVE[/b] facelift this [i]Episode[/i]. There's a variety of great rolls it has, but it mostly comes down to [i]Utility[/i] in the forms of [b]Stuns, Blinding & Complimentary Buildcrafting[/b]. . [u][b]#1.[/b] [i]Blinding Grenades+Reconstruction+Incandescent[/i]; [b]GMs[/b] . [b]#2.[/b] [i]Spike Grenades+Reconstruction+Bait & Switch[/i]; [b]Raids & Dungeons[/b][/u] . Understand these are [b]DIFFERENT[/b] rolls for [b]DIFFERENT[/b] applications. There's plenty of other combinations that give this [i]GL[/i] viability, but it's highest ceiling comes from these combos. . Last but not least is another [b][u]Nightfall Weapon[/u][/b] to consider looking ahead. Again, as we've yet to see [b]Strand[/b] breach the [i]Meta[/i] within [i]The Final Shape[/i], my anticipations are taking this into consideration. Likewise, we haven't see [b]Linears[/b] stand out since [i]Season of the Haunted[/i] back when [b]Stormchaser[/b] first dropped. If you know where I'm going with this then you what I'm about to suggest... . [b]LATER[/b] . [b][u]SCINTILLATION[/u][/b] . A [b]Strand[/b] [i]Adaptive Burst Linear[/i], [i]Scintillation[/i] has all the makings of a [b]MONSTER[/b] as soon as we see Linears return in [b]ANY[/b] form of relevance. There's some interesting combinations with the perks, and pulling a "good" one isn't too tough. That said, here's my best combinations, again, sorted by activity- . [u][b]#1.[/b] [i]Liquid Coils+Rewind Rounds+Bait & Switch[/i]; [b]Raids & Dungeons[/b] . [b]#2.[/b] [i]Accelerated Coils+Auto-Loading+Surrounded[/i]; [b]GMs[/b] . [b]#3.[/b] [i]Liquid Coils+Envious Assasin+Bait & Switch[/i]; [b]Raids, Dungeons & GMs[/b][/u] . Applying a [b]Linear[/b] in [i]Endgame Content[/i] is rather straightforward in a [b]Raid[/b] or [b]Dungeon[/b]. [b]GMs[/b] are where they [i]typically[/i] fall short. For those reasons, considerations of [b]HOW GMs[/b] pace & [b]HOW[/b] encounters are logistically laid out determines the roll & benefits of the variation. . What are your recommendations for [b]Focusing Engrams[/b] at [i]Zavala[/i]?
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