Destiny Roegadame

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I had this post that I was contemplating making this morning, but I’ve decided that maybe today is not the right day.  I woke up with a headache that sort of feels like my brain case is trying to split in two…  so it maybe isn’t the best time to be getting into subjects that require a delicate touch.  So instead this morning you are going to get to see some of what I did this weekend over in Destiny 2.  Firstly you get a shot of my current Warlock outfit…  I am in the one in gold and black with the crazy horns.  Now it was announced last week that they nerfed the luminous engrams for multiple characters of the same class.  I am beginning to think that maybe they also nerfed said rewards for ANY characters.  I spent a good deal of time on the Warlock completing the few “easy” engrams…  namely the Weekly Flashpoint (Titan), Clan Experience Reward and Call to Arms Milestone.  The last two line up neatly because you get a predictable 500 xp per crucible match, which helps to chew away at that 5000 xp needed to get the Clan reward.  I held all of the engrams until I had completed all three and then equipped my strongest power gear and turned them in one at a time so I could in theory adjust as needed.  Now when I do this on my Titan I usually see a significant jump in power…  and when I turned in on the Warlock they all for the most part dropped at the same light level as me or maybe one higher.  Ultimately I am not sure if doing multiple luminous engrams per week is really worth it…  but if I can get my Hunter through the main story in time I might try at least one of hers to see if I get the same results.

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That brings me to the fact that I started my hunter this weekend, and wound up deleting my Destiny 1 character and re-rolling as a Female Awoken.  Some interesting things to note…  that even though I deleted my character I got specific story hits as though I was a legacy character.  I am guessing those flags are set at an account level and not a character by character level, so I still got referenced based on my past deeds even though I ultimately deleted my previous hunter.  My Titan being Exo is really the important part of the equation, and the fact that my other two characters were Exos…  was largely due to the fact that there are no beards in Destiny.  Since Hunter is such a nimble and graceful class, I always thought in the back of my head that I probably should have rolled a female character… and in part I am just correcting that original error.  As far as rolling Awoken…  this is the closest I can get in Destiny to having a Roegadame…  which is always the correct choice if you have it.

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This is ultimately a test run for how I am likely going to level when the PC release happens.  I quested my way through the European Dead Zone to unlock Titan, and did the first quest there which unlocks the planet as a whole.  From there I ran public events until I reached 20, which for the first 10 levels took a single event per ding… and afterwards took roughly 2 per.  So if I functionally get to titan around level 5 that means within 25 public events I should be sitting at the level cap.  The reasoning behind this is that you get an awful lot of random gear drops while doing the story content.  Now the specific rewards like Exotics have power limits and will not float up as your level increases…  but all of these random drops absolutely will.  There is a significant part of the leveling process that is going to involve grinding something until you hit 260 light… the cap that you can get to with blue items.  From there you will need a stockpile of faction rewards to get to 265…  and in this case I had a fat stack of Titan tokens to turn in when I got there artificially by equipping the chest I had purchase from Xur and all of my Titan’s weapons.  I started the Hunter around 11 am yesterday afternoon and wound up dinging 20 around 5 pm…  with time between to do laundry and cook and random tasks like that.  Now I just need to finish out the main story, which in theory I should be able to do tonight.

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When I logged my character in earlier to take a few screenshots I noticed that my Clan has defeated the Raid.  When this happens everyone in the clan gets a specific engram that is a level 10-15 version of one of the raid weapons.  I just so happened to have a base 290 pulse rifle sitting in my bank that I sacrificed for science…  and infused to bring the weapon up to usable levels.  All in all I like this pulse rifle quite a bit, and while it is going to take some getting used to the action and the sounds it seems to be really solid.  The important thing however is that I am super proud of my clan for defeating the angry penis head…  which if you have seen Emperor Calus…  it is a fairly apt description that I sadly cannot claim as my own.  I am not sure which team specifically got the kill, but awesome work because I know it took a lot of people over the course of two weeks to really nail this all down and get the fight across the finish line.  Now the rest of us casuals have some shiny baubles as a result.  I think tonight I will be working on the Hunter main story so that I can at least test the flashpoint engram to see what sort of levels I get it to decode at.

Xur Week Two: 9/22/17

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Since I did this last week I thought I would continue with it for at least another week because Xur brought something I had been wanting.  This time around since the weekly flashpoint is Titan, Xur is located on the section of the planet called “The Rig”.  To get here you will have to cross some areas of the map that have lots of mobs on them, but thankfully none of them seem to be willing to follow you into the actual room he is located in.  Previously in Destiny 1 Xur arrived Friday morning and left Saturday at Midnight PST.  This time around that does not seem to be the case because he was up on Nessus until the reset happened Tuesday morning.  I am not sure if this was intentional or some sort of a bug, but regardless I would suggest checking him out today or tomorrow just to make sure.

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This time around he has brought the Wardcliff Coil or for those of us that played Destiny 1 and followed the dataminers…  the Dubious Volley.  Honestly I think Dubious Volley is a much better name for what the weapon does, because it is essentially an anime missile launcher.  What I mean by this is if you have ever seen something along the lines of Robotech where a bay of missiles opens up and then they sorta fire in a bunch of different directions…  that is what this weapon does.  In use from what I understand it feels a lot like a Gjallarhorn that ONLY fires Wolfpack rounds…  but way more of them.  One of the problems I have heard is that as the mini missiles are tracking in… if a mob moves close to you…  it will in fact blow you up too.  This is one of those fabled weapons that we never got in the first game… so I am absolutely picking this up so I can play with it now.

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The Feedback Fence is an item from the first game…  that in truth no one actually used.  There were a few super edge case builds that you needed to run if you were going to optimize this…  which is a bit sad given that they look amazing.  Functionally to make it work you need to run around punching things…  and then letting something else punch you to explode it.  This makes it extremely unpredictable, and not that useful given that the cases you really want to unleash damage on a target…  are most likely cases where they don’t actually melee you.  The number of bosses that reliably melee you is pretty limited.  I would suggest only picking these up if you simply need the light level and using them as infusion fuel.

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Do you like Solar Grenades?  If so then these are probably the gloves for you.  I like grenades quite a bit but in general I am not a fan of the changes to the fire subclass for Warlocks, so as a result I am probably going to give these a pass.  This is the second week in a row that we have had a solar specific item on Xur for Warlocks which is a little disappointing.  I used last weeks chest piece only until I got a legendary chest that I could it into.  All of that said, this does not take away from the fact that this really is a good item.  It increases the duration of your solar grenades and causes solar melee hits to increase grenade energy regeneration.  If you want to be a mad bomber this is probably going to be down your alley.

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Once again I have not even started my Hunter yet so this is an image that I borrowed from the internet, and then overlayed the stat block.  When zooming in on a target this helmet will place a little red X over it.  When that target gets low health you begin dealing significantly more damage to the marked target.  The drawback here is that if you focus on any other targets for any length of time it will shift the X and  that may or may not be what you want to have happen.  Another edge case that is super useful is in the tracking of a mob that might be running from you…  like how some high value targets do these days.  I am personally not that interested in this helm, and plan on just sticking with the chest piece from last week that increases my Arc Strider stuff.  Folks are saying however that this is a really powerful pickup and I can see why because in theory it just gives you bonus damage on a target, which would be nice for boss burn phases once the boss gets within “execute range”.

 

290 Power and More Weapons

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Last night I pushed through and hit another Milestone in Destiny 2, and that is hitting the 290 light barrier.  While our clan lead seemed to hit this practically over night… it has been a long slog for most of us.  I’ve talked about this before but the gearing process slows down greatly at 265 and then each additionally point of power seems to be a struggle to obtain.  This is going to be the phase of the game that loses most people because if you have never dealt with how rough Destiny 1 was to get light…  then this is going to seem like a chore.  For the most part I am enjoying the process because I like watching the numbers go up.  For frame of reference however…  the game was released on September 5th and sixteen days later I have logged roughly 57 hours of play according to Destiny Tracker.   Now for additional point of reference I spent just shy of 500 hours playing Destiny 1 on the PS4 and just shy of 50 hours on the Xbox One.  Basically all I am trying to say here is that 290 power level is a significant investment of time, but in theory you could probably also get there just by focusing on the few powerful gear rewarding objectives that you can do each week.  My process has involved a lot of doing random stuff hoping to get exotic engrams that then push me up every so slightly.

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As far as things to talk about this morning I don’t have much.  I thought instead I would share a few new weapon pickups that I am enjoying.  Each week I do the crucible milestone so that I can get the luminous engram associated with it.  During one of the many matches I had to play to get 100% completion to get my loot…  I managed to get this gun to drop.  As far as I know this is only available from the crucible itself or from turning in crucible tokens for faction with Lord Shaxx.  This gun is amazing in PVE and I imagine similarly amazing in PVP given its propensity for one-shot killing almost anything but yellow bars, and even then a single shot will usually strip their shield.  I was using it last night while running around on Io and straight up 2 shotting Vex Minotaurs…  one to drop the shield and one precision shot to kill them.  It did similar magic on Taken Centurions, except their shields seemed to take to shots to drop them.  If you get this gun, I highly suggest you play with it a bit before sharding it because I think you are going to like it.  I also love the name because its a play on two infamous guns from Destiny 1:  The Devil You Know and The Devil You Don’t.

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As the reward from completing the nightfall, I managed to pick up an Origin Story.  I have no clue what weapon I chose at that step in the quest chain…  but I know it was not this gun and whatever I did wound up as infusion fodder somewhere along the way.  At this point in my life I was deeply connected to Scathelocke and could see no other weapon taking that primary gun crush position for me.  However after hearing people talk about this gun, I decided to play with it a bit before using it as power level fuel.  I am certainly glad that I did because my god this gun is amazing.  It is a much slower rate of fire archetype as compared to the Scathelocke…  so if that is the Haakon’s Hatchet then this is closer to the Suros Regime or Genesis Chain.  This has quickly taken my primary slot and the only time I am not using it… is when I am rocking Better Devils.

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A weapon that I have loved for awhile but was not using a lot at the time of the last post is Uriel’s Gift.  I try really hard not to run double auto rifles because it limits the things that I can do, however there is a period of time when I did.  Now that I have started using Better Devils a lot more this is filling in as my secondary slot.  Similarly I am using this a lot in crucible because it just has an insane time to kill.  Out of the gate the gun has really good stability in spite of what looks like on paper a relatively low stat… or at least it has a very predictable recoil pattern.  This allows me to choose High Caliber Rounds to get the stagger effect against enemies.  This has been the game where I suddenly greatly favor Omolon weapons.  In Destiny 1 I always thought they looked cool, but never really liked the way they felt.  This time around I am digging both.  Functionally my two primary setups are Origin Story/Manannan or Better Devils/Uriel’s Gift and I swap back and forth between those as needed.

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This has been the version of Destiny where pulse rifles are just not that good.  I’ve tried a bunch of them and none of them really feel like they used to…  or have the ability to shred enemies like they used to either.  Of the pulses I have tried, I have largely standardized on using the Nergal because it feels the best and seems to perform the best out in the field.  I’ve actually used it a bit in crucible and it works well enough…  the problem is it is just outshined in every way by the Auto Rifle options I have now.  I have this feeling that we are going to see an Auto Rifle stability nerf which will clear the way for the pulse to shine a bit more.  Previously Pulse was the stable multi shot option… and Autorifle was all about learning how to ride a bucking bronco into battle.  If you are looking for a pulse however I highly suggest you check this one out.  I get it regularly from the gunsmith, and it seems to be on a pretty generic drop table.

 

 

Racing Juggernauts

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This is going to be a bit of an odd post, but it is something that has been kicking around in my head lately and something that we have discussed a bit on AggroChat.  Back in 2015 when I attended Pax South 2015… I walked away with one game on my lips…  Gigantic.  It was what I felt at the time a fresh take on the whole MOBA genre and the state at which the game was in at the show… I fully expected it to be launching within the next six months.  Sure Blizzard had just announced Overwatch a few months earlier… but this was here and playable right now.  We scan forward several years… and Gigantic finally launched on July 20th of 2017.  It launched into a climate that has Paladins, Smite, Battleborn, and a plethora of other similar games vying for the same eyeballs on the same screens.  Most importantly though when Overwatch officially launched on May 24th of 2016 it sucked every last drop of oxygen from the room.  Sure there are a ton of differences between each of these games, but in the eyes of the customers…  I am not actually sure any of them matter.  They all fall into this broad category of cartoony stylistic shooter… and the one that gets the most time on the lips of players…  is Overwatch.  I’ve not played Gigantic in a long while in part because there is some nonsense of multiple competing versions for Windows…  but in truth because that moment passed and I moved on to other things.  To be fair I am not playing Overwatch either.

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When Dauntless was announced at The Game Awards in December of 2016, I thought it looked really interesting namely because there really isn’t a great PC resident Monster Hunter experience.  Sure there is Godeater but it is sorta doing its own thing that is not entirely connected to the Monster Hunter fame.  I realize Toukiden also exists but neither has really developed the same sort of following.  At Pax South 2017 I got to lay my hands on the game and give it a shot, and while I was completely horrible at it…  the experience seemed like something that with time I could get into.  However soon I started to see a very painfully similar pattern emerging with this game that I did with Gigantic.  At E3 2017 Capcom announced Monster Hunter World and with it for the first time in the franchise PC support.  At this point Dauntless was on a clock, they either had to get to market first or would have all of their available oxygen sucked out of the room as well.  A few days ago it was announced at the Tokyo Game show that Monster Hunter World would be shipping in all markets on January 26th 2018.  While they say the PC version will follow later…  this still adds additional pressure to Dauntless to release and firms up the time table of when they have to launch.  The game is currently in Closed Beta but has never really had a more firm launch window other than “2017” of which we are starting to run out of months.

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For me personally…  that time is already over.  Once Monster Hunter World was announced to be coming to PC, I for the most part stopped caring that much about Dauntless news.  I was going to get my Monster Hunter game on the PC and it was going to come from Capcom and share all of the traits and lore and history of the Monster Hunter franchise as a whole.  Dauntless on the other hand has to fight an uphill battle of coming up with a brand new IP and then trying to infuse enough into that world to make it feel alive and exciting and not just a sequence of arenas where you fight boss monsters.  Even the monsters themselves are a challenge because they have to come up with a whole slew of brand new creatures with their own mechanics and tactics…  whereas Monster Hunter world can draw heavily on fourteen years of experience and fourteen related games worth of monster battles.  Basically the oxygen is gone for me personally, but if they hope to get Monster Hunter devotees their clock is ticking down quickly because the moment the actual Monster Hunter is available on PC…  a whole lot of the unique gimmick factor of Dauntless goes away.  I might be overly grim here, but I watched this all play out for Gigantic and I have a feeling we are just about to see a repeat of that story.

 

Dark Math and Infusion

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I finished the night last night at 287 power, putting me well within striking distance of at least 290 this week… and with some additional luck in getting some really good drops 300.  For the moment I have standardized on the gear set that I am wearing and I have been eating everything that gives me slightly higher light levels to pour into it.  This morning I thought I would talk a bit about the infusion game in Destiny 2 and my frustrations with it.  The longer I play Destiny 2 the more I think of it as a continuation of the previous game to the point of largely feeling like a big smooth reboot.  There is a lot of gnashing of teeth over this point but I have reached a sort of equilibrium in my attitude.  I realize there are going to be some people that cannot get past this fact and I am guessing they really were not that big of a fan of the original game in the first place.  There are certainly things that I am not the biggest fan of, but overall I am really enjoying my time spent wandering around…  and weirdly looking forward to starting over with the PC launch and doing all of the things that I wish I had done this time around.  For me at least the chronology of Destiny looks a little something like this.

  • Year One – Destiny Launch/Dark Below/House of Wolves
  • Year Two – The Taken King
  • Year Three – Rise of Iron
  • Year Four – Destiny 2 Launch

Now back to the original topic I wanted to discuss…  Infusion.  During Year One it was not really a thing even though there was a limited form of it available in the ability to “power up” weapons with ascendant shards…  which was less a version of infusion and more a version of delayed gratification making you level your weapon further after getting it.  Side note… they are doing something like this system with an exotic shotgun that you get from the raid but that is a discussion for another day.  During Year Two they introduced the infusion system but made the calculations behind it extremely frustrating.  The closer you got to the level cap the less light you were able to squeak out from each infusion.  I remember keeping a vault full of random gear to step new items that I got up… without losing a bunch of potential light in the process.  For those who didn’t live under the system… say you had a 300 light level exotic item.. and you wanted to infuse a 335 item into it…  the resulting item would be 324.  If the first item was a legendary item…  you would end up with 328 making this weird penalty on using exotics.  During the tail end of Year Two and all of Year Three this changed and you started to get the complete face value of every infusion, meaning in that same scenario… of a 300 exotic and a 335 infusion fodder… you would end up with a 335 exotic gaining full credit for the item you were pouring into it.  The previous infusion system was pretty straight forward in that any primary could infuse into any other primary…  with the same being true for armor pieces.  Meaning I could throw my trash at my alts and help funnel their light level up.

Now we scan forward to Year Four and a bunch of things have changed that make the system as a whole way less beneficial to the players.  Year Three was pretty much the pinnacle of the system as far as I was concerned, it felt good and didn’t cause needless strife to the players.  In Destiny 2 however… they made a bunch of tweaks that seem like nonsense.  Firstly they removed the element of simplicity, meaning it was no longer slot based infusions and instead depended upon the specific item type.  This means if you need to bump up your auto rifle… you are going to need another auto rifle.  Similarly it means that if you want to pour additional power into your hunter arms…  you are going to need another pair of hunter arms.  To further confuse things they added a system of mods into the game, and at face value these seem like awesome things.  It lets you take one piece of gear and tailor it to your exact needs without having to wait for the ideal item roll to drop.  Where this complicates things however is when it comes to legendary mods, because not only do they add perks to an item…  they also had 5 power levels.  This means that if you have a 200 item without a legendary mod and a 225 item with a legendary mod…  feeding the 225 item into the 200 item will result in a new power level of 220 because the mod gets consumed in the process.  The first time this happened to me I was confused as hell and extremely angry because it felt like they had taken a step back to the lossy days of item infusion.

Where things get even weirder is the fact that in the past there were hard item level caps that you could not breach.  For example right now in Destiny 2… blues stop giving you upgrades initially a 260 and purples at 265.  That however is a somewhat fungible barrier, because as your power level trickles up…  so does the level at which items start dropping.  I am not entirely certain why things drop at the level they start dropping… but for example last night the maximum power I could hit was 287 but the blues I kept seeing were 277.  The lowest power item I have equipped is a 282 helm…  so I do not think it is based on that given that there was a period of time where I kept getting items that I could infuse into my lower armor pieces to keep pulling my total up a bit.  There is some manner of dark math happening behind the scenes and I think that is what is making this process feel less certain and because of that less “good” than the previous system.  We reached peak infusion during year three and all of these tweaks just feel like they were screwing with a solved problem.  I am hoping at some point we revert back to just having slot based infusion rather than item type based.  The whole item levels and drops thing however I am not even sure how to straighten that out because it seems super wibbly wobbly.  All of this said however…  Bungie has tweaked things significant given time and I have a feeling that they will also tweak this product to roll back some of the weird parts.  It is just a little frustrating at this point however to be entering what is legitimately year four of the game, and it feels like they forgot some of the lessons they learned during the first three years.  I mean maybe this is the influence of Blizzard, since they seem to love fixing systems that were not broken by ripping up the pavement and installing brand new and improved pavement that requires a completely different car to drive on it.  Whatever the case I am still loving the game and have been spending almost every non-work waking moment playing it…  but there are just frustrations that build up as with any new experience.  I thought I had gushed for awhile… and its probably time for me to start unpacking some of my baggage as well.

Destiny 2: Favorite Weapons So Far

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This weekend was a weird mix of leveling characters and slowly incrementing that light level up there.  Saturday I spent most of my time working on the Warlock and I managed to get the light level up to 282, then I turned around Sunday and caught my titan main up and can now hit 283 if I swap a bunch of gear around.  I potentially should have taken a new screenshot this morning, but largely I took this one to show off the gear that I finally stabilized with, or at least enough to feel like I could use some shaders to blend everything together.  I’ve been using the Doom Fang Pauldrons as my exotic armor piece because of the benefits it gives to Sentinel.  The shield throw is rather potent and giving me an ability to do more than one per super is something I can seriously get behind.  The rest is a blend of Wild Wood armor and Kerak Type 2, which gives me the sort of heavily armored but also a bit piecemeal look that I was going for that the Doom Fang Pauldrons already had.  Another thing that I spent a significant amount of time was sitting on Io and testing weapons out trying to determine what I want to keep and what I absolutely hate to use and can shard.  As far as the “why Io” part it just happened to be where I was when I decided to start down this rabbit hole.  The end result is that my vault is greatly less cluttered, and that I have settled on a number of what I consider my favorite weapons.  I thought this morning I would talk about some of them.

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Scathelock is the weapon that I keep going back to and for all intents and purposes can be called my primary gun.  I loved this weapon in the beta and one of my happiest moments was when I got my first copy from Devrim Kay, and quite honestly from that point on its been in pretty heavy rotation.  It is really hard to compare weapons from Destiny 2 to Destiny 1 but as far as feel goes this is somewhere in the range of my beloved God Roll Haakon’s Hatchet and Zhalo Supercell.  It is extremely fast and relatively accurate… and if you land precision shots you can melt four or five oncoming minion type mobs without reloading.  The only negative is that there is sometimes this weird pull to one side…  which can sometimes make it a bit hard to track mobs that are moving.  However I have learned to adjust and completely love this weapon, especially with the cool copper and black shader setup that I am rocking right now.

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The other weapon that has become my default energy slot item is the MIDA Mini Tool.  You get this weapon as part of the new quest chain that ultimately leads to the MIDA Multi Tool, and I absolutely love the look of it.  My default crucible loadout tends to be auto rifle and submachinegun, and for the most part I tend to treat subs as the new shotgun.  They offer you a way to completely melt a target at close range in a very short period of time.  As far as for PVE purposes, this also melts enemy shields and tends to be a bit more accurate than the average submachinegun is.  You are going to use this in close to medium range engagements however, because there is no way you are accurately hitting something across the room from you.  This thing is awesome for melting Vex Minotaurs and Cabal Centurions specifically.

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Yesterday I heard this weapon referred to as the new Gjallarhorn, and while in some ways I agree with that…  I am afraid no weapon in Destiny 2 is ever going to be nearly as powerful as the Gjallarhorn was.  Merciless however comes really close and if you absolutely need to destroy a boss target, then this thing is going to be your go to.  It has a really tight cluster of shots as far as Fusion rifles go and this means that more than like a single shot is going to take down any non-boss yellow bar.  When it comes to bosses however that’s where the perks of this weapon really shine.  I talked about this a little Friday when I did my Xur post, but Conserve Momentum is the exotic perk and it causes non-lethal hits to speed up the weapons charge rate.  This is EXTREMELY noticeable and after a few hits the weapon starts to feel more like a pulse rifle than a fusion rifle.  It is going to be extremely useful for fights where you have a limited burn window to take down as much ammo off the boss as possible, and if you use hunter dodge or titan shield reload you can keep up the damage without breaking the effect.  I’ve managed to get a couple of these so far from Exotics and I have a feeling as we go deeper into the game this is going to be that weapon everyone wished they had gotten when Xur sold it.

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I am really not much of a fan of scout rifles in general.  They are great for using as a psuedo sniper rifle, but I would just much rather have a harder hitting hand cannon or a more buzzsaw like auto rifle to whittle down mobs.  The Manannan sorta plants itself in a territory that I actually really enjoy using.  Once again it is super hard to compare a weapon stat for stat to Destiny 1, but this feels like a much harder hitting Year 2 Hung Jury SR4.  Explosive payload makes this weapon help quite a bit on add duty which is where I feel scouts tend to fall down a bit next to the weapons I am used to using.  It’s weird, that during Destiny 1 I was not really a big fan of most of the Omolon weapons… and WAS a huge fake of Hakke.  This time around it is pretty much the exact opposite… where I am finding myself sharding very few Omolon weapons and sharding almost every single Hakke item I get my hands on.

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Speaking of Hakke weapons…  here is one that has absolutely earned its slot in my inventory.  Hawthorne’s Field-Forged Shotgun…  is a mouthful but so far it is hands down the best shotgun I have come across.  The primary reason being that just like Destiny 1…  Full Auto is where it is at and this thing is super useful for pouring a bunch of hits into a boss in quick succession.  It has shockingly decent range and a decent magazine size for a shotgun.  I’ve sharded a bunch of shotguns because they never really gave me much reason to use them…  and I was completely spoiled by Destiny 1 weapons like the Invective or Party Crasher +1.  This shotgun however absolutely sits nicely on the same level as those weapons, and if you get it…  you might think twice before tossing it aside as you are probably not going to find a better shotty.

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I’m going to close things out with something that I happened to find while cleaning out my vault, that I apparently hurriedly tossed in there without really trying it out.  This is another one of the few Hakke weapons that I have kept and I did so largely because this hand cannon has damned near maxed out impact at 92 out of 100.  The only weapon I have with that same stat is the exotic Sturm… that I just picked up and have yet to really use much.  Basically think of this weapon as a Legendary Sturm much the same way as Eyasluna from Destiny 1 was a Legendary version of Hawkmoon.  If I had to choose between using Sturm and using Merciless…  then I am absolutely going to be equipping Pribina-D and having that exotic in the heavy slot.  More than anything though this weapon proves that you should in theory at least give some test time  to every single legendary weapon that comes across your path.  You are going to find some gems that at first glance you thought nothing about.

Happy First Xursday!

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One of the tidbits of information that we knew going into Destiny 2 was that Mister Shadow Tentacles himself…  Xur the Agent of the Nine would no longer be showing up in a social space.  That meant that we would need to find him somewhere on a planet.  At first I thought this would be somewhat of a scavenger hunt, where we had to scour the planets to find where he was hiding.  However that does not appear to be the case because they put a familiar IX logo on the director map.  This week Xur is located on Nessus in the Watcher’s Grave area, and in this case he is up high in a tree next to a golden vex scannable item.  The other things that we didn’t know were the level of items he would be bringing….  and the cost.  We knew that legendary shards would be the universal currency for lots of different things and now replace the familiar chase item…  Strange Coins.  It appears that everything is 270 and I have verified with a few videos of Xur that regardless of the players power level he seems to be handing out that same static level.  The basic set up is similar to Destiny 1 in that he is bringing a single weapon and a piece of armor for each class.  This week we have…

  • Merciless – Fusion Rifle – 29 Legendary Shards
  • Raiden Flux – Hunter Chest – 23 Legendary Shards
  • Doom Fang Pauldrons – Titan Arms – 23 Legendary Shards
  • Wings of Sacred Dawn – Warlock Chest – 23 Legendary Shards

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If you only have the Legendary Shards to pick up a single item… I would say buy this thing.  I was lucky enough to get it as an Exotic Engram drop while leveling… and this thing is amazing.  It has a weird perk on it that speeds up the recharge rate until you get a kill.  This combined with a perk that increases your damage if you reload after getting that kill..   makes it a machine to melt mobs.  Especially on bosses the fact that it keeps getting faster lets you pour some insane damage into the boss in a very short period of time.  This thing completely decimates the ship that flys in on the Cabal extraction event for example.  This was one of the first legendaries that I infused up, simply because I like using it that much.

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I went ahead and picked these up because I didn’t already have them.  Effectively when you are in your super mode… kills with the shield bash reset the cooldown of your shield throw.  I could definitely see this being useful since in general you only get one throw per sentinel super.  Similarly melee kills help give you super energy… and since I run around punching everything already this should be a good exotic for me.  The only problem is…  I am currently using another exotic just for the light levels so in theory I need to find something to replace it with before I can rock these.

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For the Warlock Xur is selling the Wings of Sacred Dawn, which is one of the fanciest chest slot items I have seen in game so far.  The truth is however that I largely just bought this for the item level to help give my Warlock I am currently leveling a power boost, so I can start double dipping on those sweet sweet powerful engrams.  The perk is Tome of Dawn, which causes you to suspend midair while aiming while you are in your super.  Precision hits extend this effects duration allowing you to stay up in the air frozen longer.  Since I don’t really like Dawnblade as a subclass and went Voidwalker the moment I got it as a drop and have never looked back…  this really is all about the 270 light level for me and nothing else.  If you like Dawnblade your mileage may vary.

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I had to swipe an image of this one online, because I have not even begun to start my Hunter leveling…  since it is probably the class I like the least in Destiny 2.  I went ahead and picked this up however because I had the shards…  and once again it will be a power level boost when I finally get around to leveling and equipping a third class.  The perk on the item is called Synapse Junctions…  which causes quick successive attacks with Arc Staff to increase damage output and the duration of your super.  In truth this is probably a good item for me since I mostly like the Arc Staff super ability.  Again however…  its really about the 270 light.

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One of the slight disappointments comes not from the exotics themselves…  because I really do think that he brought a decent load out of items.  What I am a little disappointed in is the fact that he ONLY brought the exotics.  Previously in Destiny 1 there were a ton of other items that he sold…  most of which are no longer still in the game.  What I would have loved to see him sell in their place however were maybe some really nice gear mods to help those players who have yet to hit that 280 plateau get there.  Additionally I would have loved to see him offer Fireteam Medallions as an alternate way other than Eververse dust currency to get them, since they appear to be the replacement for three of coins.  The best method of getting Exotic engrams appears to be running one of those and chaining heroic events.  Speaking of which… I need to do a lot more of that.  Anyways regardless of anything else… I am just happy to see the Friday tradition of finding Xur continue into this new game.

 

Warlock and Worm Gods

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I don’t have a whole heck of a lot to talk about this morning.  I had a relatively chill night playing Destiny 2 without a whole lot of focus on any more serious adventures.  The first part of the evening I finished a milestone that involves doing a bunch of challenges.  Most of these I got yesterday morning while doing a little crucible, but I wound up finishing up in the EDZ knocking a few out there.  After that I picked back up with the main story quest on my warlock and leveled my way through the end of the EDZ, all of Titan and Nessus and have the starting quest for Io.  The only problem there is that I have been way less meandery this time and am sitting just shy of level 10.  In order to accept the IO quest you need to be 11…  so I am going to spend some time wandering Nessus and taking down stuff there I think.  Titan as a whole is not really a great event running zone, given that things are so broken up due to the various platforms that everything happens to be on.  Nessus and EDZ seem like they are for the long run going to be the best spots to get pick up events, but even then…  now that Nessus is the flashpoint it seems to be way less active than the EDZ was last week.  That said there are still a ton of people running events in the EDZ, which might ultimately be the best place to settle into.

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The other thing that I wanted to talk a bit about this morning is something I had seen in a video before.  There is a mission on Titan where you end up essentially going down into an underwater base.  There is this one place where you drop down to a platform below…  and if you are following the flow of the mission you are focused on the objective that is behind me in this screenshot.  However if you turn around and look behind you…  you see this translucent bank of windows and can see something swimming by in shadow that is massive…  and has tentacles.  Now if you have not read the Books of Sorrow this probably will mean nothing to you.  If you want to know the lore of the Hive, then I highly suggest either watching the video series by Byf or the one I actually watched ages ago from Myelin games.  If you prefer to read it yourself, then the full text can be found here as well as I believe all of the Grimore cards from Destiny 1.  I like the video options because I am a sucker for dramatized radio play style text readings…  which is probably why I am a fan of podcasting and public radio in general.  Now we are going to enter some spoiler territory so if you do care to experience the Books of Sorrow yourself come back later.  In the books you find out that the Hive long ago crashed landed on a Water Giant world that they refer to as “The Fundament”, and they ultimately sought the help of the worm gods that lived deep under the water and were creatures of darkness.  I think it doesn’t really make sense that Titan would be “The Fundament” because otherwise we by all accounts should have had to deal with the Hive in full force long before they actually found us.  Instead I am wondering if what we are seeing underwater swimming up against the arcology is a similar Worm God.  Others have talked about this maybe being an Ahamkara, but everything indicates that they were dragon like…  not Leviathan like.  I would say that maybe all of this is for nothing and this is just native life…  but few things that Bungie does are for no actual reason.  I have seen time and time again how they have planted the seeds of something that is yet to come…  in the background of something we have already seen.  During several of these missions the Ghost says that these Hive are different than the ones we had encountered before, which makes me wonder if a certain character that keeps getting mentioned…  has sought out more Worm Gods to make a pact for more power.  Again if you have not dove pretty deep into the lore of Destiny not a damn word I have said today will make much sense.

A Little Luck

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Last night the loot gods were very good to me.  Weekly reset is a time where the impossible seems possible…  or at the very lease you have a new round of milestones that can reward “powerful gear” otherwise known as Luminous Engrams.  For the unindoctrinated… these are a weird cross between purple and gold and contain gear that is always a significant upgrade over whatever you happen to be wearing.  This always probably needs to have its own caveat given that when you hit the current hard level cap of 350…  this will in theory constantly keep rewarding you maximum power items.  These right now seem to be the primary method of moving the needle forward… and I guess that makes sense given that the normal mode of the raid is 260 to 280 power.  This makes sense due to the general difficulty increase as you progress through raid bosses and the hope that you will be slotting in items you get on the first few bosses to keep ratcheting your power level as you traverse the content.  This is the point where I am going to apologize because I will inevitably for a long time keep calling it Light instead of Power… and while I am trying my best to catch these several of them are going to slip through the cracks.  Functionally now that we are all arriving at 265 we are settling in for the long game of slowly incrementing our levels each week through doing events.  The folks that are pushing 300 right now did some sheer madness…  namely I know it was super popular in the reddit circles to roll 3 of exactly the same class so you could swap gear and get three times the weekly engrams…  greatly increasing your chances of moving things forward.

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What I did not expect was for Cayde-6 to pay out this week the way that he did.  For the also unindoctrinated…  once you hit level 20 and complete your main story quest each of the traditional NPCs does a specific thing.  Ikora Rey for example lets you replay three missions a week and then in turn rewards engrams based on the faction tokens you get from doing this.  Zavala is once again all about the strikes and the nightfall, and Cayde-6 unsurprisingly is all about sending you on a quest to gather up loot he has stashed.  He sells 5 maps per week for 5000 glimmer each and they are always going to be in whatever zone happens to be the Flashpoint area.  This week for example it was Nessus and when you purchase them a series of Spade icons appear on your map with no real indication of how to actually get there.  Other than a few rare cases these icons are “breaking the border” of the map… meaning you need to figure out if they are in a cave system or if you need to climb up somewhere and jump out in what is officially unmarked space of the map.  Occasionally there are gimme chests like the one this week that is literally in the middle of a structure that is impossible to miss…  but I won’t go into any spoilers about any of them.  Last week I got one exotic engram, one legendary… and a bunch of random junk that Cayde-6 will buy back from you…  like a Spinfoil Hat.  This week was insanely good loot wise because not only did I wind up getting four legendary engrams and one exotic, I also got a 271 weapon.  So that means in theory you could possible get power level increasing upgrades from him going forward.

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Since I was functionally gifted almost the right number of items for a specific quest…  I decided to make last night all about trying to catch up on the various exotic weapon quests.  When you finish the main storyline there are a number of blue crown icon quests that start showing up on the various planets.  From what I understand each of these ultimately leads to an exotic.  I had already been working my way through the one that rewards first the MIDA Mini Tool submachinegun and eventually the MIDA Multi Tool scout rifle made famous in Destiny 1.   The quest where I needed all of the engrams however I am still working my way through by doing silly things on Nessus.  However one of the first steps in the chain involves going to Master Rahool in the tower and decrypting 5 legendary engrams and 1 exotic engram.  The quest itself pays out one legendary engram, so I knew that this was one of those times where it would be easy to move forward in the quest chain since I had everything sitting there and ready to go.  The only quest that I have not started is the one for the Rat King, but I will be doing this soon given that I am hearing this is a decent week to try and get through it as one of the steps requires you to make insanely good time in the Nightfall.  I feel like I am still making progress, but a lot of that progress is slow and incremental.  We’ve entered the cold winter phase of Destiny, when every few points of light requires a large amount of effort.  I’m completely fine in this territory because I have been there before, but I am wondering if we end up losing a few people in the post 265 slog.

Destiny 2 Heroic Event Triggers

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Yesterday Pete asked if I could do a post about the various heroic event triggers, and this morning I am going to attempt to do just that.  Last night I was able to get a few reasonable screenshots of the objectives for several of the events.  Others I have simply looked up and will attempt to explain because I don’t have good imagery for them.  At this point though I now feel relatively comfortable in my knowledge of how to launch any of the events into heroic mode.  I am posting a picture of my own character at the start of this post largely because I am happy that for once I have most of a matched set of gear.

Glimmer Extraction – Fallen Event

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This is more than likely the very first event you ever complete in Destiny 2 because it spawns right out in front of the church.  Essentially a Ketch will drop off a Glimmer Harvesting team and you have to take out the extraction teams.  Each team will consist of 3 mobs followed by a mini boss type mob.  Then the ketch will drop another ship in a new location.  There will be three different locations that the Fallen attempt to harvest and if you take down all of them you defeat the event.  In the Heroic mode however things change.  In the above screenshot you can see a little engine looking thing with a stream of glimmer going into it.  There will be one of these at each location the Fallen attempt to harvest, and to trigger heroic you need to destroy them before you have defeated a given waves miniboss.  From there the goal changes to guarding a pile of glimmer until your folks can transmat it out.  Someone has to be standing on the pile at all times to make sure the bar is progressing.

Weapons Exchange – Fallen

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This event is pretty straight forward.  In Destiny 1 we learned the ins and outs of fighting Fallen Walkers…  hit the armor plating on their legs until one section falls of and then the carapace covering the control module slides open and you can pour damage into the unit.  In this event there are 3 energy fields protecting a total of six scorch cannons.  Each time you bust open the carapace on the Walker, a number of arc orbs will spawn at its feet.  In order to trigger the heroic phase, you need to take those orbs and carry them to the receptacles that look like the object in the screenshot above.  It will take two orbs per shield, and once you have dropped all three shields…  a second walker gets dropped on your location.  The goal is to have the first walker almost dead when you drop the shields so that you can grab a scorch cannon and finished both off extremely quickly.

Ether Resupply – Fallen

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This event is another one that is pretty straight forward…  kill the giant Servitor.  During the event a number of smaller servitors will spawn in and start interacting with the bigger one.  The first one has to be killed because he shields the Servitor from any damage.  There is a second phase where three spawn in… and in theory you can leave these up if you are just taking down the Servitor normally.  However if you kill them it starts the heroic phase…  which causes the Servitor to take greatly reduced damage…  talking 10-15 damage per shot in a vulnerable spot reduced damage.  The goal here is to get the servitor down pretty close…  then kill the three mini-servitors…  then drop the big guy to close out the event.

Excavation – Cabal

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This is one of the least straight forward of all of the events.  The goal of the Excavation event is to stand hear the mining lander and progress the bar to 100%…  all the while avoiding waves of progressively more difficult mobs and missiles that are coming in from the command ship hovering over the location.  At various points in the fight a Thresher gunship will fly in and start attacking anyone defending the location.  In order to trigger the heroic phase of the event you need to take down this gunship… and in my experience you have about two flyby phases to do it in before you have progressed the event to 100% and ended it naturally.  Essentially everyone needs to focus fire this thing down whenever you see it.  If you are successful a major cabal centurion boss will spawn in… and wreck him to earn your heroic chest.

Injection Rig – Cabal

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I am not honestly sure what the non-heroic goal of this event is, because from the start it is telling you to drawn down the Infiltrator Valus…  which is what happens if you trigger heroic mode.  While this event is going on there will be a giant cabal shield that spawns over the drill, and every so often giant vents will open at up to four spots on the rig.  If you are in the bubble you start burning, and the ultimately goal to trigger heroic mode is to destroy all four of these vents before you end up dying in the process.  About the most that I have seen taken out in a single go are two vents at a time, so that means it will take a few passes to get them all down.  It helps if you have a really good ranged power weapon like a fusion rifle or rocket launcher.  If you are successfull Infiltrator Valus will spawn and you wreck him to get your chest of goodies.

Spire Integration – Vex

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Much like the Fallen Walker event… this is a reboot of a classic event from Destiny 1.  In the Spire Integration event your goal was to prevent wave after wave of Vex from integrating with the spire that you were guarding.  One of those does in fact exist in this event, as does the objective of preventing anyone from integrating with a wiggle room counter of 10.  However to progress the event to the Heroic mode you need to also help build shields around these additional spires.  There will be 3 glowing rings scattered around the event… standing in one will begin to capture the point and raise a vex shield around you.  Once you have captured all three of these the Heroic mode will trigger and you have to destroy progressively more nasty Vex until the timer runs out.  Prepare to have Minotaurs and Cyclops to spawn in addition to all of the normal yellow bar Vex types.  Stay alive and prevent 10 integrations to win your heroic loots.

Taken Blight – Taken

This is one of the ones that I don’t have an image for.  Essentially the goal of this event is to destroy an number of taken blights that spawn in.  In Destiny 2 the blights work slightly differently in that they are protected by a bubble and in order to actually damage the blight you have to step inside of it.  During this event while standing in one of these bubbles you will get a brief buff called “Blight Receding”.  There is another giant blight bubble that will spawn near the other blights… and this one is protected by a shield and if you attempt to hit it you get “invulnerable”.  However while you have this Blight Receding buff you can deal damage to it.  Functionally you need to alternate ducking inside the bubble to get the buff and going out and damaging the big blight until it is destroyed.  If you are successful this will trigger the heroic mode and summon a Taken Major for you to destroy.  If you defeat it then you get shiny loots.

Witches’ Ritual – Hive

This one only spawns on Titan and I believe only in one specific location near where you spawn in at the arcology.  The goal is to prevent a pair of hive wizards from opening a portal… the only problem is the wizards are shielded and invulnerable.  You will notice however there are two hive sigils on the ground, and standing in one causes the corresponding wizard to lose its shield.  After you take down the wizards a bigger more powerful wizard will spawn in.  In order to trigger the heroic version you need to then recapture the sigils and use it to destroy two crystals that were previously invulnerable to attack.  If you do this successfully another Hive Major will spawn in the Darkblade Knight.  Defeat it to get your tasty loots.