i got brown noted by the destiny loading screen when i had e coli

Any weapon is viable if you know how to use it properly and it has a roll which complements your play style. I know that’s a cop out answer, but it’s the truth.

That said, here’s my favorites, in the format of Primary/Special/Heavy:

  • Pulse/Fusion/Grenade Launcher: Typical build for me is Blast Furnace/Wizened Rebuke/Swarm of the Raven. This is my favorite build in the game for a few reasons. Pulse rifles are very consistent guns in any mode - they do great precision damage, and almost always stagger weak enemies - and the roll I have on my Blast Furnace makes it shred adds. Fusion rifles are beastly PvE weapons, since they overpenetrate, stagger, and deal ludicrous amounts of damage all at once, especially with Major Spec as the mod. And Grenade Launchers with spike grenades deal absurd boss damage. Perks: Rampage on Pulse Rifle, Grenadier or Rampage on Fusion Rifle, Spike Grenades on Grenade Launcher.

  • SMG/Sniper/Whatever: Typical build for me is Izanagi’s Burden/The Recluse/Hammerhead. Use sniper for killing majors and long-range adds, SMG for close range, and Hammerhead for general purpose murder. This build tends to reduce your boss DPS unless you have a really good sniper (or multiple really good snipers). Perks: Grave Robber and Rampage/Swashbuckler on SMG, Box Breathing on Sniper.

  • Scout Rifle/Shotgun/Rocket Launcher: Typical build for me is Nameless Midnight/Wishbringer/Deathbringer. Use scout for precision kills on adds, shotgun for majors, and rocket launcher for bosses. This build provides consistent boss DPS but lacks good burst damage without a strong rocket launcher. Perks: Rampage on Auto Rifle, Rampage on shotgun, Auto-loading Holster or Cluster Bombs on Rocket Launcher.

And here’s a breakdown of different weapon types.

Primary: Use these weapons for clearing adds, unless there are no more adds to kill.

  • Auto Rifle: Consistent at mid-range, good for add clear. Most people don’t use auto rifles at the moment because optimal DPS is harder than other archetypes.
  • Pulse Rifle: Consistent at any range. A max range Blast Furnace (Accurized Rounds and Range masterwork will put you at max) is IMO the best weapon in Destiny.
  • Scout Rifle: Consistent only if you are hitting precision shots. In kind of a weak spot right now, but really good for playing it safe in difficult content.
  • Handcannon: Consistent at mid-close range. Handcannons are Bungie’s fave weapon class and it shows. Almost every handcannon is viable in every mode.
  • SMG: Consistent at close range. You absolutely want a damage perk, like Swashbuckler (Bug Out Bag, the Gambit Prime SMG, can roll Grave Robber/Swashbuckler, which reloads and heavily buffs the damage of your weapon on a melee kill) because this class doesn’t do much to anything but minors without a proc.
  • Sidearm: Consistent only at very very close range. They hit super hard but have almost no aim assist. I honestly never use this weapon class because the range is just too much for me to get over.
  • Bow: Basically a scout rifle you don’t have to reload. I like this class but I don’t use it much. The exotic bows are really, really good.

Special: Use these weapons for clearing majors and damaging bosses, unless you can kill multiple adds at once

  • Fusion Rifle: Best PvE special weapon in my opinion. Good diversity of archetypes that let you hit at range, up close, or anywhere in-between. Strong damage, overpenetrates enemies, usually staggers. Only falls off in some boss fights that require long range engagements.
  • Sniper Rifle: Great for taking down majors or DPSing a boss. Awful at add clear unless you consistently proc Dragonfly. Izanagi’s Burden, the Black Armory questline exotic sniper, is currently best boss DPS in the game.
  • Shotgun: Amazing for close-range majors and add clear, atrocious for everything else. Don’t really recommend for PvE unless you get one with either Swashbuckler or 1-2 Punch for the damage increase.
  • Grenade Launcher: Breach-loaded launchers use special ammo, and so they are listed here. Fighting Lion is incredible, maybe the best add-clearing special weapon in the game. Mountaintop is also very good and deals respectable boss DPS. The rest of them are okay. Requires you get used to holding the trigger to remote detonate, otherwise you’re not playing right.
  • Trace Rifle: All trace rifles are exotics, all of them are good for different reasons. Up to you if you wanna spend an exotic slot on one.

Heavy: Use these weapons for clearing bosses or large-scale add clear. Try not to spend them on majors unless you’re out of ammo.

  • Grenade Launchers: Drum-fed grenade launchers fall in this category. With spike grenades, they have some of the most consistent boss DPS in the game. Always a solid choice.
  • Rocket Launchers: Great for burst damage, and Deathbringer is easily top tier boss DPS for sedentary bosses, but kinda weak right now. Better for clearing huge groups of adds and majors.
  • Heavy Machine Guns: Amazing for everything that isn’t an end-of-encounter boss, but bad for boss DPS. If you get a Hammerhead with Rampage, though (the curated roll has Feeding Frenzy/Rampage, which is the god roll imo) you can deal respectable boss damage too.
  • Linear Fusion Rifles: Don’t. Awful ammo economy that requires you hit every precision shot. Only Sleeper Simulant (absurd damage) and Arbalest (uses special instead of heavy) are worth using.
  • Swords: Really great DPS on bosses but ultra dangerous so I tend not to use them. Personal preference.
1 Like

I definitely have a Hammerhead!

Thanks much seriously, this game is kind of nuts

1 Like

It tends to throw you in the deep end unless you’ve played from the start, which is the classic MMO issue I guess.

finished the final mission of the “campaign” it was pretty neat. i’m at 904 but don’t really feel like i’ll enjoy the crawl to 950 (seriously, leveling was so brisk till 900 and then it completely hits a brick wall… i feel like they change the way this works every expansion and wish they just kept it the way it was before)

might be winding down with this, are the nightmare hunts interesting at all? vex invasion is… passable at best

It has remained the same in every expansion since D2 vanilla, incrementing in values of 50. Here’s an explanation for those that don’t know:

Destiny 2 has three “caps” on your light level. These caps determine how gear drops for you.

  • “Soft” cap: 900 light. Below 900, you will always get upgrades every time an item drops, even blues. Once you hit 900, all normal drops will drop at 0-3 light levels below your average light.
  • “Hard” cap: 950 light. Between 900 and 950, you will only get higher-light drops from “Powerful Gear” sources; usually weekly challenges visible on the director. The “tier” of drop determines how high above your light it drops.
  • "Pinnacle" cap: 960 light. Can only reach this by getting pinnacle drops from 950 onwards. Extreme grind, only for people who hard grind endgame activities. Can basically ignore this.

If you are only playing a single character, it will take you around 3-4 weeks of doing every single powerful drop to hit 950, unless you turbogrind Survival (which drops powerful gear).

How Average Light Works

However, there’s a thing I like to call “character uplifting”.

Basically, all your drops are calculated on your average light. However, weapons - unlike armor - are freely swappable, and so count towards the average light of your character, even if they are on a different character or in your vault.

This enables you to “drag up” the light of alternate characters, because the high light weapons will tilt their average light higher.

Let’s say you have a fresh Hunter of 750 in every slot. However, your Warlock has three 950 guns, which means your Hunter’s average light is actually 825. Now let’s say you get five 825 armor drops. This puts your Hunter’s new average light at 871. Repeat the process until you are no longer getting higher-light drops.

If you continue using that example, you’ll hit diminishing returns on light gain after 50 blue drops or 10 full armor sets, and will break soft cap in only 15 blue drops or 3 full armor sets. With 3 blue drops per activity, and an average activity length of around 10 minutes, you’re looking at a little over 2 hours to powerlevel a fresh character to your highest average light by just playing whatever.

You can then turn in your powerful rewards on your newly leveled character to hopefully get either higher light weapons or finish off the armor grind.

It’s a really fast and simple way of grinding up light, but requires familiarity with how the game averages your light score, so it’s something that every experienced player knows about but newbies don’t.


As for powerful drops, here’s a list of each powerful drop in the game at the moment, as far as I know. Apologies if I miss some. Not digging up tier information because I don’t care. Unless told to visit a vendor, powerful drops are given the moment the challenge is complete. All weekly powerful drop challenges are visible through the director.

Strikes

  • Zavala Bounties: Complete 8 bounties, then visit Zavala
  • Strike Playlist: Complete 3 strikes with your class being the same as the active weekly burn modifier
  • Ordeal: Complete 5 strikes. Higher difficulties count more.
  • Ordeal: Earn 100k score. Higher difficulties give higher score modifiers.

Crucible

  • Shaxx Bounties: Complete 8 bounties, then visit Shaxx
  • Core Playlists: Complete 4 matches
  • Rotator Playlists: Complete 4 matches.
  • Glory Rank-Up: Each glory rank-up gives a powerful drop
  • Valor Rank-Up: I believe these give powerful drops but I’m not actually sure.

Gambit

  • Drifter Bounties: Complete 8 bounties, then visit Drifter
  • Gambit: Complete 4 matches
  • Infamy Rank-Up: I believe these give powerful drops but I’m not actually sure.

Open World

  • Flashpoint: Go to the specified open world location and complete the daily heroic, heroic public events, and lost sectors.
  • Gunsmith Bounties: Complete 8 bounties, then visit Gunsmith
  • Werner Bounties: Complete all 4 “treasure chest” bounties, then visit Werner
  • Clan: Gain a set amount of clan XP, then visit Hawthorne

Moon

  • Ikora: Gather vex parts, then visit Ikora.
  • Repeatable Story: Complete Eris’ weekly story mission
  • Mementos: Complete Eris’ weekly memento mission
  • Nightmare Hunt: Complete 3 nightmare hunts
  • Vex Offensive: Complete offensives; full clear grants ~45% progress, depending on team, so average requires around 3 offensive clears
  • Garden of Salvation: Every encounter drop is pinnacle

Despite my above post, know that the only reason you would actually care about 900+ light is to do endgame content. If you just want to play strikes, compete in crucible, or do old content - even raids - you can freely ignore your light level.

Here’s the content where light level will matter:

  • Nightfall: The Ordeal on high difficulties
  • Garden of Salvation (the raid)
  • Nightmare hunts on high difficulties
  • Iron Banner, a one-monthly crucible playlist
  • Certain moon bosses

Everywhere else, it doesn’t, because you are automatically above the recommend light level (750 for everything from Years 1 and 2) and thus are already playing the content at a normal difficulty.

Is there a way to cheese getting the Recluse?

I have the quest selected but ranked matches seem like an express train to exhausted depression

No cheese. Just queue into freelance (solo queue only) Survival.

Since you lose almost no glory per loss when below Fabled glory, you can reach Recluse by sheer persistence this season (intentionally so, I think). Just try to avoid getting tilted.

I got it last season by playing the handful of games each week to award the “free” bonus glory points. If you keep losing, try again another time.

Running the two DLC raids - Crown of Sorrow and Scourge of the Past - 7pm Pacific on Thursday 10/24. Need one more. They will be teaching raids so no experience necessary.

1 Like

Using black magic I’ve honed over the years, and applied to a system whose weaknesses I’m more aware of than most, I Did My Thing™ and within about, I’unno, 10 minutes of trying to do it, I escaped into the void.

It looks an awful lot like Ash Lake if you go deep enough.

Literally standing on the edge of reality.

4 Likes

I did the same thing in the tower once. Used the force pushback and a conspicuously-placed high-up railing to inch past the Go Back barrier and jump out of the level. Nothing like environment art testing to soothe the soul.

1 Like

Cutting to the chase if anyone wants to try this before Bungie patches it. Far as I can tell it’s harmless, just kinda fun. https://www.youtube.com/embed/nQ2agN11FOs

1 Like

Just beat Garden of Salvation where we didn’t wipe once. Hell yeah. And I got Divinity!

3 Likes

Guys what’s a good sidearm to go for, I think I’m into them?

Smuggler’s Word or Anonymous Autumn. I like them with Rangefinder, Quickdraw, and/or Full Auto.

I’ve been using the smuggler in fact, guess I’ll hang onto it

If you’re using it for cleanup Infinity Ward style, try putting quick access sling mods on your energy slot weapons.

I do this for mountaintop/recluse/anarchy and it’s so good that other gear is just for novelty.

@Tegiminis did you find a sixth for tonight?

Lonesome is one you should add to that list, it’s a great kinetic sidearm and has some excellent rolls. Drops from Reckoning/Gambit Prime. Curated roll is Overflow/Swashbuckler, which is weird but fun.

Yup! Sorry. Might try to organize another, non-teaching run this weekend.

Oh, no worries! I probably shouldn’t raid on weeknights anyway.