![]() Pick up an Orb of Power will give you a temporary Armor Charge, and Armor Changes will be spent to refund even more grenade energy. Grenade Kickstart – Fully using your grenade energy causes some of that energy to be refunded.Heavy Handed – Powered melee final blows create an Orb of Power.Firepower – Grenade final blows create an Orb of Power.Ashes to Assets – Grenade kills provide Super Energy.Hands-On – Melee kills provide Super Energy.Harmonic Siphon – Rapid weapon final blows that match your subclass type create Orbs of Power.This is a great option if you are struggling with staying alive in content. Spark of Resistance – You will take less damage when surrounded by enemies.This can really amp up your ability feedback loop against trash mobs. Spark of Ions – Defeating a Jolted target creates an Ionic Trace.Spark of Discharge – Arc weapon kills have a chance to create an Ionic Trace that will seek out the player and give them ability energy.This means the damage will continue to ramp up, and even more chance of Ionic Traces. Spark of Magnitude – Your Pulse grenade will have an extended duration.This increases the Pulse grenade’s already impressive wave clear potential. Regular enemies take more damage when Jolted, and they will chain lightning to nearby enemies. Remember, Jolt will stun Overload Champions. Spark of Shock – causes your Arc grenades to Jolt targets.Some of them will be optional, meaning you can pick whichever one suits your needs. These can be purchased from Ikora in the Tower if you do not have access to all of them yet. Remember, if you use the Thunderous Retort mod, you will also get extra damage to your Super while you are amplified. Being Amplified increases your movement speed and weapon handling. You can also become Amplified by rapidly defeating targets with Arc damage. Defeating targets with a melee attack will regen your health and cause you to become Amplified. ![]() This increases range and damage for a short time. Knockout – When you critically wound or break the shields of a target, you infuse your melee attacks with Arc energy.Combine this with an Arc weapon, and you’ll have incredible up-time on your abilities. Ionic Traces are incredibly useful, tracking toward you across the ground and giving you extra ability energy. Touch of Thunder – this Aspect adds additional functionality to your Pulse Grenade, allowing it to generate Ionic Traces while damaging enemies and also causing the damage to scale up over the life of the grenade.Not only will they give us very specific benefits, but they will also allow us to pick four Arc Fragments to really perfect our build. Related: How to get the Aquanaut Title in Destiny 2įor aspects, we will be running Touch of Thunder and Knockout. It is great for dealing with groups of enemies, dropping on powerful enemies while you add damage from other sources, and zone control. It hits hard, especially when empowered by Heart of Inmost Light. Grenade – Pulse Grenade: The Pulse Grenade will sit on the spot you throw it, sending out pulses of damaging energy.The way this build is set up, we can also use it to generate some healing. The longer you hold, the more damage it will do, and this thing packs a hell of a punch. Melee – Thunderclap: Thunderclap allows you to hold your melee to charge up a powerful blast of energy that will extend out in front of you, frying enemies.The Strafe Jump gives strong directional control and is the best Titan jump in the game, in my opinion. Jump – Strafe Jump: Nothing to really explain here.The barricade will definitely prove useful in later game content, but Thruster just feels so right, especially if you include a sword in your loadout and use Thruster to rapidly close the distance on enemies or dodge boss slams. Class Ability – Thruster: I love the maneuverability of Thruster, but if you need extra protection, then feel free to switch to Rally Barricade, which has a similar cool-down.
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