25 Jul 2024 (Episode: Echoes - S24)
25 Jul 2024 (Episode: Echoes - S24)
This next chunk of information is an weapon selection strategy I developed for using two special weapons. Many people don't know that it can be this nuanced of a process, and I think It can be summed up by the quote. "Accuracy and and attention can be trained in the same instance when you only have one mag left."
I've been addicted to double special ever since I delved into it's nuances while farming master rhulk. In order to use it properly with today's patches and tuning, there are requirements to how you choose a weapon loudout, and how you manage your ammo over an activity.
The main sorting parameter I use for selecting weapons is a simple term called "Ammo per Brick." How much ammo does a weapon get off of a non-finder brick while two special weapon are equipped. I break up guns into 3 categories, low medium and high "APB". Low tier consists of shotguns, high impact and adaptive snipers, special ammo GLs lacking DoTs, fusion rifles, except for rapid fire frames. Medium tier is the most nuanced mainly because of the special ammo, primary weapon exotics forerunner and Eriana's vow. Rapid fire frame fusions, shotguns, and snipers are also in this tier, but only if you are using Scavengers. High tier consists of trace rifles and special sidearms and Ergo Sum with catalyst. The selection process works by picking a primary weapon from Either an Exotic in mid-tier, or anything in high-tier. Special ammo spawns become more common as your ammo reserves deplete, but they're also influenced by a unseen background timer. Special ammo spawns are also restricted if you have a special weapon in your hand, as well as heavy ammo reserves above ~65%. The order of operations I use to ensure ammo drops is use abilities and "primary" until approx. 40% reserves. Then use your special weapon until approx. 60% reserves. Heavy weapons should be used until under the threshold percentage, and then use abilities while holding the heavy. At this point If ammo isn't spawning, swap weapons back and forth, I believe this has to do with a check the game makes on your ammo reserves while you swap weapons.
The way all of the scorch stacks up, and the way all of the fragments and seasonal mods work together, allows for chain reaction ignitions. Start out engagements by looking for either elites or clustered targets to consecrate. If you plant a healing grenade before you slide for consecration, your restoration timer is maxes out immediately on the ignition. Between ember of char, ember of searing, and ember of ashes we get ~20ish% Melee energy per kill as long the enemy is scorched while using Abberant Action. Ember of Ashes and Char also give Dragon's Breath a pseudo Pugilist perk. Allowing it to recharge your Melee as well your whole fireteams Grenades due to firesprite generation.
A Shoot To loot Kinetic Tremors battle scar or a Rewind Kinetic tremors Supremacy is used for anti barrier this season, with either a chill clip Deliverance or Fatebringer used for overloads. Survivability issues can be mitigated by replacing Roaring Flames with Sol Invictus if necessary.
I've always wanted to make a build using solar titan and consecration. I use Supremacy and Deliverance until I get into legend+ difficulty, then I'll start using primaries for ammo generation. If you happen to find yourself without sidearm ammo or a melee, dont forget about dragons breath.
Start engagements by locating a group of enemies to consecrate. Healing grenade goes down before consecration slide to get restoration active. Kill 2-4 enemies with Abberant Action, or dragon breath a crowd, and slide is recharged. Supremacy is there for elite hunting supplementing boss or mini-boss damage. Consecration should only be used on groups of 3-4+ after starting an engagement, To allow your throwing hammer to be used for ad clear. A minimal amount of scorch is required on the enemies near the one igniting to allow for chain reaction ingnitions.
You regenerate health and shields over time. Cannot be interrupted by taking damage.
A luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy.
You are healed in a burst of mending Solar Light.
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.
The target is singed by destructive Solar Light, taking damage over time. Scorch damage increases as the target accumulates more Scorch stacks. After enough Scorch stacks are applied to the target, they ignite.
Your weapons are enhanced by the power of the Traveler and deal increased damage to combatants. While you are radiant, your weapons pierce the shields of Barrier Champions and stun them.