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Destiny 2 – Best Titan PvE Armor Tier List

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Destiny 2 Titant Armor PvE Tierlist

There have been many recent exotic armor reworks, nerfs, and buffs. Between having over 40 Exotic armor pieces and many of them changing, this list will show which are the best to use and chase.

Since there is a vast disparity between the best and worst options of exotics in this game, making the wrong choice have large consequences on gameplay.

Exotics also perform very differently depending on the content and build around them.

  • This list aims to rate each Titan exotic armor piece for PvE with Raids, Dungeons, Grandmaster Nightfalls, and solo Lost Sectors being the main content it is based upon.
  • Higher priority will be on content with a reduced light level as this content is more difficult and using better gear is imperative. The list will also give reasoning for ratings and explain where the exotic is best suited.
  • Only the S, A, and B tiers will be covered by this list as the rest are essentially irrelevant in almost every scenario. The S Tier builds will also have example builds to use that are strong in the current meta.
  • This list is last updated as of the release of Season 23, Season of the Wish.

S Tier

Synthoceps

synthoceps

What it Does:

When you’re surrounded, gain increased melee and Super damage, as well as improved weapon handling and reload speed.

Biotic Enhancements is active with 3 or more enemies within 15 meters and lingers for 8 seconds. This buff gives a 50% damage increase to Supers, 165% increase to melee damage, a 100% increase to Glaive damage, and 35 Reload Speed/Handling.

Thoughts:

The value of this exotic is so high. Before their most recent nerf you could argue these would have their own tier. They are great for boss DPS with melee builds and super damage as well as during the neutral game to wave clear with melee-based builds. The main meta Titan builds are very tanky and well-sustained melee builds that this exotic enhances greatly by giving them great damage to go along with their inherent survivability. In reality, Synthoceps and the next exotic are in their own S+ Tier as they edge out the other S Tier exotics in almost all content on many subclasses.

[Example Synthoceps Build]

Wormgod Caress

wormgod caress

What it Does:

Defeating a target with melee or a finisher grants escalating melee damage, which decays over time. Higher levels of Burning Fists grant increased weapon damage.

These gloves build up to 5 stacks of Burning Fists which give escalating bonuses. If there is no melee kill nor finisher for 2 seconds, stacks start to decay. The 4th and 5th stacks take ~10 seconds to fall off while stacks 1-3 take ~4 seconds to fall off. Stacks give the following bonuses:

• Melee Damage: 55%|110%|165%|220%|275%
• Glaive Melee: 40%|80%|120%|160%|200%
• Weapon Damage: 0%|20%|25%|30%|35%

Thoughts:

These are a very strong alternative to Synthoceps. They have a good case to be ahead of Synthoceps because of the higher potential bonus to melee damage and the addition of weapon damage as well. The downside to Synthoceps is that you have to actively upkeep the bonus by killing ads which limits the duration in which you can deal single target damage. Meanwhile, Synthoceps are almost always active because of the increased enemy density in current activities, raids, dungeons, etc.

[Example Wormgod Caress Build]

Peregrine Greaves

Peregrine Greaves

What it Does:

All shoulder charge abilities (Seismic Strike, Hammer Strike, or Shield Bash) deal bonus damage when activated in the air. Damaging mini-bosses, Tormentors, or Champions with your shoulder charge refunds your melee. Provides a small benefit to the airborne effectiveness stat of all weapons.

The airborne melee damage buff these boots provide is 225%. This bonus is increased to 1000% against minibosses which includes Champions and Tormentors.

Thoughts:

The melee bonus of these is absurd. Because the bonus to Minibosses is 1000%, these boots are amazing for content with Champions and niche encounters with Tormentors such as Nezarec. You can essentially one-shot Champions when under-level and get your melee back immediately. Pairing these with other melee damage sources works as well and makes champions very easy to deal with. This allows you to ignore the strength stat and have infinite melees.

[Example Peregrine Greaves Build]

Heart of Inmost Light

Heart of Inmost Light

What it Does:

Using an ability (grenade, melee, or Barricade) empowers the other two abilities. Empowered means abilities have faster regen, melees and grenades do more damage, and Barricades have more hit points.

Using an ability empowers other abilities for 5 seconds.

Melee: 1 Stack = 10% damage and 400% regen; 2 Stacks = 20% damage and 800% regen

Grenade: 1 Stack = 20% damage and 400% regen; 2 Stacks = 35% damage and 800% regen

Class: 1 Stack = 25% regen; 2 Stacks = 50% regen

Thoughts:

Not only does it boost energy regeneration, but it also increases ability damage. The 2 stack ability regeneration boost of 800% is insane for spamming grenades and melee. Class ability is the worst with only a slight boost, but this pairs very well with Thruster due to its shortened cooldown to boost grenades and melee. The fact that this exotic can be used on any subclass and it has a strong effect that is active from just playing the game as you normally would is what puts it in the top tier.

[Example Heart of Inmost Light Build]

A Tier

Abeyant Leap

abeyant leap

What it does:

Drengr’s Lash spawns two additional projectiles, tracks targets more aggressively, and travels farther. Gain Woven Mail when suspending targets.

Woven Mail is granted for 10 seconds, giving a 45% damage resistance for 10 seconds.

Thoughts:

This used to be arguably the best exotic armor piece in the game but fell off a small amount once Suspend was nerfed. The general mechanic is still extremely strong in more difficult content as it completely incapacitates an enemy for 3-7 seconds depending on the enemy type and if Thread of Continuity is being used. Strand Titan can either go with a Grapple Melee build or a Suspend build. Right now the Grapple Melee builds are stronger which is why this exotic is lower in the top tier.

Aeon Safe

aeon safe

What it Does:

When using Sect of Insight, finishers on Minibosses (this includes Champions) or Boss you generate heavy ammo for your fireteam. When using a finisher on an Elite it generates special ammo instead.

Thoughts:

In any content where you are under light and there are champions these are extremely useful to have to make heavy ammo on demand. These activities are very demanding for heavy ammo and there are a plethora of champions to create heavy ammo off of.

Loreley Splendor Helm

Loreley Splendor Helm

What it Does:

When you are critically wounded with full class ability energy or when you cast a Barricade, create a Sunspot at your location that has improved restoration effects.

This effect only works with a Barricade charge active. Grants Sunspots created from this effect the Sol Invictus Aspect effect even if it is not equipped.

Thoughts:

The ease of use of this Exotic is what makes it good. It’s essentially a get-out-of-jail-free card if you have Barricade available. With max Resilience and mods for class ability, the uptime of Barricade should be frequent to proc this effect continuously. What holds it back is its only offensive capabilities are from the bonuses of Sunspots.

Pyrogale Gauntlets

Pyrogale Gauntlets

What it Does:

Modifies Burning Maul into a single, high-damage slam of your hammer that creates several cyclones of flame. Consecration’s second slam creates a cyclone of flame.

Burning Maul deals 650% increased damage and Consecration gains improved Scorching.

Thoughts:

The main allure of these gauntlets is the super damage. It makes Burning Maul a competitive DPS super and they are best used by popping your super, swapping to Synthoceps, and then using the single slam in super. If the super is initially cast with these gauntlets it will remain as the single slam. And Synthoceps can then buff the damage of the single slam when swapped to.

Cuirass of the Falling Star

cuirass of the falling star

What it Does:

Greatly increases your Thundercrash impact damage. Gain an overshield that lasts longer the farther you travel before striking a target.

Increases Thundercrash damage by 100% and grants an Overshield for 7 seconds.

Thoughts:

Thundercrash is only usable because of this exotic. Otherwise, it deals very little damage as a super. This is another example of an exotic that can be swapped just before its cast and could benefit from a rework to improve its neutral game.

Stronghold

stronghold

What it Does:

Maximizes guard stats on equipped Swords. You take reduced damage while blocking with a Sword. Rapidly damaging targets after blocking shots with a Sword grants restoration for a duration determined by the number of shots blocked.

Blocking a hit grants 2 stacks of Perfect Guard up to 100 stacks.

Grants 100 Guard Resistance and Guard Endurance to Swords. Dealing Sword Damage with active Perfect Guard Stacks grants Restoration x2 that lasts between 4 and 16 seconds depending on the amount of stacks gained. Blocking does not use sword energy.

Thoughts:

The exotic makes it very hard to die when using a sword. It is fantastic at what it does, but what it does isn’t the most beneficial and is restrictive. It leans all in on defense and forces you to use a sword. Content where you need good defenses isn’t best suited for being up close with a sword.

No Backup Plans

No Backup Plans

What it Does:

While using a Void subclass, rapid Shotgun final blows or defeating a powerful combatant with a Shotgun will grant a Void overshield and start health regeneration. While you have a Void overshield, Shotguns deal additional damage, and Shotgun final blows refresh the overshield. Provides a moderate benefit to Shotgun airborne effectiveness and reload speed.

Grants a 35% damage buff to shotguns and shotgun kills refresh Overshield.

Thoughts:

Just as Strongholds limit you to a sword, these limit you to a Shotgun. The damage benefit is nice as is the overshield refresh, but the overall gameplay loop of the overshield is wonky. You need to have the overshield to get it refreshed, so when you get that effect you aren’t really in any danger because you are full health with some overshield. Then if you are hurt you don’t have the overshield and don’t benefit from the refresh when it would be useful. This put the exotic into a position where it is only used in a Bubble or Bastion Barricade to do DPS with a shotgun.

Precious Scars

Precious Scars

What it Does:

Final blows from weapons with a damage type matching your subclass energy create a burst of healing around you that grants allies restoration. After reviving or being revived, you gain an aura that provides overshields to you and nearby allies.

Weapon kills matching the subclass grant Restoration x1 to you and allies within 15 meters for 3 seconds. This effect has a 3-second cooldown between activations. Reviving allies or getting revived gives a 100 HP overshield for 10 seconds.

Thoughts:

It’s a solid neutral game exotic that offers survivability for you and your team. The concept of it is very nice, but what holds it back is that the Restoration is only level 1. If the healing is Restoration x2 this exotic would arguably be S Tier.

Ursa Furiosa

Ursa Furiosa

What it Does:

Move faster while guarding when Sentinel Shield is active. Guarded damage converts to Super energy when the Super ends.

Can get up to 50% super energy back based on damage blocked.

Thoughts:

This exotic suffers from Well of Radiance being the best option for DPS by a mile. But where it does strive is in Grandmaster Nightfalls to get through very enemy-dense and dangerous areas. During this super, you do not take damage, and protect allies as well. This exotic allows you to continuously chain this effect repeatedly between Titans.

B Tier

Hallowfire Heart

Hallowfire Heart

What it Does:

Solar takedowns while standing in a Sunspot create a Sunspot. Greatly improves recharge rate of your Solar abilities while your Super is charged. Provides a small benefit to the airborne effectiveness stat of all weapons.

While standing in a Sunspot Solar kills create a Sunspot at the target’s location. When your super is fully charged, Grenade and Melee recharge rate is increased by 350%.

Thoughts:

This is “We have Heart of Inmost Light at home” for Solar Titans. The ability regeneration is worse than HoiL, it doesn’t increase damage, and it only applies to Solar Titan. The Sunspot linking is what makes this exotic have some benefits, but HoiL is the better option in almost all instances.

Severance Enclosure

Severance Enclosure

What it Does:

Powered melee final blows unleash a damaging explosion. Finishers and final blows against more powerful targets increase the radius and damage of the explosion.

There is a 1 second internal cooldown between activations.

Thoughts:

This explosion is pretty good and can clear out rooms well in less demanding content. It falls off quite a bit in more difficult content as you get fewer kills and the explosion doesn’t deal as much damage. In content where this does excel, there are many ways to chain explosions through weapon perks, other abilities, and more.

Point-Contact Cannon Brace

Point-Contact Cannon Brace

What it Does:

Defeating targets with your Thunderclap melee restores melee energy. Targets near you when you use your Thunderclap suffer lightning strikes and become jolted; being amplified increases the damage of these lightning strikes.

Higher rank targets give increased energy. Being Amplified increases Lightning damage by 50%. This exotic also makes targets Jolted.

Thoughts:

This exotic is fine because Arc Titan and Thunderclap are just fine. It lets you continuously spam in lower-level content and the Jolt effect is nice, but it falls off beyond that.

Insurmountable Skullfort

an insurmountable skullfort

What it Does:

Kills with Arc melee abilities trigger health regeneration and restore melee energy.

Thoughts:

This is the alternate version of Point-Contact Cannon Brace. It fully refund energy and heals on a kill. This exotic has different pros and cons from Cannon Brace, but is still limited because it is only available on Arc Titan which is a middle of the road class.

Ashen Wake

Ashen Wake

What it Does:

Fusion Grenades gain increased throw speed, explode on impact, and stun Unstoppable Champions. Final blows with Fusion Grenades grant grenade energy.

Minors give 25% energy, Majors 50%, and Minibosses/Bosses 100%

Thoughts:

This exotic turns Fusion Grenades into a weaker version of Throwing Hammer. It has some merit to it now that Throwing Hammer was nerfed, but can only refund if you get a couple kills with one grenade. It does increase damage with Roaring Flames, so getting these multikills isn’t out of the question once this thing ramps up. It unfortunately is much more penalizing breaking the cycle when

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