
Destiny 2 Titan BuildDeep Purple SUPER-Super Spam
PvEKills refill the magazine, increase damage for a short duration, and grant Super energy based on the strength of String of Curses. Fires full-auto.
Defeating targets with Void damage has a chance to grant an escalating bonus to damage with Void weapons. Defeating targets with Void melee grants Super energy.
While Sentinel Shield is active, defeating targets with melee attacks recharges Shield Throw, which extends your Super on hitting a target.
strengths
Super Spam
Survivability
Add-Clear
Orb Spam for Team
Stuns all Champions
weaknesses
Build Details
USE SYNERGY WEAPON MOD on NESSA'S OBLIGATION !
USE AMMO WEAPON MOD on VOID POWER GRENADE LAUNCHER !
Don't bother with more than 60 or 70 Intellect stat points !
Goals of the build: to spam our Volatile Explosions hits and Shield Throw kills ( not just hits!).
ABILITY CHOICES:
Grenade: Suppressor Grenade, because it can stun Overload Champions and turn your foes volatile, thanks to an aspect.
Melee: Shield Throw, because it is ranged and can hit multiple spread enemies. SS on its own is quite lackluckster, but we will massively improve it with our two aspects and a fragment. It also generates 15 HP Void Shields on every hit for up to 4 hit.
Class Ability: Rally Barricade, because it has a far shorter cooldown than the alternativ, so we can use it more often to collect Orbs of Power.
Super: Sentinel Shield, because Ward of Dawn is boring.
ASPECTS:
Offensive Bulwark: massively improves our grenade recharge rate by 400% and our melee damage by 100%, while we have a Void Overshield. It also makes all our unpowered melee attacks count as powered Void Melee hits ( BUT NOT FOR DOOMFANG PAULDRONS!) and all melee kills gnerate a small Void Shield of 10 HP. That is not much, but will still give you massively increased damage resistance of 70%, while you have it and boost further melee hits!
Controlled Demolition: Ever ability damage, including Volatile Explosions will turn your enemies volatile! Also, triggering one will heal you and your allies in a 40 meters range for a massive chunk of life (90 HP)!
FRAGMENTS:
Echo of Cessation: Finishers will apply volatile to the surrounding enemies. Normaly we would need another damage instance to trigger the chains, but in this episode, we can use the artifact perk Debilitating Wave to immediately trigger that damage instance and also weaken them for 15% more damage.
Eccho of Starvation: Picking up an Orb of Power or Void Breach will give you the Devour buff, restoring 100 HP and 7.5 – 20 % grenade energy on kills for 5 seconds. Further kills will refresh the effect. This, together with our first aspect, will ensure we have really short grenade cooldowns.
Echo of Reprisal: While having 3 or more enemies within 8 meters, every kill will grant bonus super energy. It works excellent with our finishers. Finishing one enemy within a group can easily net you 1/4 to 1/3 or your super energy.
Echo of Expulsion: Void ability kills trigger an weak explosion in a 7 meter radius. The damage on its own is pitiful. What is important, is the ability to trigger further Volatile Explosion.
MOD CHOICES:
HEAD:
Kinetic Siphon: Because we will mostly use Bad Juju, using another siphon mod would be a waste compared to the other mod choices.
Hands-On: gives you a little bit more of super energy for every melee kill and will really work it charms, when you turn a whole group volatile with one Shield Throw and then trigger a Volatile Explosion chain by spraying your kinetic primary weapon on them. Those explosion still count as melee damage, since the volatile source was a charged melee attack.
Power-Preservation: With a 1.5 second cooldown, every kill in your super will spawn a fat 2.5% energy Orb of Power for your team mates. While you can’t pick up those orbs, your team mates can, will then cast their own supers more often, which in turn will create more fat orbs for you!
ARMS:
Impact Induction: with a 7 second cooldown, each powered melee hit will return 12.5% grenade energy. Keep in mind, while you have atleast a 1 HP Void Shield, this will apply to your basic melee attacks, too!
Fire Power: So our grenades can create a weak 0.8% energy Orb of Power grenade (sourced) kills with a 10 second cooldown. The energy for your super is neglible, just the orb counts.
Heavy Handed: So our Shield Throw and Basic Melee Attack, while we have an Void Shield, (sourced) kills can create a weak 0.8% energy Orb of Power with a 10 second cooldown. The energy for your super is neglible, just the orb counts.
CHEST:
Charged Up: So we can store up to 4 armor charges.
Legs:
Recuperation: So every picked up orb will restore 70 HP. In a panic you can place your barricade to collect all orbs in a wide area to quickly heal up.
Invigoration: So every picked up orb will restore 10% melee energy for you.
Stacks on Stacks: So every picked up orb will restore 2 armor charges instead of 1.
CLASS ITEM:
2x Powerful Attraction: So on Rally Barricade cast you will collect all orbs in a 18 meters radius
Melee Kickstart: So on finishing an enemy, you will restore 80 % melee energy for 4 armor charges. Because of Stacks on Stacks, we only need 2 orbs to reach 4 charges!
In-Depth Explanation
- Kill some Adds with Nessa's Obligation to get a Void Shield
- Throw your Suppressor Grenade to suppress a group of Adds and turn them volatile
- Throw your improved Sentinel Shield to kill Adds, get a chunk of super energy and turn any survivors volatile, while giving yourself more Void Shields and creating Void Breaches
- Finish off a survivor with 3 armor charges to replenish a massive chunk of melee energy and cause another volatile explosion
- Collect Orbs of Power and Void Breaches to further refuel you melee and class ability, fill up your armor charges, heal and proc Devour
Return to 2.
POP YOUR SUPER AS SOON AS READY
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