
Destiny 2 Titan BuildSuper-Transcendence (roaming) with Details
PvEThis weapon fires Hive worms which explode on impact. The size and damage of the explosion scales with the number of enemies you've defeated just before firing this weapon.
When you're surrounded, gain increased melee and Super damage, as well as improved weapon handling and reload speed.
strengths
High Damage
End-Game
Orb Spam
Safe to Use
weaknesses
Build Details
Introduction:
This build is about constantly switching between Transcendence and Glacial Quake with the briefest time without either one turned on.
In order to do this, we need to
- A: max out our ability to generate super energy and
- B: to quickly generate light and darkness energy. We also want
- C: to do as much damage as possible, while
- D: staying alive.
We have a choice of exotic armor pieces, which each work well for this build:
- Synthoceps
- Spirit of Severance/Spirit of Synthoceps Stoicism and
- Severance Enclosure
See below for details.
An ideal stat spread would be:
- Mobility 50 , because Amplified adds another 50 points
- Resistance 100, for maximum survivability and Thruster cooldown
- Restoration 20, because it is our dump stat and we can't get below 12 points
- Discipline 70, because we like grenades, but don't afford more
- Intellect 70, because anything beyond 70 barely gives a benefit
- Strength 100, to minimize our melee cooldown
- Use Synergy weapon mods on the grenade launcher and scout-rifle!
- Both legendary weapons are craftable and can be farmed in Episode: Echoes activities with low power level playlists for fast grinding.
- Parasite can be earned after finishing the Witch Queen campaign and then following the quest given by Mara Sov at the artefact in the Enclave, immediately after.
- Synthoceps and Severance Enclosure are sold by Raul at the Tower.
- Stoicism can be unlocked in the Dual Destiny exotic mission in the Pale Heart. You can focus 1 of the perks at your ghost in the Pale Heart Hub to greatly increase the chance for future Stoicism drops to have that specific perk.
Details are still WORK IN PROGRESS
In-Depth Explanation
Mods
- 1x Hands-On (head): will give us 1 - 4% extra super energy, whenever an enemy dies because of a used melee charge. Just 1 use of Consecration can fill an absurd chunk of the bar!
- 1x Power Preservation (head): will drop a 2.5% super energy Orb of Power for your team mates with a 1.5 sec cooldown for kills in your super. We can't pick those up, but the more often our team mates use their super and spawn fat Orbs of Power for us, the more often we can use our own super.
- 1x Solar Siphon (head): will spawn a 2.5% super energy Orb of Power for everyone, when our solar weapons kill 2 or more enemies within 3 sec with a 1 sec cooldown between spawnings; so even a huge explosion - instantly kiling a dozen foes - will still only spawn 1 orb! We are using 2 solar weapons, including our primary, so it will generate a lot of orbs for us.
- 3x Heavy Handed (arms): will spawn a 1.5% Orb of Power on a melee charged based kill with a 1 sec cooldown between, so 1 Consecration can spawn at most 2 orbs with the right timing, if the wave before the slam already kills an enemy. We use the expensive 3rd mod so we can reduce the cooldown of orb spawnings from 5 sec ( 2 mods) to 1 sec ( 3 mods).
- 1x Solar Holster (legs): will reload 10% of solar weapon's magazins for every 2.5 full seconds being stowed. See to the weapon choice, why that is amazing. Holster mods do not work on special ammo grenade launchers and rocket launchers. Those need the Auto-loader to refill while stowed away.
- 1x One-Two Finisher (class item): will restore 70% melee charge energy for 3 armor charges, when we finish an enemy. It is our back up, should we ever run out of melee charges before we have unlocked the next Transcendence or Glacial Quake cast.
Ability Choice
- Glacier Grenade: Can offer 6 damage instances per enemy, just on its own; 1 for shattering a frozen enemy and 5 more for each exploding crystal. Since Glacial Quake is a roaming super, it gets trippled super energy for every damage instance compared to a on-&-done super, so we want to max those!
- Consecration (aspect): Offers 3 hits per enemy with the first wave, the slam wave and the ignition plus the scorch hits before the ignition.
Fragments
- Facet of Ruin: will increase the range of shattered targets and ignitions by 20%, resulting in a 44% increase of the affected area, greatly improving the potential of our consecrations attacks and pulse rifle to generate energy. It will also increase shatter damage by 20% , to more easily secure kills.
Weapon Choice:
- Lost Signal (kinetic slot): is a perfect on-&-done way to generate super energy by merit of the many hits it can create. With Auto-loading Holster we never bother with the reload animation. Just switch to it, spray the pools and switch back to your primary or power weapon. After 3.5 seconds it will be reloaded again. Synthoceps will make the switching animation even faster, since its buff Biotic Enhancement adds 35 Handling to all weapons!
- Timeworn Wayfarer (energy slot): with Incandescent can cause Ignition chains in red bar hordes for a lot of hits and spawned orbs.
- Parasite (power slot): will be our ultimate burst, even better than our consecrations. Whenever something proves pesky or we should run out of melee charges, we can switch to a most likely maxed stacked Parasite, already loaded, and burst it down with a nuclear maggot. Thx to the ridonculous size of a buffed explosion, you can clear entire hordes in an instant, granting a lot of super energy in an instant, and thx to the holster mod, we don't have to waste time with agonizing reload animation.
Light energy
Mods ( yes, mods!)
- 3x Heavy Handed (arms): will basically create 1 orb, whenever you kill something, which is important for our leg mods.
- 1x Solar Holster (legs): will make the Parasite a quasi-nuke, which can create huge chunks of light energy in an instant just by merit of being able to clear whole hordes with one shot. Since we don't have to bother with reloading, we can do other stuff to generate even more light energy!
- 1x Invigoration (legs): will restore up to 10 % melee energy ( depending on how many melee charges you already have, the more, the better the effect) for each picked up orb of power. Individual orb size does not matter.
- 1x One-Two Finisher (class item): see above.
Weapons:
- Timeworn Wayfarer (energy slot): is our primary weapon and can generate even more light energy when starting an ignition chain thanks to the Incandescent (weapon perk). As I'll explain later, we won' lack for darkness energy, so we want to max our light energy generation, hence why we use a solar primary and not a stasis one.
- Parasite (power slot): kills so many at once. Nuff said.
Abilites:
- Knockout (aspect): will improve all our unpowered melee sourced damage by 100% and charge powered melee sourced damage by 50% after breaking a shield or wounding a foe below 30% life and will increase our basic melee lunch distance to 5.5 m! It will also make our basic melee attacks count as arc charged attacks, so every normal punch will deal double damage, making it a serious weapon in combination with
- Synthoceps, it will generate light energy and create orbs.
- Consecration (aspect): kills so many at once. Nuff said. Don't forget, the first wave, which also does decent damage, and the slam, each use half of a melee charge.
- Frenzied Blade (melee): will offer us 3 melee charges to use for Consecration and are enough on their own, to easily fill your light bar to the max, if you face large enough formations. After our roaming super end, it will restore 2 melee charges, so you will likely have 3 fresh charges for use, right after. Frenzied blade has the worst cooldown timer of all our available melee choice, but this only applies to the first charge ( so when you are out of charges.) While you still have 1 charge in the bank, the regeneration will be improved by 55%, with 2 charges by 95%! So when you face some mobs and the first wave already kills them, don't waste energy and prescious time on the slam!
Fragments:
- Facet of Devotion: will generate additional light energy, whenever we defeat targets affected by darkness debuffs. Those include targets frozen by our crystals, so when we kill something in our roaming super, it will already feed our light energy bar! We can kill a lot, in our super...
Facet of Ruin: see above
Darkness energy:
Weapons:
- Lost Signal (kinetic slot): see above
Abilities:
- Glacier Grenade: can instantly freeze a whole group, if well placed, and have them annihilate each other with the accumulating shatter damage. One good use can easily fill most of your darkness bar.
- Glacial Quake (super): is so good at filling the bar, that the stasis grenade is really just a back-up. If we keep spamming our crystals, the darkness bar will be filled long before we have to get nervous about the super running out. Even after we can still use the remaining crystals to generate energy. it will also restore 1 grenade and 3 melee charges, afer it ends!
I will measure in Units of [Ignitions] = 1 Ign , so 1 Ign is the damage of one unaugmented ignition explosion. 1 unaugmented Ignition equals the damage of 7.5 basic melee punches, so 1 Ign = 7.5 Pch .
Abilities
- Knockout (aspect): for 6 sec after breaking a shield or hurting an enemy below 30 % life, all unpowered melee sourced damage will be doubled and powered melee sourced damage increased by 50%. Our basic melee attacks, which always do 120% increased damage to frozen targets, will count as arc charged melee, too, increasing their damage against frozen targets by another 5% !
- Consecration (aspect): deals 0.12 Ign on the first wave and applies 40 Scorch stacks to hit targets. The slam wave deals 1.44Ign or, if it hits a scorched target, it will trigger a 1.4 Ign explosion with 20% damage bonus in pve, resulting in total 1.68 Ign on sorched targets.
- Frenzied Blade (melee): does ~0.759 Ign damage without buffs.
- Glacier Grenade: will create 5 stasis crystal and freeze caught in opponents. Without further buffs shattering 1 crystal deals 0.233 Ign around them, shattering a foe 0.533 Ign, for a total of 1.7 Ign per grenade minimum damage to 1 frozen foe.
Fragments
- Facet of Ruin: will increase all shatter damage by 20%. It is a flat damage buff to our grenade and super.
- Facet of Courage: will add 10 % damage for our consecration and jolt damage against darknes debuffed foes. We can freeze foes with our Glacier Grenade and suspend them for 5 sec with our Electrified Snare (transcendence grenade).
Exotic Armor
- Synthoceps (arms): will grant us the Botic Enhancehemt buff for 5 secs after being within 15 m radius of 3 or more foes. The buff adds 165% to ALL melee sourced damage, 100% bonus damage to glaive melee attacks, 50% increased damage to our super and add 35 points of Handling and Reload speed to all our weapons, greatly improving switching time to our 2 grenade launchers!
- Spirit of Synthoceps (Stoicism, class item): will also provide the Biotic Enhancement* buff for 5 sec, refreshing, when 3+ enemies are within 15m, but the buff only increases all melee sourced damage by 165% and glaive melee attack by 100%.
Weapons
- Parasite (power slot): gains increased blast radius and 10% increased damageper stack for up to 20 stacks. Killing small foes with anything but the Parasite will add 1 stack, beefier yellow bars and above will add 4 stacks. Since consecration explosions and our super affect such large areas, it is extremely easily to max those stacks between uses without actively watching them. Also, the blast does massively reduced self-damage ( but still keep some respectable distance or class ability dodge backward while the worm is still flying). Getting caught in the blast will give you a 15 % empowering buff for your other weapons for 10 sec, which does not stack with most damage buffs except weapon surges.
Total Damage Potential:
Full Consecration Combo +Knockout triggered + darkness debuff ( frozen, suspended) + Synthoceps ( 3+ foes within 15 m)
=
7.8705 ignitions damage per full melee charge(!!!)
Just Scorch Consecration Wave + Knockout triggered + darkness debuff ( frozen, suspended) + Synthoceps ( 3+ foes within 15 m)
=
0.5247 ignitions damage on using half a melee charge
(which is enough to badly hurt most red barsexcept cabal even in endgame content. you can still soften a horde with wide spray of your Lost Signal and finish the weakest of the bunch with the conecration scorch wave, so you need only expend half a melee charge to start a severance explosion chain)
Glacier Grenade +Facet of Ruin
=
1.398 Ign + n * 0.6396 Ign / n = number of frozen enemies
=
2.0376 Ignitions minimum damage damage per grenade
All three pieces, Severance Enclosure, Stoicism and Synthoceps have merits, that make them more viable than then the other two pieces in endgame content.
- Synthoceps: best super damage, best gun-play, hard melee
- Stoicism: best transcendence damage, long transcendence, hardest melee
- Severance Enclosure: absurd add-clear, best energy generation, super finishers
Synthoceps buff Biotic Enhancement will not only enhance the melee damage ( not the light super attack!) by 165%, but also gives a flat 50% buff to all super damage, and improves weapon handling and reload stats by 35 points, so we can dump our whole arsenal even faster. Before we pop our Glacial Quake, we can fire all our melee and grenade charges and all our weapons without reloading, and yet everything will be ready, as soon as our super ends, thx to our mod and weapon choice, so we can quickly empty everything on the boss again, and then pop Transcendence, to once again spam all your abilities before dumping our grenade launchers, never once bothering with long reload animations. But Synthoceps' Biotic Enhancement buff to Handling and Reload stats of 35 points also synergizes well with our Heal Clip and Incandescent scout-rifle with aggressive frame. We can snipe away at mid-range with great 1-tap potential for red bars and whenever we need healing, we just reload. It might take a while for an aggressive frame rifle to to fully reload, but we only need one quick round to trigger the heal with the frame! Once you are used to the recoil, you can experience a great, flowing gun play, switching between Lost Signal, Parasite and Timeworn Wayfarer, only really reloading, whenever we need a quick heal.
Stoicism with Spirit of Severance and Synthoceps offers us 'only' the 165% damage buff to melee damage, while Biotic Enhancement is active, but will also trigger a kinetic explosion for 0.533 Ign damage on charge based melee sourced kills ( tested myself: it also applies to the Scorch damage from the first Consecration wave!) and those explosions can trigger smaller kinetic explosions for 0.3753 Ign damage. Do we even need the extra damage, we might wonder, and I say: yes, we do! We are using a roaming super, so every damage instance per action is desirable to generate more super energy, and do not underestimate the damage you can trigger just by weight of numbers!
In example, in a GM nightfall, you spot the spawning spot of huge mob and an unstoppable champion or other champion in it. Even if the first Consecratiion combo only stun the unbreakable champion and thus does far less damage, nevermind instant-gib it, the sheer storm of secondary explosion can shred him or at least leave the champion finishable.
Another important advantage to regular Synthoceps is not just how Stoicism will give us our super back even faster ( although Synthoceps are still very fast, mind you), Stoicism can also greatly lengthen every Transcendence use.
The first, larger explosion has in my tests a radius of ~7m, so it is alot smaller than the original, but still very useful, to greatly increase the area of effect of every Consecration Combo. When playing in boss encounters with a lot of adds pressing on us, we can position the boss between us and most of the adds and rely on many more collaterals to prolong the Transcendence, while we focus on the boss, than with pure Synthoceps. For many team mates the Glacial Quake super can be annoying or even detrimental in a boss phase, when the crystals block shots and absorb damage or cause a suicide by power ammo launcher.
Severance Enclosure: skips on the Biotic Enhancement buff, which means no super melees or super² damage, so why could this exotic be worthwhile for this build? The primary kinetic explosions for charge powered melee kills are a lot larger ( starting at 10m radius for the smallest red bar up to 15m radius for the fattest yellow bars), they also hit harder ( 0.7106 Ign per red bar, 0.888 Ign per yellow bar and 1.063 Ign per mini-boss). Now we can de-populate whole continents with each Consecration cast. Our Consecrations won't do as much damage, but will generate even more hits, which means even faster super energy generation. The same advantages to Transcendence maintainance as for Stoicism apply, just amplified, and can greatly help your team by keeping the arena mostly empty of otherwise annoying adds, while your buddies can concentrate on the boss, without keeping you from doing damage. In those long encounters with respawning adds we can effectively cycle for max damage:
[ Lost Signal -> Electrified Snare -> Parasite -> Consecration Wave -> Consecration Wave] -> [ Lost Signal -> Electrified...]
without ever having to reload, while all the Jolt and kinetic explosion damage will ensure a constant feed of stacks for our Parasite, pushing its damage.
Finally, we can also trigger the kinetic explosions with finisher moves, making those doubly rewarding, thanks to the One-Two Finisher mod on our class item, which will restore 70% of a melee charge in exchange for 3 armor charges, and the finished enemy will count as one category larger when determining the size and damage of the resulting explosion. Given the giant size of the explosion, we can actually often get into situations, where we can charge from one champion to the already heavily damaged next champion or yellow bar just by using our finishers.
Mod Choices:
- 1x Solar Siphon (head): see above; will feed into our leg mods.
- 3x Heavy Handed (arms): see above; will feed into our leg mods
- 2x Open Slots for 3 or 4 points (chest): To customize for today's activity
- 1x Unfliching Solar Aim: will add 25% Flinch Resistance to our solar weapons, which is useless for the parasite, but helps our scout-rifle alot to consistently 1-tap red bars even under fire and heal-clip-heal us.
- 1x Recuperation (legs): will restore ~1/3 of our life bar for each orb of power we pick up. We can walk over orbs to collect them like peasant, or we can use...
- 2x Powerful Attraction (class item): to collect all orbs of power in an 18 m radius, whenever we cast our class ability.
Ability Choices:
- Knockout (aspect): will start health regeneration on a melee kill and restore a varying amount of health over 0.1 sec; 1/4th of our health bar for a red bar, 3/8 for a yellow bar and 1/2 for a miniboss and above. So who cares, we don't have access to Devour, when Knockout will also turn us Amplified for 15 sec as soon as we kill something with melee? Amplified will add another 50 points to our Mobility, increase our slide distance by 33%, add 40 points of handling to our weapons and further reduces all handling animations ( switching, aiming) by 5%! The ability to quickly reposition and escape can't be over-stated in its importance to survivability, esspecially when playing an aggressive build. For the same reason...
- Thruster (class ability): is the superior choice. It offers the shortest cooldown, far shorter than Tower Barricade and thus will be consistently ready when you get caught in a bad spot. I rather prefer to dash to permanent cover, which won't shatter in mere seconds in endgame, than wait through the Tower Barricade animation, aggro every add and still be stuck in a bad spot with a long cooldown. Also, when we are followed by auto -tracking attacks ( i.e. Golgoroth), we can break their tracking with Thruster.
- Glacier Grenade: Never underestimate the use of just freezing a mob of adds - and then taking a walk, thinking about what you did wrong, before applying those lessons.
- Glacial Quake: will add a 90% damage resistance buff. Yes. 90 percent.
Fragment Choices:
- Facet of Purpose: will add 2 stacks of Frost Armor for 9 secs, for up to 5 stacks and 4.5% damage resistance per stack for up to 22.5% at 5 stacks. Picking up new orbs will restore the 9 sec duration, but once it runs out, we will lose not 1, but all stacks! Keep in mind, all resistance is calculated by multiplying the sources, not adding them!
- Facet of Protection: will add 15% Resist, whenever we have 3 or more enemies within 15m ( which would also trigger *Biotic Enhancement, btw).
- Transcendence. Not only adds a 5% weapon damage buff, but also a 20% damage resistance buff.
Damage Resistances in gameplay
100+ Resistance + Facet of Protection + 5x Frost Armor
=
53.88% damage resistance
100+ Resistance + Facet of Protection + 5x Frost Armor + Transcendence
=
63.11% damage resistance
100+ Resistance + Facet of Protection + 5x Frost Armor + Glacial Quake
=
95.39% damage resistance
100+ Resistance + Facet of Protection + 5x Frost Armor + Glacial Quake + Transcendence
=
96.31% damage resistance
Roaming supers are not always the best option or even viable. The are a large number of bosses, we can't reach with Glacial Quake or Bladefury ( i.e. the final encounter of Warlord's Ruin ), where a ranged or on-off super would be the superior choice.
Prismatic Titan has access to 3 ranged supers:
- Hammer of Sol: is a ranged roaming super, so could enjoy the increased energy generation, but its damage is pitiful against single targets, and even adds, compared to Consecration. Skip!
- Thunder Crash deals massive damage in a burst ( without buffs 6.933 Igns for the explosion, 0.266 Ign for the initial impact and 5x 0.16 Ign for the aftershocks, 0.2 Ign for the collision damage just before impact, total unbuffed single target damage: 8.2 Ign !). It will provide 90% damage resistance while flying, but will leave you very close to the enemy, which could easily cut short your damage burst by boss stomps or dropping into the endless void below. It also offers no compensation for Frost Armor, since we can already get Amplified with our plentiful melee kills. Also, better skip.
- Twilight Arsenal: will throw 3 Void Axes that will deal damage on impact ( 1.6 Ign ) , pull in close enemies and explode after 0.6 sec for additional damage ( 2.333 Ign ), while also applying Weaken ( enemies take 15% extra damage for 6 sec, can be refreshed with new applications), so after the first axe, the following 2 axe will also profit from the weaken and reapply it. So in total, without outside buffs, the singe target damage is 12.98 Ign (!) ( so superior to Thunder Crash and also ranged!). After exploding, we can also pick up the axes and use them as melee weapons ( 10 ammo, 15 sec duration, 0.666 Ign damage for light attack + Weaken, heavy attack will throw the axe for 1.5866 Ign impact damage and a weakening explosion for 0.984 Ign, so 2.5706 Ign in total for a Heavy Attack). By using a void super, we also get void shields instead of Frost Armor, which add a massive 75% damage resistance, while they last. Even 1 Hp void shield will provide this resistance for the attack that consumes it, no matter its damage! Use this!
Since we switch from a darkness to a light super, we need to compensate this shift of balance in our weapon, and in consequence, mod choice. Glacial Quake used to generate tons of darkness energy for us, so we will instead use an very ammo efficient exotic weapon instead, which synergizes perfectly with one of our exotic choices.
Exotic Armor
- Synthoceps: Biotic Enhancement also provides glaives with +100% glaive melee damage!
Exotic Weapon
- Parasite--->Winter Bite (power slot): Winter Bite is perfect for our needs for several reasons. As long as we have at least 1 ammo in the magazine, its melee attacks will deal 50% increased damage and apply 40 Slow stacks, so 1 melee hit will stun an Overload Champion, 3 will freeze and 4 will shatter and stun Unbreakable Champions. The constant shatter damage gets 20% better and and wider thanks to our Facet of Ruin. Glaive melee attacks count as kinetic weapons and create a little bit light and darkness energy, but thanks to the slow and shatter, Winterbite's melee attacks will also generate a lot of extra darkness energy us. Ranged Fire will release a slow, tracking projectil, which releases explosive smaller projectils at foes within 20m that deal moderate damage and freezes them! So before engaging a dangerous, larger group, don't shoot at their face, but hop a few feet into the air and release a freezing ball, which will travel over them and freeze and damage a huge area and generate a lot of hits/action. Just remember to leave 1 round in the magazine as long as you intend to melee.
Abilities
Glacial Quake--->Twilight Arsenal
Fragments
- Facet of Devotion--->Facet of Command: to generate stasis shards with Winterbite, which each can refill 10% melee energy on pick-up. We can only create 7 shards at once, so 70% energy, before a short cooldown prevents further shard creations! It will also refill all weapons ammo and greatly improve your weapons handling and aim for 11 sec, upon freezing an opponent.
Mods
- Power Preservation--->Heavy Ammo Finder (head): Twillight Arsenal will get a lot less use from the mod, than a roaming super, which will kill a lot more adds, so we sacrifice to ensure a constant supply of ammo for our glaive shooting attack. Now, the Heavy Ammo Finder mod progresses a hidden counter, whenever you get a weapon based kill. Primary weapons progress much faster than special ammo weapons, and those faster than power ammo weapons, exotic weapons get an additional progress bonus. Winterbite might use power ammo, but its glaive melee attack counts as a separate kinetic primary weapon and thus gets the same bonus to progressing the counter as i.e. Outbreak Perfected, Monte Carlo or Huckleberry! This means just by leaning into glaive melee use we will ensure a steady stream of purple bricks, so we always have ammo and stasis buffed glaive attacks!
- Free Slot--->Stasis Ammo Reserves (chest): so we can use Winterbite with even more abandon. It also benefits Lost Signal. The increased maximum ammo wil also noticably increase the average number of shots per brick you pick up!
- Solar Holster--->Stasis Holster (legs): will ensure Winterbite will be loaded and thus its melee buffed, when we switch to it and improves our damage rotation. The holster will need 2.5 sec of stowage to reload 1 shot into the glaive, which is better than a Auto-Loader mod on rocket or grenade launcher! The Winter Bite projectile does slightly more damage than an aggressive frame rocket launcher and although it travels slower, it is auto-tracking, has an additonal ice spike shot and consistently applies freeze with every shot, adding further boss shatter damage. With the holster, Winterbite turns into an excellent auto-loading rocket launcher with improved Chill-Clip and pseudo-Wolf-Pack-Rounds! Another adavantage over rocket launchers is the much reduced risk to suicide! Firing a rocket launcher at your own feet will surely require a respawn, while Winterbite would eat ~40% of your life bar! MUCH SAFER!!!
Regenration--->Stasis Scavenger (legs): to ensure a reliable ammo supply.
Artifact Perks
- Anti-Barrier Scout Rifles (Column 1): will allow our scout rifle to break Barrier Champion's shields, but will also work like a 4x Weapon Surge, adding 25% damage. It will also allow our scout rifles to penetrate annoying shields like those used by the cabal, hobgoblin and the small scorn hand shields and ignore them, making it even easier to line up head shots!
- Overload Brechloaded Grenade Launcher (Column 1): will allow our special ammo grenade launcher to stop Overload Champions from regenerating and acting, and it will also work like a 4x Weapon Surge, adding 25% damage.
- Killing Breeze (Column 2): will add a small Mobility bonus for 5 sec after 3 weapon kills within 3 sec of each.
- Rapid Impacts (Column 2): will add 1 stack for up to 5 on dealing damage with a grenade launcher, those will add 5 to 30 points to grenade launchers Reload stat and reduce the reload animation by 1 to 6%. *Lost Signal will trigger all stacks in an instant.
- Total Carnage (Column 3): will reduce incoming damage by additional 10% for a few seconds after finishing a yellow bar.
- Trace Evidence (Column 3): will create an Ionic Trace after scoring 2 precision hits within 1 sec on an jolted or blinded enemy or killing 3 enemies with arc damage within 3 sec of each. Ionic traces return 12.5% grenade, 12.5% melee and 15% class ability energy and track to us on themselves, no need to chase after them. We can make use of it in Transcendence, where we can seriously reduce our Thruster cooldown.
- Armor of Eramis (Column 4): while we have *Frost Armor, taking critical damage will release a freezing burst around us. Seriously consider if you want to shatter those enemies or if you rather walk away to a safe spot!
- Hail the Storm (Column 4): will make our shattered stasis crystal release additional ice darts in a 360 pattern around them, which can help shatter other crystals and apply Slow stacks. This way, our Glacier Grenade can stun Overload Champions!
- Debilitating Wave (Column 4):will release a stasis damage wave in direction we are facing, similar to a wave frame grenade launcher explosion and damage.
- Concussive Reload (Column 4): allows our grenade launchers to apply Weaken for 20 sec, when hitting a boss or champion or breaking a shield. Weakened enemies take 15% extra damage.
- Conductive Cosmic Crystal (Column 5): will increase our jolt and consecration damage against frozen and slowed enemies.
- Get some kills ( how does not matter) to fill up the Parasite up to 20 stacks
- Use Lost Signal and spray your load ( do not reload!)
- Switch to the improved Parasite, to get some splash damage to empower all your weapon damage ( do not reload!)
- Throw your Glacier Grenade
- Empty your 3 melee charges with Consecration waves
- Use Glacial Quake and the secondary attack from ~10-15m distance to have the boss shatter the crystals ( do not melee attack!)
- When the super ends: Repeat step 2 - 5.
- Use Transcendence
- Throw your Electrified Snare ( whenever ready, repeat) to apply Jolt and the darkness debuff Suspend
- Spam your Consecration Waves
- Once Transcendence ends: Return to step 2.
‐--------------------------------------------------------------------------------
- Use Timeworn Wayfarer to heal at distance by sniping red bars and reloading
- Use Thruster to quickly dodge to safety, and to collect globes and heal
- Spray 1 load of Lost Signal, then fire with Timeworn Wayfarer to quickly erase hordes and save melee charges
- After using your Consecration scorch wave, you have control over your view and direction of the slam wave
- You can also move like in an unpowered jump before the slam, including backwards. You can use it to keep your distance and not get closer with every cast
- The scorch wave is often strong enough on its own to shatter frozen enemies
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