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Titan

Destiny 2 Titan BuildWar Machine

SolarSolar
PvEPvE
subclass
super
Burning Maul
abilities
Towering Barricade
Catapult Lift
Throwing Hammer
Fusion Grenade
aspects
Roaring Flames
Sol Invictus
fragments
Ember of Empyrean
Ember of Torches
Ember of Ashes
Ember of Mercy
gear and mods
weapons
Bastion
BastionExotic Fusion Rifle

Rapidly fires 3 spreads of pure force.

After a successful melee hit, this weapon gains increased damage, reduced charge time, and improved reload speed for a short duration. Hitting a target with most of the pellets in a burst increases melee damage for a short duration.

Armor
HeadEmpty
Harmonic Siphon
Hands-On
HandsEmpty
Momentum Transfer

Steadily reloads a portion of your equipped Auto Rifle or Machine Gun's magazine from reserves. Final blows with Auto Rifles or Machine Guns boost their stability, ammo generation, and damage. Provides a moderate benefit to their airborne effectiveness.

LegsEmpty
Solar Weapon Surge
Solar Weapon Surge
Kinetic Holster
Class ItemEmpty
Bomber
Time Dilation
Time Dilation
artifact perks
Strengths and Weaknesses

strengths

  • Could pack a punch from distance
  • Add clearing capabilities
  • All champions (Bastion unstoppable) (overload auto rifle) (radiant barrier)
  • 500% additive + (0 - 30% multiplicative) melee dmg buff
  • Healing and added ability regen in kit
  • Something a bit different and refreshing going into Edge of Fate

weaknesses

  • Much stronger melee focused builds out there
  • Needs tested in hard content, but no access to the changes to properly test yet

Build Details

How It Works

[Build Details!]


Subclass

Abilities

Super

1: Burning Maul

  • Because i ate a crayon and wanna spin in circles thats why!

Class Ability

1: User Preference

  • I use Towering Barricade for occasional tasks protection

Movement

1: User Preference

  • I use Catapult Lift

Melee

1: Throwing Hammer

  • Classic and constant up time

Grenade

1: Fusion

  • Low cooldown and decent damage

Aspects

1: Roaring Flames

  • Stacks up to 3 times and last 20 seconds.
  • Grants up to 200% Melee damage. Also grants 73% Grenade and Super damage.

2: Sol Invictus

  • Melee and Grenade kills create sunspots for 5 seconds. - Standing in a sunspot refreshes its duration up to a maximum of 12 seconds and grants Restoration x1 - Sunspots do 60 damage and apply 5 scorch every 0.167 seconds to targets caught inside your sunspots - Standing in a sunspot also grants the Sol Invictus buff - Grants 100% faster ability regen and 40% decreased passive super Drain

Fragments 1: Ember of Empyrean

  • Abyss Defiant or ability kills extend radiant and restoration effects. Time added is based on tier of enemy killed.
  • takes -10 from the Health stat 2: Ember of Torches
  • Grants Radiant for 8 seconds
  • Takes - 10 from the Grenade stat 3: Ember of Benevolence
  • Grants 400% ability regen for 6 seconds every time we apply Cure (non enhanced heal clip), and radiant (hammers from Ember of Torches) to allies in our fireteam.
  • Takes -10 from the Grenade stat 4: Ember of Tempering
  • Solar weapon kills grant you and allies 1 stack of Ember of Tempering for 8 seconds (max 3 stacks). Each stack gives 10 to the Class Ability stat. The big reason i took this was for the added firesprite drops while this is active. An artifact perk makes those even more juicy for us.

Weapons

Kinetic Slot 1: Bastion

  • Hitting most of the pellets in a shot grants a 300% additive Melee Damage buff for 3 seconds.
  • Hitting a target with a melee grants Saints Favor. This buff increases the weapons damage by 45% for 8 seconds, increases ? Reload speed, and grants a 0.85 charge time multiplier.
  • Intrinsic Unstoppable rounds

Energy Slot 1: Abyss Defiant Perks

  • Fluted Barrel - More manageable handling
  • Appended Mag - More manageable handling
  • Heal Clip - To my knowledge the cure will proc Benevolence if you don't enhance it. We also gain some healing on reloads.
  • Enhanced Sword Logic - kills grant stacks based on tier of enemy killed and maxes out at 5 stacks (5 Stacks grants a 50% damage bonus)
  • Backup Mag Weapon Mod (You could use Synergy as well for a chance to make firesprites on weapon kills.) - Brings us to a magazine size of 42.
  • Cursed Thrall Origin Trait - Melee final blows cause targets to explode and its nice for ad clearing.
  • Overload Rapid Fire - Artifact Perk, first column, very bottom - Will allow our Auto Rifle (Abyss Defiant) to stun overload champs this season.

Heavy Slot 1: unsure right now and still playing around with this slot. Preferably a Heavy Machine gun (Currently trying Commemoration). - Anti Barrier with Radiant


Armor Mods:

Helm

  • Harmonic Siphon - Allows us to make Orbs - Orbs give 0 - 70 healing based on the first 100 points of your health stat. - Each Orb grants Weapon Surge - Each Orb gives about 2.5% super energy
  • Hands on - Grants ?% super energy on melee kills (can't seem to find data on this one to get the amount.
  • Font of Wisdom - Gain +30 Super stat while charged with light. - Going to use at the start for sure for a Super Stat Boost. This will put me personally at 90 day 1 before i get new gear. You could use another Siphon mod to create more orbs or slap on another hands on mod for more super energy on melee kills.

Gauntlets

  • 2x Font of Vigor - Two mods grant a 50 stat bonus to melee - Again using at the beginning of the new season for a boost. You could also run 2x Heavy Handed mods for orbs. Or 1x Heavy handed and 1x Momentum Transfer to get 12% granade energy on melee hits (7 second cooldown).
  • Fastball - Increased grenade throw distance

Chest

  • Whatever Combo of Damage Resistance mods an activity calls for. - Increased survivability.

Legs

  • 2x Solar Weapon Surge - 17% increased damage with solar weapons (Abyss Defiant and wanna test the machine gun Speleologist with this)
  • 1x Recuperation - 70 Health on orb pickup. So now at 100 health we gain 140 health for each orb we pick up. I already have some healing with my cures and restoration, but in harder content this might come in clutch at times!

Class Item

  • Time Dilation - Increases how long our armor charge last from 10 to 15 seconds per charge. At 3 stacks we get a total time of 45 seconds now instead of 30. 5 seconds might not seem like a lot, but it does end up making it way easier to keep the stacks up than without it.
  • Distribution - Grants 4% ability energy and 2% super energy when you use your class ability with ads close by.
  • Bomber - Bomber Grants 12% (16% when stacked with Distribution) Grenade energy when you use a class item with ads close by.

Implement of Curiosity (Artifact choices)

First Row (3 mods)

  • Overload Rapid Fire - Grants overload stuns to our Abyss Defiant
  • Your Preference on the other two. Probably will change occasionally depending on activity should i change up to adapt to something? I'm using as a filler honestly to get to the next row.

Second Row (2 mods)

  • Diviners Discount - If i want to put scavenger mods on for ammo they will cost significantly less to apply. (Kind of a filler. This row doesn't do a lot for the build.)
  • Flame, Fiber, and Freeze - Also a filler for this setup.

Third Row (Two Mods)

  • Fever and Chill - Rapid Solar precision hits grant radiant (free and constant up time on radiant while using Abyss Defiant!)
  • Refresh Threads - Every time we pick up a firesprite we gain ?% super energy. We will be making a lot of those in various ways so big plus on Super up time.

Fourth Row (3 Mods)

  • Elemental Daze - Causes an elemental explosion when stunning a champ with elemental weapon. The explosion applies scorch.
  • Shoulder to Shoulder - Dealing sustained precision damage against combatants while near two or more allies grants you damage resistance
  • Elemental Coalescence - Defeating targets has the chance to create an elemental pickup matching your equipped Super element. this just makes more firesprites for Refresh Threads

5th Row

  • Radiant Shrapnel - Dealing sustained weapon damage while Radiant or defeating a scorched combatant with a weapon causes the target to release Solar projectiles that deal damage and scorch on impact.

  • Elemental Overdrive - Picking up an elemental pickup or Tangle grants increased damage to weapons of the same element

Gameplay Loop

[General play]

1: Hammer Kill. - Stacks Roaring Flame - Creates sunspot - Activates Cursed Thrall Origin Trait - Grants Radiant

2: Abyss Defiant kills. - Grants Stacks (up to 10) of the new war rig buff (buffs ?% dmg, ? Stability, ? Faster Ammo Regeneration) - Grants stacks of sword logic (50% dmg at max) - Creates orbs which grants super energy, healing based on your health stat (0 - 100 stat grants 0 - 70 healing), and surge mods (1x=10%, 2x=17%, 3x=22% dmg) - Rapid precision hits and hammer hits grant radiant for 8 seconds (20% dmg) This is useful for this weapon assuming the buff from Actium War Rig isn't Empowering.) - This nets a 87% damage buff with 2 surge mods if this works out before whatever War Rig grants us. 👀 - some nice ad clearing with the Cursed Thrall Origin trait making some explosions.

3: Occasionally get kills with your hammer to reproc the Cursed Thrall Origin Trait, create some sunspots, give us radiant, and reset your roaring flames timer. Then go back to mowing ads down with Abyss Defiant.


[Bulky Ads 1]

1: Get 3 hammer kills on small ads - Grants 3 stacks of roaring flames for 200% melee boost.

2: Bastion - hitting most pellets grants 300% melee damage boost.

3: toss hammer at the Bulky ad - Hammer now does 500% more additive damage + (0 - 30%) multiplicative melee dmg based on our melee stat (100 - 200.) - Hammer hits grant 8 seconds of Saints Fury which gives Bastion a 45% weapon damage buff plus radiant which is another 20%. 65% weapon damage in total.

4: Now we rotate between Hammer and Bastion to buff one another and deal massive damage.


[Bulky Ads 2]

1: ramp up war rig buff

2: proc dmg buff if needed for Machine Gun

3: Hammer hit for Radiant

4: Machine Gun go BRRRR

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