
Destiny 2 Titan BuildPRISMATIC TITAN - Abeyant Leap (Consecration + Diamond Lance)
PvEImproves Drengr's Lash and spawns addional projectiles. These projectiles track targets more aggressively, travel farther, and suspend stronger. Gain Woven Mail when you suspend a target.
strengths
Woven Mail without being tied to a Strand Super
Access to multiple Damage Resistance sources
Orb Generation
Transcendence uptime
Counters all Champions
weaknesses
Lacks the pure damage of other Consecration Builds
Reliant on Transcendence
Long-Range Encounters
Build Details
All my Builds are made to be Evergreen, non-dependent on Artifact Mods, only to be complimented by them
VIABILITY Difficulties
- Advanced and General Difficulties
- Expert and other higher tier content
- Master & Master Raid/Dungeon ready, or applicable with tweaks made towards the content
THIS BUILD
- Expert and other higher tier content
OVERVIEW
- Abeyant Leap enhances Drengr's Lash: Barricades provide 2 additional Lashes with enhanced tracking, Thruster provides a tracking Knot that will Suspend targets on detonation. Suspending targets, by any means, will grant Woven Mail for 10sec
- This Prismatic Diamond Consecration Variant provides a Fire and Ice kamikaze Tank once the wheels get turning in Transcendence. Inherit access to Woven Mail and Frost Armor, as well as your choice of an Elemental buff matching your Super, with the popular x3 Consecration spam.
Cohesive Build > Forced Stat Tiers Minimums: 100 Resilience, 30 Intellect
ARMOR ENERGY
- Use D2ArmorPicker's "Armor Limitation" Filtering Tool, to further narrow your Gear down, with recommended Armor Mods coming first over Stat Tiers
Remaining Armor Energy HELMET - 1 Energy ARMS - 1 Energy CHEST - 3 Energy BOOTS - 4 Energy CLASS - 2 Energy
ASPECTS
- Diamond Lance, Consecration
FRAGMENTS
- Dawn, Purpose, Sacrifice, Balance
- (General) Protection for 15% Damage Resistance while within 15metres of 3 or more enemies, stacks with Transcendence's inherit 20% DR for 32% DR total
- (Team) Generosity to provide Orbs of Power for Allies from kills while Transcendent, like a Super, up to 4 Orbs maximum that total up to more than 25% of a full Super, per Transcendence activation
- (Glacial Quake Super, Booms) Ruin for 20% larger Ignitions, an additional and separate damage instance when Shattering Frozen targets or Stasis Crystals while also decreasing the Damage Falloff Distance on Shatters
- (Weapon Flexibility) Devotion for Light energy when killing targets afflicted by a Stasis or Strand debuff, regardless of Element used to kill, energy varies based on Enemy Tier killed
ARMOR MODS
Helm
- Any Siphon Element for Orbs on Weapon multikills of that Element, Hands On for Super energy on Powered Melee kills
- Another Siphon of differing Element OR another copy of Hands On for even more Super energy but diminishing returns on Powered Melee kills
Arms
- x3 Heavy Handed for Orbs on Powered Melee kills every 1sec
Chest
- 2 Elemental Resist Mods
- Concussive Dampener OR any other 3 Cost Resist Mod
Boots
- Innervation for 10% Grenade energy on Orb pickup, Recuperation for 70 Health on Orb pickup
- Absolution for 5% all Ability energy on Orb pickup (more than the diminishing returns of another Innervation OR any Scavenger Element for more Ammo on pickup OR Any Weapon Surge Element for 10% Weapon Damage of that Element for decaying Armor Charges
Class
- Powerful Attraction to pickup nearby Orbs on Class Ability cast, Reaper for an Orb on your next weapon kill after a Class Ability cast
- Utility Kickstart for Class Ability energy on Class Ability use depending on the amount of Armor Charges consumed OR Time Dilation, when paired with a Weapon Surge on your Boots, for a 15sec duration on decaying Armor Charges per Armor Charge OR another copy of Powerful Attraction to pick up Orbs within an additional 6metres radius (18.5metres total) when using your Class Ability OR Special Finisher for Team Special Ammo on Finishers for a 3 Armor Charge cost
Whether it's Weapon Surge, Utility Kickstart, or a Finisher Mod, you NEED one of these to be able to pick up Orbs even when your Super is full. That, alone, is very important
Weapons should help balance Light and Dark energy for Transcendence, based on Ability choices and playstyle. Grenade should be Shackle Grenade for more Woven Mail uptime and Dark energy OR Glacial Grenade for Shatters and Dark energy. However, you can get away with any Light-Aligned Grenade if the rest of your Loadout is Dark-heavy. Your last Fragment could be Dominance to provide Jolt on Arc Grenades or Weaken on Suppressor Grenades in that case. Consecration Builds tend to love Burst Weapons like Grenade Launchers, Shotguns, etc., as weapons are only used to compliment the Ability spam with x3 Consecration and Transcendence. Otherwise, full weapon freedom.
In-Depth Explanation
- Throw Grenade, preferably Shackle or Glacier Grenade, to start spreading Dark-debuffs
- Follow-up with a Consecration to gain bonus Dark energy
- Immediately use Class Ability to automatically pick up any Orbs, gain an Elemental Buff, and have Reaper active on your next Weapon kill
- Throw Diamond Lance for a more reliable Freezes
- Only Slam Diamond Lance to start an encounter, a few seconds after your last Freeze, and/or to apply Frost Armor x2 to yourself and Allies
- Transcendence should be used before a full Super to help fill it back up after a Super is used
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