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Destiny 2 Titan BuildPRISMATIC TITAN - Abeyant Leap (Knockout + Consecration)

PrismaticPrismatic
PvEPvE
subclass
super
abilities
Frenzied Blade
aspects
Consecration
Knockout
fragments
Facet of Balance
Facet of Dawn
Facet of Purpose
Facet of Sacrifice
gear and mods
weapons
kinetic slotEmpty
energy slotEmpty
power slotEmpty
Armor
HeadEmpty
Hands-On
Solar Siphon
HandsEmpty
Heavy Handed
Heavy Handed
Heavy Handed
ChestEmpty
Arc Resistance
Concussive Dampener
Solar Resistance

Improves 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.

Class ItemEmpty
Powerful Attraction
Reaper
artifact perks
Strengths and Weaknesses

strengths

  • Woven Mail wothout being tied to a Strand Super
  • Survivability
  • Orb Generation
  • Transcendence uptime
  • Counters all Champions

weaknesses

  • Reliant on Transcendence
  • Long-Range Encounters

Build Details

How It Works

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 Knockout Consecration Variant provides the potent Aspect combo without being tied to the Strand Bladefury Super to access Woven Mail, and instead grab another Elemental Buff matching your chosen Super

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

  • Knockout, 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
  • (Grenades, Dark energy) Awakening for an Elemental Pickup after 3 kills by any Element. The final kill determines the Elemental Pickup generated, and only incurs a 5sec cooldown for that specific Elemental Pickup while other Elements can still be generated

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. 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

Gameplay Loop
  • 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
  • While Knockout is active, even Unpowered Melees can generate Orbs for quick benefits and Light energy
  • If Light bar is full, don't be afraid to use Frenzied Blades instead to fill your Dark bar. Transcendence is more important.
  • Transcendence should be used before a full Super to help fill it back up after a Super is used
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