Today World News Online

Importance of Survival Skills

Destiny 2: What Makes a God Roll Weapon? The Best Perks For All Guns

Destiny 2: What Makes a God Roll Weapon? The Best Perks For All Guns

What makes a god roll? What makes a gun good in Destiny? Well, fortunately, or unfortunately, that
answer hasn’t changed much in PvE, which is why I haven’t really engaged in legendary
weapon reviews in quite some time, along with other reasons. Reload speed and damage, for the majority
of cases in PvE and a lot of cases in PvP, are king. If you’re an experienced player, I’m not sure
how much you’re really gonna get out of this video. This is literally Outlaw/Rampage: The Video,
you’ve been warned. Today, I’m gonna give what is hopefully a
pretty comprehensive look at god roll weapons in Destiny according to what I tend to look
for in a gun. I tend to look at perks much more often than
I look at the actual gun because on PC, recoil is not really as much of a factor as it is
on console. On PC, I’m of the belief that in PvE anyway,
most guns are usable and it almost does not matter which gun you pick. But, it’ll still be beneficial on PC to find
perks that adjust your recoil pattern to a more vertical pattern as opposed to horizontal. On console, this thought process differs because
of the increased recoil, so stability perks and recoil direction matter a lot more. At the same time, I believe that most things
I suggest here will work for any platform, for the average player, again, for PvE. We will address PvP as well. I want to start with Masterworks though. In the grand scheme of the game, the Masterwork
you get on a weapon doesn’t matter greatly and only hyper min-maxers tend to care about
the masterwork they get on a weapon. Most of the time, people on PC tend to search
for a range masterwork, since recoil is so low already, to be able to deal maximum damage
from farther distances. Range is globally beneficial, PvE, PvP, it
always helps to be able to engage from farther away if you need to. However, I will absolutely use a weapon without
a range masterwork as long as I have the perks that I want on it. I will NOT use a weapon that has the masterwork
I want, but the perks that I don’t. On PC, I feel like a stability masterwork
is among the weaker choices overall, but on console, this is not true and you may want
to have a stability masterwork depending on your level of skill and the type of weapon
you’re using. A handling masterwork is much more geared
towards PvP than it is PvE. You generally don’t need crazy fast swap speeds
in PvE and I don’t think it’s worth spending 17 Enhancement Cores for 10 handling for a
gun that will be solely used in PvE. But again, if it has the perks you want and
you don’t care to farm for another, then knock yourself out. A reload speed masterwork is in the middle. If you have a reload speed perk on a gun,
then getting the masterwork on top of that might not really feel super noticeable, but
reload speed is always a benefit. These are the main 4 masterworks in the game. They will appear on most guns. Most specialized guns have more unique masterworks,
charge time, explosive radius, but we’ll cover those when we get there. Before we continue, I do want to mention that
the main activities I consider for coming up with the PvE “meta” so to speak are the
raids and Master level difficulty content, with MAYBE a seasonal activity being included. These are the only activities where I believe
that having god roll weapons actually matter to some degree. Otherwise, the main thing that matters in
this game is overall character power level and it’s not even close. I can’t stress that enough. You can use any weapon with any stat and perk
rolls and as long as you’re of the proper power level, you’ll be fine. Better weapons will absolutely help you along
the way, but try not to stress too bad if you don’t get what you’re looking for, because
at the end of the day, you’ll be fine with whatever you’re using. If you want to use Ambitious Assassin, Dragonfly,
you’ll be fine. If you want to try out different perk combinations,
you’re fine. I have a Rampage/Snapshot Supremacy from Last
Wish with a stability masterwork that I used as a PvP sniper for ages and still do. As we’ll learn, this is not the optimal set
of perks, but I like it anyway. Destiny just does not require min-maxing to
an insane level as other RPG centric games might. But don’t let that stop you from getting those
stats if you want them. I want to do a full breakdown of a weapon
as an example of what I do and don’t look for in a gun. We’ll take a look at Steelfeather Repeater
from Season 9. And we’ll be using the website d2gunsmith
to take a look at all the perks. Steelfeather Repeater is loaded with perks
in the first two columns for stat adjustments. I do like to get range on my auto-rifles,
so to me, the options here in the first column are Extended Barrel, Hammer-Forged, or Smallbore. But, options like Arrowhead Brake for recoil
direction, make the recoil a little more consistent to deal with; that could be more viable based
on your preferences. Auto-rifles are the one gun where I’d say
it is truly up to personal preference, some people can handle the recoil and want the
range, some people can’t handle the recoil and want that stability. Our second column revolves around reload perks,
magazine sizes, along with some bullet modifying perks. Minor reload speed perks, again, globally
useful, but not as specialized. Steelfeather Repeater has 49 rounds, which
means it’ll take 4 seconds of shooting before a reload is needed. I’m a chronic reloader, I’ll reload after
everything, so magazine size isn’t really my thing, but extended mag is still good. I like High-Caliber Rounds for the extra stun
potential, adds a smidge of range, but not too much. If I were looking for a PvP based roll, Ricochet
Rounds solely for the stat boosts would be my play. Steelfeather Repeater can’t roll with arguably
the best range perk, Accurized Rounds, but, many other weapons can and I would highly
recommend you use it on things that have limited range, like hand cannons, other autos, shotguns,
etc. Finally, we move onto the big perks. Subsistance and Feeding Frenzy are the obvious
choices in the first column and Swashbuckler and Multikill Clip are the choices in the
second column if I’m considering keeping this gun on me. Ambitious Assassin is third place, but I don’t
think I’ve ever kept a gun that I considered using that had Ambitious Assassin on it. It’s not a terrible perk, but I don’t think
it’s top tier either. Subsistance vs. Feeding Frenzy is a tough
call for PvE. Subsistance can really keep you shooting for
a long time, but Feeding Frenzy is so easy to proc and a reload speed buffed reload isn’t
a big deal. Ultimately, it’s a personal preference call. But obviously if you get Subsistance, then
you’re going to want Swashbuckler over Multikill Clip because the entire point of Subsistance
is to not reload. Feeding Frenzy and Multikill Clip is probably
the most potent option here, but even this relies on being able to kill a lot of things
often to actually proc multikill clip up to times 3. Surrounded is too conditional for me to suggest
as a global use perk, along with Vorpal Weapon. These are perks that you’d want to swap to
by holding another copy of the weapon or use for more specific activities or situations
within those activities. I value global use perks much more than situational
ones. Surrounded and Vorpal are good, just not good
all the time. Not every auto-rifle can roll with these perks
though and to me, there are some auto-rifles out there that I won’t even consider for PvE
because they can’t roll with a perk that I think is considered powerful. An example would be The Ringing Nail. This weapon can’t roll with a reload speed
perk at all. While the curated roll of Dragonfly and Rampage
isn’t bad, I would want to utilize a Rampage Spec mod in this gun and Dragonfly without
a Dragonfly spec mod I feel is too situational of a perk to consider, unless you want to
go all in on the experience and use something like Oxygen-SR3 with a Dragonfly Spec mod
with Chromatic Fire. The world drop Misfit is another: no reload
speed perk. You can counteract the lack of a reload perk
with enhanced mods to a degree. But is the curated Ringing Nail still usable? Absolutely. I just personally value Outlaw more than Dragonfly. Tigerspite from Dreaming City, I would only
consider Outlaw/Kill Clip to be something that I’d ever consider keeping. Under Pressure, Pulse Monitor, Quickdraw,
Grave Robber, these are all pretty weak perks compared to Kill Clip. Reckless Oracle from Garden of Salvation,
again, mainly looking for Outlaw/Kill Clip or Swashbuckler, maybe Demolitionist for a
specialty build only. Demolitionist is one of the few non reload
or damage perks I would consider on a primary weapon simply for any grenade builds you’d
want to try. Hopefully you see how this is trending because
guess what? Pulse rifles, hand cannons, scout rifles,
sidearms, submachine guns, it doesn’t matter, you want the same major perks for PvE and
in a good amount of cases, PvP as well. I do want to talk about some other minor things,
but literally everything that I just said for auto-rifles applies to almost all other
primary weapons. There’s a reason people still use Midnight
Coup, a weapon from the original Leviathan raid, in current level content. Outlaw, Rampage. It’s here to stay. The only thing I’d tweak is my range recommendations. You don’t really need range on pulses and
scouts as much as the other weapon types. You might see scopes on certain weapons, like
pulse rifles, hand cannons and scout rifles in the primary slot, with fusions and snipers
in the special slot. Pulse rifles like Go Figure have the King
Dot K2, or the Meyrin RDS on Blast Furnace. Hand Cannons have things like Sureshot and
Truesight. Scouts have Cleanshot or Red Dot 2 MOA. Generally speaking, I look for the following
in my primary weapon scopes: range boosts with short scopes and on very rare occasion,
medium scopes. This means things like the King Dot K2 on
pulses, Sureshot or Truesight on hand cannons, anything that says short zoom really. I care much more about the scope than the
stats on the scope. There’s nothing that says you can’t use medium
or long scopes, but I just don’t really think they’re needed for the overwhelming majority
of the game, at least on PC anyway. Console might be a different story, but even
back on Destiny 1, I always wanted short scopes on everything, snipers, pulses, because the
need for anything longer than that is just not there. As for which reload speed and damage perks
that you should use, well, that depends on a few things. First off, most guns only come with a portion
of available perks, usually 2 or 3, so a good amount of the time, you’re limited by the
perks on the gun. Sometimes your only option is Outlaw/Kill
Clip, so that’s what you’re using. Second, I think the reload perk tends to influence
the damage perk. Perks that restore ammo to the magazine, Triple
Tap, Fourth Time’s The Charm, Subsistance, things like that, those are going to synergize
with Rampage and Swashbuckler. I would never use Fourth Time’s the Charm
and Kill Clip together because they counter each other. Subsistance gets weaker as you fight higher
health pools since it relies on kills. Field Prep, Feeding Frenzy, Outlaw and Rapid
Hit all work well with things like Kill Clip or Multikill Clip, but they also work with
Rampage and Swashbuckler. Rapid Hit I think is among the best for the
high end activities because you actually get the time to stack Rapid Hit to max since things
just don’t really die super fast. Field Prep is technically the easiest to proc,
but I don’t have the muscle memory for it, which is why I tend to not use it for reload
speed: I just forget in the heat of battle. Feeding Frenzy vs. Outlaw I think is mostly
a wash, but Outlaw is on significantly more weapons than Feeding Frenzy. For PvE, Rampage is probably the easiest of
the perks to utilize, mainly because of Rampage Spec allowing for an extra second to refresh
it. It is the easiest perk to keep at maximum
stacks via only shooting a gun. Multikill Clip has the highest work to reward
ratio, it has the highest bonus damage possible, but you need 3 kills for it. I actually tend to stray away from it in day
to day activities with a group because people are so good at killing things that I’d rather
just constantly refresh rampage and have high uptime than fight with people to try to get
Multikill Clip to 3. For PvP, I think Kill Clip is king, low cost
to proc, really insane damage bonus on it, you’re not gonna stack Rampage or Swashbuckler
high enough on the regular to match Kill Clip. Swashbuckler is nice in PvE if you’re mixing
in melee attacks too, very solid selection if you’re doing that. All that being said, for 99.9% of situations,
the damage and reload speed perks you choose will come down to personal preference. If you like Subsistance and Rampage on a hand
cannon, it’ll be really good. If you like Outlaw/Multikill Clip, that’ll
be good too. I’d get into specifics more, individual weapons
and what not, and I actually had a huge write up, but I was just repeating myself over and
over and over again. Reload perk + damage perk=success, no matter
how you wanna cut it. When it comes to hand cannons, sidearms and
submachine guns, we’re looking for range a little more than other weapons, especially
when it comes to PvP. In PvE, I’ll still prioritize damage perks
overwhelmingly so, but with hand cannons, scouts and sidearms, I will also try to go
for extended mag perks since magazines are small. Let’s talk PvP for a second for hand cannons. For 140 and 150 RPM hand cannons, it is totally
ok to forgo damage perks for range perks. This is because even with a damage perk, you’re
still going to need to shoot 3 times for a kill, although damage perks let you hit the
body more often. Full Bore, Extended Barrel, Hammer-Forged
Rifling, Smallbore, Sureshot HCS, Crossfire HCS, Hitmark, Truesight, Accurized Rounds,
Ricochet Rounds, Rangefinder, Slideshot, Opening Shot, these are all great PvP perks for hand
cannons and exactly what you want to look for. If you can’t get a range perk, I would opt
for any reload speed perk, then a damage perk following that. Range masterwork here too. For 110 RPM hand cannons, damage perks I think
become priority because of the ability to 2 tap people, I would never use a 110 RPM
hand cannon in PvP without a damage perk on it. An honorable mention to Explosive Payload
on Hand Cannons and scout rifles by extension. The explosion effect is immune to damage fall
off, meaning you’re getting more damage per shot when you start to fall outside of maximum
damage ranges. Plus, for PvP the flinch effect is annoying
to fight against. Hand cannons got a significant range nerf
and this can help counteract it to a degree. Scout rifles also get this benefit, but scouts
don’t need the range help nearly as much. If you did want a scout like this, Patron
of Lost Causes from Season 9 can roll Rapid Hit Explosive Payload, but can’t get any damage
perks. I think I’d rather use a Night Watch if I’m
gonna use a 200 RPM PvE scout because it can get Demolitionist, Multikill Clip, Rampage
or Explosive Payload, in addition to Rapid Hit. The difference is that farming for Night Watch
is a nightmare compared to Patron. How about weapon mods on primary weapons? Well, for PvE, surprise surprise, you’re going
to want minor or major spec, Taken Spec if fighting taken, or even boss spec maybe if
you’re running a Vorpal weapon perk. For Master level content, I use minor spec
on something like Randy’s Throwing Knife because minor enemies aren’t dying in one shot. In lower difficulty stuff, major spec will
have more value. I imagine most of the time, your primary weapon
in a master level activity will have a seasonal mod on it anyway, like Unstoppable or Barrier,
since that is way more important to have. PvP is where things open up more since there
aren’t any PvP damage mods. Icarus on hand cannons is a very popular choice
on PC, but otherwise, these can come down to personal preference. Counterbalance Stock is also a really solid
pick as a “I dunno what to use,” kind of option on non-hand cannons, although hand cannons
can benefit too. Sprint Grip isn’t too bad either, being able
to grab your weapon immediately after sprinting can give you an edge. That concludes the primary weapons. Special and heavy weapons are a little different
because of their functionality. However, machine guns, those aren’t really
functionally different and so anything that’s good for a primary is good for a machine gun
too. Let’s start with shotguns. In PvE, I want my shotgun to annihilate big
targets quickly. Everything tells me that rapid-fire shotguns,
140 RPM shotguns, are the play if your goal is to instantly destroy a target only with
bullets, as you can get off 2 shots in less than a second, compared to 1 from Python or
any other slower shotgun. The only damage perks I’m really looking for
are Trench Barrel and MAYBE Swashbuckler, like on Perfect Paradox from Season 9 or Blasphemer
from Shadowkeep, because they don’t require shotgun kills to proc. I might dig for a Demolitionist/Swashbuckler
or Trench Barrel Perfect Paradox in Season 9, we’ll see. But shotguns are not specifically for clearing
low tier enemies, which is why I don’t value something like Rampage as much. For PvP, range is king on a shotgun, with
swap speed, aka handling, being in second place, although some might argue the other
way around. Whatever you can do to increase range, you
do it. Accurized Rounds, Rifled Barrel, Slideshot,
Opening Shot, Quickdraw, this is the kind of stuff you’re looking for on a PvP shotgun. Smoothbore looks enticing with its massive
range boost, but because you’re increasing the spread of your pellets, you may actually
end up missing out on kills because not enough pellets hit. Full Choke tightens the spread, but removes
precision damage, so this is for much more accurate players who are capable of hitting
the body as being off target is more punishing. High impact shotguns are great because of
their long distance kill capabilities, but high rate of fire ones are good for really
guaranteeing a kill. For a PvE sniper, we’re looking to reload
as infrequently as possible for boss damage. This means stuff like Triple Tap or Fourth
Time’s the Charm with any extended magazine type perks are gonna be the go tos. Firing Line is the only damage perk I’d really
care about since it doesn’t require a kill to proc, it just requires standing by teammates. We don’t really need range, maybe a bit of
stability if you want it for rapid firing. For PvP, I can’t live without Snapshot on
a sniper, but any sort of handling boosts are gonna be great here. A short scope is ideal because I don’t think
there’s a single map in Destiny that requires anything more than this. Quickdraw is gonna be great, I have a Snapshot/Quickdraw
Beloved that I really enjoy using, although if you wanted Outlaw, that would be fine if
you can’t get Quickdraw as well. Snapshot is my main thing though, I need a
fast zoom. Box Breathing, while not as necessary compared
to the past, can really help with completely shutting down supers with no question. I tend to treat linear fusions similar to
snipers because they are essentially delayed shooting snipers. I don’t go for Back Up Plan on Linear Fusions
simply because I know the rhythm of the weapon already and Linear Fusions don’t feel like
the kind of weapon to take out quickly anyway. Line in the Sand from Season 9 is the only
linear fusion that can roll Firing Line and I’d encourage getting it while you can, preferably
with Rapid Hit. I’m still doing testing on charge speeds,
that will be another video. For a PvE fusion rifle, I’m going to strongly
encourage getting Loaded Question from the Vanguard. This thing is just incredibly good all around,
even in PvP if you can manage to scoop up more than 7 shots from the ground, it is deadly
and you don’t need to hunt for any specific rolls or anything. It is the only PvE fusion rifle I use. There is no Trench Barrel or 1-2 Punch for
fusions either, so beyond the standard perks I’ve been talking about, there’s not a lot
to go hunt for, although Back Up Plan is nice for instant firing of the weapon. Gallant Charge has 3 different damage perks,
along with Demolitionist in a different slot, so if I wasn’t using Loaded Question, I’d
probably hunt for this weapon. For a PvP fusion, we’re looking for range,
stability and accuracy. Lo and behold, Under Pressure on Erentil FR4
is actually one of the best options here because you always start with low ammo whenever you
respawn, giving your weapon a boost without having to do anything. If you have the muscle memory to make Firmly
Planted work for you, knock yourself out with that too. In the second column, Backup Plan for shotgun
rushers is cool if you’re a little more passive as a player, but even if you’re not, it’s
good since Erentil has a high charge time. High impact reserves works for the same reason
as Under Pressure, Rangefinder or even Tap the Trigger work here too. Fusions in PvP are all about keeping the beams
tightly packed together to make sure we hit that one shot. Main Ingredient has the same major perk set
as Erentil. Honestly, the decision here is all about fast
or slow charge speeds. I think slow is probably better if you’re
on the hunt for kills and play more aggressively as opposed to someone who uses a fusion to
counter shotgunners. I have a Zealot’s Reward with Backup Plan
and this thing fires TOO fast, where I don’t feel like I have the timing down just yet. Bows… I look for Archer’s Tempo and Rampage if I’m
not using an exotic bow or a ritual weapon. Anything that pushes out more arrows faster
is good. And I’ll be honest, I almost completely ignore
all the types of arrows and strings. Bows already get a good amount of aim assistance
from the game as a whole. Swords are sort of in the same category: I’m
mainly looking for ammo generating perks here because sword ammo can be used up pretty quickly. Whirlwind Blade to increase damage is good,
I feel like people tend to spam light attacks because most enemies don’t need large attacks
to be killed. Grenade Launchers are all about damage per
shot in PvE, along with rate of fire. We want perks that are going to increase the
damage of our shots without needing to stack it up first. So, that means we’re looking for Spike Grenades. Fortunately, that’s in the 2nd column. As we’ve discussed in the damage video for
Garden of Salvation, the holy grail for grenade launchers in the power slot would be spike
grenade, auto-loading and full court, which can only come on Doomsday, which drops from
Reckoning, so good luck with that. Otherwise, in order of priority, I’d say spike
grenades is most important, then auto-loading, then full court. Everything else is pretty situational or average. Rocket Launchers haven’t had much notoriety
since their cluster bomb nerf. They’re slow, they’re tough to use on moving
targets for single target damage, but their aoe damage is pretty strong. However, strong aoe damage is fancy talk for
massive overkill. For rocket launchers, I say get what you like. For example, I kind of like Genesis and Ambitious
Assassin for rockets for the instant reloads. Auto loading holster is good too, again, reloads,
even Field Prep if you remember to crouch, although Field Prep is good for reserves too. You don’t need recoil control, stability,
any of that on a rocket. Demolitionist can get you big grenade energy
too. Otherwise, for blast radius we want big if
it’s for killing big groups of adds, small if it’s for boss damage. Impact casing, even though it’s a stability
boost, gives us more damage on direct impacts, which we would like. I’m finally done talking. That is your god roll hunt guide. If you enjoyed this video, a positive rating
is appreciated, thanks for watching, I’ll see you next time.

100 thoughts on “Destiny 2: What Makes a God Roll Weapon? The Best Perks For All Guns

  • Last Man Standing (Shotgun), Aggressive Frame, Full Choke, Tactical Mag, Field Prep, One Two Punch, Masterworked in Range w/Major Spec(it actually dropped this way lol)
    It's my 1 man "go to" especially for the Titans

  • 16:28 just use that curated trust you get from your first infamy reset and you’ll know what he’s talking about

  • Is there a good video for some of these topics in more depth? explaining what outlaw and the other perk actually do, how to tell if a weapon has vertical or horizontal recoil, details on master working and the weird energy stat on armor? new and looking to dive deeper into destiny. thanks!

  • My hot take: damage boosting perks should only be on exotics, and the pinnacle weapons should be exotic. When literally every weapon, across all types and archetypes, has the exact same god rolls (barring the ones that have type specific perks like Firing Line), the game gets incredibly stale. I almost feel like we're back in year one where I just automatically delete every legendary I get after I've gotten my first. I'd rather go back to perks that reward a specific play style rather than this "get rewarded for doing what you should be doing anyways" meta.

  • I got lucky and got three curated Ringing Nails. Also got two curated Age Old Bonds. Took both guns to Crucible. I can honestly say, without a doubt, I had a lot more fun and a ton more kills with my curated Ringing Nails than I did with my curated Age Old Bonds. All three characters have the curated Ringing Nails with like around 300 PVP kills listed on them.

  • I didn't know D2Gunsmith was a thing. I'd been using D2G looks far better but anyone have any other reasons for which is best?

  • I just hate how some guns can't get damage perks at all. In some cases it's fine. Patron of Lost Causes has range, accuracy, and consistency, making it really great in PvP, but other weapons like Uriel's Gift that can only get Kill Clip and all other trait options kinda suck… what's the point? It serves no unique purpose

  • Not really the point of this video, but the mentioning of Midnight Coup still makes me sad that they didnt bring back the Leviathan Weapons with random rolls. The Menagerie could have been infinitely better if they had included the Leviathan weapons as possible drops, but improved with random rolls.

  • The new Vorpal Perk is great in Gambit IMO. I don't play the mode a lot but when the game demands it for quests/seasonal crap, etc., it's what I use now.

  • Yesterday I was grinding the mindbenders strike, hoping to get full choke, accurized rounds, quick draw, slide shot, and a range masterwork. What I got, everything except full choke and, and I would have been fine that I didn't get a range masterwork, but it was stability, on a shotgun! Y?

  • By "PC" you really mean "mouse and keyboard", because a lot of PC players use a controller.
    Which means that many so-called "good" weapons for PC players are not very useful, because of recoil. e.g. the Cold Front is mostly worthless with a controller, regardless of platform.

  • I agree sort of. While some guns damage and reload perks are the best, that have poor amounts or that dont fit the weapon(ex swashbuckler on a pulse). Some will actually benefit more from consistency perks than lethality. What i wish bungie would do is make a penalty for running damage perks(ex rampage gives -10 range). That way people who get weapons with damage perks also have a con to them and they should be big enough to where too many will severely hurt the gun consistency. For example if rampage gave -10 range then instead outlaw/range you might go for rangefinder/rampage. Also they need hits stats that hurt all consoles aka dont hurt stability because that hurts only consoles. They can hurt range, handling, reload speed, aim assist, and maybe even mag size. Right now the main problem is there is no con to running damage perks.

  • Am I the only one who made lots of notes from lord Dattos video? I can barely remember what the weapon classes are

  • I understand why outlaw killclip/rampage is a very good perk set in PvE and sometimes PvP. But for bosses it's not very useful and I also find it suboptimal in competitive pvp.

    But that's just my opinion.

  • Old player returning to D2 after years. So feeling overwhelmed and kinda like a noob. Whats the website thats being used? Tia

  • I have a subtle calamity with a draw time masterwork. 2 draw time reduction minor perks sneak bow, dragonfly, and a draw time of 576 down from 720…i think.

  • Wich site/homepage did you use in this video, to show every perk with this kind of filter?
    I thing is good but not the easiest site to use.

  • My first, and only, Steelfeather drop came with Smallbore, I forget the 2nd perk, Feeding Frenzy, and Swashbuckler. Reload MW. I haven't had that much fun with an Auto Rifle in years.

  • I've been purging my vault lately and tossing or infusing garbage rolls into the better low rolls IF I have them. Thanks for the refresher video Datto!

  • "Stability doesn't matter nearly as much on PC".

    I think it's important to remember that a large number of PC players still use a controller for various reasons. Close to a third of my PC clan still uses controller for the majority of games- especially FPS's. I myself still play with a controller fairly often. I was a console player for nearly a decade and after building my own gaming PC, I had a LOT of trouble using mouse-and-keyboard in fast-paced games due to movement using a keyboard feeling very clunky and unnatural to me (using the mouse was very easy to get used to, FYI). I also have carpal tunnel in both wrists due to years of work in construction and auto repair, so using mouse-and-keyboard controls can wreak havoc on that after a half hour or so.

    So when it comes to fast-paced scenarios where I need to be on point with my movement, such as D2 Raids or PVP (or racing games), I still use a controller. Honestly, I do fine in PVP with a controller, as I find positioning and good movement trump fine aim tuning 90% of the time. In slower paced games (such as Witcher 3) or environments that are more low-risk and relaxed, such as patrols or strikes, I make sure to use mouse-and-keyboard as much as possible so I can continue to train my muscle memory. However, for all those times when I use a controller? Yeah, Stability still comes in VERY handy. Just try to keep in mind that not everyone uses a mouse and keyboard, even on PC. Thanks, man.

  • Does the same advice you gave for power/heavy grenade launchers apply to special ammo grenade launchers? Or are all of the special nade launchers in the game fixed rolls?

  • Guess I got lucky. Got a Steelfeather Repeater with Smallbore, High-Caliber Rounds, Subsistence, Multikill Clip and range masterwork 😀
    Oh and a Spare Rations with Full Bore, Append Mag, Subsistence, Swashbuckler and reload masterwork, also fine. And another one with smallbore, Ricochet, auto loading, rampage and range mw
    Then a Better Devils with tactical mag, outlaw and explosive and a kindled orchid with hammer-forged, accurized, outlow and explosive.

  • With the rifle reloader mod this season I’m liking guns with kill clip and high impact reserves and alloy mags for pve. Proc KC and shot until you’re out of ammo, when KC falls off HIR will still be helping your dmg and when you run out of ammo you get the quick reload from the next KC proc

  • one day we'll get power weapons that roll with vorpal weapon, i wonder how good it'll be when we do

    also ringing nail has pretty quick reload to be fair, though i got that nice curated roll of that has rampage and dragonfly

  • Subsistence and Swashbuckler feel really, really good together on Steelfeather Repeater. Extended mag and backup mag as a mod added to that is so flipping fun.

    I will say there needs to be some kind of solution to dealing with activities full of high health enemies though. I guess autos aren't end game wèapons this season anyway

  • Thanks Datto, very comprehensive guide. I know that this must have taken a very long time to compile so it is very appreciated. Oh and Happy New Year

  • i can't be the only 1 who like full auto trigger mod on pulse rifle, shotgun and scout rifle even though scout rifle suck ass right ?

  • They're all worth masterworking in pve regardless of which one you get solely for the orbs on multis. Getting your super faster and all the other perks/mods focused on orbs and even bounties means masterworked weapons are essential. I almost won't use an exotic weapon that doesn't have a catalyst just because I can't get orbs from it. Oh and the kill tracker is cool also lol.

  • You gotta look at the recoil direction stat on a 3rd party sight b4 putting counterbalance in anything as they can make recoil WORSE. A stat ending in 5 is vertical recoil and a 0 is horizontal(except 100 of course) and counterbalance adds +15 so putting it on a weapon with a 65 stat will make the weapon recoil much worse to counter. So check that stat 1st and if it's at a 5 or close then go for targeting adjuster instead.

  • Why did you not mention the undisputed best pve shotty perk 1 2 punch? You can get the 999,999 damage number again using it and a Titan build lol. You also didn't mention the best pvp shotty barrel for everything but max range and is still barely like 5% worse at max range than full choke, Rigled Barrel. Max range boost and you still get precision. This guide is lacking a few pivotal perks.

  • Vorpal weapon is good on snipes when you're either by yourself or doing content not in communication therefore not lined up. Not nearly as much damage as firing line but the only other choice since box breathing had been dog shit garbage since its nerf a year and a half ago and you can't proc firing line solo al Vorpal wins there. ANOTHER thing you've missed Datto lol. What's going on here.

  • That's not holy grail as 120s are dogshit is dps, and many other creators have proved this in videos including ehroar, love and death is BY FAR the best choice with full court, field prep and spike grenades. The way you optimize damage on the GoS boss doesnt need auto loading anyway, you just switch to Izunagi's when he's in the air and go to town lol. Maybe firing line and auto loading and a auto loading spike nade 150 is good(I'm not actually sure that's possible maybe on moon snipe but Soul auto loading is on 2nd slot so can't be done if Tran can I need to farm and check damage) but full court doesn't do enough to make up dps lost to fire rate cause it's a 120. Plus he's hard as SHIT to hit perfectly in crit(which does do more damage) when up in the air with nade launchers. If you're going with a 120 just do Windago and get orbs which is easy as the bubble and well gives a full mags worth, that does more damage than anything but Love and Death and L&D has to be a specific distance to out dps Windago on 1st mag(forgot exact number but GoS boss is far enough to give edge to L&D). I personally use Windago in GoS over my god rolled L&D because the blinding is SO helpful when getting motes to quickly wipe the adds, and last season it procced recluse for you and even though it still does a god rolled last hope or Travelers Judgement is better(I like Travelers here because surrounded is already procced when you get there and multi killclip needs too much setup time to be useful over there). Also why did you skip sidearms, they're the new Recluse for Christ's sake.

Leave a Reply

Your email address will not be published. Required fields are marked *

Proudly powered by WordPress