Done by: Kenai#2066 | Jan 4th 2023

Drop Table

...

...

Weapons

Origin Trait:

... 

Bray Inheritance - Weapon Hits grant Grenade, Melee, and Class Ability Energy. Incandescent Scorch ticks, Chain Reaction and Dragonfly elemental explosions, and Voltshot jolt chains count as hits.


...   Trustee
   Legendary // Rapid-Fire Frame // Scout Rifle

Desirable Perks

  1. Barrel:
    • Arrowhead Brake
    • Corkscrew Rifling

  2. Magazine:
    • Accurized Rounds

  1. Column 1 Perks:
    • Reconstruction
    • Rapid Hit

  2. Column 2 Perks:
    • Incandescent

Masterwork: Range
Mod Slot: Minor Spec

...

Good scout for solar surge content. Has good ad-clear for a scout, but something like the Staccato may be better for higher end content since it rolls explosive payload where Trustee does not.


...   Posterity
   Legendary // Precision Frame // Hand Cannon

Desirable Perks

  1. Barrel:
    • Corkscrew Rifling
    • Arrowhead Brake


  2. Magazine:
    • Accurized Rounds


  1. Column 1 Perks:
    • Reconstruction
    • Voltshot
    • Rapid Hit

  2. Column 2 Perks:
    • Rampage


Masterwork: Range
Mod Slot: Minor Spec

...

One of the best Hand Cannons for PvE content. With a powerful ad-clear roll featuring Voltshot, this hand cannon's only downside is being a hand cannon, and a precision frame at that. Precision frames fire fast, but deal underwhelming damage that is not made up for by their larger magazine size.


...   Succession
   Legendary // Aggressive Frame // Sniper Rifle

Desirable Perks

  1. Barrel:
    • Fluted Barrel


  2. Magazine:
    • Tactical Mag

  1. Column 1 Perks:
    • Reconstruction


  2. Column 2 Perks:
    • Vorpal Weapon
    • Firing Line

Masterwork: Range
Mod Slot: Boss Spec

...

One of the best snipers for PvE content. Passive reloads for smoother gameplay, a hard-hitting frame and a sleek scope ensure that this sniper remains one of the best in the business.


...   Heritage
   Legendary // Pinpoint Slug Frame // Shotgun

Desirable Perks

  1. Barrel:
    • Hammer-Forged Rifling

  2. Magazine:
    • Assault Mag
  1. Column 1 Perks:
    • Reconstruction


  2. Column 2 Perks:
    • Recombination

Masterwork: Range
Mod Slot: Boss Spec

...

Heritage is in a similar situation to Succession, where it is one of the best weapons of its frame in the business. Unlike succession, however, Heritage has found itself falling out of favor in terms of a kinetic special in place of stronger weapons like the Riptide. Nevertheless, the Heritage is not to be slept on, being an adept miniboss killer and DPS option.

Timeless S tier option in PvP. Heritage easily hits 90-100 range, has monstrously high base stats, and comes with lethal perks for any playstyle. Slideshot/Threat detector + Moving target make the slug easy to use outside of pellet shotgun range. Swashbuckler at max stacks allows the slug to kill in one bodyshot. Hipfire grip + Offhand strike transform this weapon into a hip mounted sniper rifle that does most of the aiming for you, at a shockingly high range.


...   Bequest
   Legendary // Adaptive Frame // Sword

Desirable Perks

  1. Blade:
    • Hungry Edge

  2. Guard:
    • Balanced Guard
  1. Column 1 Perks:
    • Relentless Strikes


  2. Column 2 Perks:
    • Surrounded

Masterwork: Impact
Mod Slot: Boss Spec

...

Despite the shortcomings of most swords today, which arise due to unfavourable metas in many situations, the Bequest is still worth picking up, as it can be the best legendary sword for damage.

Bequest has 3 things going for it: Firstly, its frame being the most ideal for damage. Secondly, its capability to have the Enhanced Surrounded damage perk, which increases Sword damage by 42% when surrounded by at least 3 targets. Lastly, and unique to the Bequest is an intrinsic additional 10 points of impact damage. These 3 points come together to make the Bequest the best damage sword when you can get Enhanced Surrounded active.


...   Commemoration
   Legendary // Adaptive Frame // Machine Gun

Desirable Perks

  1. Barrel:
    • Arrowhead Brake

  2. Magazine:
    • Accurized Rounds
  1. Column 1 Perks:
    • Reconstruction

  2. Column 2 Perks:
    • Killing Tally

Masterwork: Range
Mod Slot: Boss Spec, Major Spec

...

A single word is etched inside the barrel: “Perfection.” Ever since the sunsetting of the dearly beloved Hammerhead, the Commemoration fills a hole in the hearts of machine gun enthusiasts with the same frame and damage type. Reconstruction + Killing Tally is a no-brainer combination. Magazines of over 100 and a 30% damage boost with technically permanent uptime makes this weapon a force to be reckoned with anywhere you bring it. And you will probably bring it everywhere. With such high base stats, the weapon can be crafted and refined to your precise tastes in barrels and magazines.


...   Eyes of Tomorrow
   Exotic // Rocket Launcher

Details

Fires multiple tracking rockets simultaneously that lock on to different targets.

Killing 4 or more combatants increases the damage of the next volley.

...

Your reluctant introduction to this gun may be in the Crucible or Gambit. The EoT is a powerful addclear tool with good reserves, a modest reload and devastating area damage that will have you accidentally violating the Geneva Convention as half your rockets track onto the dreg kneeling before you and the other half head off to kill his wife two blocks down.

In PvP there is little to be said about a volley rocket launcher with more aggressive tracking than the Wardcliff Coil, where it can wipe out several opponents at once and cause the destruction of a keyboard and monitor. At the end of the day it is a fun rocket launcher for rapidly clearing the space in front of you, but it's not a great late game damage tool.


...

Desolation

The Deep Stone Crypt's opening encounter is a Pike segment (though Sparrows can be used). The objective for this phase is to navigate across icebergs while moving from bubble to bubble to dodge the storm.

While outside of a bubble, the storm causes the Frostbite debuff to be applied, and each bubble grants the Shelter from the Storm bonus. If the Frostbite debuff accumulates 10 stacks, a player will perish.

Fallen, especially the formidable Dark Council Guard, guard these bubbles. A few Fallen Brigs are defending the last bubble. Right before the plummet down to the last bubble in this encounter, a hidden treasure is nestled away among the icebergs.

Right before the plummet down to the last bubble in this encounter, a hidden treasure is nestled away among the icebergs.

Map

...
Encounter Triumph:

Not a Scratch - Bring all six Pikes from the starting heat bubble to the final heat bubble.


...

Disable Crypt Security

Roles:
  • 1 Operator
  • 1 Scanner
  • 4 ad-clear/damage (players should be on standby to take operator as well)

Loadouts

Operator should have a weapon that can comfortably shoot the panels (trace rifle, smg etc). A sword can be used to make reading easier in the second half of the encounter.

Scanner and all other players should have Bastion, an ad-clear weapon and something to stun Overload Captains.

Choice of classes is very flexible, though Titans are recommended for later encounters.

Choice of subclasses is also not too strict here, though I recommend being on solar subclasses in order to have the Radiant damage boost readily available. This allows Bastion to 2-shot the fuses, as opposed to 3-shotting them.

The encounter should start with the Operator, scanner and 2 others on the dark side of the room, and the remaining 2 on the light side.

The Operator's job is to shoot 4 of the 10 panels in the basement, then take the scanner augment from the original scanner and scan the fuses to be shot for damage.

The Scanner's job is to tell the Operator which 4 of the 10 panels to shoot, as shooting the wrong panel kills the Operator. This is done by peering into the windows on the floor above the panels. If the panel glows yellow while you have the scanner buff, it is the correct panel and your operator should shoot that.

The rest of the players should concentrate on ad-clear, with Sentinel Servitors that spawn throughout the encounter being of priority - kill them as fast as possible, as they prevent the use of the terminals. They, alongside the scanner will be the ones dealing damage to the fuses.

... This viewpoint represents the room's light side. The fuses are stored in the three tubes in the centre. The basement is accessed by the entrance on the far left.
... To start the encounter, take the Operator Augment from the terminal.

The Operator takes their augment from the terminal in the dark side to start the encounter. Immediately after this, they should head to the door to the basement, but do not shoot the panel to open it yet, rather, they should wait for the scanner to finish scanning the dark side.

A vandal with the Scanner augment will spawn on the dark side when the encounter starts. This vandal has the yellow scanner augment displayed above their head, so they're hard to miss. Once you have killed them and picked up the Scanner augment, begin scanning the dark side panels according to the map. I recommend starting to scan from Dark 4 and 5, since the vandal will spawn near it. I also recommend skipping scanning Dark 3, as it can be annoying to see. Instead, scan Dark 1, 2, 4 and 5, and by process of elimination, if only one of these 4 panels is lit up then the other panel is dark 3.

Once the Scanner is done scanning the dark side, they are to head to where the Operator is waiting. The Operator then shoots the glowing red panel to open the door to the basement. This will also open the door from the dark side to the light side. The scanner will use this to cross over to the light side and scan. The Operator will wait for the Scanner to finish calling out the light side panels, then head downstairs into the basement.

Once in the basement, the Operator should shoot all 4 of the panels called out by the scanner to start damage. Before doing so, ensure that the team is ready to damage the fuses. Once all panels are shot, the protective shield around the fuses will be removed, indicated by an alarm sound and the message “Security shields lower, presenting a weakness…”. At this point, 4 things need to happen before anyone shoots the fuses:

  1. Operator puts their augment in the terminal.
  2. One of the other players takes the operator augment from the terminal.
  3. Scanner puts their augment in the terminal.
  4. The previous Operator takes the Scanner augment from the terminal.

Take note that explosive shanks spawn in when damage begins.

Now, the player in the basement (ex-op, now scanner) will read out to the team which fuse to shoot. Players must destroy the fuse called out by the scanner before shooting any other fuses, as shooting fuses that are not the one called out by the scanner causes a wipe. The scanner knows which fuses the team should shoot by looking at the lights on the wall near the terminal (refer to the image titled basement map, its the yellow dots there). The one glowing yellow is the one the team should shoot.

Once damage is done, if you did not one phase, the new Scanner reads out which panels are glowing for the new Operator to shoot. The Operator will then open the basement once again, letting the new Scanner out.

Repeat this process until the encounter is done.

... The Operator enters the basement and fires them after the Scanners call out the right panels.
... One of the six fuses in the basement will illuminate once all four have been fired. The relevant fuse must be extinguished by the players above. The room's dark side would be this one.

Maps

... Top floor
... Basement
Encounter Triumph:

Resource Contention - Shut down Crypt security while only using 2 of the 3 augmentation terminals.

Challenge Mode:

Red Rover - All Guardians must be operator during the encounter and shoot the two panels on the lower level.


...

Atraks-1, Fallen Exo

Roles:
  • 1 Scanner
  • 1 Operator
  • 4 Damage

Loadouts

All players should be using an ad-clear weapon, an aggressive sniper with major spec/vorpal to 1-shot shanks and Parasite, with The Lament on hand to swap to. Operator might want to bring whatever weapon they used to shoot panels last time as well.

In terms of classes, try to have as many titans as possible, though your team is bound to have at least one warlock for later encounters.

Subclasses are more strict here, specifically for the titans. Titans should use their Thundercrash super alongside the Cuirass of the Falling Star exotic chest piece. Warlocks should be on Nova Bomb (both work fine), but for warlocks it is less strict. Any hunters should use Blade Barrage with the Ember of Beams fragment as well as the Star-Eater Scales exotic leg piece.

This encounter has 2 areas- the basement where you originally are, and the space area which is accessed by the elevators, which come down to the basement through the elevator shafts seen at the back of the basement.

All players start at the basement, but you will send 4 players up first, these players preferably being your titans.

The Scanner is in charge of telling the team which copy of the boss is the correct one to damage.

The Operator is the one in charge of calling pods to the basement/space area, as well as cleansing the debuff picked up into space.

Only one person may be in an elevator at a time. There are a total of 4 elevators, and they are called down automatically at the start of the encounter, and when the operator shoots a panel beside it.

Maps

... Basement
... Orbital Station

When the encounter starts, all 4 elevators will come to the basement. The allocated scanner and other players will head to space, leaving the Operator and whichever player(s) choose to stay behind.

Around this time, ads would have spawned in as well. Players should target the shanks first, using their snipers to 1-shot them. This applies to all players - shanks and other ads will spawn in both the basement and space. The shanks are the main priority, then kill the smaller ads after that. Once this is done/after a short while, an alarm will go off, saying something along the lines of “Security Sentinels have arrived”. When this happens, 6 servitors will spawn; 3 in the basement and 3 in space area. Along side them will also be the Operator Vandal and Scanner Vandal, spawning in the basement and space area respectively.

All servitors, except for one in space are to be killed as soon as possible. Most teams opt to keep the right side servitor in space alive, though this depends on your team.

Once all servitors in the basement are dead and operator augment acquired, the players in the basement will move up to the space area, with the operator shooting the panel beside the elevator they want to use to bring them up to space.

... Which glowing keypads next to the airlocks may be seen by the operator.
... The Augmentation Terminals will be turned off by the Sentinel Servitors.

Once all players are in space, the last servitor in space may be killed. This triggers a message called “Extinction Protocol Activated”. This will cause all copies of Atraks in space to begin glowing white. If left alone, these copies of the boss will wipe you after a short duration. Thus, the Scanner must look for the copy of the boss that is glowing yellow. The team should head to that boss and prepare to damage.

...

The ideal damage combo on Atraks is:

(countdown ends) thundercrash/nova/blade barrage Atraks, then Parasite

After this is done, 2 things are to be done, depending on whether you have managed to one-floor Atraks (meaning you have done enough damage to get to Final Stand.

If you have not one-phased Atraks, the Scanner and at most 3 other players should run towards the elevators and head back to the basement immediately. The copies of Atraks in the basement would have begun to enter their Extinction Protocol as well. Once out of the elevators, the Scanner will direct the players to the copy of the boss that is glowing yellow, and damage the boss in a similar fashion to previously in space.

Importantly, every time you kill a copy of the boss, it drops a ball that should be picked up by a player without an augment. This gives the player a debuff called “Atraks-1 Replication”, and it has a ~40 second timer. If this timer hits 0, the team wipes. In order to get rid of this debuff, the Operator has to go to one of the 5-6 airlocks in space and shoot the panel beside it. This opens the airlock for the player to run into, and then the Operator should shoot the debuff off their head, eliminating the debuff. Thus, it is important that:

  • The Operator does not pick the debuff up
  • Players remember to pick the debuff up after killing a copy of the boss (the timer will continue ticking when on the ground, but can be reset if it is shot off the player's head.)
... The Atraks-1 Replication debuff must be ejected out the airlock. Players with the debuff must stand in the airlock and have the Operator shoot the buff of their head.

The boss will continue entering Extinction Protocol phases until either it has been brought to final stand, or it has entered Extinction Protocol phases 5 or 6 times.

Once in final stand, all copies of the boss will teleport to space. After ~30 seconds, some of them will begin to enter the Extinction Protocol stage. Again, scanner has to find the correct copy of the boss for the team to kill.

Once Atraks's health is completely depleted, the encounter is done.

Tips for this encounter (Good to know if farming)

  • The servitors spawning depends on whether the ads have been killed. In my experience, the servitors spawn faster if all shanks and some/all the vandals are killed.
  • 3 titans with parasite should be enough to bring the boss to final stand within one damage window.
  • Debuffs (Tether, Tractor cannon, Weaken Grenades) do not work on this boss.
  • One thundercrash is enough to kill the boss in final stand, so most farmers opt to have the scanner be a titan who saves their thundercrash for final stand.
  • If a one-phase is not achieved, players should swap to The Lament and do damage with that instead of Parasite, since its damage falls off drastically if you do not have Worm's Hunger x20, and you won't have a lot of time to get your stacks back. Players going downstairs should make the swap while in the elevator.
  • The ideal Lament combo on Atraks is charge -> 3 light attacks -> 1 heavy attack. If a teammate does not have Parasite, they can use the Lament instead as well.
  • If this teammate happens to be a titan with cuirass Thundercrash, they can use the 4th Horseman (ideally with catalyst) with a sword. The combo would be Thundercrash -> 4th horseman.
  • If Operator accidentally gets the Atraks-1 Replication, they can use a gun with Ricochet rounds to shoot it off their own heads.
  • Since completing the challenge rewards double loot, farmers should try their best to complete it. The challenge is not to cleanse the Replication into space. Instead, they should constantly refresh the buff, preventing the timer from hitting zero. This is done by shooting the buff off the player's head every once in a while.
Encounter Triumph:

5 Seconds To Paradise - Defeat Atraks-1 while destroying all Servitors within 5 seconds of each other.

Challenge Mode:

Copies Of Copies - Defeat Atraks-1 without depositing Replication Orbs into airlocks.


...

Descent

This is the Deep Stone Crypt raid's leaping puzzle portion. Make your way around the station's perimeter before returning inside. On a platform to the left is a chest, and of course, enjoy Deep Stone Lullaby.


...

Taniks, Reborn

Roles:
  1. Chaos Strategy: More flexible - all players can choose to do whatever role they want.
  2. Normal Strategy:
    • 1 Scanner + 1 Backup
    • 1 Operator + 1 Backup
    • 1 Suppressor + 1 Backup
...

This encounter is relatively simple, but it is quite long.

The goal is to deposit nuclear cores that the boss spawns into bins to dispose of them and prevent them from wiping your team.

There is a new buff called the Suppressor (blue). The suppressor's job is to stun the boss by shooting him while you are standing beneath a Suppressor drone. Stunning the boss allows the team to deposit the 3 cores. Suppressing a buff also disables one of the 3 augments.

Augments are re-enabled when you put them into the terminal, but when you put a disabled augment into the terminal you get a 30 second penalty that prevents you from receiving an augment.

... Only when Taniks has been stunned by the Suppressor can the Nuclear Core be dropped into the buckets.
... A deactivated Augment can be removed via an Augmentation Station. You will now have a 45-second lockout period for your augments, so a new player will have to take it.

Ads will spawn in from the multiple doors, kill them as soon as possible. The next waves of ads will spawn Operator, Scanner and Suppressor Vandals. Killing them drops the augment for the player to pick up.

After a while, an alarm will go off, and a message appears in chat: “Several nuclear cores begin charging”. This will let the players with buffs do their jobs.

Operator can shoot one of 3 red panels around the map to spawn 2 nuclear cores. Failing to do so in time results in 3 cores spawning instead. Scanner will be able to see which bins are glowing yellow - those are the bins to dunk in. Do note that the callouts in the attached map aren't the best - most players use L1, L2 or spawn/close left/right callouts. It depends on your fireteam. The scanner calls the glowing bins out for the fireteam. If 3 cores spawn, a 3rd bin starts glowing as well. Suppressor stuns the boss by shooting him while you are standing beneath a Suppressor drone. The recommended strategy is to start on the left side drone, then to the middle and end at the right. Stunning the boss allows the team to deposit the 3 cores. Suppressing a buff also disables one of the 3 augments.

Once the cores are disposed, refresh the disabled augment and repeat this 5 more times. Once this has been done 6 times, the enemies despawn and the hole in the middle opens up for you to drop down into. All players should drop down and run towards the safe room as quickly as possible. New players will want to look out for a secret chest somewhere along the path as well.

Once the door of the safe room has closed, the entire space station will crash down, completing the encounter.

... Taniks will glow blue when the Suppressor is standing under a drone. The Suppressor Rounds buff will also appear on-screen.
... Once there are enough nuclear cores placed, open the hatch and dash to the end as quickly as you can. Anyone Taniks captures will be killed.

Tips

  • The suppressor can use a DoT weapon/ability (witherhoard, duskfield grenade, anarchy) to stick to the boss, then run through the area below the drones. This allows you to damage the boss while below the drone without having to shoot them, making suppressing much easier.
  • Low-man runs can opt not to use operator, as it actually is not needed to complete the encounter at all.
  • If you know that 3 cores will definitely spawn, the suppressor should not finish suppressing until the scanner has read which the last bin is.
Encounter Triumph:

Short Circuit - Confront Taniks while allowing only one player from your fireteam to deposit nuclear cores.

Challenge Mode:

Of All Trades - Complete the Descent encounter by having all players use the Scanner, Operator, and Suppressor augments at least once.


...

Taniks, the Abomination

Roles:
  • 1 Operator
  • 1 Suppressor
  • 4 damage / backups

Loadouts

All players should have DPS weapons (double slug rocket, linear fusions, grenade spam etc). Ideally, one player, preferably the Operator runs Divinity. Suppressor should run Witherhoard, since it makes suppressing much easier. At least one Warlock with Well of Radiance - if the team is using double slug rockets this player should run Lunafaction Boots.

This encounter is extremely similar to the last encounter, albeit in a larger area. The encounter starts by shooting/standing near the big pile of wreckage in the middle of the area. There are 3 distinct sides of this boss encounter: the spawn, blue and orange sides. Each side has 2 bins each, labelled clockwise starting from spawn. Suppressing the boss will still deactivate augments.

...

When the encounter starts, ads will spawn around the map. When a side clears out the first wave of ads, another set of ads, featuring a Dark Council Guard will spawn at that side. Once this Guard is killed, a Vandal with an augment depending on the side spawns.

  • Spawn: Operator
  • Blue: Scanner (This augment is usually redundant here, picking it up is up to choice)
  • Orange: Suppressor

After a while, the boss will begin to float towards a side. Players should follow the boss to this side. The boss will then begin to summon purple beams from the sky, and the engines of the shank he is on will become vulnerable to be damaged. The team should shoot all 4 of his engines down to spawn 4 nuclear cores from the previous encounter. Standing under the purple beams for too long will cause the player to die, debris will fall from the sky onto the area marked by these purple beams a while after the beams spawn.

The 4 players without a buff (or if Scanner has been picked up, Scanner and the 3 other players) will pick up the cores and begin heading toward the bins at the sides the boss is not at. (for example, if the boss is at spawn, cores are to be deposited at the blue and orange sides, if the boss is at orange, cores are to be deposited at the spawn and orange sides)

While holding the cores, players might find themselves trapped in purple bubbles with red-pink dots around them. The Operator's job is to shoot the red-pink dots and free the trapped player.

The job of the Suppressor is identical to in the previous encounter, except that there are 3 drones per side of the map, and depending on which side Taniks goes to, the Suppressor drones at that side of the map must be used to suppress him.

... In this picture, the drones are circled. Each one must be undercut, and the player with the suppressor must shoot Taniks from there. As a result, the Nuclear Core carriers may deposit the nukes since he is stunned.
... Someone who is being detained can only be released by the Operator. The purple shield must be shot in order to do this.

Once all cores have been deposited, the boss will return to the middle of the arena. After a while, he will generate a field around himself that pushes any players near him away when it is generated. Debris will float around the field at high speed, pushing and sometimes killing players that collide with it.

This field resembles a donut. The boss is in the hole of the donut, and that hole is a shock field around the boss that does exponentially increasing damage to players in it (yes, you can die in here even while in a well). The bread of the donut is where your team stands to drop their well and do damage from. You cannot damage the boss if you are outside the field.

After a while of damaging the boss, the boss will push players out of the field. Players can simply re-enter the field and continue damaging the boss. The boss will do this push twice, and on the 3rd time damage ends (there is no push here).

Most teams can 1-phase the boss, but if this is not achieved, players may simply rinse and repeat, keeping in mind to refresh any disabled augments.

... Be careful to not to touch the inner ring when you leap over the outer ring and into the centre.
... Well of Radiance followed by Weapons of Light guarantees a continuous player-damage bonus. Additional benefits are given by divinity.

Once the boss's final stand bar is reached, the field will disappear and the boss will proceed to teleport around the map repeatedly while spawning purple beams on players. After a while of teleporting, if the boss is not dead yet he will wipe your team.

Once the boss dies in final stand, the encounter, and entire raid is complete.

Tips

  • Players may jump and walk when holding cores to go slightly faster.
  • Thundercrashes seem to pass through parts of the boss, so I don't 100% recommend using them here.
  • When the boss pushes you out of the dps ring, you can punch him, which negates the push thanks to Destiny's immaculate melee system. This allows you to remain in the dps area, though you will need to move back a bit to avoid being in the shock field.
  • DPS strategies here are actually pretty lax - a team using decent linears + divinity should be able to easily 1-phase the boss. Double slug rocket is a more “sweat” strategy, but i like using it because linears are boring to use.
Encounter Triumph:

Ready, Set, Go! - Defeat Taniks, the Abomination while activating pairs of conduit nodes within 5 seconds of each other.

Challenge Mode:

The Core Four - Defeat Taniks by spawning four nuclear cores at once.


Ideal Rolls on DSC Weapons

  • Trustee (Rapid-fire scout): Reconstruction/Rapid Hit + Incandescent
  • Heritage (Slug shotgun): Reconstruction + Recombination/Snapshot Sights (Snapshot allows you to get a 5th slug shot off when double slugging before you swap back to your rocket)
  • Succession (Aggressive sniper): Reconstruction + Vorpal Weapon/Firing Line/Focus Fury
  • Posterity (Precision hand cannon): Voltshot + Frenzy/Rampage
  • Commemoration (Adaptive machine gun): Reconstruction + Killing Tally
  • Bequest (Adaptive sword): Relentless Strikes + Surrounded/Vorpal

If you have good rolls of the 2 kinetic weapons, crafting them isn't too too important since their new perks aren't much of an upgrade. Trustee seems like a pretty solid scout, so its one of the more high-priority weapons to craft. Same goes for Posterity. Commemoration has not changed much either. Most people don't care too much about Bequest, mainly due to its old perk pool being terrible, but with the perk refresh in Season of the Seraph, it has become promising for when Swords become viable again. (everyone uses lament anyway) Bequest's specialty that sets it apart from other swords is its base impact being 10 higher than other swords, giving it higher damage at base. Raid exotic: Eyes of Tomorrow, Solar Rocket.


Video Guides