TL;DR
Elemental Ordnance and Font of Might
Elemental Ordnance is considered a critical mod to have for its synergy with elemental builds. However, Font of Might stands out as one of the most effective mods due to its ability to increase weapon damage by 25% when using weapons that match your subclass energy type. This bonus stacks with other damage buffs, making it extremely versatile across different builds [1:1].
Protection and Survivability
Thermoshock Plating is another important mod, providing protection against both solar and arc damage. This can be particularly useful in activities where enemies frequently use these types of attacks [1:2]. For players focusing on survivability, mods like Protective Light used to be popular before its nerf, but alternatives such as Elemental Charge combined with Well of Tenacity can now offer similar benefits.
Build-Specific Recommendations
For Void PvE Hunter builds, Gyrfalcons Hauberk paired with aspects that trigger devour can significantly enhance survivability and damage output [4:4]. Solar PvE Titans benefit from Lorely Splendor or Precious Scars, especially since restoration durations have been nerfed
[4:2]. Arc PvE Warlocks can exploit Prismatic Transfers with Getaway Artist to create powerful combinations of arc souls and bleak watcher turrets
[4:2].
General Advice for Armor Mod Selection
When selecting armor mods, consider your playstyle and the specific activities you engage in. Mods that enhance damage output, provide elemental resistance, or improve ability uptime are generally favored. Additionally, keeping an eye on seasonal artifact mods can provide temporary boosts that align well with current meta strategies. Always aim to balance offensive capabilities with defensive resilience to maximize effectiveness in various game modes.
I'm bringing this up because Elemental Ordnance is on sale today, which is Holy Crap Critical to have. I would say it used to be Protective Light before the nerf. What is the most effective, ubiquitous mod now?
thermoshock plating
probably Font of might, which is also on sale today. It's in the artifact this season, but you should still have it.
+25% weapon damage when you match energy types, and it stacks with everything.
Despite being 3200 hrs player, I've never done the Raid (lmk if I can join you-PS5) so I've not gotten to use the 4 stars.
So what's the best ones for weapons and armor?
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for weapons it varies so much,but my personal preference is a combo of the 2* crippling and 4* fractures,for non-PA i prefer sawbones for the passive health regeneration,for PA i use aegis when I’m helping teammates,reflective for my carryweight armor,pyros is also good for any weapon that sets enemies on fire
Hello all!
I know the meta may have changed and all that but I finally got all of the SS armor pieces and transitioned to a bloodied build. I have unyielding on all pieces but I’m at a loss on the best 2 and 3 stars for the armor. Any recommendations?
I don’t carry a ton of weapons but I do have a ton of chems and food/drinks so I can see the appeal of Thru Hikers (though I know it’s very hard to get). Thank you!
I rock 2* luck and 3* thru hikers, 4* rangers.
On the 1* I do 3 overeaters and 2 unyielding
Hella tanky.
Ah the 2* luck would help with criticals. What’s the magic number now? 33?
33 without limit breakers.
I use Endurance for the changed Endurance Perks plus its the stat not buffed by unyielding.
3rd star is really dependent on play style. Thru-hikers will get you points back in STR and END, Weapon Weight Reduction was king I think, but now you get less weapons as drops plus 2 perk points in STR reduces all weapon weghts. Pack Rat is also good now because trash mobs drop so much junk.
I run a full Uny set, two star End on all my pieces, and acrobats on the legs and cavaliers on my torso and arms. I’m currently working to get the four stars but currently I have tankys on my torso. I plan to get one limit breaking or just doing all saw bones on appendages. So far I’m pretty tanky though.
I personally have 4 full sets of UNY SS armor for different situations. They all use a mix of different weight reduction perks for the third star, it’s really just personally preference on that. I personally use 2 arms keepers, 2 thru hikers, and 1 pack rats. For early in the season, I use INT for the second star for extra XP gain. For a melee/lazy build, I use STR as the second star for more melee damage and more carry weight. For higher survivability, I use END for the second star. For a commando build, I use a mix of END, and AP regen
I’ve moved from a bloodied to a ghoul so some of mine will be different for you but my 2nd star is a mix of powered & luck, my 3rd is thru-hikers & my 4th is limit breaking to get a crit every other shot & rangers for the rest.
Been out of the game since ShadowKeep... (I know I know) ANYWAYS...
What is the best VOID PvE Hunter build? (exotics and such)
What is the best SOLAR PvE TITAN build? (more exotics and such)
What is the best ARC PvE Warlock build? (you get it by now)
THANKS!
All based on my opinion:
Void PVE Hunter is either Gyrfalcons or Orpheus Rig depending on the density of enemies. Both work well with prismatic.
Solar PVE Titan is Lorely Splendor or Precious Scars since restoration duration has been severely nerfed, both are a lifesavers. Both work with Prismatic but Lorely only works if you have a solar super.
Arc PVE Warlock has been completely overshadowed by Prismatic which is completely broken with Getaway Artists. Simply consume your arc grenade and you can produce an arc soul AND a bleak watcher turret; this also amplifies you which gives you galvanic armor via the artifact. Also, all ability kills give you devour. Two champ stuns are covered simply by the bleak watcher, and prismatic has nearly 100% uptime on radiant so barrier is covered as well.
As a void hunter main, Gyrfalcons plus the aspect that triggers devour when you pick up a void rift did serious work during the legendary campaign. Plus there is a seasonal perk that gives you a void rift on kinetic kills. I barely used prismatic because dodge invis and devour are so good for survivability.
How would I get Gyrfalcons if I didn't play Witch Queen? Just wait for Xur? I have Orpheus Rigs on already tho.
How would I get Gyrfalcons if I didn't play Witch Queen? Just wait for Xur?
Take Exotic engrams to master Rahool and focus on chest pieces
Pyrogale Titan would like a word......
I don’t like it now that restoration is so difficult keep active, and it’s not good with prismatic as it only helps the concentration and not the super.
Ok so I went on there... are those updated? Because it shows exotics from Witch Queen...
Some great builds use Y1 exotics like heart of inmost light or synthoceps. The latest isn't always the greatest.
Consecration for Titan is my go to rn. It's so much fun.
Teach me your ways!
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I appreciate you matching your speeders with your sets, I can’t drip out without them matching either.
Also, I love 1, the gate lord set is pretty lit.
3 hands down, most unique looking
Agreed, just not sure ‘bout the legs
Yeah I’m still working on finding better legs 😅
This is the way
I like 1
If this is in-game universe and not scripted, Neomunan would freak the hell out when you appear with the vex theme armor.
The Vex can't die!!! Why won't it diiieee??!!!
I have a really ugly-looking armor set. I wanted to get a good-looking one, but the only ones I found were either too heavy or just as ugly.
I’m a sucker for the Elite Knight set, it’s a classic.
Oh, I love the look of that armor, especially the blue accents, but it’s too heavy—at least that’s what I noticed when I wore it.
Havell armor 🗿
Sounds like a early-game build issue.
Use ring of favor and protection and havels ring, level endurance.
Elite Knight set is a 'Medium' armour set, so it's not a very heavy set. But for amrour, you need to build.
More points for the light and flowy Dingy Robe haha
Wanderer looks sick as hell on female characters.
I like the Wanderer chest and hood, and the Knight pants and gloves (that's the Knight not the Elite Knight). It still looks like the full Wanderer's set at first glance, but gives +13 Poise, which is just enough (with the Wolf Ring) to hit a Poise breakpoint for PvP.
I will go for the silver knight one that looks the coolest
An excellent choice.
It is fairly heavy, so you'll want to anticipate that if you're thinking about your build.
Naked with a sack over your head. Mildred drip = best drip. Bonus points if using a disproportionately large weapon.
Paladin set ofc. Second place goes to Brass set
•Armor finder ghost mod (I really like getting cool armor sets and it would be nice to have a more guaranteed chance of armor. Especially for the rotating exotic missions since I find it rare that I get a single piece of armor.
•good content outside of the dlc because I'm not buying it yet because money is tight.
•An Eliksni side character in the dlc that talks to us with the personality of Fynch (long shot)
•exotic armor catalysts. (I want my hunter dodge bomb pants to spawn multiple small grenades not just one.)
•Cool battle pass armor
•The new hunter super to not be locked behind the dlc.
•Cayde 6 (I never got to play Forsaken so I never got to experience his story)
•Forsaken to return. (I find it stupid how they got rid of a whole campaign entirely.)
•good content outside of the dlc because I'm not buying it yet because money is tight.
So you're going to judge a DLC based on how much free content it gives you? The DLC should be judged for its own content, not how much f2p content releases along with it.
•exotic armor catalysts. (I want my hunter dodge bomb pants to spawn multiple small grenades not just one.)
If this was coming, they would have talked about it.
•Cool battle pass armor
I mean, what makes armor cool is subjective. So what may be not cool to you is cool to others.
•The new hunter super to not be locked behind the dlc.
It's always been advertised as a part of TFS. And I haven't seen anything since where that's not the case.
•Cayde 6 (I never got to play Forsaken so I never got to experience his story)
He'll be apart of the TFS DLC content.
•Forsaken to return. (I find it stupid how they got rid of a whole campaign entirely.)
Not going to happen.
It's called a wish list babes not a prediction list. It's just what I want not what I'm saying I hope is going to be in there.
Ranger’s, pinpointer’s
Bet. Thank you
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New exotics mean new builds! I know not everyone is psyched but I think there's some neat stuff here. A lot of this information was determined from FalloutPlay's exotic video which I highly recommend. It's hard to say how strong these are till we play with them but I thought I'd make the effort to help people try them out.
Warlock
For more in progress descriptions of what these exotics do check out the Destiny Data Compendium which is always being updated with specific descriptions and numbers.
That's all I got for today. Is it the last build guide? Who knows!?
Imo mataidoxia is made for prismatic not strand. Just an access point for suspend into prismatic warlock. I would pair this with bleak watcher and hellion aspect to get a great mix of crowd control and damage fragments haven’t really seen or thought about but I’m gonna start using bad juju for super energy and because pulse buff segwaying that into song of flame
I can read and play. I love how you turn condescending as if I’m incompetent to understand build crafting.
I’m an exit the chat. I see you’re only interested in confirming your opinion and not being objective to see others.
So cringe a la cringe.
Maybe read the skill discripion for Inmost Light, actually use that perk. Then see how much better constant regen is over a spurt every now and again.
Muted btw.
Edit: you dont even have inmost light tested AT ALL. So no, I will continue using and weaving my 3 abilities to keep Energy regen up. I’m going to laugh now, because you clearly haven’t used that skill at all. You tested what you thought was good and left it at that. Have a great day.
Shift + Enter
20 second constant grenade regen seems like the smartest choice.
https://www.reddit.com/r/DestinyTheGame/s/DUBIjkxNgK
Literally just got an Inmost - Star-eater Solipsism, so I’ve been experimenting a little bit. Little on the late side, but just in case.
The parameters were as follows for the tests. No Devour, no killing, stacks of light, no orbs. At 100% discipline, 30 strength, and 40 restoration. Done inside the Conflux Lost Sector. Using Phoenix Dive, Arcane Needle and Needlestorm. Facets beings Blessing, Protection, Dawn, Hope and Purpose. None of these things changed throughout any of the tests.
The rotation of abilities, if available, is to throw my nade, toss 3 needles, dive, super. The abilities were spread out by 4 seconds.
From another post regarding Inmost Light being actually tested
• First test, holding no mods or exotics, I got my grenade back in the listed 1:16 as is promised by the 100% discipline. • Second test, holding no mods with just the Solipsism exotic, I got my grenade back in 0:58. • Third test, holding 2 impact deduction, 1 bolstering detonation and 3 bomber mods, without exotics, got me my grenade in 1 minute. The melee’s hit the Lost Sector boss, but didn’t kill. The super was tossed to the other side of the room to not hit anything and the grenade was thrown in front of me as to not hit the boss. • Fourth test, holding 2 impact deduction, 1 bolstering detonation and 3 bomber mods, with the Slipsism exotic, got me my grenade in 20 seconds. The melee’s hit the Lost Sector boss, but didn’t kill. The super was tossed to the other side of the room to not hit anything and the grenade was thrown in front of me as to not hit the boss.
Edit: I figured u/engineeeeer7 wouldn’t read this because he only has interested in his own beliefs and experiences. He is unable to be objective without being condescending. Then blocks and ignores when corrected.
From Mercules during tonights Firing Range Podcast. He confirmed that with TFS they'll be introducing a new stackable mod for Helmets that will provide a quite substantial buff on AE and I believe if I understood correctly its a buff across all weapons equipped. Exact numbers were:
- 1 Stack = +15 AE
- 2 Stacks = +25 AE
- 3 Stacks = +30 AE
Personally, I really dont think the current AE system is bad at all(Minority opinion for sure). I think the issue for quite a while now has been that we simply dont have enough ways to truly build into a high end AE build without sacrificing greatly in other areas. I've played a little this season with AE builds into the 60-75 range and it genuinely feels pretty good in the air. Consistently hitting shots where maybe crit shots are the only area lacking slightly.
I think the addition of this mod is going to have a fairly significant impact though. With 1 stack of this mod + Icarus Grip you're getting +30 AE right away. On a Hand Canon with 20+ AE base stats, you're now into the 50s for AE without making any sort of subclass aspect/fragment commitments or exotic weapon commitment.
I know a lot of people think the current AE system is terrible but I think this change is going to help a lot and folks that think this system is terrible should seriously try building into a 80-100 AE build and even try shooting in private matches just to see how much better it actually feels compared to your base 20-30 AE.
IMO the one downside to this is with it being in the helmet slot, it's going to be competing with targeting mods, this was probably intentional to make people have to choose but personally I think running the mod elsewhere(Boots would be my choice) would be better. But I think running 1 stack at least is a pretty easy option to take.
Competes with targeting mods lmao. Thanks bungo.
I'd rather it in the helmet slot than arms or chest, thats for sure. You really only need one targetting mod for your primary.
Extra targeting mods right now beyond the first one give +3 and +2 aim assist only, not worth it*. One targeting mod for each slot is enough right now so you get the scalars & 5 AA (really not that much anyways though tbh), then you have one more slot for an AE.
*see comments about scalars actually stacking! not as useless as i thought. though 15 AE is definitely a good argument over some accuracy and ADS scalars, depending on your play.
Trageting mods are much more potent than just the extra aim assist stat. It's also a scalar for the accuracy cone size and ADS duration and both scale pretty well at 2 or 3 stacks.
0.9x|0.85x|0.8x Accuracy Cone Size • 0.85x|0.75x|0.7x ADS Animation Duration Multiplier
Damm just wish it was a leg mod or cloak.
Thank you for saying this. I just assumed they were 5 a piece. Welp, time to go revise my pvp build.
Except usually you’ll want one targeting mod for your kinetic and one for your energy weapon, leaving no room for this AE mod
good lol, people stacking extra AA onto iggy and snipers sucks ass
It does quite a bit.
+15 AE for one more or +25 AE for 2 is a pretty substantial bump. Without sacrificing anything in your build, you'll get to +50 AE or more on just about every primary weapon.
Why not put it in boots? Surges, in most cases, don't do that much and there is no other mods disregarding holster.
and the community, "great Bungie!!!" when things were much better before without these "incredible" updates. I think the ae is the most senseless thing ever put on D2 in the last few years (along with checkmate and the slide nerf)
I feel like it should be on legs it makes most sense now the helmet mods are going to be crowded with siphons, targeting mods, AE mods, Dynamo, bonus super energy on grenade kill mods, and bonus super energy on melee kill mods.
Legs you literally only have Orb mods and holster mods that's it nobody is using weapon surge mods.
Best armor mods in Destiny 2: The Final Shape
Key Considerations for Armor Mods in Destiny 2: The Final Shape
Build Synergy: Choose mods that complement your subclass and playstyle. For example, if you're using a Solar build, look for mods that enhance Solar abilities or provide healing.
Activity Type: Consider the activities you'll be participating in (PvE, PvP, Raids, etc.) and select mods that provide advantages in those scenarios. Some mods are better suited for crowd control, while others excel in one-on-one combat.
Energy Type: Pay attention to the energy type of your armor (Arc, Solar, Void) and select mods that match or enhance that energy type for maximum effectiveness.
Stat Focus: Prioritize mods that enhance your character's stats (like resilience, recovery, or mobility) based on your role in the fireteam.
Seasonal Mods: Keep an eye on seasonal mods that may provide unique benefits or synergies with new content or mechanics introduced in The Final Shape.
Recommended Armor Mods:
Font of Might: Grants a temporary damage boost to weapons matching your subclass element when picking up an elemental well. Great for increasing damage output in PvE.
Bountiful Wells: Creates additional elemental wells when you use your abilities, enhancing your build's overall effectiveness and synergy.
Charged with Light Mods: Mods like Taking Charge and High-Energy Fire can provide significant boosts when you manage your Charged with Light stacks effectively.
Elemental Charge: This mod allows you to become Charged with Light by picking up elemental orbs, which can synergize well with builds focused on generating orbs.
Well of Restoration: Provides health regeneration when you pick up an elemental well, making it invaluable for survivability in tougher encounters.
Conclusion: Tailor your armor mods to your playstyle and the specific challenges you face in Destiny 2: The Final Shape. Experiment with different combinations to find what works best for your team and personal preferences.
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