TL;DR
PvP Weapon Mods
For PvP scenarios, mods that enhance aiming and positioning are highly recommended. Targeting Adjuster is popular for snipers as it improves aim assist [5:1]. Icarus Grip is favored for its airborne accuracy benefits, especially on shotguns
[1:3]
[1:5]. Radar Tuner helps maintain awareness of surroundings, which is crucial for snipers in PvP
[5:3].
PvE Weapon Mods
In PvE, Backup Mag is frequently used to increase magazine size, allowing for sustained damage output [5:1]
[5:5]. Spec Mods are tailored to enemy types: Minor Spec for primary weapons, Major Spec for special weapons, and Boss Spec for heavy weapons
[5:1]. Anti Barrier rounds are particularly useful in Gambit and other activities with shielded enemies, providing armor-piercing capabilities
[5:2].
Versatile Mods
Some mods offer versatility across different weapon types and situations. Freehand Grip enhances hip-fire accuracy, making it a good choice for close-range engagements [1:6]
[5:3]. Quick Access Sling is beneficial for weapons like breech-loader grenade launchers and bows, allowing for faster weapon swaps
[5:3].
Finding Information on Mods
For those looking to explore all available mods and perks, checking community resources such as Discord channels or YouTube guides can be helpful [4:2]
[4:3]. Websites like wikis also provide comprehensive lists corroborated by various sources
[4:5].
What weapon mods would be the best for crucible? I haven't seen any stability mods being sold so in my experience the best one I bought was targeting adjuster.
I know this may be subjective but I am curious to know what people like.
Also is there a web site where I can see all available weapon mods as well as a place to see all possible perks for a given weapon. I went to destiny db but could not find this info
I assume that CB mods are essential on some weapons (e.g. 4-burst Pulses) but I wouldn't know for sure as despite playing for hours every day since release I am yet to get one :(
They're great on the 4 burst and the 540rpm, like the new IB pulse for example. Don't think I'd put it on any other gun then maybe the Halfdan type AR, 340? 360? I don't use ARs though so never tried.
he's selling one today.
Icarus and radar tuner are really good imo
Backup mag in 180s. They have no need to Icarus, aim assist or counterbalance
Icarus grip for days
Free hand grip
Mods that you need to put in regardless of what weapons you are using.
Rifling and fire rate
Rifling is the most important. Boost in damage is always good.
Like the title says what are the best weapon mods as I’m just starting to unlock blueprints so I’m looking to get the best ones and upgrade them.
Fling and spark is my go to on every weapon. I know people say frost, but I like spark better. because where frost will only stun lock one enemy, spark will stun lock multiple enemies. Pretty much any enemy close will get shocked and stun locked. Also, fling is just awesome lol. It also deals tons of damage.
Also, I like to get the ones that activate on critical hits, this way I never even have to think about using them. They go off on their own.
The activated flamethrower mod is FUCKING OP. I downloaded a mod which increases the zombie spawns and its the ultimate horde clear.
Fling + frost, fling + spark for bitters, virals groups
Everything is good for different situations , you'll figure it out as you progress
What is the best weapon mods to kill Volatiles and goons
Is there a guide somewhere for the best mods for each individual weapon (especially firearms).?
Check the LDOE discord. It has all the best mods for all weapons
Watch this :
Tbh i feel like that you go on whatever you want on your weapon, durability, damage ? Crit ? Speed ? Spécial power ? Idk, or just slap full purple I guess lol
The wiki has a solid list. More or less corroborated across all other lists from YT, discord etc
For auto guns go for more stability so you don't shoot like a storm trooper
Rest. Go for whatever has the most green
It don't have purple and just want to mod using common.
Well do the same
If you too lazy to test on your own then happy cairak has already made a guide about it on youtube
For example, I know that Targeting Adjuster is good on snipers for PVP, but what about PVE?
Same for HCs, Pulses, Scouts, Heavys, etc.
Thanks :)
I see a lot of people recommending spec mods, which are generally good choices.
However, I've really fallen in love with Anti Barrier. I play a lot of Gambit and having armor piercing rounds on weapons is a literal game changer. But that's just me.
Quick Access Sling is cool on stuff like breech-loader GLs and bows. (Your clean-up HC pretty much has Quickdraw now, which allows you to pick a gun with another useful perk in place of Quickdraw)
Icarus Grip can be nice on shotguns, but I also like Freehand Grip sometimes.
Radar Tuner on PvP snipers can be a big help staying on top of your positioning.
I'm personally proud of the Freehand Grip I put on my favorite Bygones--it made my long-range gun cover mid to close ranges too. It's a beast.
It depends on each different weapon as well as what rolls it has.
backup mag and specs are always the go-to imo
In PvE I pretty much exclusively use Backup Mag and the Spec mods. Minor Spec for primaries, Major Spec for Specials, and Boss Spec for Heavies. Of course there are exceptions, but this is a good rule of thumb.
You'll want one of each (not equipped on a weapon) going into Shadowkeep, as they'll no longer be consumable. If you have them in your inventory going into next season, you'll get the mod to reuse as many times as you want. (16 unique weapon mods total)
Backup Mag (Banshee-44) [Increases magazine]
Boss Spec (Banshee-44) [Increases damage against bosses and vehicles] (7.5% increase)
Counterbalance Stock (Banshee-44) [Reduces recoil deviation for the weapon] (Adds +15 to Recoil Direction)
Dragonfly Spec (Ada-1) [Increases the radius and damage of Dragonfly]
Freehand Grip (Banshee-44) [Increases accuracy and ready speed while firing from the hip]
Icarus Grip (Banshee-44) [Improves accuracy while airborne]
Major Spec (Banshee-44) [Deals extra damage against powerful enemies] (7.5% increase)
Minor Spec (Banshee-44) [Deals extra damage against rank-and-file enemies] (7.5% increase)
Quick Access Sling (Ada-1) [Swap weapons much faster for a short duration after emptying the magazine]
Radar Booster (Ada-1) [Slightly increases the range at which radar detects enemies]
Radar Tuner (Banshee-44) [Radar immediately returns when you stop aiming down sights]
Rampage Spec (Ada-1) [Increases duration of Rampage]
Sprint Grip (Ada-1) [Temporarily increases the weapon's ready speed and aim down sights speed after sprinting]
Surrounded Spec (Ada-1) [Increases the damage granted by Surrounded. Bonus damage lingers for a brief time when no longer surrounded by three or more enemies]
Taken Spec (Last Wish Raid Chests) [Increased damage against Taken enemies] (10% increase)
Targeting Adjuster (Banshee-44) [This weapon gains better target acquisition]
EDIT: Added where to get mod the easiest and what they do.
EDIT2: Before a hundred people ask... It won't count if it's equipped on your weapon, and no we have no idea the ideal number you should have in your inventory (aka, should you break down all except one now for the mod components, or should you wait and do that in the next season and hope they don't all disappear on Oct 1st?). Anyway, we don't know. Hopefully /u/dmg04 will clarify.
EDIT3: Thanks /u/medleyoz for providing the link to this mods infographic: https://imgur.com/KMGXa9n
My assumption is that you can only apply the number of mods you have.
For example. If I have 1 taken spec mod I can only apply it to one weapon at a time. If I have 5 taken spec mods I can apply it to 5 weapons at a time. But I can pull it from the weapon and reapply it whenever I want.
I think I figured out what they meant by
> If your only copy of a mod is in a gun, you will have to reacquire it to unlock it
To have the "Mod 2.0" unlocked when Shadowkeep launches, it needs to be in your inventory, not on a gun.
But yes, just one copy, we can dismantle multiples.
there is no number of mods in 2.0, you have unlocked a mod for unlimited use or not.
I may just dismantle a couple of weapons to get the mods... Ada's mod system is wack.
I've been using a ton of mod components and weapon parts to horde Rampage Spec mods for new weapons in the DLC... This information would have been very useful "YESTERDAY!" lol
I don't think I've ever had a Taken Spec drop in all my Last Wish runs...
Never had an Armament mod drop from any raid or menagerie, but I've gotten several Taken Specs. Trade?
I know it's RNG. RNG can R-N-Go fuck itself.
I'll trade it for my Hive armament mod if I could
I’d like to get clarification if Taken Spec will be an apply-able mod in shadowkeep. Because I only have one and I would kinda hate to dismantle the crooked fang it’s on, but if it becomes universal I will.
Gotta scrap my cluster field prep rocket to get it back. Only ever had 1 drop and it reliably cheesed Riven for a good 40+ runs
Rest in piece Rocket Man
I still have my IKELOS hand canon with solar element in my vault!
If you use DIM you can also use is:weaponmod
as filter
I figure the mods that give 25% more ability damage are top tier, but what else have you found to be helpful? For reference, I am running Prestige Eater as a Hunter. Usually I run Wormhusk to make sure I don't die and switch to Nighthawk when DPS is needed.
Striking hand is always good
I currently have like 3 thousand kills on the ace of spades and i don't know what mods to use to make it better. Please help
I use a loader and targeting with taking charge and high energy fire. You could also at charge harvester and whatever the hand cannon charge mod is and then combine that with a rift or bubble or inertia override. I’m sure there’s more but that’s all I got off the dome
Can't go wrong with the standard weapon mods (Targeting, reload, ect..).
However, if you're looking more at the CWL mods.. That's a whole thing in itself. Are you playing PvP or PvE? How many of the combat mods do you have?
3k kills on Ace im guessing he is a PVP player
lucky pants
Source: https://www.bungie.net/7/en/News/Article/weapon_tuning_the_final_shape
Hey, Guardians, it's the Weapons Team here with the weapon balance update for The Final Shape.
There's a lot to go through, from a comprehensive PvE weapon damage pass to Exotics changes, varying from substantial reworks to minor tweaks. We are also tamping down some outliers with an eye toward the World First race for the upcoming raid. And maybe there's a hint in here about a returning fan-favorite weapon, too...
##Weapon Archetypes
Back in update 6.3.0, we rolled a set of Spec mods (Dragonfly, Surrounded, and Rampage) into the base functionality of those perks, and now we're coming for the rest of the Spec mods. We've increased base weapon damage almost universally (making exceptions for weapons that were already overperforming or that we buffed very recently) and have retired the following weapon mods:
We were already happy with the damage output of Exotic Primary weapons and Trace Rifles, so we only slightly reduced their damage bonus versus red bars. In most cases this means their damage output is roughly unchanged (since they receive the buffs below).
Included below are the matching damage changes by weapon archetype. Note that we made some exceptions for Exotic weapons that were already performing strongly and applied some buffs just to specific tiers of enemies. Except where noted, these changes are in PvE only. Also note that, because Exotic weapons can't equip mods, this gives them a larger relative buff than Legendaries, e.g., Riskrunner's maximum possible damage is increased 10% versus red bars, but Shayura's Wrath's is increased by 3% in effect because it can no longer slot a Minor Spec mod.
In addition to compensating for the removal of Spec mods, we've taken this opportunity to buff some weapon types that have languished in endgame PvE, most notably Pulse Rifles.
Increased base PvE damage versus all combatants.
Pulse Rifles: 20%
Pellet Shotguns: 10%
Slug Shotguns: 9%
Fusion Rifles: 7%
Sniper Rifles: 7%
Glaive projectiles: 7%
Linear Fusion Rifles: 5%
Increased damage versus Minors (red bars)—this stacks with the base PvE damage increase.
Sidearms, Trace Rifles, Scout Rifles, and Bows: 20%
Auto Rifles and Pulse Rifles: 15%
For Pulse Rifles, this is in addition to the above buff, and Graviton Lance and Revision Zero's Heavy Burst mode are included.
Submachine Guns: 10%
Hand Cannons: 5%
Increased damage versus Majors (orange bars).
Increased damage globally, including PvP.
Splash damage from add clear-Exotic Primary weapons was overperforming in The Final Shape when combined with the damage buffs listed above, so we've pulled it down slightly on a handful of weapons.
Reduced splash damage by 10%:
Several releases back, we gave Kinetic weapons a substantial damage bonus in PvE to account for it being harder to use them in subclass builds. In general, we're ok with leaving this in place until we have a better-defined role for Kinetic weapons, but the bonus damage versus Boss-tier combatants was making it hard for weapons of other damage types to compete.
Kinetic damage type weapons no longer deal bonus damage to bosses; damage to other combatant tiers is unchanged.
We've also made some quality-of-life changes to several weapon types.
Updated Heavy, Adaptive, and Aggressive Burst weapon intrinsic names to match burst count across all weapon archetypes. Functionality is unchanged.
2-burst: Heavy Burst
3-burst: Adaptive Burst
4-burst: Aggressive Burst
Removed the foundry name from the Veist Rapid-Fire, Häkke Precision, and Omolon Adaptive weapon intrinsics.
Scout Rifles
Hand Cannons
Some aggressive Hand Cannons struggle to compete with the stats of the top-tier examples [cough] Igneous Hammer [cough], so with Crimil's Dagger and Something New returning in The Final Shape, we updated their stats.
Crimil's Dagger (Iron Banner)
Something New (Solstice)
Low inventory Sniper Rifles were a little too low in PvE for our liking, so we've increased the minimum.
Linear Fusion Rifles
Adaptive Burst Linear Fusion Rifles are strong, but in some cases are quite hard to control.
Wave Frame Grenade Launchers deal competitive damage as of the Destiny 2: Into the Light update, but some stats on these didn't have a gameplay effect. In this pass, we're adjusting the blast radius.
The size of the wave is now affected by the blast radius stat. This will mostly impact the width of the wave, though the length and height will also be scaled.
Special ammo Wave – Frame Grenade Launchers overperform as add clear weapons in their current state, so we've pulled the length of the wave back a little.
Swords
Updated the Sword reticle to better indicate its charge state. When Sword energy is consumed, the amount of delay the Sword has before it begins to recharge now subtly appears in the reticle.
Bug fixes:
##Exotics
Divinity's ability to bypass combatant gameplay by generating a weak spot (called a "cage" internally) on command has too high an uptime as it stands, particularly with trigger feathering. We're not changing how effective the cage is or how feathering works, but we are increasing how long it takes to generate the cage, which will make it less ammo-efficient and less useful against targets that break aim frequently.
Rat King's firing animation makes the weapon hard to control at high rate of fire, so we've updated it.
Devil's Ruin could be made to apply its firing animation to other equipped Sidearms.
Symmetry needed a little attention, particularly its reload speed and handling, so we took this opportunity to increase those via the catalyst.
Gjallarhorn's Wolfpack Rounds always looked like Arc projectiles, regardless of the weapon's actual damage type.
Updated the visuals of Wolfpack Rounds to match the damage type of the weapon.For example:
Touch of Malice's burn from the Darkness Ball didn't last long enough to be useful in PvE.
Osteo Striga made it too easy to spread poison across a whole encounter from a couple of kills of weak combatants.
Necrochasm's add clear role wasn't as strong as we'd like, so we've buffed it and replaced the Outlaw perk on the catalyst with a new, custom perk that leans into this role.
Intrinsic perk now provides increased reload speed after precision kills.
Increased duration of burn applied by the Cursed Thrall explosion against combatants from 2 to 3.5 seconds.
Catalyst has been rebuilt.
While The Lament’s damage is roughly equivalent to other Swords, the healing on hit largely removes the intended downside of using a Sword for boss DPS, and the chained heavy attack was too strong.
Reduced healing effect by 20%.
While this weapon does inherit the 7% global buff to Swords, we've reduced the damage of the high end of the chained heavy attack by 20% from that point.
Dead Man's Tale's rapid-fire hipfire fantasy isn't landing as well as we'd like, so we've bumped up the rate of fire and added a bit of stability to Cranial Spike to make this easier to control. At the same time, its strength is skewed a little high on mouse and keyboard and a little low on controller, so we've tuned accuracy and magnetism (controller reticle friction) to address this.
Baseline:
With catalyst, iwhen hip-firing:
The Colony's fantasy of spawning self-replicating insectoid robots is something we've wanted to juice for a while now. This update allows The Colony to deal with waves of combatants in a unique way.
Truth has fallen far behind other Exotic Rocket Launchers, largely due to its lackluster damage, and we wanted to lean further into total rocket count.
The Queenbreaker's damage output is outpaced by Legendary Linear Fusion Rifles, so we've increased its damage and reserve ammo to compensate. We do see frequent requests to move Queenbreaker to the Energy slot, but given the number of Special ammo damage options in this slot, we have opted to push it further in the Heavy slot. We're working on some functionality changes to this weapon for a future update as well.
The power from Cerberus+1's focus fire perk from the Exotic catalyst was limited by it being always available. We've changed this to only being available following a kill, allowing us to increase its strength.
In a world where Bastion has competition for a Fusion Rifle in the kinetic slot, we felt that it was time to lean further into emulating Saint-14's combat style.
Eriana's Vow has fallen behind other anti-barrier Special weapons and, as a Solar weapon, has the opportunity for a subclass tie-in.
Deterministic Chaos didn't have a clear niche when it shipped, so we've redesigned it to be an anti-Champion and weakening powerhouse.
This weapon is now intrinsically anti-barrier.
The Heavy Metal and Vexadecimal perks have had their locations and behavior swapped.
The flexibility offered by The Fundamentals (on the Borealis, Hard Light, and Dead Messenger Exotic weapons) is useful, but most of the time there's no need to switch damage types rapidly, so it's irritating having the current damage type clear on death.
##Perks
Alacrity working in solo activities is intended, but it's too strong a perk to have 100% uptime in PvP.
Archer's Gambit has been brought down a bit so it can be used on Legendary weapons.
Grave Robber needed some extra love.
Chain Reaction is too strong on Special ammo weapons in its current form, so we've branched it between Heavy and Special ammo weapons and will be shipping it on new Special weapons in The Final Shape.
Eddy Current was a little too slow to activate and didn't provide a strong enough bonus, particularly when amplified.
Underdog was shelved a long time ago, but we wanted to swap it out for a more viable perk on weapons that still had it.
Osmosis and Permeability have some interesting build-crafting potential, but when all they do is change damage type, they don't have enough general utility. It's also irritating when the perk effect falls off when you don't actually put your weapon away.
The previous Chill Clip change hurt slow rate of fire weapons disproportionately and left Rapid-Fire Fusion Rifles as the clear best option, so we've branched the functionality to account for this.
Adjust the number of slow stacks applied based on properties of the weapon.
All other archetypes have been un-nerfed and only require 2 shots to freeze.
High Ground's functionality wasn't delivering on the concept strongly enough, so we've granted it better baseline functionality while retaining the fantasy.
The Killing Tally perk on the original 21% Delirium Machine Gun has been updated to match the version found on random-rolled weapons.
Perks that currently match your equipped subclass have been changed as follows:
Deconstruct had a variety of issues that cropped up when it started to appear on AoE weapons. It's been updated to address bugs and prevent exploiting ammo generation:
##The Future
Now that we’re largely happy with weapon damage in PvP, we’re going to move the PvP-specific tuning out of the game modes and into base weapon tuning in the future. This will give us the ability to fine-tune damage per weapon subfamily, e.g., on precision Hand Cannons instead of all Hand Cannons.
We also have some big systems changes we’re working on for a future release, including redesigns of the PvP and PvE ammo economies, introducing more player choice into weapon mods and more new weapon types.
And that's all we had for today. We hope these changes will help you better understand how your arsenal will fare once The Final Shape arrives on June 4 and that you can better prepare your loadouts for the new raid. Be on the lookout for another sandbox-focused article coming on May 22 about abilities and Exotic armor.
Swords are incredibly situational, being only useful for a few bosses. Additionally, bequest (a legendary) already out damages lament. This is totally unnecessary and out of touch IMO
Not happy with the nerf to Lament, hitting its healing just makes banner of war even more necessary for sword builds, and hitting its damage is unnecessary.
Also, if they're gonna hit the best exotic sword, can they buff the other exotic swords at least? Black Talon still needs a better ammo economy.
The rationale of “it’s basically the same as legendary swords except for the healing so we’re nerfing the one thing that makes it stand out from legendary options” doesn’t really land well either. What’s the point of an exotic if not to be stronger than legendary options?
I guess they want us to use the new slammer sword or falling guillitione. You can get 2 damage mods on a falling guillitione, so I'd bet the damage and effiicieny is better there.
Except bequest is better for DPS, so the point is moot anyways. There are only 2 raid bosses where swords are usable anyways, so I don't get it.
I think Destiny still struggles with this across a lot of the exotics. And as a rule of thumb most of the exotic primaries struggle to justify "wasting" an exotic slot. It's gotten better though. Thinking of Sunshot and the adjustments to Thorn that I wasn't here for.
More on Thorn, love this gun even more than I already did. Thorn + grips is just nasty.
These devs that do weapons tuning only see numbers. I can understand tuning a gun or a perk because it's fallen behind other options but to nerf an exotic like Lament is just moronic. It already has a somewhat lengthy quest to acquire, it should be one of the premier DPS options for high end content.
Rip adept weapons
So adept mag will be great for my Auto Loading/Bait and Switch Cataphract Adept? I never got Envious but this changes things!
when you get to 0 left do you lose it (like the OG mods used to work). I have 24 and am scared to use them. why, I don't know.
That's not a bad thing though, weapon mods are kind of pointless anyway
I used Tractor and bonk hammer before the nerf to throwing hammer. Before that I tried Nessa’s Oblation, Heritage and Tractor
So I have been playing this game for over 1300 hours now(definitely addicted) and I’ve spent time collecting 5++ versions of most of this games weapon arsenal and every skin variant (still looking for a gold plated crusher). However I have become paranoid about modding them since I cannot remove mods from the weapons anymore. I would like to hear y’all thoughts on what is the best pairing of mods on each weapon type in the game(excluding the chimera mods since you can only get one) so I can start using the weapons I have gathered without building them wrong. Plz help.
Vivisector seems insanely strong with adrenaline. You basically get guaranteed 50 health.
how do u get tier 5 mods?
You can combine two mods of one tier to make a higher tier one in crafting
Bro I CANNOT find a kneel! mod
You have to be at street cred 40+ and reload shops by skipping 24 hours to spawn it in. Also certain stores sell different rare mods so there’s a chance you could reload the wrong one. Just check each shop and reload time till you find it.
Hmmm, I knew the street cred part but didn’t know shops could have unique stock - shit, thank you!
I just put as many headhoppers as I can in my smart guns
maaan, wish u included melee and throwables.
I am so overwhelmed with these many mods in game, I cant figure out how many are for melee/throwables, to find perfect
Best weapon mods in Destiny 2: The Final Shape
Key Considerations for Weapon Mods in Destiny 2: The Final Shape
Playstyle Compatibility: Choose mods that complement your playstyle. For example, if you prefer aggressive gameplay, look for mods that enhance damage output or reload speed.
Activity Type: Consider the activities you engage in most (PvE vs. PvP). Certain mods may be more effective in raids or strikes, while others shine in Crucible matches.
Synergy with Weapons: Some mods work better with specific weapon types (e.g., hand cannons, shotguns). Ensure your mods enhance the strengths of your chosen weapons.
Elemental Affinity: Take advantage of elemental mods that align with your subclass and weapon type, as they can provide additional bonuses and effects.
Seasonal Changes: Stay updated on seasonal changes and meta shifts, as weapon mods can be adjusted for balance, impacting their effectiveness.
Recommended Weapon Mods:
Major Spec: Increases damage against powerful enemies, making it ideal for PvE activities like raids and Nightfalls.
Targeting Adjuster: Improves aim assist for precision weapons, enhancing your performance in PvP.
Rampage: Grants increased damage with each consecutive kill, perfect for aggressive playstyles in both PvE and PvP.
Swashbuckler: Similar to Rampage but rewards melee kills, making it great for close-range combat.
Quickdraw: Allows for faster weapon swapping, beneficial for fast-paced encounters.
Conclusion: Tailor your weapon mods to fit your preferred playstyle and the activities you participate in. Experiment with different combinations to find what works best for you, especially as the meta evolves with new updates.
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