*** The Official Destiny Thread (now includes 2.0 and TTK) ***

You don't need to be, in the same way you don't need to be 30 for the hard mode raid. It helps however. you take a 32% damage reduction on enemies one level above you, 42% for 2 levels and 52" for enemies 3 levels above you. 100 % (ie immune) for enemies 4 levels above you. Assuming you may get enemies higher than 30 in the raid, I wouldn't want to be doing it any less than 29.
 
If the Crota's End armour gets you to 32, I'm sure you'll only need one to drop to get your 29 up to 30. Shouldn't be a big chore.

Main thing is going to be maxed solar/arc weapons. Not even done hard VoG yet, but the main thing the painful raids have in common is people not having their weapons topped out.
 
Main thing is going to be maxed solar/arc weapons. Not even done hard VoG yet, but the main thing the painful raids have in common is people not having their weapons topped out.
Yeah agreed, people think level 30 is all important but having fresh legendary weapons also brings with it a 16-17% disadvantage in damage output. Ultimately being level 30 requires luck, having maxed out weapons doesnt...

ps3ud0 :cool:
 
I am almost ready for the new DLC, I just need RNG to give me a break and drop VoC in the Raid.

I have a maxed Icebreaker / Steel Oracle (solar RL) / nearly maxed P&T / Plan C + maxed legendary snipers of all elements. I am also in the process of maxing Swarms of all elements (Arc done, solar nearly done and Void getting there).
 
While I do use other guns when I fancy a change, all I use in the VoG raid is Unwilling soul, Icbreaker, raid void lmg (can't remember the name) all maxxed. I am not sue whether the maxxed weapons or the fact done it so many times that it seems to much easier now than it was.

I am hoping as VoG only requires void that Crota's end is going to only require solar as I don't have any decent arc damage weapons. If so then maxxed VoC, Icebreaker and rare lmg should be handy :)

Just need some luck on the raids this week to hit 30 before the DLC.
 
Knights have arc shields, reckon you need to save some marks for the shop light/beware ;)
Knights only have shields when the epic modifier is active, and that's only during Nightfalls. We should only be dealing with solar shields.

Either way, I'm set....

Solar: VoC, Icebreaker, Gjallarhorn/Hezen Vengeance
Arc: Fatebringer, Patience and Time, Deviant mavity
Void: Atheon's Epilogue, Praedyth's Revenge, Truth

All are maxed out. Bring it on! :D
 
Knights only have shields when the epic modifier is active, and that's only during Nightfalls. We should only be dealing with solar shields.

Whilst true we also don't know what "new" enemies we might face in the new raid. We might have an arc shielded knight acting as a proxy to the Templar. Heck we might even see void shielded Orgres... :eek:

*runs*
 
It would certainly up the difficulty and teamwork required if you had to deal with two different shield types in a fight. VoG everyone just needs *something* that does void and anyone can take care of it. If you have to having fireteam sub-groups with two diff damage types.....could get pretty interesting.
 
Yea I actually like that idea and hope it's something they've thought of.

Also hoping for some new enemies of some description, both in the Raid and in the normal strike and quests.
 
Yeah agreed, people think level 30 is all important but having fresh legendary weapons also brings with it a 16-17% disadvantage in damage output. Ultimately being level 30 requires luck, having maxed out weapons doesnt...

ps3ud0 :cool:

thing is, the best legendary weapons require the same "luck".

To my mind, there are few legendaries that can keep up with Vision of Confluence or Fatebringer for sheer damage output. Fatebringer is excellent at this, as the stats don't show you much damage the precision kills do as thralls explode around you taking each other out in the massive explosions (assuming you can string together the precision kills)
 
http://www.bungie.net/7_Destiny-Update---12012014/en/News/News?aid=12433

Patch is up!

1.1 : The one about Exotics. And the Raid!

Today's patch includes the long-awaited arrival of Exotics weapon buffs, additional acquisition paths for destination upgrade materials, along with additional changes to exotic gear node upgrading in preparation for the soon-to-be-released expansion, The Dark Below. We're also correcting issues induced by our more recent update to the Raid.

Weapons

Exotics
Exotic Weapons are designed to look, feel, and sound overpowered. At the same time, they are not supposed to break the balance of the game. We hope these weapons challenge the way players think about their loadouts. Exotics will be a constant work in-progress!

General

In preparation for the Dark Below, Exotic Armor and Weapons no longer require Ascendant Materials to upgrade
The final upgrade node of all Exotic Gear will require an Exotic Shard
Exotic Shards can be obtained by one of the following means:
Dismantling unwanted Exotics
Purchased from Xur for 7 Strange Coins
Exotics now start at a higher base Attack value and have a narrowed upgrade range to compensate

Thorn

Projectiles now briefly highlight targets on impact
Mark of the Devourer DoT (damage-over-time) upgrade increased against PvE enemy targets
Reload Speed increased
Magazine Size increased
Ammo inventory size increased
Stability and Weapon Handling increased

Bad Juju

Magazine Size increased to 8 bursts (was 5)
Ammo inventory size increased
String of Curses now also decreases the cooldown of your Super on kill
Adjusted effects to not block first person reticle

Hard Light

Stability increased
Perfect Balance upgrade replaced by Fitted Stock (increases maximum possible weapon Stability)

Suros Regime

Lowered total damage at the end of the mag on SUROS Regime upgrade to be more in line with the Glass Half Full perk on Legendary Auto Rifles

Monte Carlo

Stability increased
Range slightly decreased
Monte Carlo Method upgrade now also has a chance to fully charge melee ability on kill

MIDA Multi-Tool

MIDA rounds now have increased knockback against targets in both PvE and PvP

Hawkmoon

Send It upgrade (which was redundant) replaced by Speed Reload

Red Death

Rate of Fire increased slightly, but Burst Damage reduced to compensate

Plan C

Weapon Handling speed increased
Player Speed increased while Plan C is in hand

Pocket Infinity

Speed Reload upgrade replaced by Extended Clip which allows the option to increase magazine size (5 bursts)

Vex Mythoclast

Attack Power increased to 323 (from 300)
Base Damage increased, fixing bug we introduced in previous patch
Enhanced Battery upgrade by Extended Mag (this change still allows for a significant upgrade to Magazine Size, but less than before)

Invective

Reload Speed increased significantly, auto fires slightly slower

Ice Breaker

Send It upgrade replaced by Lightweight (which was redundant as Icebreaker already had maximum range)
New effects for enemies killed by Ice Breaker upgrade

Patience and Time

Snapshot upgrade replaced by Custom Optics (provides a lower zoom option)

Super Good Advice

Stability increased

Truth

Magazine Size increased to 3 (was 1)

Activities

Raid

Fixed an issue we introduced in a previous patch, in which Atheon did not correctly send 3 players through the time gates
Fixed an exploit where the Templar could be forced off its platform

Daily Heroic Story

Destination Materials now drop from completing the Daily Heroic

Bounties

Removed the ‘Relic Hunter’ Bounty
Destination Materials now drop from completing the Daily Patrol Bounty


Vendors

Reduced Cryptarch reputation gain from Engrams, but reputation reward packages now have an increased chance for Legendary Engrams
Players will now be able to use Vanguard Marks and Crucible Marks to purchase Spinmetal, Relic Iron, Spirit Bloom, and Helium Filaments from the Vanguard and Crucible Quartermasters in the Tower
Xur now sells a new material, Exotic Shards, to upgrade the final node of Exotics for 7 Strange Coins
Faction Class Items (ex: FWC Cloak, Dead Orbit Mark, etc.) are now replaced by Faction Emblems in the rank-up reward packages from Faction Vendors


Technical

Networking fixes, which should reduce the instance of the Bee family of KTOs
Fixed an issue in which using Xbox One party chat induced a slower frame rate
TLDR:
All Exotics dont need to use shards/energies now. Exotic armour needs an Exotic Shard to fully upgrade
Exotic weapons buffed/nerfed
Atheon teleport bugs fixed but Templar cheese has been removed.
Marks can be used to buy materials!

ps3ud0 :cool:
 
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Hmmm some good and bad in that patch. Good they buffed some weapons especially the mythoclast, fixed Atheon bugs and marks can be used for materials. Bad they havent nerfed some of the hand cannons in pvp, not sure I like the change to exotic upgrades and no more bonus chest in the raid now :(
 
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