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2

"Should I Buy It?" – Universal Remote & Other Exotics

Xûr is in the Tower with a handful of gear. What's worth your Strange Coins?

Item Class Subclass Type Cost
Universal Remote Any Any Shotgun
(Primary)
17
An Insurmountable Skullfort Titan Striker Helmet 13
Lucky Raspberry Hunter Bladedancer Chest 13
Apotheosis Veil Warlock Any Helmet 13

WEAPON

Universal RemoteShotgun (Primary)

As a primary-slot Shotgun, Universal Remote is a special snowflake in Destiny. It's one of only three primary-slot Special Weapons, along with No Land Beyond (Sniper) and the Vex Mythoclast (Fusion).

It's namesake talent Universal Remote "greatly increases" Range and precision damage while aiming. It doesn't shine in any particular stat, and qualifies as a moderate-Impact shotgun. Universal Remote excels at the furthest end of short range in PVP. Out of reach from other Shotguns, but just close enough to be effective.

SHOULD I BUY IT?

Yes, go for it! (Although it's a bit more of a luxury buy.) Ever since the +100% buff to Shotgun damage against non-Guardians, Universal Remote is great for fun & mayhem in PVE. Unfortunately, it's stats—and multiple Shotgun nerfs—have left Universal Remote a middling PVP choice for most Guardians. It can definitely serve you well, but it won't hold up for tough matches. Temper your expectations accordingly.

One great upside: you don't need Special Ammo! Only Shotgun not to suffer from PVP Special Ammo scarcity.

Universal Remote's greatest strength is, arguably, your ability to equip a Sniper Rifle while still covering short range easily. Snipe distant enemies (Sniper) or blast 'em close up (Universal Remote). Medium range? ...that's what tactical retreats and teammates are for! But really, the key to UR's value is that engage distance versatility.

ALTERNATIVES

Since Universal Remote is a primary slot Shotgun, there is no remotely-similar alternative.

Talents

  • Soft Ballistics: The only barrel that won't penalize UR's very low Range.
  • Crowd Control: Extra damage after kills? Great, we'll take it!
  • Hammer Forged: As tempting as Snapshot is, extra Range/accuracy is still a must.
    • Given how key aiming is for this weapon, test both and use what feels right.
  • Universal Remote: "Range and precision damage increases greatly while aiming down the sights."
    • It's not nearly as significant as you'd like, but it's noticeable.

On to the armor!

0

Xûr, Agent of the Nine Has Arrived (7/3 - 7/5)

Xûr, Agent of the Nine has made his weekly apperance with a new collection of Exotic armor, weapon and more. This article is part of a time-saving series posted each week with his inventory and galactic location. His wares are the same across all platforms!

Location

This week, Xûr is in the Tower Hangar on your immediate right.

Inventory

This is Lucky Raspberry's first appearance in 26 weeks!

Note: All three armor only start with 36 (of 42) Light.

Universal Remote
Shotgun (Primary)
17 Strange Coins -
An Insurmountable Skullfort
Titan Helmet
13 Strange Coins +131 DIS
Lucky Raspberry
Hunter Chest
13 Strange Coins +172 INT
Apotheosis Veil
Warlock Helmet
13 Strange Coins +130 DIS
Exotic Engram
Helmet Engram
23 Motes of Light -

Upgrades

Upgrades no longer appear at Xûr!

Additional Items

Exotic Shard 7 Strange Coins
Plasma Drive
Emerald Coil
Sparrow Upgrades
23 Strange Coins
(Each)
Auto Rifle Telemetry
Shotgun Telemetry
Machine Gun Telemetry
Telemetry 5-Packs

1 Strange Coin
(Per 5-Pack)

Heavy Ammo Synthesis
Synthesis 5-Pack
1 Strange Coin
(Per 5-Pack)
1 Mote of Light 2 Strange Coins

Active Time

The Agent of the Nine appeared on Friday July 3rd at 9:00am UTC, and will be gone (along with his gear) on Sunday July 5th at 9:00am UTC. This is Xûr's 43rd week of sales. We can't believe Lucky Raspberry finally returned!

3

News and a Nightfall – June 30th, 2015

This week's Nightfall is...Phogoth! (The Summoning Pits)

Modifier Effect
Epic Heavy enemy shields.
Solar Burn More Solar dmg. dealt & received.
Void Burn More Void dmg. dealt & received.
Juggler No ammo drops for active weapon.

Heroic this week is Omnigul: No Burn, Juggler (No Ammo Drops for Active Weapon)

Contents
> Nightfall Overview
> Latest News from Bungie

Nightfall Overview

Solar & Void Burn Phogoth, another new one! We've never had Solar before. The Void Burn is a concern, though. Acolytes typically deal Void, Phogoth deals Void, and the pre-Phogoth Shrieker does Void.

Don't Worry About: Thrall/Cursed, Knights, Acolytes (Weak HP)
Run Away From: Major Witches (Still Strong), Shrieker, Phogoth!

Phase 1: The Dark Below – In the first real fight at the bottom of the stairs, you're not yet in a Darkness Zone – you can die all you like. There's a Major Boomer Knight, a Major Witch, a handful of Acolytes, even a Melee Knight. Nothing tough.

Phase 2A: Wave 1 – Once Ghost is unlocking the way forward, retreat to the doorway. A swarm of Thrall appear. 2x Major Boomer Knights and 2x Boomer Knights are backing them up. Stay in the doorway, and dodge behind the wall if necessary. Should be fine.

Phase 2B: Wave 2 – A bunch of Acolytes spawn, a mix of regular and Majors. Most deal Void, some deal Arc. (While many Acolytes deal Void, they're a quick kill.) A whole assortment will then appear: 1x Major Witch, 1x Witch, 1x Major Melee Knight, 1x Melee Knight. Keep your distance and keep using the doorway, moving forward when it feels safer.

Phase 2C: Wave 3 – A few assorted Hive show up: a Major Boomer Knight (upstairs), a Boomer Acolyte, a Melee Knight, and plenty of Cursed Thrall (mostly upstairs). You might need to bait out the Cursed Thrall. There will also be 4x Major Witches. Even though it's not Arc Burn, beware the Witches. It's still a Nightfall, and they will burn you down respectably quick.

If you play it cautious, you'll need to run all the way back up the stairs. You can shoot from the previous room down the stairs. You'll need to keep baiting them into the hallway and eliminating them. It's a good idea if you're solo.

Phase 3A: Interlude – In this chamber, the only burn-specific threat is the Ogre (who is easy to kill). The Major Boomer Knight, Thrall and Cursed Thrall are easily managed.

Phase 4: Antechamber – The last line of defense before Phogoth. A Witch, Boomer Knight, and lots of Acolytes appear. (Again, the Acyolytes die very quick, so no real concern.) As you move forward, a ship will appear on the right. Normally it can & should be avoided (it has 1x Witch and some Acolytes). You'll need to contend with a final duo: 2x Major Boomer Knights in a tight corridor.

Phase 5: Phogoth, Party of 1 – For this fight, the absolute safest route is to (once again) stay in the initial doorway. Warning: a Shrieker will appear if you're in the doorway longer than ~10 seconds. Back out to the previous room, wait 'til it leaves, then carefully move up again. It deals Void, so be very careful and DO NOT kill it.

As you unleash Phogoth, you'll need to deal with things like Boomer Knights and Witches appearing in the doorway. Keep using those first rooms to your advantage. At this point, just patiently damage Phogoth while being VERY careful for his attack. It will tear through you in an instant. Respecting him & the Shrieker, you can end him in a respectable time.

...just don't kill the Shrieker.

This week's news below!

9

"Should I Buy It?" – Red Death & Other Exotics

Xûr just returned to the Tower with Red Death and new boots!
What's worth your Strange Coins?

Item Class Subclass Type Cost
Red Death Any Any Pulse Rifle 23
Peregrine Greaves Titan Striker Boots 13
Crest of Alpha Lupi Hunter Any Chest 13
Heart of the Praxic Fire Warlock Sunsinger Chest 13

WEAPON

Red DeathPulse Rifle

Red Death has returned after 4 months! We missed you.

High Impact, low ROF. 9-shot clip, possible 2-shots in PVP. If you're low on Recovery, Red Death's main feature is an absolute savior. Watch how quickly your health regenerates after kills. Combined with a faster reload, Red Death is all about keeping you in the fight to chase new blood.

SHOULD I BUY IT?

Yes, it's a smart buy. Ever since the +9.7% damage buff to Pulse Rifles in March, Red Death has been better than ever. Its Impact was reduced long ago and given a higher ROF; the recent damage buff has counteracted the Impact nerf – but it kept the ROF increase. It's a very solid weapon in PVP and is a great safety net in PVE. Let's remind ourselves of its main talent: full health regeneration after every kill. That's tough to beat in any situation.

Tip: Red Death has major utility in Crota's End. In the fight against Crota, your health doesn't regenerate due to the "Presence of Crota" debuff. This is especially problematic in Hard Mode since there's no Chalice of Light to recover health.

ALTERNATIVES

Note: All alternatives are higher Impact than Red Death.

Talents

  • Aggressive Ballistics – +Impact, +Stability, -Range. Good choice for medium-range PVP.
  • Unflinching – Better aim under fire. Underrated for winning fights through more precision shots – the extra 50% damage could make the difference.
  • High Caliber Rounds – While Unflinching keeps your aim cool, they'll be fighting to keep their aim steady. A great pairing to further push engagements in your favor.
  • Red Death – Namesake main feature. Each kill heals you and speeds up reloads. It's doesn't help you mid-fight, but it'll help you get to the next one ASAP without waiting behind cover.

On to the armor!

0

Xûr, Agent of the Nine Has Arrived (6/26 - 6/28)

Xûr, Agent of the Nine has made his weekly apperance with a new collection of Exotic armor, weapon and more. This article is part of a time-saving series posted each week with his inventory and galactic location. His wares are the same across all platforms!

Location

This week, Xûr is back at the Tower! He is in the Hall of Guardians near the Vanguard, downstairs & on the right.

Inventory

Note: Both Chest Armor only start with 36 (of 42) Light.

Red Death
Pulse Rifle
23 Strange Coins -
Peregrine Greaves
Titan Boots
13 Strange Coins +152 INT
Crest of Alpha Lupi
Hunter Chest
13 Strange Coins +158 STR
Heart of the Praxic Fire
Warlock Chest
13 Strange Coins +152 DIS
Exotic Engram
Helmet Engram
23 Motes of Light -

Upgrades

Upgrades no longer appear at Xûr!

Additional Items

Exotic Shard 7 Strange Coins
Plasma Drive
Emerald Coil
Sparrow Upgrades
23 Strange Coins
(Each)
Fusion Rifle Telemetry
Machine Gun Telemetry
Rocket Launcher Telemetry
Telemetry 5-Packs

1 Strange Coin
(Per 5-Pack)

Heavy Ammo Synthesis
Synthesis 5-Pack
1 Strange Coin
(Per 5-Pack)
1 Mote of Light 2 Strange Coins

Active Time

The Agent of the Nine appeared on Friday June 26th at 9:00am UTC, and will be gone (along with his gear) on Sunday June 28th at 9:00am UTC. This is Xûr's 42nd week of sales. The streak of new items continues!

3

Bungie Weekly Update – Upgrade Bundle, Class Items with Stats

This week's Bungie Weekly Update is in two parts.

As we mentioned in this week's News and a Nightfall, Bungie has been having a rough week promoting The Taken King. This debacle was followed-up with...a Taken King quest exclusive to Red Bull for 4 months? Bad timing. Frustrating enough on its own, but magnified after last week's events.

To placate the masses, Bungie took to the stage a little early this week. (Part 2 is now live.)

Bungie Weekly Update, Part 1

Official Post: Bungie Weekly Update – 06/24/2015
Here's what we're doing about the CE.

Highlights:

  • Luke Smith apologizes for his comments in the Eurogamer interview. It was a solid apology. Excerpt:
    • "Reading my interview with Eurogamer and imagining it came from some random developer of a game I love - that random developer looks like an Asshat. But that Asshat was me - and those words rightfully anger you. I'm sorry."
  • "We're actively working to make the digital content from the Collector's Edition available in a $20 upgrade bundle"
    • Consists of: (3) Class Specific Emotes, (3) Armor Shaders, and (3) Exotic Class Items with XP Bonuses
  • "...in The Taken King, we will be introducing new Class Items with stat attributes. These will provide players with another gear slot that can contribute to both your Guardian's look and build preferences."
  • If you have a lv. 30 Guardian, or you've got DLC #1 & 2, you're a VIP. You get "permanently-exclusive" Veteran gear.
    • Includes a black Shader, Sparrow, and Emblem. Pictured below! (We'll admit, these look great.)

Bungie Weekly Update, Part 2

Turns out Part 2 simply had the typical trappings of a Bungie Weekly Update. Minor Bungie.net changes, a few new FAQ pages from Bungie's DOC, and a touching video tribute to one of our lost Destiny comrades. See more in the full post.

5

News and a Nightfall – June 23rd, 2015

This week's Nightfall is...Valus Ta'aurc! (Cerberus Vae III)

Modifier Effect
Epic Heavy enemy shields.
Solar Burn More Solar dmg. dealt & received.
Arc Burn More Arc dmg. dealt & received.
Brawler Guardians deal 4x melee dmg.

Heroic this week is Taniks: No Burn, Angry (No Enemy Knockback)

Contents
> Nightfall Overview
> Bungie Interview Drama

Nightfall Overview

Solar and Arc Burn on Valus? This is a first. We had Arc once in Sept. 2014, but never Solar let alone both. Luckily, this is one of those Nightfalls that seems much harder than it actually is. Be a little cautious since everything deals Solar/Arc, but enjoy shredding Cabal from behind cover!

Reminder: Valus doesn't have as much HP as he once did! 1/3 less than before Patch 1.1.2.


Phase 1: Activate & Assault – Activate the terminal, follow the checkpoints, and casually chew through everything until you hit a Darkness Zone. That first large room, while usually skippable, is much easier to blast through instead of running.

Phase 2A: Lieutenant 1 – A small force of Void-shield Psions and a Major Centurion block your way. Beyond them lies the first Lieutenant, a Major Phalanx. Fast & easy, with Colossus rockets being the most dangerous part.

Reminder: Angry is not active, so you can knock back Lieutenants for easy precision shots.

Phase 2B: Lieutenants 2 + 3 – When Lieutenant 1 dies, a ship with reinforcements will arrive. Take cover from the ship. Assorted Cabal will appear with the next 2 Lieutenants. Just stay at a distance, use Solar/Arc, and you should break 'em quickly. The Cabal don't have much long-range damage, but again be wary of a Colossus or two and their rockets.

Phase 3: Tanks for Nothing – After the fight, a Tank will appear in the center of the canyon beyond. We highly recommend sniping from a distance while avoiding its massive blasts at all costs. Black Hammer is a perfect choice for shootings its thrusters. Ice Breaker is a close second. Very quick phase with Solar/Arc burn!

Phase 4: Out for a Rip – Hop on your Sparrow and skip past a whole bunch of Cabal outside. Once inside, you'll have a room you can skip...but it's not worth it. Everything you skip here is teleported to the next room. Expect assorted Cabal, more Void-shield Psions, and a Solar-shield Major Centurion. Quick room if you don't play it reckless.

Phase 5: "Valus Ta'arcburn" – After clearing out the 2 mobs (and anything left from the last room), Valus will spawn. He's immune to damage until the door behind him closes. A few times during the fight, lots of Cabal will spawn. Deal with them if they overcrowd you. Beware the Psions that spawn, since their Arc attack can (and will) catch you off-guard.

With Valus' nerfed health and two burns, you should be able to take Valus down very quickly. Even though he goes down quick, we recommend you find a safe spot when mobs start spawning. Note: Valus' rockets are absolutely, insanely lethal with Solar burn. If anything sets you back, it'll be those!

Looking for "cheese" spots? The far-right corner of the room is great; just drop down into a hole, jumping to shoot. There's another spot you can drop into, at the far-left corner of the room; it'll put you behind crates. (You can also jump onto the room's chandeliers, but it can be a tough jump for some classes.) There's also this spot [1:30] if you want to try your luck!

Latest community discussion below!

2

"Should I Buy It?" – Hard Light & Other Exotics

Xûr just returned to The Reef with two new Gauntlets!
What's worth your Strange Coins?

Item Class Subclass Type Cost
Hard Light Any Any Auto Rifle 23
ACD/0 Feedback Fence Titan Any Gaunltets 13
Khepri's Sting Hunter Any Gauntlets 13
Starfire Protocol Warlock Sunsinger Chest 13

WEAPON

Hard LightAuto Rifle

Welcome back, Hard Light! Feels like we just saw you. Hard Light is a medium-Impact Auto Rifle with average Range (28) but great Stability (60). Hard Light's main feature is ammunition which penetrates targets and ricochets. (It's a bit like Armor Piercing Rounds + Skip Rounds.) To further push its solid Stability, Hard Light offers Fitted Stock and several good barrels.

SHOULD I BUY IT?

If you're fairly new to Destiny, or can't really spare the coins...then No, it's certainly not a must-own.

But if you earn 27+ Strange Coins each week: don't stop yourself! Hard Light can be an amusing weapon to use. Is it any good? Not especially. Even with high Stability, it has an inescapable "shake" when firing. You also won't find the overpenetration / ricochet shots as useful as you'd like. Putting aside the regular nerfs to Auto Rifles, the fun-factor alone does make it worth the coins – and you never know what'll be buffed next.

Besides, isn't Hard Light the quintessential Destiny weapon? It basically shoots balls of light!*

*"superheated polymer rounds", AKA magic

ALTERNATIVES

Talents

  • Aggressive Ballistics – +Impact, +Stability, -Range. Good for close-range PVP.
  • Glass Half Full – Bottom half of magazine deals extra damage. Helps in a pinch.
    • Reaches up to +6% damage on final shot(s) of clip.
  • Fitted Stock – Increased Stability. Makes Hard Light usable beyond short range.
  • Volatile Light – Shots penetrate & richochet. Makes a mess of hallways! (Low utility overall.)

On to this week's all-important Armor!

0

Xûr, Agent of the Nine Has Arrived (6/19 - 6/21)

Xûr, Agent of the Nine has made his weekly apperance with a new collection of Exotic armor, weapon and more. This article is part of a time-saving series posted each week with his inventory and galactic location. His wares are the same across all platforms!

Location

This week, Xûr is back at the Vestian Outpost in The Reef. He's in the room on the far right. (When you spawn, run down the right stairs, take a right, then turn left into the room.)

Inventory

Note: Starfire Protocol only starts with 36 (of 42) Light.

Hard Light
Auto Rifle
23 Strange Coins -
ACD/0 Feedback Fence
Titan Gauntlets
13 Strange Coins +66 INT
+46 STR
Khepri's Sting
Hunter Gauntlets
13 Strange Coins +96 STR
Starfire Protocol
Warlock Chest
13 Strange Coins +130 INT
Exotic Engram
Body Armor Engram
23 Motes of Light -

Upgrades

Upgrades no longer appear at Xûr!

Additional Items

Exotic Shard 7 Strange Coins
Plasma Drive
Emerald Coil
Sparrow Upgrades
23 Strange Coins
(Each)
Pulse Rifle Telemetry
Hand Cannon Telemetry
Machine Gun Telemetry
Telemetry 5-Packs

1 Strange Coin
(Per 5-Pack)

Heavy Ammo Synthesis
Synthesis 5-Pack
1 Strange Coin
(Per 5-Pack)
1 Mote of Light 2 Strange Coins

Active Time

The Agent of the Nine appeared on Friday June 19th at 9:00am UTC, and will be gone (along with his gear) on Sunday June 21st at 9:00am UTC. This is Xûr's 41st week of sales. Two new items in one week! Been a long time since we could say that.

3

News and a Nightfall – E3 Edition!

Bungie's E3 reveal was last night! It was glorious, so let's talk about it.

This week's News and a Nightfall will be different. We'll very quickly cover the Nightfall and jump straight into news!

Nightfall: Omnigul, The Will of Crota
Modifiers: Void Burn, Angry (No Knockback), Epic (Heavy Shields),
Juggler (No Ammo Drops for Active Weapon)

NF Threats: An easy Nightfall this week! The only Void threat is the Major Ogre that spawns after you force Omnigul to teleport up the hill. He can (and will) shred you from a distance. Beyond that, it's a standard run through Omnigul!

Heroic: Nexus, with modifier Grounded (much more dmg. taken mid-air).

The Taken King - Trailer!

Destiny's third DLC is 3 months away! Coming September 15th. The trailer's here today.

Three New Subclasses!

As we've long expected – and leaks confirmed – three new subclasses are coming in The Taken King! Bungie's glorious class pages (and main DLC page) are not to be missed, but we'll do a quick run-down:

Nightstalker - Void Hunter

"Draw from the Void. Light the way." - All Hunters master the frontier, but none claim territory quite like a Nightstalker. Shadowshot binding may seem more merciful than gun or blade... until the feeding frenzy begins.

  • Super: Shadowshot - Tether a large group of foes to a Void Anchor, slowing and suppressing them for your Fireteam.
  • Voidwall Grenade - Grenade explosion creates a horizontal wall of burning Void Light.
  • Smoke - Throw Smoke to slow and disorient those within its cloud.
  • Shadestep - Gain an evade to avoid damage.

Analysis: A Hunter with great control of the battlefield. Slow, suppress, wall-off, and disorient. Evasive abilities could be used for pure defense, or flashy escapes after a strong offensive strike. Shadowshot seems potent for setting up combos with Fist of Havoc or Nova Bomb. Voidwall Grenade is something we've always wanted. Lots of potential uses. Smoke could be much like a Witch's poison cloud in PVE; if you actually throw Smoke (and not just at your feet), that makes it even better. Shadestep could be something like very brief invincibility on melee, like a strong (but quick) version of the Bladedancer's Escape Artist perk for Blink Strike.

Stormcaller - Arc Warlock

"Harmony within, hurricane without." - Stormcallers directly manipulate Arc energy, focusing body and mind to channel and chain the lightning. Their enemies are given fair warning— flee from battle, or face the storm.

  • Super: Stormtrance - Chain Arc Lightning from your hands.
  • Storm Grenade - This grenade calls down a localized lightning storm.
  • Thunderstrike - Deliver an electrocuting melee strike at extended range.
  • Perpetual Charge - Getting a grenade kill recharges your melee. Getting a melee kill recharges your grenade.

Analysis: An Offensive Warlock. Stormtrance speaks for itself; it'll be interested to see how quickly it shreds through fellow Guardians. Storm Grenade may act like a Proximity Arcbolt Grenade. Thunderstrike is interesting because Warlock melees are already long-range. Perpetual Charge will likely have a cooldown (~10s), but sounds exceptionally useful. Makes Voidwalkers' Energy Drain seem less potent; hopefully that receives a small buff.

Sunbreaker - Solar Titan

"Forge the fury of undying suns." - Incendiary siege engines of war, Sunbreaker Titans hammer and shatter their enemy's ranks from afar, raining cleansing fire down upon fortified defensive positions.

  • Super: Hammer of Sol - Summon a flaming hammer and wreak destruction down upon your enemies.
  • Thermite Grenade - Grenade explosion sends a line of fire toward your target.
  • Sunstrike - Ignite your enemies with a heavy solar strike.
  • Fire Keeper - Hammer of Sol lasts longer and you gain an overshield while standing near a Sunspot.

Analysis: An Offensive Titan with damage-over-time. Hammer of Sol will feel like wielding a sword. Thermite Grenade could function much like a Bladedancer's Razor's Edge talent. Sunstrike...sounds a lot like Sunsinger's Scorch; we're not sure how it might differ. Fire Keeper is compelling because...can Sunbreakers generate "sunspots"? Are they a PVE-only thing? Bungie's reveal created more questions than it answered.


Destiny Hot Fix – 06/15/2015

Amid the chaos of E3, Bungie pushed a minor hotfix. Here's the whole thing!

1.2.0.3 - The one about Skolas

Perks

  • 'Ashes to Assets' and 'Quintessence Transfer' can now no longer be stacked
    • (they now have cool-downs that can only be used every 10 seconds)

Prison of Elders

  • Fixed a bug where players cannot pick up a quest from Variks to continue the Elder Cipher chain
  • Adjusted difficulty of Level 35 Skolas Challenge Mode
    • Burn Skulls are now replaced by non-elemental skulls
    • Skolas' health reduced (from 27000 to 15000) to compensate for lack of burn skulls
    • Reinforcement spawns are now based on Skolas' health instead of a timer

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