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Bungie's Dreadnaught Reveal: Full Recap of Week 3

Bungie's final reveal of The Taken King was today at 2PM Eastern!
You can find this week's summary right here.

Warning: If you want to go into Taken King blind, read no further!

> King's Fall - Raid Begins 9/18
> New - Exotic Sword!
> Hall of Souls - How It Works
> Runes
> Hall of Souls - Boss Mechanics

Today's presenters:

  • Designer Ben Wommack
  • Scarab Lord Luke Smith
  • Cool Table Ambassador Laced Up Lauren

Topic: The Dreadnaught, TTK's major new location for Patrols & raiding.

Full Topic: "What mysteries lie in wait within the cavernous hull of the Dreadnaught? How can Guardians plunder the treasures secreted away in its hideous labyrinth? Come along with us on a Patrol of the newest destination in your Director. Learn how Guardians can instigate Public Events. Behold the challenges and the rewards that await you on board the capital ship commanded by Oryx."

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News and a Nightfall – Sept. 1st, 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
> Latest News from Bungie
> Week 3 Reveal
> Bungie Tweets about TTK!

Nightfall Overview

Solar and Arc! Fortunately, this is a Nightfall that generally seems much harder than it actually is. Be a little cautious since everything deals either Solar/Arc, but enjoy shredding Cabal from behind cover!


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 still a perfect choice for shooting 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 ground 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 Destiny news below!

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"Should I Buy It?" – Plan C & Other Exotics

Xûr is in the Tower offering new gear. What's worth your Strange Coins?

Note: Save your coins! Possible shortage incoming. (See this post for more.)

Item Class Subclass Type Cost
Plan C Any Any Fusion Rifle 17
Peregrine Greaves Titan Striker Boots 13
Crest of Alpha Lupi Hunter Any Chest 13
Apotheosis Veil Warlock Any Helmet 13

WEAPON

Plan CFusion Rifle

Plan C is a well-balanced Fusion Rifle with a good core of talents. Hip Fire is a welcome Tier 1, and the great selection at Tier 2 – Accelerated Coils, Hammer Forged, and Perfect Balance – means there's something for everyone. There's also the namesake Plan C talent, which could truly save your life (and end theirs) in a pinch. Among its peers, only the Reload Speed (100) stat stands out. To its credit, it also features very good Range (50) (i.e., projectile speed for Fusion Rifles).

SHOULD I BUY IT?

Low on Strange Coins or planning to save 'em? Don't sweat it, Plan C doesn't blast away the Fusion Rifle competition. Plan C only shines for Guardians who have a very tough time using their radar. Otherwise, you should have plenty of time to switch for nearby targets. In general, we typically don't recommend using your Exotic slot for Plan C.

Have plenty of coins, though? Not worried about the Strange Coin changes? Plan C does offer a great safety net that enables versatile run-and-gun style gameplay. Pair it with a Primary featuring Quickdraw and you can handle anything on-the-fly. With Accelerated Coils, the swap & shoot speed is insanely fast. For gametypes without radar, Plan C is great because you always need to adapt quickly. It definitely has its moments, but it's only worth buying if you're carefree with your coins.

ALTERNATIVES

The Fusion Rifles that'll feel closest to Plan C are the ones with the quickest Charge Rate.

Tip: When possible, you may want to reforge to try for Accelerated Coils.

Talents

  • Field Choke: We'd rather deal with low Stability than lose Range.
  • Hip Fire: Bonus accuracy firing from the hip. Even better than usual on this weapon.
  • Accelerated Coils: We like reduced Charge Time to further push Plan C's advantage.
  • Plan C: Equip / Charge times reduced after weapon swap. Never plan more than 2 seconds into the future again!

On to the armor!

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Xûr, Agent of the Nine Has Arrived (8/28 - 8/30)

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, directly to the right.

Inventory

Important news about Strange Coins! Bungie is removing the Weekly Heroic from Destiny in The Taken King. That means intentional Strange Coin acquisition will plummet. We recommend saving every coin possible – just in case.

Tweet #1: "In Destiny TTK, Strange Coins are not going away even though the Weekly source is gone. Coins will still appear in a variety of activities."

Tweet #2: "Strange Coins Part Deux: to offset the Weekly going away, they will drop more frequently (from non-Weekly sources). Xur still likes 'em."

Plan C
Fusion Rifle
17 Strange Coins -
Peregrine Greaves
Titan Boots
13 Strange Coins +140 INT
Crest of Alpha Lupi
Hunter Chest
13 Strange Coins +140 STR
Apotheosis Veil
Warlock Helmet
13 Strange Coins +103 DIS
Exotic Engram
Gauntlet Engram
23 Motes of Light -

Additional Items

Exotic Shard 7 Strange Coins
Plasma Drive
Emerald Coil
Sparrow Upgrades
23 Strange Coins
(Each)
Auto Rifle Telemetry
Pulse Rifle Telemetry
Scout Rifle 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 August 28th at 9:00am UTC, and will be gone (along with his gear) on Sunday August 30th at 9:00am UTC. This is Xûr's 51st week of sales. Read the Strange Coin news at the top, fool!

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Bungie's TTK Strike Reveal: Full Recap of Week 2

Bungie's second reveal of The Taken King was today at 2PM Eastern!
You can find this week's summary right here.

(Here's the Twitch broadcast and YouTube archive.)

> Strike: Shield Brothers
> Artifacts + New Heavy Weapon!
> Titan SC: Sunbreaker
> Hunter SC: Nightstalker
> Warlock SC: Stormcaller

Today's presenters:

  • Design Lead James Tsai
  • Sandbox Designer Claude Jerome
  • Fruit Nation Ambassador Mr. Fruit
  • and DeeJ & Cozmo!

Topic: One of the new strikes, and a look at the new subclasses!

Full Topic: "What's it like to infiltrate the Dreadnaught? What surprises do the Taken have for us in combat? How are boss battles different in The Taken King? Join us for a new Strike against a rival Cabal invasion force. See the new Guardian sub-classes in action. Witness the action that will begin Year Two."

See the complete recap below/inside!

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News and a Nightfall – Aug. 25th, 2015

This week's News and a Nightfall is different. Since the Nightfall is simple, we'll cover it quick and jump into this week's 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. It can (and will) shred you from a distance. Beyond that, it's a standard Strike through Omnigul!

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

Note: The recent Bungie Weekly Update had no major news.


Strike the Dreadnaught - Tomorrow!

Topic: A Strike and the New Subclasses of TTK
Time: 11AM Pacific; 2PM Eastern
Location: Twitch

Hosts: Design Lead James Tsai, and Fruit Nation Ambassador Mr. Fruit

Description: "What's it like to infiltrate the Dreadnaught? What surprises do the Taken have for us in combat? How are boss battles different in The Taken King? Join us for a new Strike against a rival Cabal invasion force. See the new Guardian sub-classes in action. Witness the action that will begin Year Two."

Did you catch last week's stream? If not, we've got a comprehensive recap. Bungie also posted the full 55-minute stream on their YouTube channel – if you've got the patience & time.


Pictures of New Exotics!

Today, Xûr revealed SIX* new, Year 2 Exotics on Instagram! We've included them below:


Empyrean Bellicose
(Titan Helmet)

The Chaperone
(Shotgun)

Alchemist's Raiment
(Warlock Chest)

Telesto
(Fusion Rifle)

Sealed Ahamkara Grasps
(Hunter Gauntlets)

Sleeper Simulant
(Heavy Fusion Rifle)
  • Empyrean Bellicose (Titan Helmet): "Titans: fly like the shadows with the Empyrean Bellicose. Aiming your weapons while in the air will hold you in place for a short time. Orbs collected when your Super is full will recharge your melee ability."
    • Seems to work exactly like Sunsingers' Angel of Light.
    • Recharging your melee with Orbs when your Super is full is a new type of perk.
  • The Chaperone (Shotgun): "The Chaperone Exotic shotgun fires a single slug shot and grants an Agility boost when equipped. Your precision kills will grant a brief increase to Handling, Range, Rate of Fire, and Stability."
    • The Agility boost when equipped simply sounds like the Lightweight perk (+2 Agility).
    • Four improved stats on Precision Kills? Slug shotgun? This could become a PVP favorite.
  • Alchemist's Raiment (Warlock Chest): "Reshape the world and turn iron to gold with the Alchemist's Raiment. Collecting Primary Ammo will give you a chance to gain glimmer. Orbs collected when your Super is full recharge your grenades and melee."
    • Primary ammo pick-ups can give Glimmer? Wha-? That's new! A perk with no effect on combat.
  • Telesto (Fusion Rifle): "A vestige of the Queen's Harbringers. This Fusion Rifle will attach projectiles to your foes and detonate with a delayed Void blast. Multikills with this weapon will drop Orbs for your allies."
    • ...wait, is this basically a Needler from Halo?! YES PLEASE
    • Multikills drop Orbs? That could mean crazy Orb generation, depending on how carefully it's tuned.
  • Sealed Ahamkara Grasps (Hunter Gauntlets): "Hunters: these Sealed Ahamkara Grasps are filled with Nightmare Fuel. They will provide you with an additional melee charge and your melee damage will have a chance to reload your Primary Weapon."
    • Underwhelming, but the real question: will it stack with Gunslingers' Gambler's Dagger for x3 Knives?
  • Sleeper Simulant (Heavy Fusion Rifle): "A Fusion Rifle equipped in your Heavy Weapon slot. This weapon's laser tears through enemies and ricochets on hard surfaces. "
    • New Heavy Type! This is the one Game Informer broke down earlier this month.
    • Pierces enemies & bounces off walls. Hopefully it retains high damage at-range & after hitting targets.

*Technically Sleeper Simulant has been revealed before, but hey, we're gonna count it!

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"Should I Buy It?" – Thunderlord & Other Exotics

Xûr just arrived in the Tower with the second sale of Thunderlord!
What's worth your Strange Coins?

Item Class Subclass Type Cost
Thunderlord Any Any Machine Gun 17
Eternal Warrior Titan Striker Helmet 13
Mask of the Third Man Hunter Bladedancer Helmet 13
Starfire Protocol Warlock Sunsinger Chest 13

WEAPON

ThunderlordMachine Gun

Gjallarhorn is tough to follow, but Thunderlord does the trick! Thunderlord is a high-Impact Machine Gun with good Stability (41), good Range (32), and an overall great balance of stats. Thunderlord's main feature is faster & more accurate shots the longer you fire. It even has a hidden talent: occasional AOE Arc-damage blasts on a kill.

As mentioned above, it's primarily known for being so well-balanced – unusual for a Machine Gun with such high Impact. Thunderlord boasts a very respectable 38-round clip and has a few notable talents (Field Scout, Perfect Balance). Ultimately, the perks are just icing.

SHOULD I BUY IT?

Yes, we would! While it's not a critical weapon to own (i.e., Ice Breaker), it's not sold very often and feels great to use.

When is Thunderlord worth equipping? In PVE, Thunderlord is very popular for Arc Burn Nightfalls & Heroics (with good reason!) With a 60-round clip (Field Scout) then switching to Perfect Balance, you've got a highly-accurate, Arc burn boss-killer. (Moments like this come to mind.)

For PVP, it's a divisive topic. You can't spend the ammo to trigger its Exotic perk, so you're left with a well-balanced, high Impact Machine Gun. Good in its own right, but can easily be substituted by Deviant Gravity-A if you have another Exotic in mind.

But finally, let's be honest: its best selling point is that it looks impressive and has an amazing, distinct ping!ping!ping! sound. You always take notice when a Thunderlord is being fired nearby. It's the sound of Guardians getting things done and doing it in sky-cracking style.

ALTERNATIVES

Talents

  • Accurized Ballistics – +Range, +Impact, -Stability. Least detrimental barrel.
  • Feeding Frenzy – Kills increase reload speed. Decent, but it already reloads well.
  • Perfect Balance – Increased Stability. Definitely a must to make your shots count.
    • Tip: Equip Field Scout, reload, then switch back to Perfect Balance. 60 accurate shots!
  • Lightning Rounds – Fires faster & more accurately the longer you shoot. Awesome effect!...but it triggers slowly, so it's only noticeable with the 60-shot clip of Field Scout. That's why we'd recommend the tip above! 60 shots with Perfect Balance and Lightning Rounds is a room shredder.

On to the Armor!

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Xûr, Agent of the Nine Has Arrived (8/21 - 8/23)

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 Hall of Guardians, to the right of the Vanguard.

Inventory

Thunderlord
Heavy Machine Gun
17 Strange Coins -
Eternal Warrior
Titan Helmet
13 Strange Coins +72 INT
+57 DIS
Mask of the Third Man
Hunter Helmet
13 Strange Coins +97 INT
Starfire Protocol
Warlock Chest
13 Strange Coins +123 INT
Exotic Engram
Body Armor Engram
23 Motes of Light -

Additional Items

Exotic Shard 7 Strange Coins
Plasma Drive
Emerald Coil
Sparrow Upgrades
23 Strange Coins
(Each)
Auto Rifle Telemetry
Pulse Rifle 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 August 21st at 9:00am UTC, and will be gone (along with his gear) on Sunday August 21st at 9:00am UTC. This is Xûr's 50th week of sales. 5-0! The theme for a 50th anniversary is "Thunder", right?

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Bungie's Year 2 Reveal: Full Recap of Week 1

Bungie's reveal of Destiny's Year 2 was today at 2PM Eastern!
You can find our summary right here.

> Leveling
> Ghost Shells
> Quests & Bounties
> Factions
> Emblems, Shaders, and Ships
> Legendary Marks
> Exotic Blueprints
> Gunsmith
> "Infuse"
> Quality of Life Changes

Today's presenters:

  • Executive Producer Mark Noseworthy
  • Senior Design Lead Tyson Green
  • Community Questions sourced live by Cozmo

Topic: "How will your own personal highlights from the first year of Destiny translate to the second? What will your Guardian's lifestyle be like in the new and improved Tower? How will your Guardian become a more powerful snowflake over the course of your next journey? Is it true that Character Level and Light will rise in exciting new ways? All will be revealed and explained. (Pro-Tip: Don’t dismantle anything until the full developer briefing.)"

See the complete recap below/inside!

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News and a Nightfall – Aug. 18th, 2015

This week's Nightfall is...Taniks, the Scarred!

Modifier Effect
Epic Heavy enemy shields.
Void Burn More Void dmg. dealt & received.
Solar Burn More Solar dmg. dealt & received.
Grounded Guardians take extra dmg. mid-air.

Heroic is Phogoth: No Burn, Small Arms (2x Primary Weapon dmg.)

Contents
> Nightfall Overview
> Latest News from Bungie

Nightfall Overview

Void & Solar Burn Taniks. Not as dangerous as Arc Burn overall, but extremely tough at certain points.

Shield Assessment - While lots of enemies have Arc shields, you're better off sticking to Solar / Void.


Phase 1A: Guard Duty - 2x Shriekers at the door. Run right past 'em as a group, even though it's Void. Killing both at once could wipe your group if not careful.

Phase 1B: Down & Around - Downstairs, turn left. 1x Witch, 2x Boomer Knights, 4x Cursed Thrall. Easy to get through.

Phase 1C: To the Left, To the Left - Fallen & Hive engage each other. Skip this room by going in and running left. 2x Major Ogres can kill you almost instantly, but most enemies are preoccupied, so skipping should be easy.

Phase 1D: Beam Me Up - Encounter #1 with Taniks. You'll want to stay near the entrance. Taniks disappears once he reaches ~80% HP. Threats: Taniks has a Scorch Cannon which deals exceptional damage. It may not kill you in 1 hit, but close enough to avoid at all costs. Captains (and several Dregs) have Shrapnel Cannons (Solar), so beware those as well.


Phase 2A: Beat Me Down - Encounter #2 with Taniks. He disappears around ~60% HP. This encounter is the most dangerous this week. Stay near the entrance, use cover heavily, watch your radar. Threats: Taniks & his Scorch Cannon are an absolute nightmare in such close-quarters. He can easily destroy a Defender's bubble too, so save it for a dire emergency. Try to force him out of the room ASAP by burning him down quick.

The room starts with lots of Vandals enter directly from your left. A wide array of Fallen incl. several Majors (Captains, Vandals) pour in from the far-entrance to the room. There will be a few Stealth Vandals. Nearly a dozen Melee Dregs will follow. Stick to the back and just hold out.

Phase 2B: Texas Ranger - There are two main areas to cover: the left tunnel, and the right door/stairs. Have one Guardian cover each side, and the third float between to help where it's needed most. The real encounter starts when the initial enemies are dead, and the Fallen Walker falls from the ceiling. Most Lethal: Most deaths will be from the Fallen Walker's main cannon. Always watch where it's shooting. Beware any Captains (& Exploder Shanks) as they're the other Solar damage sources in the room. The Fallen Walker goes down very quickly when you can focus your damage – so this phase is generally easier than the last room.

Phase 2C: Hallway to Hell - Once the scattered enemies are cleaned up, you'll enter a tunnel. Taniks will suddenly appear in front of you. Do not stand near each other. Be very cautious of Taniks' Scorch Cannon and you'll be fine. It's an intense, tight-knit fight through the hallway, so it can kill a careless fireteam.

Phase 2D: Step Into the Ring - Encounter #3 with Taniks. Stay near the entrance. He starts on the ring platform, then teleports to the back. If 2-3 members use Void/Solar Heavy weapons (like Gjallarhorn), you can destroy Taniks before the fight really begins. If not, numerous enemies will spawn from the left, back, and right after Taniks takes a chunk of damage. Several shanks (6+) will seek you out. Minimum 2 Major Captains will be the biggest threats. As Taniks takes damage, more enemies spawn – especially when he gets low. Use the cover of the entrance to your advantage. (Again, we recommend Gjallarhorns here if available!)

Latest news about The Taken King below!

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