3

News and a Nightfall – May 26th, 2015

This week's Nightfall is...Sepiks Prime! (Devil's Lair)

Modifier Effect
Angry Can't stun enemies.
Lightswitch Strong enemy melees.
Epic Heavy enemy shields.
Brawler 4x dmg. Guardian melees.

Heroic is Taniks: No Burn, Specialist — 2x Special Weapon dmg.
For a rough overview of Taniks, see last week's News and a Nightfall.

Contents
> Nightfall Overview
> Featured Guides
> Latest News from Bungie!

Nightfall Overview

With no burn, this Nightfall is much less lethal! Just be careful for Stealth Vandals and Thrall since Lightswitch is on. With Epic active for strong shields, make sure you have Arc & Solar damage for Captains, Shanks, and Witches. (No Void needed.)

Phase 1: Hall Monitor - A few Fallen and Hive are fighting. Just some clean-up.

Phase 2: Party's Over - A much bigger fight between Fallen and the Hive. No major threats.

Phase 3A: Wave 1 - The "green" area of the room is still the best place to stand. There are numerous Stealth Vandals which are the most dangerous enemy here.

Phase 3B: Wave 2 - Similar to Wave 1. Plenty of Stealth Vandals continue to be the biggest threat to ending your Nightfall.

Phase 3C: Wave 3 - This one is...interesting! Hive and Fallen will fill the room. Let them battle it out, if you like. First, it's entertaining. Second, a few less enemies to deal with! An easy win-win. Threats: Be careful for the Thrall that appear when the wave starts. The usual Witches, Major Captains, and center-balcony Snipers are tough, but manageable.

Phase 3D: "Wave 4" - Here's where Naksis, an Ultra Fallen Captain, shows up with a huge entourage of assorted Dregs and Vandals. When he's dead, the barrier is finally down.

Phase 4A: Water Spout - A small fight with a few Dregs, Vandals, and one Major Captain. No issue.

Phase 4B: Itsy Bitsy Spider - Since there's no Burn, you can run this like a normal Strike! Aside from the Devil Walker, the several Vandal snipers are the next biggest threat. Dregs, Vandals, and Captains will spawn in the middle of the fight, but they mostly mind their own business. Focus on the Devil Walker and it'll go down with patience. Once the Devil Walker is dead (and the objective changes), it stops being a Darkness Zone until Sepiks.

Phase 5: Spirit in the Sky - A few Dregs/Vandals bow on either side of Sepiks Prime. When they're dead, the real fight starts. This section also runs like a normal Strike. You only need to worry about an unexpected melee attack, so just keep enemies at a distance.

Two Spots to Stand:

  • Left room with windows: generally safe, but beware enemies coming from below.
  • Orange room before Sepiks: more open & risky, but easier to get shots on Sepiks.
    • Not recommended unless fireteam is full & well-equipped.
    • This is our personal preference for a co-ordinated team.

The left room is okay, but it's difficult to get good fire onto Sepiks. There are also two avenues of ingress so you need to be wary. The initial doorway is great because all your focus is through one area. Occasionally there will be extra Fallen that spawn; usually in front, but rarely behind you. Simply call them out and they can be handled quickly.

Latest news & more below!

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Giveaway: 10x Elder Scrolls Online, 1x Razer Kraken Pro

Three weeks ago we told you about a giveaway. With one week left, here's your chance! Enter for a shot at one of 10 copies of Elder Scrolls Online (on PS4 or XB1). There's even a grand prize: a copy of ESO plus a Razer Kraken Pro headset.

If giveaways aren't your thing, Elder Scrolls Online hits consoles on June 9th. Happy Memorial Day weekend, all!

5

"Should I Buy It?" – The Last Word & Other Exotics

Xûr just appeared in The Reef offering his wares. What's worth your Strange Coins?

Item Class Subclass Type Cost
The Last Word Any Any Hand Cannon 23
No Backup Plans Titan Defender Gauntlets 13
Radiant Dance Machines Hunter Any Boots 13
Starfire Protocol Warlock Sunsinger Chest 13

WEAPON

The Last WordHand Cannon

The chosen one is back again. The almighty The Last Word is a rapid-fire Hand Cannon, boasting a quick time-to-kill in skilled hands. It looks, feels, and sounds great. It has a unique feature, Fan Fire, so it can be shot "quickly and continuously." Two talents improve firing from the hip; great for panic situations. Although its Range (14) is worst-in-class, its Rate of Fire (32) is exceptional with Fan Fire – and catches many people off-guard.

SHOULD I BUY IT?

Yes. If you play PVP, absolutely. The Last Word is insanely-good for the Crucible. It has a short learning curve early on, but it's oh so worth it. It's tremendously fun to use and extremely potent. (Is there anything else you can ask for?) There's one thing to note: it's not meant for PVE. We can't think of a specific PVE situation to wield The Last Word over another Exotic – or even your favorite Legendary. So, if you stay away from PVP altogether, consider The Last Word a luxury buy.

The Last Word is, unsurprisingly, even more effective for Gunslingers with Chain of Woe and Gunslinger's Trance. Not that The Last Word needs them; you'll simply become an unstoppable Crucible pistolero.

ALTERNATIVES

No true alternatives to The Last Word. Your best bets? Word of Crota, Up the Ante, or The Revelator. They're in the same ROF/Impact tier, although they still won't match how The Last Word fires.

Talents

  • Soft Ballistics: The other two talents decrease Range, TLW's weakest stat.
  • Hip Fire: Bonus accuracy firing from the hip. As mentioned above, it can help when panicking.
  • Perfect Balance: When you're shooting so quickly, better Stability is a must.
  • Last Word: Bonus DMG and Stability. Extra precision DMG firing from the hip. Makes a great weapon better.

On to the armor below!

0

Xûr, Agent of the Nine Has Arrived (5/22 - 5/24)

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

Inventory

The Last Word
Hand Cannon
23 Strange Coins -
No Backup Plans
Titan Gauntlets
13 Strange Coins +111 STR
Radiant Dance Machines
Hunter Boots
13 Strange Coins +144 STR
Starfire Protocol
Warlock Chest
13 Strange Coins +175 INT
Exotic Engram
Helmet Engram
23 Motes of Light -

Upgrades

Upgrades no longer appear at Xûr!

Additional Items

Exotic Shard 7 Strange Coins
Plasma Drive
Void Drive
Sparrow Upgrades
23 Strange Coins
(Each)
Auto Rifle Telemetry
Sniper Rifle 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 May 22nd at 9:00am UTC, and will be gone (along with his gear) on Sunday May 24th at 9:00am UTC. This is Xûr's 37th week of sales.

3

News and a Nightfall – May 20th, 2015

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

Nightfall: Arc Burn, Epic, Juggler, Brawler
Heroic is Archon Priest: No Burn, Juggler

Enemies are heavily-shielded (Epic); no ammo drops for active weapon. (Juggler)
Guardian melees are much stronger. Wouldn't risk it, though! (Brawler)

Contents
> Nightfall Overview
> Featured Guides
> Latest News from Bungie
> New Exotics in House of Wolves!

Nightfall Overview

Arc Burn Taniks. You'd think it'd be as tough as Arc Burn Omnigul, but...it seems more manageable.

Note: We'd highly recommend going into this week's Nightfall blind (without reading below). It's new content! Experience it with fresh eyes. If that matters less to you, and want to know what you're walking into: keep on readin', Guardian.

Shield Assessment - Lots of Arc shields. Enough Solar shields (Shanks) that one Guardian may want some Solar damage.


Phase 1A: Guard Duty - 2x Shriekers at the door. Run right past 'em.

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 and a Major Witch are in the room, but every enemy is so preoccupied that 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. Targets: ~2x Major Vandals & a few Vandals. After that, ~4x Stealth Vandals. Afterward, 1x Major Dreg and 2x reg. Dregs. Then a few Vandal Snipers. Since enemies are in waves, and Taniks isn't dealing Arc, don't be too worried.


Phase 2A: Beat Me Down - Encounter #2 with Taniks. He disappears around ~60% HP. This encounter is much more lethal than the last. Stay near the entrance, use cover heavily, watch your radar. Targets: Taniks & 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 - If your Nightfall fails, it'll be in this room. The upside is that a coordinated fireteam can strategize here. There are two 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. Always watch where it's shooting. Beware the Vandal Snipers that spawn on the far balcony.

Phase 2C: Hallway to Hell - Once the scattered enemies are cleaned up, you'll enter a tunnel. Taniks will suddenly appear before you, so blast away! Assorted enemies will spawn as you make progress. It's an intense, tight-knit fight through the hallway, but not especially dangerous.

Phase 2D: Step Into the Ring - Encounter #3 with Taniks. Second-most dangerous encounter this Nightfall. Stay near the entrance. He starts on the ring platform, then teleports to the back. Numerous enemies will begin to spawn from the left, back, and right after Taniks takes a chunk of damage. Several shanks (6+) will seek you out, so have Solar ready. 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.

That covers the new Nightfall! It's a fun one. Good luck, Guardians.

House of Wolves Exotics below!

7

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

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

Item Class Subclass Type Cost
Truth Any Any Rocket Launcher 17
An Insurmountable Skullfort Titan Striker Helmet 13
Knucklehead Radar Hunter Any Helmet 13
Apotheosis Veil Warlock Any Helmet 13

WEAPON

TruthRocket Launcher

Truth is a very well-balanced Rocket Launcher that's a blast to use. Its Exotic talent, Prototype Trueseeker, has "aggressive" target tracking – see it in-action! There's also this amazing example. Solid without being game-breaking. Not convinced? It also has proximity detonation (Grenades and Horshoes) to boot.

Let's start with Truth's only downside: low Velocity. Rocket Launcher Velocity falls into two tiers: above 70 and below 50. Truth's is 48, so...not ideal. Fortunately it has the Javelin talent which can push it to 88 (-10 Stability). An easy fix. Pushing past that, Truth's Rate of Fire (11) and Blast Radius (96) are typical among its peers.

And now, the good news! Truth has best-in-class Stability and Reload Speed. That's 74 Stability and 79 Reload. Subtracting -10 Stability for the Javelin talent, here's the statline we're left with: 11, 96, 88, 64, 79. Summed-up, those are simply the best numbers of all Launchers.

A final good fact to know: Truth is the only Exotic that deals Void damage.

SHOULD I BUY IT?

Yes, most likely. Truth has great novelty, and its overall balance is hard to ignore. You'll find yourself using it for Void-damage Nightfalls & Weeklies. You may even bring it into PVP, as the tracking plus proximity detonation makes that totally justifiable. Even with House of Wolves just days away, it's a good buy.

Here are some questions we've asked ourselves when considering Truth in the past:

  • "Is Truth vs. another Rocket Launchers a bigger difference than {EXOTIC} vs. its alternatives?"
  • "Will the target-seeking have a positive, tangible effect on my ability? More than another Exotic?"

If you like your answers to those, swap it into your lineup. Or if you just think it'd be fun to use, go for it anyway! Exotics are meant to be unique & enjoyable, so don't allow overthinking to stop you from raining down target-seeking doom.

Who should consider buying Truth? Guardians who...

  • ...want to have fun with the target-seeking.
  • ...feel like they waste heavy ammo.
  • ...need a little extra help aiming.
  • ...simply don't feel like aiming.

ALTERNATIVES

Valedictorian 9-44 is the only Rocket Launcher on-sale that compares to Truth. Interestingly, they both deal Void damage and explode on proximity. Below are Truth's stats, and how Valedictorian 9-44 compares. (Hint: It's not very close.)

Rocket Launcher BLA VEL ROF STA REL MAG
Truth 96 48 11 74 79 3
Valedictorian 9-44
(Difference)
96
(0)
30
(-18)
18
(+7)
56
(-18)
48
(-31)
2
(-1)

The biggest thing to look for when substituting Truth depends on your use:

  • PVE: Prioritize Void damage, then Tracking
  • PVP: Prioritize Proximity Detonation, then Tracking

Talents

  • Warhead Verniers: A little extra Velocity. Who cares about Stability, right? It's a Rocket Launcher!
  • Grenades and Horshoes: Proximity detonation. Great combination with tracking. Might annoy in PVE.
  • Javelin: A must-choose talent to make up for Truth's poor Velocity.
  • Prototype Trueseeker: "Seeks targets aggressively" means less wasted ammo and long-range utility.

On to the armor & upgrades!

0

Xûr, Agent of the Nine Has Arrived (5/15 - 5/17)

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

Location

This week, Xûr is is the far-left corner of Tower North, overlooking the city from the balcony.

Inventory

Truth
Rocket Launcher
17 Strange Coins -
An Insurmountable Skullfort
Titan Helmet
13 Strange Coins +93 DIS
Knucklehead Radar
Hunter Helmet
13 Strange Coins +123 STR
Apotheosis Veil
Warlock Helmet
13 Strange Coins +117 DIS
Exotic Engram
Gauntlet Engram
23 Motes of Light -

Upgrades

Weapon/armor upgrades cost 7,000-8,000 glimmer. They also require the original item and an Exotic Shard (7 Strange Coins). Upgrading an item will remove all previous experience & upgrades.

Weapons Armor
MIDA Multi-Tool Knucklehead Radar
(+105 STR)
Thorn Crest of Alpha Lupi (H)
(+168 STR)
Plan C Crest of Alpha Lupi (T)
(+124 INT)
Patience and Time No Backup Plans
(+100 STR)
Super Good Advice Apotheosis Veil
(+110 DIS)
Gjallarhorn Heart of the Praxic Fire
(+133 DIS)

Additional Items

Exotic Shard 7 Strange Coins
Emerald Coil
Stealth Drive
Sparrow Upgrades
23 Strange Coins
(Each)
Auto Rifle Telemetry
Fusion Rifle 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)

Active Time

The Agent of the Nine arrived on Friday May 8th at 9:00am UTC, and will be gone (along with his gear) on Sunday May 10th at 9:00am UTC. This is Xûr's 36th week in the Tower.

House of Wolves

With House of Wolves happening on Tuesday, May 19th, that means next week's Xûr post could be radically different. We'll see! Maybe he'll also have brand-new Exotics for sale. Whatever happens, we'll have you covered. Stick around!

10

News and a Nightfall – May 12th, 2015

This week's Heroic and Nightfall is...Omnigul!

Nightfall: Arc Burn, Epic, Juggler, Lightswitch
Heroic: Juggler

Enemies are heavily-shielded (Epic); no ammo drops for active weapon. (Juggler)
Enemy melees are extremely strong, can often be 1-hit kills. (Lightswitch).

Contents
> Nightfall Overview
> Featured Guides
> Latest News from Bungie
House of Wolves Inbound!

Nightfall Overview

Arc Burn Omnigul, the most unforgiving Nightfall. Bring your A-game this week.

Nearly every single enemy is a major concern.

Phase 1: Room Clash – Fallen and Hive of all types appear in waves. Several Stealth Vandals, a few Melee Captains, and 1-2 clouds of Thrall will barge into the room; those are your Lightswitch concerns. For Arc Burn, there are several Major Vandal Snipers around the perimeter of the room. They should be killed ASAP. Be cautious and don't leave the room 'til it's clear.

Phase 2: Push Outside – Fallen assault your position. Again, Stealth Vandals and Melee Captains are what to watch for w/ Lightswitch. There are a few Major Vandal Snipers on the left and right. Eliminate them first. Beware the half-dozen Shanks that will enter the room behind you. The incoming Fallen Skiffs (the ships) also deal Arc, so just...stay back and take it slow. (Hint: There's a pesky Vandal that spawns above the doorway outside.)

Phase 3: Smash Through – Omnigul will summon hordes of Hive, which includes several clouds of Thrall. The several Boomer Knights can absolutely destroy you, the solar-shield Witches can blast you down. Make sure your fireteam keeps distance between each other. (The Major Ogre is your least concern, dealing Void damage.)

Phase 4: Wicked Witch of the Week – Omnigul hovers on the center platform while you pop in-and-out of the doorway. Hive will appear in waves as you deal damage. Thrall will be a constant concern. Beware the exploding Cursed Thralls that appear behind you. They can quickly end a Nightfall run. That doesn't even cover the main Arc-specific concerns.

All the Witches Omnigul spawns (each new wave) deal Arc. There is a Major Boomer Knight on the far wall (Arc again). There's also a Boomer Knight which spawns in the 'attic' just outside the right door (more Arc). Ultimately, you need to treat every enemy as though it can kill you instantly – because it probably can.

TAKE IT SLOW, and have fun with one of Destiny's toughest challenges!

Lots of news below!

10

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

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

Item Class Subclass Type Cost
Thunderlord Any Any Machine Gun 17
Ruin Wings Titan Any Gauntlets 13
ATS/8 ARACHNID Hunter Gunslinger Helmet 13
Obsidian Mind Warlock Voidwalker Helmet 13

WEAPON

ThunderlordMachine Gun

Thunderlord is the last Exotic Xûr hasn't sold! – until today. Thunderlord is a high-Impact Machine Gun with good Stability (41), good Range (34), 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?

Absolutely, no doubt. You can't spend 17 Strange Coins any better 35 weeks into Destiny. While it's not a critical weapon to own (i.e., Ice Breaker), it'd be miserly to pass up Thunderlord's first sale.

So 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 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 & Upgrades!

0

Xûr, Agent of the Nine Has Arrived (5/8 - 5/10)

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

Location

This week, Xûr is to the left in Tower North, across from The Speaker (in front of the large door).

Inventory

Thunderlord
Machine Gun
17 Strange Coins -
Ruin Wings
Titan Gauntlets
13 Strange Coins +102 STR
ATS/8 ARACHNID
Hunter Helmet
13 Strange Coins +61 DIS
+68 STR
Obsidian Mind
Warlock Helmet
13 Strange Coins +70 INT
+58 STR
Exotic Engram
Helmet Engram
23 Motes of Light -

Upgrades

Weapon/armor upgrades cost 7,000-8,000 glimmer. They also require the original item and an Exotic Shard (7 Strange Coins). Upgrading an item will remove all previous experience & upgrades.

Weapons Armor
Bad Juju Mask of the Third Man
(+127 INT)
Thorn Lucky Raspberry
(+168 INT)
Plan C An Insurmountable Skullfort
(+117 DIS)
Ice Breaker Crest of Alpha Lupi (T)
(+146 INT)
Gjallarhorn Skull of Dire Ahamkara
(+92 INT)
Truth Apotheosis Veil
(+113 DIS)

Additional Items

Exotic Shard 7 Strange Coins
Plasma Drive
Emerald Coil
Sparrow Upgrades
23 Strange Coins
(Each)
Pulse Rifle Telemetry
Fusion 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)

Active Time

The Agent of the Nine arrived on Friday May 8th at 9:00am UTC, and will be gone (along with his gear) on Sunday May 10th at 9:00am UTC. This is Xûr's 35th week in the Tower. 2 weeks until he may bring House of Wolves gear! Even more exciting news: first sale of Thunderlord!

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