With both Playstation Plus giving out Destiny 2 in September, the release of Forsaken on September 4th, and base Destiny 2's free release on PC for the month of November, I wanted to update this guide with both everything we know so far with Forsaken, Black Armory and the other Anuual Pass offerings, changes already made to Destiny 2 at it's core, and clean up the format so it works better to be updated as we continue past Forsaken. For those brand new to the Destiny franchise or Destiny 2, I recommend checking out this video by Mtashed that does a decent job of explaining a lot of what is going on in Destiny 2. For those interested in the lore and backstory of Destiny, MyNameIsByf is by far the best place to look for that information and I highly recommend checking out this specific video, especially if you want to understand everything going on in the story of Forsaken. Note, often times during the guide, post Forsaken, it will assume Forsaken ownership.
Note: This post will continue to be in the process of being updated. I try to update it with as much relevant information as I know.
General Information/Content Ownership
With the release of Forsaken: Black Armory on December 4th, Season 5 (The Season of the Forge) of Destiny 2 began on Nov. 27th. Character Level and Power Level are dependent upon Content Ownership. Listed below are the tiers of Content Players can own, Level/Power caps, and any known locked content. Any obvious locked content like not owning a DLC thus not having that DLC's Campaign will be left off this list.
- Destiny 2 - Players who only own base Destiny 2 will be locked to Level 20 and Power 300 (softcap at 260). Players do not have access to Heroic Strikes, Prestige Nightfall, Eater of Worlds Raid Lair, Spire of Stars Raid Lair, Mercury Destination, Mars Destination, and Escalation Protocol Activity. Players will not have access to Forsaken content once it launches.
- Destiny 2 + Curse of Osiris/Warmind - Curse/Warmind Campaigns go with each DLC. Curse also unlocks the Mercury Destination while Warmind unlocks the Mars Destination. Similarly Curse gives you the Eater of Worlds Raid Lair and Warmind the Spire of Stars Raid Lair. Each DLC contains PvP Maps and Strikes. Curse has a cap of 25/330 and Warmind has a cap of 30/380. Note: I'm combining these now that both are contained within Purchases of Forsaken as of 10/16.
- Destiny 2 + Forsaken - Players who own all content will be able to get to Level 50 and Power 600 (softcap at 500, and 520... explained below), the new max Level/Power.
- Destiny 2: Forsaken + Annual Pass - Black Armory unlocks on Dec. 4th and raises the Power Cap to 650. Each subsequent release will raise that cap another 50 PL (so 650/700/750).
Players who do not own Destiny 2 need to in order to play Forsaken. If you do not own Destiny 2, you should look to buy the Destiny 2: Forsaken Legendary Collection for $59.99 (or cheaper, there have been a ton of Black Friday and Holiday Sales on it for sub $40, or cheaper than just downloading Forsaken). However, since Forsaken Purchases now come with Curse of Osiris and Warmind as of 10/16, if you already own Destiny 2, you only need to purchase Forsaken (though as mentioned earlier, you may actually find Collection bundle cheaper than digitally on PSN/XBLA/Blizzard). The Forsaken Annual Pass content drops are not sold separately, so if you wish to only play 1 of the 3 drops that isn't possible, as the Annual Pass includes all of them for $35.
Destiny 2 Characters are defined by their race, sex, and Class. Since Race and Sex only really matter to the Character Creator (only small things like if you are Awoken certain characters will indeed recognize this in Forsaken since the DLC is about Awoken) and look of Armors players wear, we are only going to be talking about Class, of which there are 3: Titan, Warlock, and Hunter. Each class has their own unique look, Armors, and Abilities. The thing we care most about are those Abilities, and specifically their Jump and Class Ability.
- Titan - Titan jump is a Lift. It allows the player upward horizontal movement at a quick pace, and each Subclass has jumps that vary in slight variations of this. The Class Ability is the Barrier of which takes two forms. Towering Barricade is a large Shield that can block passageways and damage foes that walk through. Rally Barricade is shorter, and allows weapons to reload for any allied players crouching or standing (recent change) behind it.
- Warlock - Warlock jump is a Glide. This allows a player to quickly double tap the jump button in a direction to go that direction, whatever it may be. It also allows the player to stop movement anytime Glide is activated. The Class ability is a Rift. An Empowering Rift allows for a 30% increase in all damage output while any Allies are standing within it. A Healing Rift constantly heals any Allies standing within it.
- Hunter - Hunter jump is a Double Jump. This is a more traditional video game jump that allows the player to jump once, and then activate another jump while in mid air. Their Class Ability is the Dodge. The Marksman Dodge automatically reloads your equipped weapon, and that reload now acts as an actual reload to activate reload perks like Kill Clip. Gamblers Dodge recharges your melee if done near enemies.
Each Class has 3 Sublasses, and for new players who haven't already obtained those Classes, you pick them up while going through the vanilla D2 Campaign (first through story, second after Level 8, and third after Level 15), doing Public Events (then doing more Public Events to fully unlock the Subclass), and unlocking Upgrade Points to unlock Abilities on the Skill Tree's on those Subclasses. Class Abilities, Grenades, and Jump Abilities are unlocked for all Subclasses (on that Character) when an Upgrade Point is used on them. You continue to get 1 Ability Point per Level until you unlock all Abilities on all Skill Tree's. Ability Points can also be earned by doing certain Adventures, but with the increase to Power Level for these Adventures, it would be hard to recommend which Adventures to now go for after 2.0.0. Likely the closest ones to Trostlands in the EDZ.
Below is a list of the 9 Subclasses and a short description of their 3 (a new Perk Tree was added for Forsaken for each Subclass) Perk Tree's.
- Sentinel - Void Subclass, Super is the Sentinel Shield which is a Captain America type Super where you can throw a Shield or bash opponents with it as you roam the map. Suppressor, Magnetic, and Voidwall Grenades.
- Protector - If R1+L1 is held down instead of pressed, a Ward of Dawn is placed. Melee's create an Overshield that also heals you.
- Aggressor - Two Shield Throw Charges in Sentinel Shield, Shield Bash melee (Shoulder Charge), and Grenade energy back from Grenade kills.
- Commander (Forsaken only) - Sentinel Shield is much larger on block, does damage to those it touches, generates Orbs when it's hit, and provides a 25% buff to anyone standing behind it. Also, melee's cause explosions, and all Void Ability damage attached Void bombs to enemies, that if further damage happens, they explode spraying Void Shrapnel around (think Voidwalker Cataclysm/Bloom).
- Striker - Arc Subclass, Super is Fist of Havoc that allows you to smash the ground and then run around the map either Shoulder Charging or ground pounding again. Grenades are Pulse, Flashbang, and Lightning.
- Earthshaker - Fist of Havoc leaves a pool of Arc in it's wake, all Arc DOT Abilities last longer, melee ability is Seismic Strike (Shoulder Charge), and you get 2 Grenade charges.
- Juggernaut - Melee's regen health, and kills with Fist of Havoc extend it's duration.
- Missle (Forsaken only) - A melee in Mid Air activates the D1 Death From Above Smash which generates extra Super Energy. Sliding into Ammo pickups reloads your weapons and gives you a bonus damage modifier. Thundercrash turns you into a player controlled missile, able to devastate wherever you land.
- Sunbreaker - Solar Subclass, Super is Hammer of Sol and allows you to throw Hammer across the map at targets. Grenades are Fusion, Incediary, and Thermite.
- Fireforged - Vulcan Rage embers emit from thrown Hammers (3 within 25m, and 6 outside of 25m), and Hammer Strike (both D1's Suncharge and Melting Point) that applies a 50% debuff to any target for 6s.
- Siegebreaker - Solar ability kills create Sunspots and regen health. Sunspots also allow you to throw Hammers faster and recharges Solar abilities.
- Devestator (Forsaken only) - Sounds like your charged melee will throw your Hammer (like a Throwing Knife), but it stays in the world until you retrieve it. Picking it back up refills your Melee, trigger health regen, and for each Solar Ability kill, you are given a damage multiplier, that stacks up to 3x. The new Super (Siege Hammer), creates a Giant flaming Hammer that hit's like an Earthquake, and leaves Flaming Tornadoes in it's wake.
- Dawnblade -Solar Subclass, Super is Dawnbreak and allows you to throw Swords and gives you drastically increased aerial mobility (as fast as a Sparrow). Fusion, Firebolt, and Solar are the Genades.
- Sky - Icarus Dash allows you to Dodge in Midair, aiming in Midair allows you to float in place, and kills while in Midair recharges your Grenade/Melee.
- Flame - Better Daybreak Projectile seeking, Pheonix Dive grants health regen, and kills in Daybreak allows Super to last longer.
- Grace (Forsaken only) - Melee attacks burn enemies, but empower allies. Charging Grenades turn them into healing Grenades that can be used on the player or allies. Any ability that buffs or heals yourself or an ally, regen's your non-Super abilities. Well of Radiance grants both a Healing Aura and Empowering Aura in a wide range around the player for both the player and allies.
- Voidwalker - Void Subclass, Super is Novabomb and allows you to throw a large Void blob out. Grenades are Vortex, Scatter, and Axion Bolts. Has a special Jump called Blink that allows you to teleport a short distance across the map.
- Chaos - Cataclysm, or Slovabomb, is a massive slow moving Nova, and you can drain your Super Energy to overcharge your Grenades to better versions of themselves.
- Hunger - Devour allows you to fully regen your health and will re-proc on every kill within 9s and can be activated by melee kill or by consuming your Grenade. A Vortex is added to the aftermath of your Novabomb.
- Fission (Forsaken only) - A charged Grenade turns into a short range Supernova, and a charged melee (Atomic Breach) creates a Void Explosion at range (I don't understand this at all)? Nova Warp allows you to short range teleport multiple times until you want to Erupt in a burst of energy.
- Stormcaller - Arc Subclass, Super is Stormtrance that allows you shock opponents with a constant stream of Arc damage. Grenades are Arcbolts, Storm, and Pulse.
- Conduction - Transcendance allows your Super to last longer and instantly refills health on cast if Grenade/Melee Energies are full, Ionic Blink allows you to teleport around while in Stormtrance, and both Melee's and Grenades will chain lightning to other enemies on impact.
- Elements - Rifts charge faster near teammates and will give all Allies Arc Souls, extended Melee Range on charge, and Landfall on Stormtrance activation.
- Control (Forsaken only) - The melee throws a Arc Ball that Explodes, sending a Lightning Bolt directly beneath it. Arc kills create Ionic Traces, that if collected recharges abilities. Chaos Reach allows you to fire a long range beam of Arc, with extreme power, that can be stopped early to recover the remaining amount of Super energy.
- Arcstrider - Arc Subclass, Super is Arcstaff and allows you to run around the map with a large Arc Bow Staff. Grenades are Arcbolt, Flux, and Skip.
- Warrior - The Combat Flow allows you to get a boost to melee damage, regen health, and recharge your Dodge ability on kill but can be chained by using Gambler's Dodge for an unending Combo. Dodging also increases you Melee range.
- Wind - Disorienting Blow does just that to targets hit by it, Melee/Grenades charge faster when low on health, increased sprint speed, and Dodging in Arcstaff makes you take less damage.
- Current (Forsaken only) - Sliding before melee allows a Staff Uppercut, and hits increase reload speed. All Arc abilities electrify enemies and subsequent melee's refill your abilities. Whirlwind Guard works the same as normal Arcstider only now you can block all incoming projectiles and upon doing so all outgoing damage will be tripled.
- Gunslinger - Solar Subclass, Super is Golden Gun and allows you to fire multiple special Hand Cannon shots that deal massive damage. Grenades are Incendiary, Swarm, and Tripmine. One of only two Subclasses in D2 base with a throwing melee ability, Throwing Knives.
- Outlaw - 6 shot Golden Gun that has increased accuracy, precision kills increase reload speed, and has an explosive throwing knife.
- Sharpshooter - Golden Gun now can do Precision damage that increases after each shot and also generates 2 Orbs of Light per Crit, and precision throwing knife kills immediately reset it's cooldown.
- Thousand Cuts (Forsaken only) - Your melee throws out a fan of Burning Blades. Killing burning enemies recharges your melee, and applying burn recharges your Dodge ability. Blade Barrage sounds similar to how Grenades worked on Sunsinger, it just allows near instant cooldown of your Knife Trick melee ability.
- Nightstalker - Void Subclass, Super is Shadowshot which shoots a Bow that lays a Void Anchor that Tethers any enemies that walk into it's tracking radius. Grenades are Vortex, Spike, and Voidwall. This is the other Subclass with a throwing Melee Ability is Smoke Bomb.
- Trapper - Void Anchors are traps that wait for prey and have increased range, Smoke Bomb disorients targets, and Dodge allows you to go invisible.
- Pathfinder - Mobius Quiver allows you to shoot several quick acting Void Anchors at targets, Tethered targets generate more Orbs of Light, Grenades last twice as long, and Smoke Bomb allows you to turn yourself and/or allies invisible.
- Wraith (Forsaken only) - Smoke Bombs now deal heavy damage and slow enemies. Precision kills grant invisibility. And Spectral Blades look eerily similar to D1's Bladedancer with Vanish.
Everyone is allowed 3 Character slots in Destiny. Playing multiple Characters/Classes (the Class part is important because Activities such as Raids, etc now drop Loot account wide by Class per week) is essential to Power Leveling in Destiny, and always has been. It is highly recommended though that because Loot is tied to Class now, that if you run multiple Characters, to also run multiple Classes, rather than the same Class on all 3 Characters. During the Power Leveling part of the process, once you've maxed out your Level and hit the softcap for Power Level (will explain later), done all your powerful gear activities for the week, to then switch to another character to do End Game Activities on. Though do not feel obligated to run more than 1 Character, as for low time investment players, there is more than enough Activities for 1 person to do per week, especially for Forsaken and especially Annual Pass owners.
Forsaken: Seeds of Light and Perk Tree's
A Seed of Light is the item needed to upgrade each new Forsaken Skill Tree. Players will be given a mission from Ikora soon after they launch the story. Upon finishing a certain amount of high level enemy kills, players will obtain a mission that gives players their first Seed of Light on that character. Completing this mission will unlock a Perk Tree for a Subclass of the player's choosing. To unlock additional Perks in that Tree, players need to fill the kills % bar by getting their Subclass's Ability kills, either by Super, Grenade, or charged Melee's. Once players arrive at the Dreaming City they will notice a new Activity called The Blind Well. Blind well has 4 Tiers currently (see Blind Well under Activities). Completing a Tier 2 Blind Well has a chance (very high chance) to drop players a 2nd Seed of Light (you can also obtain this seed from both a Tier 3/4, but the drop rates are lower). Your 3rd Seed of Light is confirmed to drop from the first Encounter of the Last Wish Raid, or by completing your Weekly Offering Quest by Petra on Week 3 of the Curse (the Week with Taken Blights in the Sky).
Note: Make sure you unlock a desired 2nd Subclass Path once you obtain a Seed of Light. You will not be able to obtain another Seed of Light if one is in your inventory, on that or another character class (mainly noting this because my dumb rear did this because I didn't unlock my 2nd Hunter Path and was getting frustrated that I couldn't get a Seed for my Warlock after like 6 clears of Tier II).
Damage Buffs/Team Buffs/Stacking Multiple Damage Bonuses
In Destiny 2, like D1, there are several different ways to drastically increase damage output. Some as simple as Weapon Perks such as Kill Clip or Rampage, all the way to Class Abilities like the Titan Sunbreakers Hammer Strike. Below I will list all of the commonly used damage buffs, where they come from, and what they do not stack (if that happens). Below that is Datto's video on how Buff/Debuffs work that further illustrates this point.
Note: All buffs stack, no debuffs stack with each other. Also, all damage modifiers stacked are multiplicative, not additive, so Hammer Strike + Trench Barrel (a very common and easy combo) is not a 100% buff, but rather 125%.
- Empowering Rift (Warlock Class Ability) - 25% buff (does not stack with Guiding Flame/Well of Radiance) to all standing in it.
- Guiding Flame (Warlock Dawnblade - Grace) - 25% buff (does not stack with Empowering Rift) to all standing near player.
- Well of Radiance (Warlock Dawnblade - Grace) - 35% buff (does not stack with Empowering Rift) to all standing in it.
- Weapons of Light (Titan Sentinel - Commander) - 25% buff to all standing near and behind it.
- Hammer Strike (Titan Sunbreaker - Fireforged) - 50% debuff to targets (does not stack with Shadowshot/Flawless Execution/Tractor Cannon), lasts 6s.
- Shadowshot (Hunter Nightstalker - Not Mandatory, but use Trapper) - 35% debuff to targets (does not stack with Hammer Strike/Flawless Execution/Tractor Cannon), overrides other debuffs, how long it lasts depends entirely on which Subclass Path and if Trapper, how many new enemies enter the Tether. In other words in varies from Tether to Tether, but is significantly longer than both HS and FE.
- Flawless Execution (Hunter Nightstalker - Wraith) - 50% debuff to targets (does not stack with Shadowshot/Hammer Strike/Tractor Cannon), lasts 6s.
- Tractor Cannon - 33% debuff to targets from all damage types, 50% for Void damage (does not stack with Shadowshot/Hammer Strike/Flawless Execution), lasts 11s.
- Kill Clip (any weapon perk) - 53% increase in PvE, 32.5% PvP, for 4.5s. (see FalloutPlays vid about this here, or Ehroar's here)
- Rampage (any weapon perk) - PvE: 1 - 20%, 2 - 41%, 3 - 65.5%; PvP: 1 - 10.3%, 2 - 20.5%, 3 - 32%, for 3.5s.
- Headseeker (any Pulse) - 9% buff to Crits after a bodyshot in same burst (not a perk I recommend).
- Box Breathing (any Sniper/Linear Fusion Rifle) - 30.5%, takes 1.5s to proc, must be proc'd on every shot.
- Trench Barrel (Ikelos SG) - 50%, requires a melee while Ikelos SG is equipped, lasts 5s, and now only works on the first 3 rounds.
- Magnificent Howl (Luna's Howl) - 230% damage increase for 3s. Requires 2 consecutive Crit hits, and resets after a kill.
- Whisper Breathing (Whisper of the Worm Catalyst) - 61.5%, takes 2s to proc, but once proc'd always stays while scoped in.
- Arc/Solar/Void Singe - 25% increase in all matching damage.
- Heavyweight - 100% increase to all Heavy Weapon damage.
- Leviathan Mods (Class Item/Gauntlets) - Leviathan Class Items grant a 25% increase in Arc/Solar/Void damage on the Leviathan, Gauntlets can give a 20% increase in damage after a melee for roughly 5s.
- Dreaming City Armor Mods - Two Mods can effect Dreaming City damage, Transcendant Blessings and Riven's Curse. Both add a 5% damage increase for each Armor with one of these Mods, but Riven's Curse also adds a 5% damage increase to players wearing it. Transcendant Blessings can be obtained by completing specific Purification Ritual Bounties that are randomly given to the player on The Dreaming City, most often after completing their Weekly Bounty, Gateway Between Worlds.
- Boss Spec - Increases damage against all Boss Level Enemies (Yellow/Named Enemies, or Health Bar on Screen) by 8%.
- Major Spec - Increases damage against Elite Level Enemies (Orange) by 8%.
- Minor Spec - Increased damage against Common Level Enemies (Red) by 8%.
- Taken Spec - Obtained from Last Wish, increased damage against Taken by 10%.
- Fallen Spec - Obtained from Scourge of the Past, increased damage against Fallen by 10%.
Character Level and Power Level. How does it work?
Character Level refers to your character's level attained through earning XP. The cap now sits at 50 for Forsaken (the current DLC) players. Like mentioned earlier, with each level, you unlock one Upgrade Point to be spent on upgrading your Subclasses. Other than this, it merely exists to give you a sense of progression during the campaign's. The only tangible effect you will notice, is post Level 20 if you infuse an item to a Power Level that you are no longer allowed to then equip said item, but this only tends to happen at the launch of new DLC's to existing players, and only for very short periods of time or when using multiple characters of differing Levels. Note: It is currently highly recommended that you do not Infuse items while leveling anyways...
You will automatically be boosted to Level 20 upon completing the final mission of the vanilla campaign. For any secondary or tertiary characters, it is optimal to move as quickly as possible through the campaign, so that you obtain those last few levels for free, but keep in mind there is a point in the vanilla Campaign where you are required to be Level 15 to progress, and the same thing happens during Warmind at Level 28, and during the new Forsaken Campaign due to Power Level restrictions (not hard caps, but it makes certain parts of the Campaign more difficult than they need to be if you are underleveled). If this happens, doing Planetside Heroic Public Events is the fastest way to gain XP, especially when combined with a Fireteam Medallion from Eververse. Conversely, due to the new changes to XP, it's almost as fast to just pop into the Strike Playlists, so do that as well if it suits your needs better.
Note:For new players to Destiny 2 with Forsaken, you might notice an item called Spark of Light. This item will boost your character to Level 30 at 320 Power Level. This also has some consequences. It locks you out of the Destiny 2 vanilla, Curse of Osiris, and Warmind Campaign, and it appears to lock you out of the associated Trophies attached to their completion (including Subclass unlock Trophies). However, it also unlocks all existing Subclasses for that Character. So use at your own risk. If you don't care about those Campaigns or Trophies, go ahead, it should save you some significant grinding.
Heroic Public Events
Public Events have hidden mechanics that can activate a harder version of the event called a Herioc Public Event (there are new Public Events on Mercury and Mars, and the triggers for it is found here and here). These give increased rewards, XP, and have increased chance to drop Exotic engrams. Heroic Public Events also drop 2 softcap Rare item's, so if you need to hit softcap on all your Gear, and you do not have Token's, Heroic Public Events are the quickest way to accomplish this. Forsaken has several new Heroic Public Events.
Update: New triggers for Forsaken Heroic Public Events have been solved (some I and friends solved without help) but it would take me too long to explain, and Polygon has a pretty good write up on them here.
In Destiny 1 this was called 'Light'. In Destiny 2, Power is assigned to each piece of gear you use. Your total Power divided by 8 (this isn't entirely true, see here, as the game weighs Weapons more and class items less, but it's true enough) is used to determine your Power Level. Depending on your Power Level (and their's) you will take less damage from enemy attacks and deal the appropriate damage to enemies (previously you received a 15% damage buff for being up to 20 Levels above an enemy, this is no longer the case, post Warmind you get an extra 12% damage reduction instead for 25 Levels above).
All gear you obtain up to 500 Power, will drop at a higher Power value than your current total possible Power. This is Destiny 2's current Softcap (Forsaken). In Destiny 2, any Gear item that is equipable by your Character, whether it is in the Vault, or just on your Character, is taken into consideration of your Power Level for Gear Drops. It will not however take into consideration unequipable loadouts, so for example, if your highest Power Boots and Helmet are Exotics, it will choose the highest possible combination of 1 Exotic Weapon and 1 Exotic Armor, and all of your Legendaries. The Softcap will also follow you as you progress past Power Level 500, and stay behind by about 15-20 Power Levels.
The only way to progress past Softcap, is to obtain Powerful Gear Drops (see below). This also means you can play any activity in the game until you are 500 Power Level. Just play the campaign, do some patrols, Lost Sectors, Public Events, Strike Playlist, etc, anything you want really. After 500 is when the systems become a little more complex with Powerful Gear.
Recommended Power Level
For Warmind, Bungie adjusted the Power Scaling Delta, from 40 to 50. This is their way of saying enemies now have a wider range of Power than before, and being 50 Power Levels below enemies will now show Red ???, and damage will not register on those targets. Scaling for being below enemies Power Level is also harsher than at launch. Being 25 Levels above an enemy is the cap, and only grants a player +12% damage reduction and you maintain full damage output. Being at an enemies Power Level gives you the correct damage output and received. But being below by 10 Levels, drops you to only 77% damage Output, and increases damage received by 37%. At 20 Levels below, that increases exponentially to only 65% damage Output, and increase to damage received by 119%. In other words, do not ever be more than 15 Levels below your enemies.
Activities list a Recommended Power Level. For most Activities, this is the Power Level of enemies you will face, but not always (see Note below). It is always a good guideline to not be below this Recommended Power Level though, unless you are very skilled at the game, because of the above numbers, you will likely be facing very long odds like above.
Note: Recommended Power Level may not always be what enemies in that Activity are, so pay attention to what Level the enemy that killed you says. If it says your own Level, it's almost always because you killed yourself. Enemies are always an even number, and almost always in the 0's (as in 520, 540, 560, and 580 are the most common we are seeing in Dreaming City content). Last Wish Encounters do go up in increments of 5, starting at 560 to 580.
Leveling in Forsaken to 50 and PL 500
Just playing the Campaign is the first step in going from Level 30 to Level 50. At a certain point in the story (you will know when), the Campaign starts to require Power Levels in the 430-460 range, and if you haven't hit that, I highly recommend you either do Public Events and Lost Sectors in the Tangled Shore, or hitting up the Strike Playlist. I personally found PE's to Level me faster slightly, but Strikes boosting my Power Level faster, but both are very viable strategies. If you just want to hang out and not worry about hitting 10 things at once, Strikes would be my recommendation. But if you want to do a bunch of different Activities in quick succession and get a head start on grinding Ghost Fragments and other Tangled Shore items, hit up PE's, HVT's, Lost Sectors, and Region Chests.
Note: For 2nd or 3rd characters, hang on to Legendary Weapons that are good as you level, because you can equip those on these characters to significantly improve the speed of leveling. Also notice that your 500 PL gear from your 1st character can be equipped as early as Level 43. Keep in mind, I would try to push 1 character as high as possible before really devoting a ton of time into a 2nd/3rd character due to this information https://www.reddit.com/r/DestinyTheGame/comments/9mnw6d/how_to_get_a_new_character_to_590_in_1_day/. It legit works really well. I had a clanmate go from 514 on his 2nd to 567 in under 10 mins.
Powerful Gear Drops
Powerful Gear is any Gear that drops up to a possibility of the max Power Cap at 600. Due to the way Bungie changed Powerful Gear for Forsaken, there also seems to be Powerful Gear that is worth more than others, because we have multiple Softcaps (another one at 520/540/560/580). Below there is an image which details which Activities are currently dropping what power of Gear. Most of the activities that drop Powerful Gear above 540 are considered End Game Activities. Most of those End Game Activities (for the vast majority of players) also require pre-made Fireteams (for these situations I highly recommend checking out both the Clan Post and Destiny Discord). Destiny 2 does have a feature called Guided Games, but the Matchmaking times are significant, as very few players have embraced the feature, so I would avoid it currently until a revamp comes for it in the future.
Infusion is the process by which you make lower Power Level gear turn into higher Power Level gear. Each piece of gear, Weapon/Armor will have a menu will several options that can be expanded. This includes Infusion, Mod (see below), Shader, Masterwork/Catalyst (see below), and possibly Ornament. The most important of these is Infusion. After update 2.0.0, Infusion requires a couple more things than it use to.
- A higher Power Level item as Infusion Fuel. This item must reside in the same slot/class. You can once again cross infuse Weapon Types, as long as they are Kinetic for Kinetic, Energy for Energy, and Power for Power.
- Legendary Shards
- Planetary Materials
- Enhancement Cores
Once you have all of the required things to infuse a higher PL item into a lower one, just choose the desired item and infuse it.
SGA: Due to the drastic price tag of Infusion, it is highly recommended that you avoid infusion unless absolutely necessary. And for all Infusion of Y1 Exotics for use, use your Collection's tab to repurchase that item at your softcap (about 20 PL below you) for a significantly reduced price over infusing other gear. Make sure it's the same item, as items that are the same only cost Glimmer to Infuse.
Powerful Gear Challenges/Activities
Once you've hit the Level cap of 50 and Power Level 500, your goal is going to heading toward that Power Level cap of 600 (Note: For Annual Pass owners, the current cap is 650). To do this, you are going to need to obtain as many Powerful Gear drops as possible. Knock out as many of these as possible in any given week, because the grind to Max Power has been slowed dramatically, as I will explain below. Keep in mind, Milestones have been removed and changed to Challenges now. There are also now several tiers of Powerful Rewards, so be smart about which Activities you do and how they could effect your Power Level. Knock out as many general Powerful Gear Activities as you can until you hit 520. At 520, low tier Powerful Gear Activities will only grant a +2 Power from your current Power Level. High tier Activities will continue to drop +5 increases until after you hit the cap on their Activities. For example, if you have all 520 gear, do some higher tier Activities that will drop better loot and have a broader effect on your Power Level, but if your gear has a wide variance, it's a good time to do lower tier Activities (526 Boots don't help much when you are 524 already, but they do when you had 530 Gloves but your Boots were still 515).
Prime Engram Buff - Daily buff for each player after Level 50. You will get a High Tier Powerful Engram drop. Turn these Engrams in as soon as possible as well, before they lose their value. Update: Since Black Armory's release, there has been a drastic increase in Prime Engram drop rates, and a further increase for players sub 600 to help them reach 600 quicker. It is unknown at this time since the path just went live on 12/11, but sub 600 Primes should no longer only be +5 drops, but rather closer to +10.
Found on a Reddit post by Zephaus here.
Black Armory: Post 600-650
There are very few Powerful Rewards that are better than +2 after Black Armory's release. As Datto indicates in the video above, those Activities are Clan XP and Gambit Weekly (both drop between +3-4, Datto mentions 100k Nightfall in this category too, but I haven't seen that), Random Exotic drops/Prime Engrams/Ada-1 Radiant Weapons and Weekly Quests (all drop +5), and Scourge of the Past rewards (between +10-12). As stated both above and in this Datto vid, when Power Levels are even, go for big rewards. If your gear is sparse, go after normal Powerfuls like Daily Crucible/Gambit/Strike/Clan Engrams/etc. There are a ton of sources to gain Power in Black Armory. If you do them all you are looking at big gains each and every week and you will be at 650 in no time. Running 1 character and doing all Activities each week available, it should take about 2.5-3 weeks before you can do Scourge of the Past, and then probably only 2 runs of that to hit 650. Those running 3 characters should be hitting 650 this week.
Heroic Story/Heroic Adventures/Vanguard Strikes/Nightfall
Once again, Bungie is making big changes to the Strike Playlist and Nightfalls. The Prestige Nightfall is being removed altogether. Similarly, Ikora's Miditations are being removed in favor of a dedicated Heroic Story Playlist. Heroic Story, Vanguard Strikes, and the all new Heroic Adventures will share the same Weekly Singe (Arc/Solar/Void, a 25% increase in incoming/outgoing damage), and the same daily Advantage and Disadvantage. In addition, Nightfall is receiving an increase in potency, while players will now be given a choice between 3 different weekly Nightfalls in which to complete (no word yet on if they new Nightfalls will have Modifiers, but I'd guess it's likely and that they will each vary from each other). In addition, Nightfall Unique Rewards (Warmind added Unique Rewards of a Rocket Launcher for the Warmind Strikes) will remain, and be added to with the new Strikes being added with Forsaken, and with PS Exclusives now going Live on Xbox One and PC. For reference, here are those Modifiers for the Daily PvE Activities...
- Brawler (Advantage) - Double Melee recharge rate and damage.
- Grenadier (Advantage) - Double Grenade recharge rate and damage.
- Heavyweight (Advantage) - Triple Power Ammo drop rate, double damage.
- Extinguish - Return to Orbit on wipe.
- Famine - Ammo drops reduced by 50%.
- Match Game - Players must match the Damage type to Shield type to remove it.
- Attrition - Health regen is slowed greatly, but enemies drop health pickups on death.
- Momentum - Health regen only occurs when players are moving.
- Glass (Disadvantage) - Half health/shields, double recharge rates.
- Blackout (Disadvantage) - No radar, 20x enemy melee damage.
- Iron (Disadvantage) - Enemies do not stagger, and health pools are increased by 50%.
Strike Playlist is saw major changes on September 4th. There are now 4 Strike Playlists. After you are 40 Power above the next Strike Playlist, you will be locked out of the lower one (if you hit 441, the 300 Playlist will be gone, after 541, only the 500 Playlist will exist).
- 500 Power Level Strikes
- 400 Power Level Strikes
- 300 Power Level Strikes
- Legacy Strike Playlist (set at 200 Power Level)
Gambit is the first PvEvP mode in Destiny. Players launch in teams of 4 to fight against AI opponents, in a race against 4 other Human players. Stronger Ads killed are worth more Motes, and players can send distracting enemies called Blockers against the enemy team's Mote Bank for 5 (small), 10 (medium), and 15 (large) Motes. Players can only hold up to 15 Motes at a time each. Once a team banks 25, 50, or the opposing team has banked 75 (and summoned their Primeval, players are allowed to Invade and kill opposing players. If you die, by AI, opponents, or yourself, you lose all held Motes. Motes from dead Ads also disappear after a short period of time, so you have to collect them quickly. Once your team has Banked 75 Motes, you Summon a Primeval Boss. This Boss will have two major guards. Killing these two Guards will significantly diminish the Primeval's damage resistance, so kill them quickly first. But watch out for opposing Invaders, because when your Primeval is up, Invaders can come constantly every 30s. Invader kills while a Primeval is up will heal the Primeval. The first team to kill their Primeval wins the round. Win 2 rounds to win the match.
Be on the lookout for the Ascendant Primeval. This will be the Riven's Voice Boss from the Campaign and functions the same. Upon killing him before your opponents, you will unlock the Malfeasance Quest. Future kills of the Ascendant Primeval unlock the Sparrow/Ship/Emblem from this enemy required to obtain the Dredgen Title.
The Blind Well and Dreaming City Activities
The Dreaming City has one major Activity in free roam, The Blind Well. This is a 9 player location that is it's own instance (so all players there should be trying to do Blind Well, unlike Escalation Protocol on Mars). Players can be in 3 player Fireteams. The Activity has Tiers 1-3 that increase in difficulty, and require an offering of that Tier to Activate. Players need to kill as many enemies as quickly as possible to charge the Well. If players leave a Well during the Activity, they will sustain a small tick of damage each second until they die, so try to stay near the Well's. Players must clear 5 Wells, and then the Boss Phase. During these phases you will notice two enemies that stand out. Servents of the Plague and Anathema. Servents cannot be damage unless players have a buff called Harmony. Player obtain this buff by kill Anathema enemies (will be glowing) and picking up the Orbs they drop. The Harmony buff also has the added benefit of generating Ability Energy extremely fast (think Mayhem). During the Boss phase, only players with Harmony can damage the shields of Boss's. Tier 1 Well's have 1 Boss, Tier 2 Well's have 2 Bosses, and Tier 3's have 3 Bosses. Killing all Bosses clears The Blind Well Activity.
Hint: Use Harmony to generate Super, then destroy Bosses with Super while having Harmony up. Try to always maintain Harmony.
Note: Petra's Weekly Gateway Between World's Bounty requires completion of a set number of Blind Well Activities. Tier 1 BW's are worth 10% and Tier 2 are worth 20% (I do not yet know how much Tier 3's are worth, probably 30%). You are required to complete 100% to finish the bounty and obtain an Oracle Offering. SGA: After update 2.0.2, the Oracle Offering has been bugged. Make sure there is ample space in your Consumable Inventory, otherwise it will disappear and be unable to be retrieved. Another bug is also that you cannot Fast Travel with an Oracle Offering in your Inventory or it will also disappear. It is highly recommended that you hold onto your completed Bounty, go directly to Queen Mara's Palace, and turn in your Bounty right before presenting it to her there so you do not lose it. In a way, that Offering is worth 2 540 Powerful Gear drops each week, so losing it is a big loss to your Power Level.
Tier 4 Heroic or Unstable Charge
Fallout Plays has a great guide on how to Activate the Unstable Charge. Players must first complete a Tier 3 Blind Well. Once completed, quickly approach the Blind Well Pillar and slot in an Unstable Charge into the Tier 3 slot. This will Activate the Tier 4 Heroic Blind Well Activity. Be mindful, this is a 580 Activity, so it will be very difficult, but the rewards are worth it as it counts as a Raid Tier (580, or Encounters 1-3) drop of Gear.
Note: Each week the Boss Encounter for Tier 4 has changed, so be mindful on your first attempt as it will not be the same mechanically as the week before. There are 3 distinct Heroic Blind Wells with varying mechanics.
- Week 1: Requires you to kill Screebs near both bosses to take down their shields. Then damage the Bosses.
- Week 2: Kill the Wizards in the back left corner, charge Orbs by tossing to another player, and throw at Ogre Boss. Damage Boss. If he doesn't die, go kill Ogre's in the back right corner. Do the same thing, throw to other players to charge, then throw at Boss. If he still isn't dead, there will be 2 Knights at the back center. Same thing.
- Week 3: This is simply the Eye of Riven story mission in the Blind Well. Do damage to Inomina, kill the Blights, damage, kill Blights, damage, kill Blights, and hopefully he's dead.
The Ascendant Challenge rotates each week. Players are required to find/purchase a Tincture of Queensfoil item first. These are often located around The Dreaming City in Region Chests, Lost Sector Chests, Blind Well Chests, and hidden Ascendant Chests (which already require you to have used one). There is also a rather hidden vendor that sells them for Baryon Boughs. Once obtained, consume the TQ which will turn you Ascendant and allow you to see things from the Ascendant Realm in The Dreaming City. There are many hidden Ascendant Chest (one located right by Petra), but the main thing you are looking for each week is the Ascendant Weekly Challenge. It is highly recommended that you check outside sources each week for the location of this Challenge, as you only have 30 minutes with the Ascendant buff per TQ. I will try to keep an update of each Week's Ascendant Challenge below.
The Shattered Throne
As the Curse progresses to Week 3, the final week of the Dreaming City Curse, a new Activity become available, The Shattered Throne. This is Destiny's first Dungeon, a 590 3 player Raid like experience. Like a Raid, it has multiple Encounters, high tier Powerful Reward drops, involved Mechanics within the multiple Boss Encounters, and a hidden Quest for the Wish Ender Exotic Bow (see Wish Ender under Exotics). This Dungeon will only be available during the Curse Week 3, so after Oct. 1st, it will no longer be available again until Oct. 23rd. Below is Datto's Video Guide on how to complete it.
Raids are the ultimate PvE content in Destiny and generally require 6 dedicated players working in concert with each other to accomplish. So far in Destiny 2, there were 1 Raid, and 2 Raid Lairs in Y1, one released on 9/14, and another that is to be released on 12/7. Listed below, are the names of those Raids available to the players who own those content packs.
- Leviathan (Destiny 2 - Raid)
- Eater of Worlds (Curse of Osiris - Raid Lair)
- Spire of Stars (Warmind - Raid Lair)
- Last Wish (Forsaken - Raid)
- Scourge of the Past (Black Armory - Raid) - Available 12/7
Note: Revive mechanics have been altered in all Raids. Players no longer only have 30 sec to pick up a revive, but rather 2:30 for each encounter, but it doesn't reset after each player is revived. In other words, teammates can only be down for a total of 2:30 per encounter now, but that could be 1 teammate, or 5 at the same time.
Raid Rewards/Raid Mods
Raid Encounter Rewards were adjusted a few months back. Now, every Encounter completion guarantee's at least 1 single reward (before it was a chance, meaning you could go the entire Raid with only a Reward at Calus). So finishing a Challenge on Leviathan will Guarantee 2 Rewards now (1 for the Encounter, 1 for Challenge). In addition to this, all existing Raid Armor was given Raid Mods with specific Perks that work only on the Leviathan location (works for Leviathan, Eater of World, and Spire of Stars). Below is the list of all Leviathan Mods and their effects. The final addition to Raid Loot was the Contender's Shell (only works on Leviathan Raids, so does not work in Last Wish). This Ghost provides two major perks: A chance that Encounter completions grant Bright Engrams, and a 50% chance that all Exotic drops from Encounters will be an Exotic not already in your collection.
- Helmets - Activating your (Elemental Choice) Super recharges your Grenade.
- Gauntlets - Melee kills either increase damage by 20%, increase damage resist by 20%, or make enemies drop Power Ammo.
- Chest Armor - Defeating Challenging Enemies with Power Ammo, increases Power Ammo Damage by 15% for a short period of time.
- Leg Armor - Killing Normal Enemies with an Energy Weapon with increase Energy Weapon Damage by 15% for a short period of time.
- Class Item - Your (Elemental Choice) Abilities deal 25% more damage.
I created a few Guides for the Destiny 2 Raids. For anyone that is interested, some of the strategies may be slightly different, but these Guides should give you a pretty good idea of how each Raid and Raid Lair work.
- Leviathan Raid Guide
- Eater of World's Raid Lair Guide
- Might create a Raid Lair Guide for Spire of Stars at some point. But for now, watch this video and this one.
- Datto Last Wish Guides - Kalli, Shuro Chi, Morgeth, Vault, and Riven.
Since release, Destiny 2 has undergone some major changes to the way a lot of the background systems work. A detailed list of the major changes from Curse to Warmind can be found here, the changes made for Warmind here, and the changes both already made and coming for Forsaken here. Some of the biggest changes to weapons/armor need to be discussed here though.
Weapon Slot Changes
With the 2.0.0 update released on Aug. 28th, weapon slots received a massive update that drastically changed the face of Destiny 2. Destiny 1 players will notice a game that more directly reflects the game they played for the first 3 years of this franchise. Snipers, Shotguns, Fusion Rifles, and Single Shot Grenade Launchers have been moved from the Power Slot back into not only the Energy Slot, but also the Kinetic Slot. So we now have 3 types of Weapons. These weapons drop in specific slots (Kinetic/Energy/Power) by weapon and can't be changed, but allows us to see a large variety of loadouts impossible before 2.0.0.
- Primary (White) - These include Hand Cannons, Auto Rifles, Pulse Rifles, Scout Rifles, SMG's, Sidearms, and the brand new class of Bows (after Forsaken launches). These are both Kinetic and Energy Weapons.
- Special (Green) - These include Sniper Rifles, Shotguns, Fusion Rifles, and Single Shot Grenade Launchers. These are both Kinetic and Energy Weapons.
- Heavy (Purple) - These include Rocket Launchers, Drum Fed Grenade Launchers, Swords, and Linear Fusion Rifles. All of these weapons are locked to the Power Slot.
All existing Weapons in the Primary Class stayed in their current Slot. All existing Weapons in the Special Class moved to the Energy Slot, except for (Hawthorne's, Alone As A God, Perfect Paradox, Baligant, Frigid Jackal, Shepherds Watch, Silica Neumera) a few which moved to the Kinetic Slot. Another 4 outlier Exotics in the Special Category remained in the Power Slot due to their significant Power Levels above the other Special Weapons. Those are Legend of Acrius, D.A.R.C.I., Tractor Cannon, and Whisper of the Worm.
The ammo economy for PvE stayed the same, with the new caveat that picking the corresponding ammo crates (White/Green) only fills half of each Weapon, if you are running 2 of a Class rather than 1 of each of the 3 Classes. The same goes for PvP. The other change for PvP is that you now only start a life with 2 rounds of any Special Ammo (running 2 Specials only gives each 1 Round).
Note: Here is a link to Mercules904's Massive Breakdown of Weapons. It is a great resource to see what the best guns/archetypes are, how quickly they do damage, and which ones are worth your time investing in.
With update 2.0.1, Bungie is releasing Mods 2.0 and removing any and all Y1 Mods. Y1 Mods will cease to function, but can still be dismantled, both from Inventory, and from the Weapons/Armor themselves, for Mod Components. Legendary Mods will dismantle into Mod Components 1 for 1, but Rare Mods only have a chance (likely 1/3 due to it taking 3 to make a Legendary) to create a Mod Component. Upon release of 2.0.1, Mod Components can be used to purchase the new Mods from the Gunsmith. They will also drop randomly on item, with a higher chance to be on Exotics, and a lower chance on Legendaries. Mods 2.0 can be either replaced and the existing Mod lost, or the Weapon Dismantled and the Mod kept. Only 5 of each type of Mod can be saved at any 1 time in 2.0.1. Known Weapon Mods are as follows...
- Major Spec
- Minor Spec
- Boss Spec
- Radar Tuner
- Target Adjuster
- Icarus Grip
- Freehand Grip
- Backup Mag
- Counterbalance Stock
Armor Mods will give players the ability to slot Super, Grenade, Melee, and Class Cooldown Mods on. Each Mod reduces the player's Ability Cooldown by 12%, for a total of 60% Cooldown reductions over the 5 Armor Slots.
The Masterwork System
With Forsaken, the Masterwork System is receiving another big update. Instead of just 1 tier of Masterwork, now Weapons will be able to be leveled, 1-10 in the Masterwork System. Benefits are still similar, but level 5 produces the same results as the current Masterwork System at a cheaper cost, and level 10 is a 2x benefit to those Masterwork stats over the current system. However, this new system costs 70% more Masterwork Cores. To combat this, Bungie has said they are increasing the drop rate of Masterwork Cores... but to date, that hasn't really happened besides Spider selling them each day for an increasing cost of Legendary Shards. Below are the types of Masterworks Available.
- Legendary Weapon Masterworks - All Legendary Weapons gain the ability to generate Orbs on Multikills (2 kills in a row). They can also be designated as PvE or PvP Masterworks, and track kills in those playlists on the gun. In addition, all Masterwork Legendary Weapons can gain a bonus to a stat, things like Stability, Reload, Handling, Range, Magazine, etc. Any Legendary Weapon can be turned into a Masterwork. Rerolling the stat bonus Costs 3 Masterwork Cores. Upgrading a Masterwork Weapon has an increasing cost the higher it's level.
- Legendary Armor Masterworks - All Legendary Armors gain 3% damage reduction while in Super per piece of Masterwork Armor. Turning an Armor into a Masterwork also changes the Stat distributions of Res/Rec/Mob (see Armor Tips below if you don't understand this). This distribution can be again changed by Rerolling the Armor for 3 Masterwork Cores. Like Weapons, and Armor can become a Masterwork.
- Exotic Weapon Catalysts - Exotic Weapon (see Exotics below) Masterworks work very differently than their Legendary counterparts, and are much more powerful for it. Each Exotic Weapon in Destiny 2 has a Catalyst (even if some aren't available yet) that drops from various Activities (you can see the list here, which include Bonuses and Requirements to Unlock). To unlock, own an Exotic, and just play the Activities that their's drops from, and RNG willing, you will randomly receive an Exotic Catalyst. Once obtained, they can immediately be applied to that Exotic. Once applied, the Exotic is Masterwork'd and will be given the ability to generate Orbs on multi kills. However, Catalysts also then unlock a Quest and Objective. Once finished, a Unique to that Exotic Perk will unlock on that Exotic when applied. A few of the Catalyst perks include Huckleberry's Ambitious Assassin, Mida's Outlaw, Polaris Lance's Dragonfly, Vigilance Wing's Full Auto, and Wardcliff's Pinpoint Guidance (rather than unique perks, some Catalyst just provide Bonuses such as Crimson's +20 Range that makes it a great PvP gun).
The most powerful Weapons/Armor in Destiny are called Exotics. These items have unique Perks, only located on themselves, that grant extremely powerful bonuses. In D2, some are Story Quest Rewards, some are random drops for completing End Game Activities, and others reside behind World Quests, Quest Chains, or Hidden Quests only found by the most keen Guardians. Below is a list of all of the Destiny 2 Exotics. Below that, is a list of all of the Quest Exotics, and Guides on how to obtain them linked in video form.
- Weapons - Borealis Sniper (PS4 Exclusive, coming to Xbox One/PC Sept. 4th), Coldheart TR, Darci Sniper, Fighting Lion GL, Graviton Lance Pulse, Hard Light Auto, Legend of Acrius SG, Merciless FR, Mida Mult-tool Scout, Rat King Sidearm, Riskrunner SMG, Skyburner's Oath Scout, Sturm HC, Sunshot HC, Sweet Business Auto, Prospector GL, Wardcliff Coil Rocket, Tractor Cannon SG, Vigilance Wing Pulse.
- Titan Armor - Insurmountable Skullfort Helm, Mask of the Quiet One Helm, ACD/O Feedback Fence Gloves, Doom Fang Pauldron Gloves, Synthocepts Gloves, Actium War Rig Chest, Crest of Alpha Lupi Chest, Hallowfire Heart Chest, Dunmarchers Boots, Lion Rampant Boots, Peacekeeper Boots.
- Warlock Armor - Crown of Tempests Helm, Eye of Another World Helm, Nezarac's Sin Helm, Skull of Dire Ahamkara Helm, Karnstien Armlets Gloves, Winter's Guile Gloves, Sunbracers Gloves, Starfire Protocol Chest, Wings of Sacred Dawn Chest, Lunafaction Boots, Transversive Steps.
- Hunter Armor - Celestial Nighthawk Helm, Foetracer Helm, Knucklehead Radar Helm, Mechaneer's Tricksleeves Gloves, Young Ahamkara's Spire Gloves, Dragon's Shadow Chest, Lucky Raspberry Chest, Raiden Flux Chest, Lucky Pants Boots, Orpheus Rigs Boots, Stomp EE5 Boots.
Curse of Osiris
- Weapons - Crimson HC, Prometheus Lens TR, Telesto FR, The Colony GL, Jade Rabbit Scout.
- Titan Armor - Khepri's Horn Helm, Helm of Saint-14, Aeon Safe Gloves, Mk 44 Stand Aside Boots.
- Warlock Armor -The Stag Helm, Aeon Soul Gloves, Ophidian Aspect Gloves, Vesper of Radius Chest.
- Hunter Armor - Graviton Forfeit Helm, Aeon Swift Gloves, Shinobu's Vow Gloves, Gemini Jester Boots.
- Weapons - Huckleberry SMG, Suros Regime AR, Worldline Zero Sword, Sleeper Simulant LF, Polaris Lance Scout, Whisper of the Worm Sniper.
- Titan Armor - Eternal Warrior Helm, Wormgod Caress Gloves, Ashen Wake Gloves, Armamentarium Chest,
- Warlock Armor - Apotheosis Veil Helm, Verity's Brow Helm, Sanguine Alchemy Chest, Claws of Ahamkara Gloves.
- Hunter Armor - Wormhusk's Crown Helm, Sealed Ahamkara's Grasp Gloves, Ophidian Spathe Chest, Frost EE5 Boots.
- Weapons - Cerberus +1 Auto, Wish Ender Bow, Trinity Ghoul Bow, One Thousand Voices TR, Malfeasance HC, Ace of Spades HC, Queenbreaker's Bow Sniper, Two Tailed Fox Rocket, Chaperone SG, Lord of Wolves SG, Black Talon Sword, Wavesplitter TR (PS4 Exclusive). Thunderlord HMG added via Quest.
- Titan Armor - One Eyed Mask Helm, Ursa Furiosa Gloves, Heart of Inmost Light Chest, Antaeus Wards Boots.
- Warlock Armor - Contraverse Hold Gloves, Chromatic Fire Chest, Phoenix Protocol Chest, Geomag Stabilizers Boots.
- Hunter Armor - Oathkeeper Gloves, Shards of Galanor Gloves, Gwisin Vest Chest, Sixth Coyote Chest.
- Weapons - Anarcy GL, Le Monarch Bow, Izanagi's Burden Sniper, Jotun FR, and a Quest Exotic from D1 (thought to be Last Word).
Some of the most powerful of these Exotic drop specifically from Quest Chains or hidden missions. Below is a list of those and linked with Video Guides on how to obtain them.
- Legend of Acrius
- Rat King (now only requires a Nightfall completion with other Rats, no timer, also note, big buff have been given to Rat King since this video)
- Sturm (note, big buffs have been given to Sturm since this video)
- Mida Multi Tool
- Worldline Zero
- Sleeper Simulant
- Polaris Lance
- Whisper of the Worm
- Ace of Spades (Note: Invader kills only count when somebody Invades your Arena, NOT when you Invade them)
- Wish Ender, see Shattered Throne under Activities.
- Thunderlord, Halloween Master Ives Quest, complete before 11/27 (might not exist after season end).
Xur is seeing some changes for Forsaken. Each week he will show up at a random location, not linked to the Flashpoint, that doesn't show on the map itself. He will still sell his normal Exotic wares (Note: that will only include Y1 Exotics until further notice), but he will still sell what is called a Fated Engram. This is guaranteed to be an Exotic players don't already own on that character (keep in mind if you own all Titan Exotics and all Weapons, you will get duplicates on your Titan). The caveat is that now the Fated Engram only will contain pre-Forsaken Exotics, so you will not be able to get Forsaken Exotics from it. Xur also no longer sells 3 of Coins, and those still in existence will be able to be dismantled for Legendary Shards (as of here).
- Redrix Claymore/Broadsword - Obtained from Shaxx, the Redrix Claymore was the first Pinnacle Weapon introduced back in Y1 Season 3 as the reward for reaching 2100 Glory in Competitive PvP. In Season 4, players who obtained the Claymore, could obtain a Broadsword from any post match Crucible or package from Shaxx. Others had to finish a Quest, one that is still live for all players that requires a lot of Pulse kills, energy final blows, gametype completions, and 5 Valor resets.
- Luna's Howl/Not Forgotten - Obtained from Shaxx, the Luna's Howl was the Season 4 Competitive reward for completing a long Crucible Comp Quest that consists of 150 HC kills, 200 Solar kills, 3 Rumble Matches, another 100 HC Crit kills, and reaching 2100 Glory. Not Forgotten is a Luna's clone with more range that requires getting 500 Luna kills and reaching 5500 (max) Glory in a single season. Both Quests are still active in Season 5.
- Loaded Question - Obtained from Zavala, this is the first Vanguard Pinnacle Weapon and consists of 40 Strike completions, 500 Fusion kills, and 1000 Arc kills.
- Breakneck - Obtained from The Drifter, this is the first Gambit Pinnacle Weapon and consists of 40 Gambit match completions, 500 Auto Rifle kills, 100 Auto multikills, and 150 Challenging Enemy kills.
- The Mountaintop - Obtained from Shaxx, the Season 5 Competitive Weapon can be completed mostly in either Quickplay or Comp, but Comp kills are worth more. Those kills, doubles, and medals all have to be obtained with Grenade Launchers. The two other requirements are that you reach Brave (200 Glory) and Fabled Ranks (2100 Glory).
With the launch of Forsaken on Sept. 4th and update 2.0.1, Bungie is releasing both Collections and Triumphs. Collections will hold all Year 1 Weapons, Armor, Ships, Shaders, Ghosts, Sparrows, and Emblems a player owned/deleted from the start of Warmind onward. This will include all Exotic, Legendary, Rare, Uncommon, and Common items. Items a player is unable to obtain (such as Seasonal Rewards) will not display if a player did not obtain them. Another new feature is the Triumphs. Instead of having a Record Book or end of year Bounties, Destiny 2 will now have a dedicated place for you to track and go after in game achievements. This will act similarly to how Grimiore worked in D1, but will be clearly tracked in game, and players will know exactly where they need to go, and what they need to do to accomplish these achievements. Along with this, finishing certain Achievement Categories will unlock Titles for Players that display under their names when in places like a Social Space. This will show off to other players exactly what they have achieved.
Under Triumphs you will notice several Seal Triumphs. These, once completed will unlock a series of 6 different Titles you can assign to your player character. The difficulty in these range from a mind numbing grind over several weeks to months (Wayfarer), to almost complete RNG luck (Cursebreaker), to near impossible to complete and only 200 or so of the entire population of the game will obtain by the end of Y2 (Unbroken). Below are those Titles and a description of the Activities they relate to.
- Rivensbane - Related to Raid Triumphs. Similar to Cursebreaker, in that RNG limits players who can obtain it. But it does have some challenging requirements such as all Clan Challenges Complete and a Flawless Raid which is darn near impossible currently due to a Guitar error.
- Cursebreaker - Related to the Dreaming City. The hardest step is actually related to RNG drops of the Ship/Ghost/Sparrow. Most players will have completed all other steps just by playing the game. The Ship is RNG for an item that has to be spawned via Wall of Wishes after obtained. Sparrow is a random drop from Shattered Throne. And Ghost is just a random drop for completing Dreaming City Activities. I wouldn't pursue this unless you get lucky on 2/3 of these items.
- Chronicler - Related to in game Lore. Pretty easy to obtain, just incredibly tedious searching the entire game for lore. Also under the impression this is impossible to obtain until sometime during Black Armory since 1 step can only obtain a single entry each 3x Curse Week.
- Unbroken - Related to Crucible. Hardest step is 3 Seasons of max Glory rank of 5500 (which makes this easily the hardest to obtain Title for 99.99% of the community).
- Dredgen - Related to Gambit. This is one of the easiest Titles to obtain as it really only requires 3x Resets of Gambit. You do have to deposit 100 Motes without losing any and win, and kill 10 Invaders in Super, which is actually harder than one might think now that most players rarely Super while Invading.
- Wayfarer - Related to Destinations. This is the easiest to obtain Title, but extremely grindy and will require multiple weeks of Flashpoint resets.
Black Armory: Season of the Forge (Dec. 4th, Season 5 starts Nov. 27th)
- Dec. 4th - Volundr Forge
- Dec. 7th - Gofannon Forge
- Dec. 7th - Scourge of the Past Raid
- Dec. 11th - The Dawning Event (free to all players)
- Dec. 18th - Izanami Forge
- Jan. 8th - Niobe Labs
- Jan. 29th - Exotic Quest (The Draw)
- Feb. 5th - Crimson Days Event (free to all players)
Power Level is increasing to 650. New pinnacle weapon pursuits in Strikes, Gambit, and Competitive PvP. It will include 4 brand new Exotic Weapons and one returning D1 Favorite. Forges are new small 3 player matchmade horde mode style Activities with their own unique loot and Exotic Weapons that can be forged by playing them enough. Legendary Machine Guns are returning as are the same Armor perks for Machine Guns that all other archetypes enjoy such as Scavenger, Reserves, Targeting, Dexterity, etc. The Scourge of the Past Raid releasing on Dec. 7th is indeed a full fledged Raid rather than last years Raid Lairs. Bungie even showed off a section of the Raid where players will need to use a Sparrow to get to and from. Black Armory will also contain not one, but two Live Events, both of which will include brand new offerings from Tess at Eververse like this Frosty the Ghostman for The Dawning. As you can see above, Black Armory is meant to be a Season long affair with different launch dates for content. It will be interesting if this type of content drip will keep player engagement high throughout the Season.
Joker's Wild: Season of the Drifter (March)
- New Gambit Experiences
- Xur Bounties
- New Activity Experience
- 2 Exotic Quests
- Spring Event
Penumbra: Season of the ... (June)
- New 6 Player Activity with Matchmaking
- New Raid
- Exotic Quest
- Solstice of Heroes
- Several Redacted Events/Activities they don't want to talk about yet due to Spoilers.
Last Few Tips
Destiny 2 actually has a very complex 'under the hood' thing going on, which people are always trying to figure out. It would take too long to list all of it, but here are some things you might want to know.
- Supers in PvE are best used for killing adds and generating Orbs of Light most of the time. Your teammates can gain Super energy by picking up the Orbs you have created. If you time things right, you can chain Supers together often getting your Super back very quickly. One of the biggest changes since launch however, is the power certain Supers can bring to the table. A Nighthawk Golden Gun, Fireforged Sunbreaker, or a Tractor Cannon buffed Vortex Nova Bomb can all deal massive amounts of damage, and this is especially true while utilizing the Raid Class item on Leviathan for a Raid or Raid Lair. Helping to mitigate the Orb creation issue as well is the release of Masterwork Weapons to generate Orbs on any double kills, which drastically reduces Super Cooldown in PvE scenarios.
- Tests have found that in Escalation Protocol, Linear Fusion Rifles actually do the largest DPS. Unlike other Activities such as the Raid, where D.A.R.C.I. is King right now, Linear Fusion actually Triple that damage per shot.
As more random tips and trick become known or I think of them, they will be added here.