I know there will probably be a lot of Guardians making a return next week when Rise of Iron drops to Destiny. With Rise comes a lot of new changes and many of those are focused on PvP. There are a lot people on this forum who haven't really played much of/any PvP in Destiny so I wanted to give a few recommendations and talk a little bit about where weapons are with Destiny currently to help you guys prepare for the new game modes like Supremacy, Custom Matches, and the relaunch of both Iron Banner and Trials of Osiris. So without further ado.
Keep in mind the average Guardian health ranges from 187-200 depending on armor spec, but can go as high as 208 running specific perks. 200 will kill over 95% of players, but 209 will guarantee any kill.
Primary Weapons
Scout Rifles - There are 4 tiers of Scout Rifles, High Impact, Mid Impact, Mid-Low Impact, and Low Impact. They have the highest range and least damage falloff of any primary right now.
High Impact - These have the fastest TTK (Time To Kill) of all Scout Rifles in PvP doing 73 Crit, 49 Body, with an optimal TTK of 0.8 seconds and a max TTK of 1.6. They also require near perfect accuracy to obtain this TTK in almost all situations.
Recommendations for Exotic is only Jade Rabbit on PS4, since it is the only Exotic in this tier. It can allow 1 Body and 2 Crits in PvP due to it's Exotic perk giving more damage to Crits after a Body shot. For Legendaries in PvP look for perks such as Life Support, Hand-Laid Stock, and Third Eye. In PvE look for Triple Tap, Extended Mag, and Firefly. Keep in mind Explosive Rounds specifically on Hand of Judgement (Prison of Elders) does 50 Body, which increased it's CCB to 196, killing all Guardians armor 6 or below, and causing increased Flinch, so it's a very worthwhile perk to have on that specific gun. Does extra PvE damage as well.
Mid Impact - These have the slowest but most consistent TTK in PvP. They should be used beginner or non competitive players. They do 61/41 with a TTK of 1.0 and 1.33. They only require 2/4 Crits for a kill.
Recommendation for Exotic is for Warlocks with Super, the Tlaloc, or class specific gun from the Gunsmith. With Super available this gun goes from good to the best in the game currently. It start firing as fast as the Mid-Low Impact tier of Scouts and it's TTK drops from 1.0 to somewhere in the 0.7? range and still only require 2/4 Crits. Legendary recommendations are the same as the High Impact tier for both PvP and PvE.
Mid-Low Impact - This tier is defined by one gun right now, The Mida Multi Tool. One of the best Scout Rifles for both PvE and especially PvP. It has a TTK of 0.9 to 1.5 requiring 3/4 Crits and does 57/38. The Mida is one of the top 5 Primaries in Destiny because of it's sheer utility. It has high flinch, high rate of fireThere will be Legendaries with Rise of Iron in this class, but it's hard to say what would work best. I would stick with what works on High Impact and maybe look into Lightweight as these benefit from added movement speed.
Low Impact - These are a mix between High and Mid Impact, as they are less punishing than High Impact, but more rewarding than Mid Impact. Overall a solid group of weapons with good perks. But those perks are very different than the other Scouts. They have a TTK of 0.93 and 1.4 and do 45/30.
Perk recommendations for PvE stay the same, but the ease of use of this PvP setup may be fun to use. For PvP, look for the Gunsmith's Suros DIS-47 with Full-Auto, Perfect Balance and Small-bore. This is an incredibly easy to use Auto Rifle type Scout. It is a lot of fun to use, from personally experience.
Auto Rifles - The go to for any game, once the powerhouse of the Crucible, now the Red Headed Step Child. High Impact, Mid Impact, and Low Impact. Really rough damage falloff outside of short range.
High Impact - These reigned supreme at the launch of Destiny behind their father figure, the great Suros Regime. Now they are a shell of their former selves. At 26/21 they have a TTK 0.93 and 1.2, but can only obtain that while sitting within shotgun "gank" (One Hit Kill + movement speed) range, in other words within 30 meters. They makes them, at least currently, a near unuseable class.
Recommendations are to not use them at all. If they do get buffed, look at perks that Increase Stability and especially Range. Perks like Counterbalance would be great. Suros Regime is ok in PvE, but there are much better Exotics to use out there.
Mid Impact - Slightly less awful than High Impact, they sit at 0.9 and 1.2 doing 20/16. But they suffer the same problems as High Impact except they cause slightly more flinch.
Exotic recommendations for PvE are Zhalo Supercell. While being in a poor class of weapon this gun shines in PvE. It is the only current light level Primary with an Elemental damage (Arc) and it chains lightning to mobs of enemies when it hits them, simultaneously regaining ammo for multikills. A great PvE gun. If you use this tier for PvP, try Hard Light. It doesn't suffer the same damage falloff that others in this tier do, but beware of it's stability issues, it can be hard to control much outside of that intended Range anyways. Still don't recommend these guns for PvP.
Low Impact - This is the only recommended Auto Rifle right now. They have a TTK of 0.87 and 1.07 and do 15/12. They are the embodiment of consistency and ease of use. But they do require a specific set of perks to be able to be used effectively at all.
With the Khvostov 7G-OX coming back with the ability to change it's fire rate, I highly recommend setting it to this fire rate, and choosing both Counterbalance and Braced Frame. The same perks go for any Legendary Low Impact Auto's you find out in the wild. The top tier Legendary in this category is still the Doctrine of Passing, as the Counterbalance roll was literally a perfect roll for this archetype of weapon. I doubt this will still be available once Trials launches so I hope you got a chance to pick one up. But the new Khvostov should work almost exactly the same anyways, it will just take up an Exotic slot.
Pulse Rifles - Probably the most competitive Primary weapon class in Destiny right now. They come in High, Mid, Mid-Low, and Low Impact. They have excellent range, flinch, and TTK on the lowest impact tiers. There is also a readily available God Roll from the Crucible Vendor in the form of the Hawksaw, so go pick that up before next week if you do not have it, seriously, it's a top 5 primary in Destiny right now and it's only 150 marks away from you owning it, go buy it.
High Impact - These guns have the lowest optimal TTK at 0.73 and 1.33 and do 34/23. But they are completely unforgiving, in that you cannot miss a shot to hit that 0.73, so you will likely always be hitting a 1.33 TTK which makes them an almost non-existent gun in the Crucible.
I do not recommend this tier of Pulse Rifle for either PvE or PvP, but a random Lyudmila with something like Crowd Control can be used in PvE.
Mid Impact - This tier has 1.0 and 1.5 TTK doing 30/20. I would only recommend this to newer players as it's 1.0 TTK can be rather consistently hit because it only requires 3/9 Crits, but it would not be recommended for any players that can hit a higher % of Crits.
Red Death steals the show here in PvE for Exotics. It is a great Exotic and worthy of use due to it's health stealing ability. Upon every kill you regenerate your entire health bar as long as you are not shot and interrupted. This is a great weapon for beginners on Raids and really any PvE activity you find yourself losing health often. No Time To Explain can also be used quite effectively in certain situations where you can Crit enemies for extended periods of time in PvE.
Mid-Low Impact - This is the most dominant class of weapons in the Crucible today and for good reason. They boost great range with little falloff outside extreme range, quick TTK, and good Flinch. Their TTK is 0.87 and 1.33 and they do 25/17. It can hit the 0.87 TTK with 6/9 Crits.
I cannot iterate enough, go buy the Crucible Quartermaster Hawksaw. It's so close to a perfect roll it isn't even funny. As far as the top God Roll on this archetype, you are looking for SPO-28, Perfect Balance, Counterbalance, and Rifled Barrel. Keep in mind Aegis of The Reef can roll in strange ways. Mine is pretty amazing with Smallbore, Full-Auto, and Counterbalance. But generally look for high Range/Stability with Counterbalance. Hidden Hand is a decent alternative though.
Low Impact - This class is defined by one weapon, the Grasp of Malok. It has a TTK of 0.8 and 1.33 doing 23/16 but requires 8/9 Crits to hit the 0.8 TTK. It also boost one of the highest base range stats of any Pulse Rifle, which is unusual since it also has the fastest firing rate. The only downside to this weapon is the way in which it is obtained. It can only be obtained by killing Omnigul in the Will of Crota Strike mission.
Recommended perks for this gun vary. But generally an OAS sight, Braced Frame, and Counterbalance are the pillars on which it is built.
Hand Cannons - By far the most controversial weapon class right now. Hand Cannons are plagued with Accuracy issues stemming from Bungies introduction of a Bloom mechanic during The Taken King. See TripleWreck's recent video here that has even garnered the attention of Deej after months of player unrest about the topic. In essence though, the initial accuracy doesn't always allow shots to land at where the reticle is placed. The issue just gets worse as shots are fired in quick succession without allowing the gun to settle back into a resting position. Tangents aside, HC's come in 3 forms, High Impact, Mid Impact, Low Impact, and The Last Word. They suffer from steep range falloff and with Bloom, have severe Accuracy problems that are hopefully resolved in the future.
High Impact - This is the most uncommon HC class in Destiny at the moment. It does boost one of the fastest TTK's on low armor guardians, of 0.5 doing 190 damage, but almost nobody runs lower than 3 armor so that will almost never happen without a buff like Weapons of Light/Shadowshot/Crowd Control/Reactive Reload, etc. It usually has a TTK of 1.0 and 1.5 doing 95/64.
The First Curse is fun to use in PvE, but it's a pain to unlock, and it's really worth it unless you are a collector like me. A Crowd Control and Reactive Reload Judith is fun to use though in PvE, the thing hits like a Semi truck with both active, but you only get 7 shots.
Mid Impact - These are the all intents and purpose work horse class of Hand Cannons. They are the most common and for good reason. They have a TTK of 0.87 and 1.3 doing 86/57 and only require 1/3 Crits for the 0.87 TTK.
The signature gun in this class is The Hawkmoon. It carries 3 lucky rounds that can grant huge boons to damage in both PvE and PvP and make it a great gun for both scenarios. Due to "Ghost Bullets" in PvP though, and low range, it suffers right now in PvP more than it's Legendary brethren. But it does have the potential, upon stacking 2 rounds and hitting two Crits to kill in 2 shots still, coming in at a hot 0.44 TTK, but this is pretty rare. Look for Legendaries with perks like Truesight, Quickdraw, or the best sight Sureshot, Rangefinder (a must have due to the changes in range dropoff), and either Hidden Hand (my preference) or Icarus if you plan to take to the air to take advantage of the boosted in air accuracy HC's offer.
Low Impact - With one of the fastest Primary TTK's, coming in at 0.8 and 1.2 these guns do 77/51. They aren't used as frequently because they require 2/3 Crits unlocks their harder hitting brethren and suffer from Range problems more frequently right now. If "Ghost Bullets" are removed, look for these to become the King's of the Crucible though.
I would not recommend these guns in PvE. However the King and despised Champion of the Crucible, The Thorn, may soon be rearing his ugly head back with it's swan song in Rise of Iron. Coming in at 79/52 plus 4 ticks of 2 poison per hit, Thorn is still dangerous indeed. Add to that near max range and Final Round and you have a very dangerous gun. It did get hit a bit on it's range, which made it go from one of the most consistent HC's to just slightly more so than Hawkmoon, but a two Crit on bullets 8 & 9 will hit for a total of 198 (79+103+16), giving it a walkaway TTK of 0.4 in that situation on 85% of Guardians not spec'd 9+ Armor (I don't think any Hunter can survive that, only Warlocks/Titans). It can also kill with only 1/3 Crits doing 207 damage, making it the easiest to use Low Impact HC, but that relies on the DoT to kill. To kill outright you will still need to 2/3 Crit. Now, there is an anti-DoT/Burn Artifact coming out that would put Thorn in it's place, but it would come at the expense of much better and useful new Artifacts. If Bloom is removed from Destiny, Thorn is by far the 3 headed monster to watch out for.
The Last Word - This gun gets it's own category because it is unlike any other Hand Cannon in Destiny. It is full-auto, has drastically reduced range, and has one primary reason to exist. To pair with a Sniper Rifle to fight off Shotguns at close range in PvP. It is the ultimate Gunslingers 6 shooter, or in this case 8 shooter. It has a 0.53 to 0.8 TTK, doing 75/50, but with drastic range falloff and massive recoil. It also suffers by far the most from "Ghost Bullets" of any HC in Destiny. In it's current form both Fan Fire (it's name for full-auto) and Hip Fire (it has 2 whole perks dedicated to being used like this, include Last Word, it's namesake perk) cannot even be used due to bullets not landing on target above a 25% chance. Currently ADS is the only way to reduce the obnoxious amount of "Ghost Bullets" on The Last Word. Considering it only carries 8 rounds at a time, this can be infuriating at times, when it frequently "Ghosts" half the magazine. Now the good stuff, it boosts one of the fastest TTK's in Destiny, so even with "Ghost Bullets" you will still frequently win 1v1 situations. But 2v1's will leave you looking for cover to reload. I would never run TLW without Hand Cannon Reloader Gauntlets. But it can be an invaluable tool for a great Sniper in Destiny. I personally use TLW frequently, and although it makes me want to break a controller at times, it is still one of the top Primary weapons in Destiny, and for good reason.
I recommend running The Last Word if you are a very skilled Sniper, but do not run it without HC Reloaders, and I highly recommend having Quickdraw on your Sniper if you plan on running it as well. If you don't have QD, and are on a Hunter, look at running a Bladedancer with the Quickdraw perk. That combination will get you out of a lot of situations when you are unexpectedly rushed by players.
Special Weapons
Sniper Rifles - Unlike Primaries, Special weapons are generally more defined by things such as Stability, Aim Assist, Fire Rate, Damage Output, Range, etc. So this section may be a bit different. Snipers come in 5 flavors, High, Mid-High, Mid, Mid-Low, and Low Impact. Snipers now suffer much more exaggerated flinch after the last patch, unlike any other weapon class in the game.
High Impact - This tier is defined by 1 gun in particular right now, The Black Spindle. It has a brother on Playstation called Zen Meteor, but it won't see Microsoft's console until Fall 2017. It is likely however that we will see some new Legendary Weapons in this Archetype like the Efrideet's Spear from Y1 in Rise of Iron, at least I hope. Otherwise Roaming Supers will now roam the wild free and clear, which makes the recent nerf to High-Mid Sniper damage even more of a completely boneheaded move by Bungie. These Snipers do 452/181 and have a body shot TTK of 1.0 in PvP. But do not double body shot with this impact tier, it's a waste of a bullet, finish with your primary. This is the only current tier that can kill a Roaming Super in 1 Crit. It can also Revive Snipe, like all Snipers but the Low Impact variants. This tier has Low Aim Assist, Low Stability, Low Mag size at 3, and low reload speed. Basically worst in class in everything but Impact and Range (useless advantage on Sniper).
Black Spindle is a great weapon for skilled Snipers in PvE on static, elongated Boss encounters when you can shoot a Crit spot for longer than 10 seconds at a time. Reloading the mag on 3 Crits is a great perk if you can maintain hitting Crits for an entire magazine of shots. I don't recommend Black Spindle for PvP, it's low Aim Assist, mixed with about a 5.5x scope make it too hard to use. It just feels heavy and cumbersome.
High-Mid Impact - For a long time the King of the Crucible as far as Snipers go. They have medium Aim Assist, highest Stability, Lowest Range (still plenty of Range), and average reload Speed/Mag size. They do 388/156 and have a body shot TTK of 0.83. Their biggest advantage for a long time was that they could both Revive Snipe and kill Roaming Supers, but the ability to kill Roaming Supers has largely been removed doing only 194 as opposed to the 209-213 they used to do. Also, almost all Snipers now Revive Sniper, another ability given from this tier to all Sniper classes.
I only recommend using this tier of Sniper if you already have a God Roll, or one that you are extremely comfortable using, and do not want to change to another Sniper. The only advantage this tier now has is it's blinting damage ability, or doing 156 to the body and switching to primary to finish that extra 44 damage off. It is below average in every other statistic now, with very little upside. As far as perks go, look for the same on all Snipers in PvP. Optics are Shortgaze (4.9x with better handling, my least favorite, but everyone else loves it), Ambush (4.9x with -25 AA, but added stability), and Longview SLR-10 (5.2x with +3 AA, +Range, -Stability). These have the lowest zoom potential and cleanest sight picture. Then look for Performance Bonus/Underdog/Eye of the Storm/Life Support, but the big two are getting Quickdraw and Hidden Hand. Snapshot is ok and I prefer Stability perks like Perfect Balance next, but Unflinching is the only ok perk outside of Hidden Hand in the final column. You really want Hidden Hand though. In PvE look for the same Scopes, but look for the perks Spray and Play, Triple Tap, and Casket Mag.
I want to make a special callout to the Hunter Gunsmith Sniper, Stillpiercer. It's highly worth noting that this sniper when equiped with Accurized Ballistics, will increase the impact enough to do 199 to any Roaming Super. This is enough to kill all but Max Armor Sunbreakers with Solar Armor and Ramlocks with Max Armor even without matching Chest Armor. This to an extent negates the nerf to this tier Snipers Impact. But I personally find it hard to use Stillpiercer, as something just feels off about it. Personal preference thing. It can also only be used on a Hunter. But it does have Snapshot on it, so using a Bladedancer with Quickdraw with drastically increase Sniping prowess.
Mid Impact - While on paper these seem to be the new darlings, they are hard to come by, and perk selection isn't the greatest. The best hope is for a Defiance of Yasmin, which is also the most common weapon in this tier. This tier has High Aim Assist, low Stability, High Reload, High Range, and normal Mag size. They do 334/134 and have a Body shot TTK of 0.67.
I would not use this tier in PvE, but the Defiance is probably one of the best Snipers in PvP right now. It's open scope design, and high Aim Assist make it a favorite for people like True Vanguard, one of the top Snipers in Destiny. No Land Beyond also kind of falls into this category doing 290/126 without The Master active. It can Res Snipe, is a primary, and has no scope. If also suffers the least from flinch and allows you to run a Sidearm or Shotgun, so it's worth mentioning.
Mid-Low Impact - This tier houses probably the number 1 Sniper in Destiny now. The Glass Promontory. With great overall stats like High Range, Medium Stability, High Reload, and Medium Aim Assist, it comes out as one of the top contenders in the Crucible right now. It's brethren in this category has significantly lower Aim Assist though, keep in mind. Coming in at 267/107 and a Body Shot TTK of 0.53, it is likely we are entering the double body shot Meta for Snipers due to the damage nerf to High-Mid Impact.
For PvP, if you got ahold of a Hidden Hand variant of the Glass Promontory you are in for a treat. It has a built in God Roll of Hidden Hand, Quickdraw, Performance Bonus, and either Shortgaze or Ambush, whichever you prefer. This is the Sniper Rifle I have set down my amazing Hidden Hand 1000 Yard for the past week, and I'm not sure I will go back.
Low Impact - This tier is defined by the recent Iron Banner Sniper Weyloran's March. They have Best in Class AA, Low Range, Medium Stability, Best in Class Reload and Mag Size at 5. It does 250/100 with a Body Shot TTK of 0.53. This tier CANNOT Revive Snipe, as it is the only tier that cannot.
This tier is pretty worthless, I wouldn't use it for either PvP or PvE honestly.
Shotguns - Shotguns are currently the most common Special Weapon, and for good reason. Max Range Shotguns carry a OHKO range of 7m but can close a gap of roughly 18-23m before they can be killed dependent upon Class and setup. That give Shotguns a killable range of between 25-30m in Destiny due to slow Primary TTK and swift movement abilities. Some abilities can exasperate this range by a bit like Stormtrances Amplitude Melee, Strikers Juggernaut Shield, and the Nightstalkers Shadestep. Hunter Control jump with Bones of Eao, Warlock Focused Burst, and especially Titans Control Jump can all be used to significantly increase movement speed of Guardians. Another thing to watch out for is the Titan Exotic Twilight Garrison that can further increase movement speed and alter approach directionality. These are all abilities many Shotgun users use well and effectively to close gaps quickly on other Guardians. Within the Shotgun family there are 3 major tiers of Shotgun to be aware of for PvP and PvE, Max Impact, High Impact, and Low Impact. There are also 4 special Exotic Shotguns that function outside of these constraints. The other Shotguns in Destiny are rather useless currently.
Max Impact - These are currently defined by the Conspiracy Theory D and Her Champion Shotguns. But Dead Orbit will be selling a new Shotgun called the Last Ditch 001. These shotguns do Max Impact of 67 doing 264 damage with a ROF (rate of fire) of 5. Keep in mind while Her Champion can hit Max Range, Consipiracy Theory D cannot, so it's therefor not as good of a Shotgun.
I highly recommend getting started with the Nightfall quest CTD, as it has a near perfect roll. But since it doesn't quite hit max range, you are better of with a Her Champion or looking for the new Last Ditch 001 next week. Look for rolls with Rangefinder, Rifled/Reinforced Barrel, and Performance Bonus or Final Round/Underdog. The barrel upgrades to use on this tier are Linear, Accurized, and Field Choke, since this tier already hits max Impact.
High Impact - This tier is defined by the best PvP Shotgun in Destiny currently. That gun in the Party Crasher +1. It starts out at an Impat of 64 doing 252 with a ROF of 11. It naturally has a higher base Range, Stability, Reload Speed, Magazine Capacity (6 instead of 5), and Aim Assist than it's harder hitting bigger brothers. The real kicker is that with it's excess base range it can equip Aggressive Ballistics which increases the Impact by 4, giving it Max Impact of 67 with 1 to spare, and allowing it to hit for 264 as well. In other words it does literally everything better than the Max Impact Shotguns with a 2.2x ROF.
I definetly recommend using a PC+1 if you can find a great roll on one. They are fantastic Shotguns. Look for a roll with Aggressive Ballistics, Rangefinder, Rifled/Reinforced Barrel, and Performance Bonus or Final Round/Underdog. (I still don't have one after 12 months of looking, so good luck)
Low Impact - This is your PvE shotgun. Stick it in a Hive gut and you won't ever hear them scream, just find their bloody bits on the floor. This tier has an Impact of 40 doing 216 damage in PvP with a ROF of 35. It has best in class Aim Assist, Reload, and Mag Size (6).
Look for a Burdon of Proof XI from New Monarchy. Previous to the April Update, they sold a God Roll with Full-Auto. But if you didn't pick it up look for Aggressive Ballistics, Full-Auto, Reinforced/Rifled Barrel, and Final Round. The Exotic that dominates this class is everyone's favorite T-Shirt launcher, The 4th Horseman. Just walk up to an enemy, pull the trigger, and smile. The only thing not having a good time will be your Special Ammo Syths.
Exotics - There are 4 Exotic Shotguns worth mentioning that don't really fit into these categories. Those are The Invective, The Chaperone, Universal Remote, and Lord of Wolves.
The Invective is a full-auto Shotgun that regenerates it's ammo, 4 rounds at a time, for every 30 seconds the player remains alive. While it does hit Max Range, it's lower impact and Full-Auto keep it from OHKO from the same 7m distance as other Max Range Shotguns. Instead it can quickly drop two successive shots directly to the body of another player. This makes it incredibly deadly against any non Max Range Shotgun user, but allows it to be outclassed by those Shotguns with further OHKO potential.
The Chaperone is a tricky little beast. It shoots a slug instead of pellets and can do 224 on a Crit, and can do so at further range than the standard 7m OHKO. But it's Body Shots only do 183, leaving many with just a sliver of health on a miss. It does however boost a 35 ROF, allowing it a quick double tap Body Shot potential. It was a favorite for a time in the Crucible by many, but has seemed to fade of late. It is a lot of fun to use however.
Univeral Remote can of late be called Univerally Hated. A Primary Shotgun, that up until 2.4.0 had Max Range when ADS while having a ROF of 14 was a hard thing to be ok with, especially in a time when other Primary weapons are so weak. The range has been dialed back and it was given Full-Auto to both increase the ROF and increase the spread of pellets, thereby decreasing the effective range. It is much less of a powerhouse than it was a week ago, but a Shotgun with unlimited ammo is still something to be careful around.
Lord of Wolves is the most unique Shotgun there is, coming closer to firing like a short range Pulse Rifle than a Shotgun. It fires 5 bullets at a time on a 30 round Mag, but boost a higher Range than any other Shotgun. It can OHKO a player but it requires most of the hits to be Crits rather than Body Shots, which is hard to achieve. This is one of the reasons you rarely see it in the Crucible. Either way it is an incredibly fun gun to use.
Fusion Rifles - While Fusion Rifles might be the most fun Special Weapon to use, they are also the least competitive currently. They still suffer heavily from unreliability. They sometimes 4 bolt, 5 bolt, and sometimes a perfect hit only registers 2 bolts. This is something Bungie desperately needs to fix pronto, but I guess they just hate Fusions, so it probably will never happen. There are only a few things you need to know about Fusion Rifles because of this. All Fusion Rifles benefits from a select set of perks. Stability is kind, therefor look first for Braced Frame. Next look for Range perks such as Rangefinder. Target Acquisition perks are great as well, things like Hidden Hand and sights that boost that. Then look for perks that boost, even temporarily, accuracy. Perks like Hot Swap are great for Fusion Rifles.
As far as specific guns go the current vendor Hitchhiker from Dead Orbit and Vacancy from Future War Cult are both amazing rolls. Get those as quickly as you can this week before reset. Darkblade Spite is another Fusion Rifle I would suggest. The reason I suggest these 3 is due to them only requiring or likely (Vacancy) only requiring 4 bolts to kill. The Hitchhiker does 51 damage per bolt, or 204 per 4 bolt, it can also do significant work to Supers if 5+ bolts attach on one burst. The Spite does 50 damage per bolt or 200 per 4 bolt. The Vacancy hits for 49, or 196. All other Fusion Rifles can kill, but all require 5 of 7 bolts to land, which is somewhat rare with how bad the base stability is on Fusion Rifles currently. But those other Fusions also have significantly improved ROF's. Some people prefer Thesan FR4's and Ashraven's over Hitchhiker's due to that Charge Rate, personally I want a kill every time I fire a burst at a player's chest. So I stick with and recommend The Hitchhiker as a Fusion Rifle of choice.
The Exotic on this list that is hard to ignore is Plan C. While it also requires 5 bolts to kill, it can also fire that burst using it's namesake perk. It remains a favorite in the Fusion Rifle category for many players.
Sidearms - Sidearms only have 2 tiers with very little differences and can most easily be distinguished by their magazine size of 12 and 15. 12 Mag Sidearms hit for 61/49 whereas 15 Mag's hit for 60/48. 12 Mag's fire just ever so slightly slower giving them just a touch slower TTK of 0.7 instead of 0.6 that 15 Mag's do with a body of 0.93 instead of 0.8. In other words a 15 Mag Sidearm will have a more consistant 0.8 TTK, but in rare situations a 12 Mag will kill a low armor Guardian in 0.75, just ever so slightly faster, but honestly not at all worth it. Sidearms can be used effectively, but they sit in a weird place against other specials range wise. They dominate primaries in close Range, but get decimated by Shotguns within 15m. They also lose effectiveness more than 20m out. Staying in that 15-20m Range is hard, and why many stay away from Sidearms right now.
If your looking for a good Sidearm go for a Queen's Choice from Prison of Elders. It's one of the best in the game right now. It's a 15 Mag that functions like the old Vestian Dynasty, the original Sidearm. Prior to 2.4.0 it was a powerhouse that could 4 tap to the body with a Body Shot TTK of 0.6 as well, but if was moved to the same tier as the other 15 Mag Sidearms.
The Exotics Sidearms are limited to two, one good and one bad. Both function as burst weapons like Pulse Rifles. The bad is the Dreg's Promis, a waste of an Exotic if you ask me. But it has a 0.73 and a 0.8 TTK and requires more than 2 bursts no matter how many Crits you get. That is unless you use Aggressive Ballistics (do this if you use this gun). This allows you to barely get a kill on all Crits in 2 bursts, bringing your Crit TTK to 0.5 seconds, but this is also very hard to achieve as Sidearms are hard to hit Crits with. The new Exotic Sidearm is The Tresspasser. It seems to be in a better spot than Dreg's Promis, but only ever so slightly. It seems to 2 burst more frequently, but since we don't have factual numbers yet, it's hard to say what TTK's and damage are exactly. But it does appear and according to players feel better than Dreg's right now.
Heavy Weapons
The short of it until I can actually update this section. Swords are amazing in PvE, especially the Razelighter. Thunderlord can be used effectively and so can Super Good Advice. People have been getting real cheeky with Dragon's Breath, using the DoT damage to cheese lootable encounters. Both Gjallarhorn and Sleeper Simulant will be your big boss killing Heavy Weapons. Other than that use High Impact Legendary Machine Guns in PvE. In PvP, Truth is King, although I think you may see Gjallarhorn rear his head again as Wolfpack rounds tend to track down and kill missed targets frequently. I may start using it myself. Legendary Rockets with Grenades and Horseshoes have always been the go to but they already weren't very effective and just received another huge nerf to their targeting range by over 30%. I'm not sure where the Meta goes on that front. Using Machine Guns in Trials is nothing short of insane, but in normal PvP, if you can stay alive past the initial rocket barrage, then you may set yourself up for an easy 5-10 kill spree. Surprisingly Bolt-Caster can be used quite effectively in Trials and other PvP, but other swords just don't cut it there. It's ability to shoot a blade is what sets it apart. I can see using it with the new Sword Artifact during heavy to great effect at times, though that's a lot of switching for each heavy round in a mode like Trials. So that's it in a nutshell, my advice on Heavy Weapons. Whenever I get a chance I may update this section, but seeing as how the Shotgun section got deleted and took me a lot of time to rebuilt, I may not.
I hope this information helps a few of you guys at least.
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