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Coup de Grâce is the final mission of Season of the Hunt. You'll work alongside Crow to hunt down the Hive Celebrant that's found refuge in the Ascendant Plane inside the Dreaming City. You should be able to start this quest by talking to the Crow at the Tangled Shore, not the H.E.L.M. The mission is relatively easy and shouldn't take long to compl


Most of these Triumphs are pretty time-intensive and require many hours of playtime. If you're someone who isn't dissuaded by a lengthy grind or wants something to tide them over until Witch Queen, chasing the MMXXI title isn't a bad idea. Let's go over all of the Triumphs tied to this title and how best to complete them. Bear in mind that this title has 30 Triumphs in total. Use the table of contents above to jump to a specific Triumph you're struggling w

Let’s say that you were a newer player and wanted to create a simple build that could tackle Master Nightfalls. Back during Forsaken, you’d equip your favorite Exotics and be just fine. Now, you need good Exotics and:


Most of this is thanks to the inclusion of Combat Style mods in Year 3, allowing players to creatively tune their builds around niche mechanics for some devastating results. Arguably the easiest mechanic to understand is Warmind Cells, glowing orbs that newer players can't resist shooting. As frustrating as that might be, the reward for creating a Warmind Cell build is a character that can clear dungeons with ease and provide invaluable support in GM Nightfalls and raids. These mods are definitely worth your time. Let's go over how Warmind Cells w


PvP: Crucible, Gambit, and Trials of Osiris have hundreds of Triumphs that give around ten points each. Even if you hate PvP, consider playing a little of each mode every week to unlock a wide range of Trium

Most builds in Destiny 2 have a hard time functioning with how limited our armor slots are. Helmets require ammo finders, arms need Champion mods, chests need damage resistance (DR), legs need ammo scavengers, and the class item typically fits expensive Artifact mods. PvP players have a little more room for experimentation, but PvE players have to spec for these things to have a smooth build for the endgame. If you don’t believe me, run a Grandmaster Nightfall without any DR mods and see how far you get. Run a Master Lost Sector without any ammo finders and see just how inconsistent ammo drops are. These mods are meta for a reason.

Helmets are about to suffer the same fate as arms, arguably worse. While most arm mods give minor buffs in PvE, helmet mods include ammo finders that bypass Destiny’s otherwise random ammo economy. Most players run two ammo finders in PvE, but now they’ll be forced to use one if they want to take advantage of Charged with Light or other Orb mods. Crucible players will need to forgo targeting mods altogether if they want their Primary and Special weapons to spawn Orbs.

Destiny 2 weapons’s reliance on armor mods is starting to become an issue. It has been a growing pain that you need certain mods to even attempt endgame content—notably Protective Light and Champion mods. Champion mods always go on your arms, so the unique ability-centric mods that typically go there are seldom used. It’s hard to justify using Impact Induction when all endgame content has two Champion types present.

The recommended power level for Grandmaster Nightfalls is 1370, but you can start attempting them at 1345. Getting from 1330 to 1345 requires Artifact Power, which in the most simplest terms just means earning experience and gaining levels. You get one level of Artifact Power for every ten levels you complete of the battle pass. Once you’ve reached Level 100 - the maximum level on the battle pass - you’ll be at 1340 power level (1330 gear level + 10 Artifact power).


When you first load into the Tower, Eva Levante will task you with baking a set of treats named Gjallardoodles for Zavala. You can do this by using Eva's Holiday Oven , an inventory item similar to the Splicer Gauntlet or Hammer of Proving. You can find the oven in the Quests tab. Inspect the oven to open the m

Bungie has made it clear that they want buildcrafting to be the next pillar of Destiny’s core design. It’s why armor mods have become more and more important, and it's why the Light subclasses are getting reworked this year . On a fundamental level, I agree with Bungie’s vision. I’d love to play a version of Destiny where every player you meet has a unique build that kicks alien ass in its own way. But with the current state of armor mods, those builds are locked behind layers of RNG and hundreds of hours of grinding. To realize a version of Destiny where every Guardian is truly their own legend, it’s time we reduce mod bloat, not make it worse.

In a recent This Week at Bungie blog post , Bungie revealed that Masterworked weapons would no longer generate Orbs of Power. Instead, players will now have to install an armor mod on their helmet to re-enable this functionality on some __ guns, determined by damage type. Does your loadout use Void and Solar weapons? You’ll need to give up not one but two mod slots in your build. Like using Kinetic weapons too? Enjoy the compromise. While this does allow Exotics without catalysts the ability to generate Orbs, this change perpetuates an issue that’s been plaguing Destiny for nearly a year: mod bloat.


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