mirror of
https://github.com/christianselig/apollo-backend
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12767 lines
530 KiB
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"selftext": "Title speaks for itself but with Bungie adding in D1 content I really hope they sprinkle in some of the D1 soundtracks too. The nostalgia is heavy and some of those pieces of music were absolutely beautiful. I know I could just go back and play D1 but im not going to do that",
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"selftext": "G'day Guadians, I'm an Australian player who loves theory crafting builds on Destiny. Since Season of the Lost has dropped, there's been a plethora of builds from all the big YouTube channels (and r/destiny2builds highlighting how great Path of Burning Steps is this season, matched with Vex & Particle Deconstruction.\n\nI'm a huge fan of matching our weapons with the same subclass to utilise elemental well mods and synergise other new perks in the game - although - I decided to explore what other Titan exotics there are for the Solar subclass, that allow you to use whatever weapons you want, and still feel overpowered at the same time. I truly believe matching elemental wells with Ashen Wake is top tier, just like PoBS is this season, allowing you to constantly grenade spam.\n\n# Ashen Wake\n\n* Fusion Grenades now explode on impact and gain increased throw speed. Final blows with Fusion Grenades grant grenade energy.\n* *the big takeaway from this, is grenade kills are refunding grenade energy back*\n* *from some testing, I can see that 4-5 red bar enemies are enough to refund a full grenade, whereas majors and minors require anywhere between 1-3 to be killed from the nade to refund the full grenade back* \n\n# Subclass - Middle Tree Solar\n\n* Throwing Hammer — Throw a hammer from a distance. After throwing it, picking up the hammer fully recharges your melee ability.\n* Roaring Flames — Kills with your solar abilities increase those abilities' damage. Stacks up to three times.\n* Tireless Warrior — After hitting an enemy with your Throwing Hammer, picking up the hammer triggers your health regeneration.\n* Burning Maul (super) — Summon a flaming maul and crush enemies with the force of an earthquake.\n\n# Mods To Use\n\n* Helmet - Solar | 2 x Ashes to Assets & Explosive Wellmaker \n* Arms - Solar | 2 x Impact Induction & Well of Ordnance \n* Chest - Void | 2 x Concussive Dampener (personal preference) & Elemental Ordnance \n* Legs - Solar | 2 x Innervation (not mandatory, but great as a passive) & Melee Wellmaker \n* Class Item (for Champs) - Solar | Withering Heat, Thermoclastic Strike & Fire and Ice \n* Class Item (for non-Champs) - Solar | Particle Deconstruction, Bomber & Well of Ordnance (this stacks with the one on the arms) \n\n# Weapons To Use\n\nThere's no weapon that is specifically needed to making this string together successfully, but Salvager's Salvo w/ Demolitionist & Chain Reaction is great. Demo will refund grenade energy on kills, if you whiff your grenade. Kills with the Chain Reaction will spawn elemental wells through explosive wellmaker. Any weapon with Demolitionist is great, or any grenade launcher/rocket launcher though.\n\n# Stats To Spec Into\n\nI recommend not spec'ing anything into Mobility, Strength or Intellect. The double ashes to assets mods will generate your super extremely quickly. These are just my opinion though, I touch on the stat breakdown a little more extensively in my video, especially regarding the point in needing quick grenade charge vs having a build around constant grenades being up.\n\n​\n\n* Mob: Low\n* Res: 5\n* Rec: High\n* Disc: High\n* Int: Low\n* Stre: Low\n\n# How It Plays\n\nOff the rip, we know the intrinsic perk to Ashen Wake will refund us grenade energy on kill(s) when we throw it. When you enter the fight, throw your hammer to generate a well *(melee wellmaker)*, then follow with a grenade at some enemies *(elemental ordnance, and explosive wellmaker if you get a multikill).* Remembering, that elemental wells are intrinsically giving us energy back on our grenade, just for picking them up *(but Well of Ordnance will be increasing this too)*. Once you've refunded your grenade through the wells, make sure you run over to get your hammer back (which will give you a nice health refund through subclass tree perk). You'll constantly have the 3x Roaring Flames buff, and you'll be able to spam grenades constantly. There's a couple failsafe's in case you whiff your hammer (forget to pick it up, or throw it off the map), or if
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"selftext": " I found this out while playing Trials last weekend and believe me it was quite irritating. \n \n\n Pheonix dive (bottom tree dawnblade, bound to the X key on pc) has an internal cool time of about 4-5 seconds, and it seems you can't slide at all during that time. \n \n\n I'm not sure if this was intended or is a known bug (I couldn't find it on the Known Issues list from Bungie.) \n\n​\n\n I've been playing bottom tree dawnblade a lot since I started playing in year 2, but I don't remember ever having this issue with sliding while using this tree. Granted I haven't used bottom tree that often in the recent seasons due to top tree being so OP, but still this issue seems fairly new based on my personal experience. \n\n​\n\n Hunter revenant has a similar dive skill using the same key by default, but doesn't share the same issue, so it must be something specific to phoenix dive. \n\n​\n\n Any thoughts?",
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