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One very important build aspect you forgot is that when you have overshield. Any melee counts as an empowered melee. So once you get the overshield just melee any red bar
This works for Heavy Handed and pricing SOME things but it does not count for Doom Fangs, it’s poorly worded and should say “Melee Ability Kills” instead.
They have both a kickstart mod and a surge mod equipped. Meaning your charges are counting down and being used so it's harder to store charges for the kickstart mod to work. If I remember correctly, you hate that setup.
@@sequoia7284it’s a terrible choice tbh, they work against eachother, pick a kickstart or surges not both. Or you get half the utility from each IF as you say your orb production is “good enough” which there really isn’t a scenario where you can make up w skill for how bad that choice is.
I ah ent tried it myself yet but what made you go with Lion Rampants? It’s possible Mactics missed something. Did you notice anything interesting happen with Manticore when you were using Strafe Lift and getting kills versus using Airborne Repulsor?
@crawdad I play on controller. I like the aim assist from the lion rampant boots when hip firing. I also felt like it was easier to get higher and away from stuff shooting me with lion rampant on. The extra air time made it feel easier to activate manticores anti gravity perk. Lion rampant just made manticore feel easier to use to me.
I kinda went through a similar thought process when I was testing the Manticore buffs myself, and I also arrived at armamentarium and doomfangs on void titan. Both perform very well but I actually found the build I like the most on strand titan. The grapple grenades giving extra mobility and stacking the dr from the overshield and woven mail together was fun and effective.
My answer: the combination of (temporary) surge mods (blue) and the kickstarter (yellow) is a little inefficient. Because you delete your damage bonus as soon as you throw your next grenade.
@sequoia7284 only if you get the orbs back right away, and a build like this where you're in the air a lot means you'll have to choose between staying in the air or getting your dmg back Build crafting 101 is to never make builds that work against eachother. Kickstart mods make you favor getting orbs constantly, aka being on the ground. However Manticore requires you to be regularly in the air for proper usage. These work against eachother. On the other hand, surges have a long enough timer that you can easily be in the air for a while, let antigravs run out, grab orbs, repeat. That's synergistic
@judelochlan bruh ot doesn't matter how many orbs you make you will not benefit the most from those 2 mods together why you think every content creator when they see that they put that face or say what Mac does... they aren't suppose to go to together and no matter how much you try it won't work to its fullest potential
Part of learning what and how to use a build is putting the mods weapons & armor in yourself and understanding what each does I’ve used the dim links a lot in the past but I find I get better damage output and knowledge of the full scope of a build of I do it myself … Not hard to push pause a few times Granted takes longer but you can really get into the way a build works if you actively input everything Simply stating you get more out of something the more effort you put into it
In case nobody else said it, pretty sure the damage buff while in the air is from being in the air for .6 seconds. The damage boost in the air is NOT tied to bullets hit, so you could do a "burst fire" shot pattern on yellow bars and keep that damage buff until the antigrav runs out.
i do think about 3 things: 1. reaper BUT ur in the sky so u don't really use the barricade. 2. weapon surges + Nade kickstart DUH 3. Charged up without stacks on stacks with only 3 orb generation possibilities :(
Seems most people already guessed it, but the build initially mixes Blue Armor Charge Mods (the surges) with Gold ones (kickstart) so you are trying to build charge for kickstart but it constantly counts itself down to keep the surges active.
You know, I almost do think HOIL could be better, for a very weird reason. With Offensive Bulwark, while you have Void overshield, your regular melee final blows count as a powered melee final blow (similar to how Roaring Flames and Knockout do). This can be used to have a very healthy uptime on HOIL, with every melee kill procing the exotic perk due to getting overshield from Manticore and the barricade. But interestingly enough, this DOESN'T proc the x4 for Doomfangs (but it can proc the escalating surge). Not sure if its a bug with what Doomfangs considers a powered melee kill, but thought it was interesting that this one exotic interacts with Offensive Bulwark differently than other exotics do.
Not only does Manticore make Rampants redundant, it also makes Bastion redundant since you get such free overshield from the Catalyst. I think youd be better off dropping Bastion for Controlled Demo. Lots of extra grenade dps plus healing on volatile bursts.
Obviously, its the (anti)combo of yellow dilation mods and blue kickstart mods. It would be much better to either font stack with the surge mods, or only use one set of kickstart mods.
It seems like the trouble with this build is that it was struggling with ability regeneration. You spent a lot of down time with no abilities on board at all. Id loose the weakening grenades, as that incurs -2 tiers of discipline. Even with Devour AND Offensive Bulwark, you just werent killing frequently enough to get your grenade back in any kind of timely manner. Thus you were also rarely procking Volatile Rounds. And none of your abilities were available to use for mods to help regenerate other abilities. For a Doomfang build, you probably want as much grenade up time as possible; then use both Momentum Transfer on your arms, and Echo of Provision in the subclass to help generate melee energy, so that you can proc the damage bonus from Doomfangs a lot more often. A weapon like a Machinegun or kinetic/darkness special weapon that has Pugilist or Demolitionist would also be helpful here, since this build relies specifically on Manticore for most of its damage. Also-- this is clearly not a "1-shot everything" build. SMGs one-shot exactly nothing
NOOOOO the build has a kickstart and a weapon surge mod attached to it. Although the Charged Up mod helps, still doesnt do it complete justice. I'm predicting (since the build is about grenades) that Mac might dip into the double grenade kickstart or just take off the void weapon surge and leave one mod of grenade kickstart. Mac's classic pet peeve on full display here :(
On the topic of the mods that will be changed: -Kickstart mod and surge mods are put together and counter each other. -The chest piece mods are an odd choice. -For a PvE build idk if you need a targeting mod. -You'll probably change fastball cuse you don't like fast ball I've watched enough of these to know lol. -No time dilation makes it harder to keep up the damage mods so swap at least one class item mod to that.
They mixed a kickstart mod with a surge mod which dont mesh well since kickstarts eat away armor charges faster than the surges do, so throwing the nade takes away your weapon bonus damage effectively making the surge mods 'worthless' till you regain those stacks. Its better to pick one or the other depending on which end of the build needs more help/ does more work. e.g. Surge mods for builds that benefit more from higher weapon damage rather than skill spam.
void surge and kickstart are counterproductive. if you´ll use your grenade to weaken bigger targets like he wrote, then you´ll do less damage plus they´ll drain each other faster than the sahara would drain your throat :D also i would consider stacking another harmonic siphon instead of the harmonic targeting.
Sup The build is running kickstarter and surge mod which usually counter each other but can run both under cetain conditions such as an abundance of orb generation or ACD/0 feedback fence
Hey Mac could you potentially build into your melee with doomfangs to try and keep up the x4 surge from doomfangs and get rid of the surges for melee kickstart? Then it's just yellows over blues. I know it would be reliant on ads being around and having your melee charge, but I feel like in lower content you could open with the shield, proc x4 and then keep it up with a machine gun or even manticore if you're wanting to stick with that. Solid vid! Can't wait for sentinel to get some more love next season hopefully!
Man, I've wondered why no one was using Doom Fang. I've often thought it was just sitting there wasting away. I didn't even know all the stats/benefits of using them until you read them. Baby, guess who's back? And with 26 Resilience!
Don't forget that with offensive bulwark, any *unpowered* melee with a void overshield does double damage and counts as a powered melee... I'm like 90% sure this works for doom fangs.
Will it build submission: Strand Titan with Severance Encloser, quicksilverstorm, Aspects: Into the Fray, Banner of War. Fragments Transmutation,Warding, Generation,Fury, and useing grapple melee. 10 resilience, and 10 discipline if possible. I really like this build because it turns finishers into mini nukes as well as nade and melee, thanks for your consideration.
They have both yellow and blue armor charge mods on the build which never works properly. The yellow mods use up the armor charges you need for the blue mods and the blue mods use a timer which takes away the charges you need for yellow mods. You always reiterate that every time someone does it and ppl still put it in builds for some reason.
In the original mods, your problem is that he has Surge Mods but then he also has a Grenade Kickstart on. You dislike this combo because it eats all your armor charge for the grenade kickstart and you lose the surges. In simpler terms, he has yellow and blue mods and yellow and blue dont mix well.
Idea for a build for a Support-Add clear hybrid build, Hallowfire heart, Sunshot, Cry mutiny, Roaring flames and Sol Invictus, Throwing hammer, Ember of Empyrean and ember of Benevolence is all you need for a max support, good damage and good Add clear solar titan :D Other than those, you can pretty much use anything you want, which makes the build quite versatile for crafting Build name: Unmatched Power of the Sun
I d like to submit my main build, it consists in felwinter s lie combined with monte carlo on solar. The melee is the incinerator snap, healing grenade and for aspects i like to use icarus dash and touch of flame. The fragments used are searing, mercy, torches and solace. As for mods i use kinetic siphon dynamo and hands on for the helmet, heavy handed and melee kickstart , resist mods and proximity ward on the bond next to either 2 bombers or 2 outreach
probably grenade kickstart first thing the amount of "slots" needed by G.K.S. is a bit much...which takes away from other more viable options, 2 it tends to be a detriment rather than a curse, dealing more damage is fine and all, but it's more reliable to simply reduce the cooldown as your outputting more damage by throwing more grenades more often with shooting yourself in the foot to do so.
You hate using blue and yellow mods on the same build as they cancel each other having less uptime for either the ability or weapon damage. Also, regarding the manticore, Aztecross mentioned tap firing can provide the damage buff faster over full auto.
have idea to combine radiant dance machines or rain of fire (both are pants) with dead mans tale, basically you keep dead mans tale speed buff by reload with dodge ability, so it will go crazy as hell on fire rate
No resist mods on chest, a targeting mod on the helm, double surges, even though it’s an ad clear build. There could be better options on arms, only because there are mods that give more ability energy back. There’s also the yellow and blue mods which you dislike. This is a complete guess @MacticsG1
They have more than one of the same armor mods on, making it counter productive. When you could be using those slots for increased ability regen, health regen or more charges of light.
No need for recuperation if have devour and running orange and blue mods together so ur burning armor charges with blue on timer so orange can't proc or you proc orange to burn all the blue timer at once away
I assume the "main" issue with the build would be kick-start and surge mods being active at the same time? Kick-start just eats the charges so it works against surges
I have a build called the frost giant . Stasis titan my abilitys are rally barricade, shiver strike glacier grenade, aspects are diamond lance, tectonic harvest, fragments are whispers of retractions, whispers of rime, whispers of fissures, whispers of rending, my weapons are wicked impalement, for your energy use what you want I prefer a grenade launcher With disorienting Grenades, for my power weapon I use dimensional Hypotrochoid with envious assassin and chain reaction and a major spec my helmet mods are stasis siphon Ashes to assets and dynamo, my arms are ice fall mantle with 2 bolstering detonations and focusing strike, my chest is too stasis Reserves and a concussion dampener my leg mods are 2 Elemental charge and 1 stasis scavenger, and my Mark I have bomber distribution and Powerful attractions,
First thing i noticed was fastball. Figured youd take issue with that. Ya dont like mixing yellow and blue mods either so theres that. But almost certainly the targeting mod. I saw esoterickk running targeting mods tho 4 solo prophecy so maybe secret pve meta...???
u can also use the No Backup Plans exotic and a shotgun with this build, use ur smg to clear ads to gain some shield and regain shield fully by killing stronger ads with the shotgun (u get bonus damage on shotguns while overshield thanks to the arms)
ive been toying with a similar build lately and had been trying to find a way to allow me to run controlled demolition and not bastion, and the manticore overshield seems great for that. also been toying with destabilizing/repulsor brace title for it which also seems like a good choice from the limited testing ive done with controlled demolition once you get volatile rounds the first time or get an ability kill you can get lots of explosions from volatile all over the place
As many people have said he’s using kickstart mods with surge mods which doesn’t work well together. Also they have restoration mod on the legs which I understand it’s survivability but if your constantly in the air all the time how are you going to pick up orbs?
Typically It's now a very good idea to mix the blue mods such as weapons surges with the yellow mods like a kickstart mod, I'm not saying it can't be viable in certain mod set ups but in general it usually isn't a very good idea.
@@heavenlyknightoftheholyord7993the seasonal linear fusion rifle you can pick up from riven isn’t too bad and you can get some pretty good rolls on the gambit LMG depending on what you’re looking for.
If you are using Doomfang doesn’t that kind of make the void surges redundant? I would switch back to the grenade kickstart instead and then run an ammo mod.
You hate combining blue and orange mods. Usually it's a bad idea because the two effects fight against each other. I have seen exceptions, just not with ability surges. It can be really usefull to add a special finisher in some situations. The secret there is to make sure you have at least one Charged Up so you can carry four stacks of armor charge. That lets you use 3 from the special finisher and still have one left.
I’m laughing, I start watching this because it was close to my manticore build from 2 seasons ago. Then by the end he goes full on into the build I was using.
OMG!!! so idk if anyone has done this. But If you’ve used the gyrfalcons build with this weapon….you cannot die 100% 🤣🤣 it’s amazing with strand weapons this season. So add clear is crazy! Purple and green everywhere!
Kickstart and surge mods together. Yellow OR Blue is the way to go, not both! I was guilty of this before this series……. I eat fancy crayons now with this knowledge.
Running a yellow and blue armor charge mods, they contradict each other when one needs armor charge for damage and the other uses the armor charges to give super
Personally i think the grenade kickstart wasn’t a good idea to match with surges since as you said if you throw the grenade it consumes your damage boost
I never understand armamenterium....you get two grenade early on, yes, AND THEN you throw it both away. Which then leads you back to waiting for that 1 grenade aka as if no exotic is there. Care to explain further?
@@hw811gaming6You gotta think in terms of builds what throwing grenades actually means. You can run double firepower mods which helps you double the orbs you create with your grenades. And there’s lots you can do with orbs once you pick them up. There’s tons of ways to get uptime on grenades and building up two grenade charges is nothing these days.
@@KayronTho In terms of builds. Yes that is my persoective too. And yes with buildcrafting you can achieve the equivalent of having 2 grenades with other exotics, and even better, with other benefits! Thats my perspective. Hope you understand, thank you
@hw811gaming6 If you are using grenade Kickstart and other buffs like devour the 2 nades regen really fast. If you use the helmet perk that gives super energy on grenade kills, you also get supers fast. Add in grenade based orbs of light and a demo weapon, and you will have nades to spair. (In short, it's double for every grenade buff)
The sniper damage resistance isn't very useful. Especially if you know what enemy type you are facing. If the snipers are void, then you can put on a void damage resistance mod and get the same effect but instead of just sniper resistance, you get complete void resistance.
Something along the lines of so many ways to USE armor charge that are cancel eachother out without a great way to up keep armor charge to use the other? Edit: well damn. Was off with the blue/yellow mod conversation but close enough
Just curious, wouldn't bubble be better for this build? You get a weapon damage stack on top of everything else you got going on and your doom fangs dont start the x4 when it is super melee kills. Or maybe im missing something? Either way, its a cool build!
One very important build aspect you forgot is that when you have overshield. Any melee counts as an empowered melee. So once you get the overshield just melee any red bar
This works for Heavy Handed and pricing SOME things but it does not count for Doom Fangs, it’s poorly worded and should say “Melee Ability Kills” instead.
I also would use the doomfang then the lion ramparts
They have both a kickstart mod and a surge mod equipped. Meaning your charges are counting down and being used so it's harder to store charges for the kickstart mod to work. If I remember correctly, you hate that setup.
Totally viable if your orb generation is high enough. Not as bad as people think.
@@sequoia7284it’s a terrible choice tbh, they work against eachother, pick a kickstart or surges not both. Or you get half the utility from each IF as you say your orb production is “good enough” which there really isn’t a scenario where you can make up w skill for how bad that choice is.
@@tonykeally1039 special finisher isnt bad
@@sequoia7284 seeing surge + kickstart in a build screams poor understanding of armor charge, no amount of orbs is gonna change that. 100% noob move
@@saelmezra”poor understanding” like it’s something more complex than timer vs refill on use
Thanks for posting my build. The changes you made were exactly what I was looking for. I struggle with armor mods.
I ah ent tried it myself yet but what made you go with Lion Rampants? It’s possible Mactics missed something. Did you notice anything interesting happen with Manticore when you were using Strafe Lift and getting kills versus using Airborne Repulsor?
@crawdad I play on controller. I like the aim assist from the lion rampant boots when hip firing. I also felt like it was easier to get higher and away from stuff shooting me with lion rampant on. The extra air time made it feel easier to activate manticores anti gravity perk. Lion rampant just made manticore feel easier to use to me.
I kinda went through a similar thought process when I was testing the Manticore buffs myself, and I also arrived at armamentarium and doomfangs on void titan. Both perform very well but I actually found the build I like the most on strand titan. The grapple grenades giving extra mobility and stacking the dr from the overshield and woven mail together was fun and effective.
Plus theres the Grenade reload thread
The grenade kickstart mod will spend your armor charges and leave no charge behind for the void surges.
I missed the part where it 1-shots everything.
My answer: the combination of (temporary) surge mods (blue) and the kickstarter (yellow) is a little inefficient. Because you delete your damage bonus as soon as you throw your next grenade.
If you have firepower you’ll get your damage buff right back from that grenade
@sequoia7284 only if you get the orbs back right away, and a build like this where you're in the air a lot means you'll have to choose between staying in the air or getting your dmg back
Build crafting 101 is to never make builds that work against eachother. Kickstart mods make you favor getting orbs constantly, aka being on the ground. However Manticore requires you to be regularly in the air for proper usage. These work against eachother.
On the other hand, surges have a long enough timer that you can easily be in the air for a while, let antigravs run out, grab orbs, repeat. That's synergistic
@sequoia7284 it's never a good idea to use blue and yellow innthe same build you either going for kickstart or surges they cancel each other out
@@Infamous_SSJRnot if you have above subpar orb generation or elemental charge
@judelochlan bruh ot doesn't matter how many orbs you make you will not benefit the most from those 2 mods together why you think every content creator when they see that they put that face or say what Mac does... they aren't suppose to go to together and no matter how much you try it won't work to its fullest potential
For a new player it would be really great to have your final build somewhere we can look at it. Maybe I just don't know where to look.
I wish he left dim links
Part of learning what and how to use a build is putting the mods weapons & armor in yourself and understanding what each does
I’ve used the dim links a lot in the past but I find I get better damage output and knowledge of the full scope of a build of I do it myself …
Not hard to push pause a few times
Granted takes longer but you can really get into the way a build works if you actively input everything
Simply stating you get more out of something the more effort you put into it
Oh and usually the person that originated the build has a DIM on his Discord and that’s where Mac is getting these builds
I wish kills gave you a little bit of float energy.
In case nobody else said it, pretty sure the damage buff while in the air is from being in the air for .6 seconds. The damage boost in the air is NOT tied to bullets hit, so you could do a "burst fire" shot pattern on yellow bars and keep that damage buff until the antigrav runs out.
i do think about 3 things:
1. reaper BUT ur in the sky so u don't really use the barricade.
2. weapon surges + Nade kickstart DUH
3. Charged up without stacks on stacks with only 3 orb generation possibilities :(
Exatly what I saw, thank you
1:22 Don't mix blue and yellow charged with light mods, yellow mods consume all of your stacks so you lose the benefits of the blue :)
Seems most people already guessed it, but the build initially mixes Blue Armor Charge Mods (the surges) with Gold ones (kickstart) so you are trying to build charge for kickstart but it constantly counts itself down to keep the surges active.
You know, I almost do think HOIL could be better, for a very weird reason.
With Offensive Bulwark, while you have Void overshield, your regular melee final blows count as a powered melee final blow (similar to how Roaring Flames and Knockout do).
This can be used to have a very healthy uptime on HOIL, with every melee kill procing the exotic perk due to getting overshield from Manticore and the barricade. But interestingly enough, this DOESN'T proc the x4 for Doomfangs (but it can proc the escalating surge). Not sure if its a bug with what Doomfangs considers a powered melee kill, but thought it was interesting that this one exotic interacts with Offensive Bulwark differently than other exotics do.
Not only does Manticore make Rampants redundant, it also makes Bastion redundant since you get such free overshield from the Catalyst. I think youd be better off dropping Bastion for Controlled Demo. Lots of extra grenade dps plus healing on volatile bursts.
True
Correct
Obviously, its the (anti)combo of yellow dilation mods and blue kickstart mods. It would be much better to either font stack with the surge mods, or only use one set of kickstart mods.
It seems like the trouble with this build is that it was struggling with ability regeneration. You spent a lot of down time with no abilities on board at all. Id loose the weakening grenades, as that incurs -2 tiers of discipline. Even with Devour AND Offensive Bulwark, you just werent killing frequently enough to get your grenade back in any kind of timely manner. Thus you were also rarely procking Volatile Rounds. And none of your abilities were available to use for mods to help regenerate other abilities.
For a Doomfang build, you probably want as much grenade up time as possible; then use both Momentum Transfer on your arms, and Echo of Provision in the subclass to help generate melee energy, so that you can proc the damage bonus from Doomfangs a lot more often. A weapon like a Machinegun or kinetic/darkness special weapon that has Pugilist or Demolitionist would also be helpful here, since this build relies specifically on Manticore for most of its damage.
Also-- this is clearly not a "1-shot everything" build. SMGs one-shot exactly nothing
1:30
A void targeting mod AND two surge mods with a Kickstart mod
I was wondering if you'd ever remember void overshields make your punches empowered melees with you fragment combo
NOOOOO the build has a kickstart and a weapon surge mod attached to it. Although the Charged Up mod helps, still doesnt do it complete justice. I'm predicting (since the build is about grenades) that Mac might dip into the double grenade kickstart or just take off the void weapon surge and leave one mod of grenade kickstart. Mac's classic pet peeve on full display here :(
On the topic of the mods that will be changed:
-Kickstart mod and surge mods are put together and counter each other.
-The chest piece mods are an odd choice.
-For a PvE build idk if you need a targeting mod.
-You'll probably change fastball cuse you don't like fast ball I've watched enough of these to know lol.
-No time dilation makes it harder to keep up the damage mods so swap at least one class item mod to that.
Changing grenade kickstart to bolstering detonation and possibly changing fastball to bolstering detonation as well to help with barricade
They mixed a kickstart mod with a surge mod which dont mesh well since kickstarts eat away armor charges faster than the surges do, so throwing the nade takes away your weapon bonus damage effectively making the surge mods 'worthless' till you regain those stacks. Its better to pick one or the other depending on which end of the build needs more help/ does more work. e.g. Surge mods for builds that benefit more from higher weapon damage rather than skill spam.
void surge and kickstart are counterproductive. if you´ll use your grenade to weaken bigger targets like he wrote, then you´ll do less damage plus they´ll drain each other faster than the sahara would drain your throat :D also i would consider stacking another harmonic siphon instead of the harmonic targeting.
Great video mactics ❤ also id get rid of grenade kickstart as it takes away from the void surges as soon as you toss a grenade. Keep it up
Sup
The build is running kickstarter and surge mod which usually counter each other but can run both under cetain conditions such as an abundance of orb generation or ACD/0 feedback fence
Hey Mac could you potentially build into your melee with doomfangs to try and keep up the x4 surge from doomfangs and get rid of the surges for melee kickstart? Then it's just yellows over blues. I know it would be reliant on ads being around and having your melee charge, but I feel like in lower content you could open with the shield, proc x4 and then keep it up with a machine gun or even manticore if you're wanting to stick with that.
Solid vid! Can't wait for sentinel to get some more love next season hopefully!
Destiny: You can easily aquire Armor Charges to fuel your rampage!
This dude: Are you like, challenging me right now?
Man, I've wondered why no one was using Doom Fang. I've often thought it was just sitting there wasting away. I didn't even know all the stats/benefits of using them until you read them. Baby, guess who's back? And with 26 Resilience!
Don't forget that with offensive bulwark, any *unpowered* melee with a void overshield does double damage and counts as a powered melee... I'm like 90% sure this works for doom fangs.
Will it build submission: Strand Titan with Severance Encloser, quicksilverstorm, Aspects: Into the Fray, Banner of War. Fragments Transmutation,Warding, Generation,Fury, and useing grapple melee. 10 resilience, and 10 discipline if possible. I really like this build because it turns finishers into mini nukes as well as nade and melee, thanks for your consideration.
They have both yellow and blue armor charge mods on the build which never works properly. The yellow mods use up the armor charges you need for the blue mods and the blue mods use a timer which takes away the charges you need for yellow mods. You always reiterate that every time someone does it and ppl still put it in builds for some reason.
In the original mods, your problem is that he has Surge Mods but then he also has a Grenade Kickstart on. You dislike this combo because it eats all your armor charge for the grenade kickstart and you lose the surges. In simpler terms, he has yellow and blue mods and yellow and blue dont mix well.
The grenade kickstart and void surge mods clash with each other
Bro dis
weapon I never thought it would be good
Idea for a build for a Support-Add clear hybrid build, Hallowfire heart, Sunshot, Cry mutiny, Roaring flames and Sol Invictus, Throwing hammer, Ember of Empyrean and ember of Benevolence is all you need for a max support, good damage and good Add clear solar titan :D
Other than those, you can pretty much use anything you want, which makes the build quite versatile for crafting
Build name: Unmatched Power of the Sun
I d like to submit my main build, it consists in felwinter s lie combined with monte carlo on solar. The melee is the incinerator snap, healing grenade and for aspects i like to use icarus dash and touch of flame. The fragments used are searing, mercy, torches and solace. As for mods i use kinetic siphon dynamo and hands on for the helmet, heavy handed and melee kickstart , resist mods and proximity ward on the bond next to either 2 bombers or 2 outreach
probably grenade kickstart first thing the amount of "slots" needed by G.K.S. is a bit much...which takes away from other more viable options, 2 it tends to be a detriment rather than a curse, dealing more damage is fine and all, but it's more reliable to simply reduce the cooldown as your outputting more damage by throwing more grenades more often with shooting yourself in the foot to do so.
You hate using blue and yellow mods on the same build as they cancel each other having less uptime for either the ability or weapon damage.
Also, regarding the manticore, Aztecross mentioned tap firing can provide the damage buff faster over full auto.
have idea to combine radiant dance machines or rain of fire (both are pants) with dead mans tale, basically you keep dead mans tale speed buff by reload with dodge ability, so it will go crazy as hell on fire rate
No resist mods on chest, a targeting mod on the helm, double surges, even though it’s an ad clear build. There could be better options on arms, only because there are mods that give more ability energy back. There’s also the yellow and blue mods which you dislike. This is a complete guess @MacticsG1
the issue is very clear with how Mactics does his build crafting: it’s the combination of Blue and Yellow mods
They have more than one of the same armor mods on, making it counter productive. When you could be using those slots for increased ability regen, health regen or more charges of light.
Answer to what mods need to change: the combo of surge and kickstart mods. Choose one not both (guessing that mactics will go surge over kickstart)
No need for recuperation if have devour and running orange and blue mods together so ur burning armor charges with blue on timer so orange can't proc or you proc orange to burn all the blue timer at once away
Second Chance would be a great exotic armor piece with this. Makes shield throw anti barrier and give you a second charge.
I assume the "main" issue with the build would be kick-start and surge mods being active at the same time? Kick-start just eats the charges so it works against surges
I have a build called the frost giant . Stasis titan my abilitys are rally barricade, shiver strike glacier grenade, aspects are diamond lance, tectonic harvest, fragments are whispers of retractions, whispers of rime, whispers of fissures, whispers of rending, my weapons are wicked impalement, for your energy use what you want I prefer a grenade launcher With disorienting Grenades, for my power weapon I use dimensional Hypotrochoid with envious assassin and chain reaction and a major spec my helmet mods are stasis siphon Ashes to assets and dynamo, my arms are ice fall mantle with 2 bolstering detonations and focusing strike, my chest is too stasis Reserves and a concussion dampener my leg mods are 2 Elemental charge and 1 stasis scavenger, and my Mark I have bomber distribution and Powerful attractions,
My guess for your issue with the original build is the simple mixing of certain colors for mods that have to pertain to armor charge.
Returning after seeing why and my guess was blue and yellow :D
First thing i noticed was fastball. Figured youd take issue with that. Ya dont like mixing yellow and blue mods either so theres that. But almost certainly the targeting mod. I saw esoterickk running targeting mods tho 4 solo prophecy so maybe secret pve meta...???
u can also use the No Backup Plans exotic and a shotgun with this build, use ur smg to clear ads to gain some shield and regain shield fully by killing stronger ads with the shotgun (u get bonus damage on shotguns while overshield thanks to the arms)
ive been toying with a similar build lately and had been trying to find a way to allow me to run controlled demolition and not bastion, and the manticore overshield seems great for that. also been toying with destabilizing/repulsor brace title for it which also seems like a good choice from the limited testing ive done
with controlled demolition once you get volatile rounds the first time or get an ability kill you can get lots of explosions from volatile all over the place
the yellows and the blues -_- lets be honest its been multiple years and its still happening it brings a smile every time i see it
Why not Peacekeepers? I would think the synergy between manticore and Peacekeepers perks would be amazing.
As many people have said he’s using kickstart mods with surge mods which doesn’t work well together. Also they have restoration mod on the legs which I understand it’s survivability but if your constantly in the air all the time how are you going to pick up orbs?
I use second chance with manticore. Being able to throw shilds from the air that also can deal with barrrier champions feel great
Love your vids. Hunter main. Possible to add Class to the WIB Vid titles? Selfish, I know.
This gun would be good for warlocks (Nezarec’s Sin, Verity’s Brow, Contraverse Hold & Nothing Manacles) no?
and then also the frags abillities and aspects are knock em down on your mark or gunpoweder gamble abillities are marksman dodge triple jump
Typically It's now a very good idea to mix the blue mods such as weapons surges with the yellow mods like a kickstart mod, I'm not saying it can't be viable in certain mod set ups but in general it usually isn't a very good idea.
Harmonic targeting seems a pretty odd choice, not to mention the surge/kickstart mixing
I have the same roll on my osprey! It can load a maximum of 7 rockets if envious assassin procs twice it’s amazing.
What heavy can I use if I don't have a Void Rocket with those perks?
@@heavenlyknightoftheholyord7993the seasonal linear fusion rifle you can pick up from riven isn’t too bad and you can get some pretty good rolls on the gambit LMG depending on what you’re looking for.
If you are using Doomfang doesn’t that kind of make the void surges redundant? I would switch back to the grenade kickstart instead and then run an ammo mod.
You have blue and yellow mods. The yellow mods expend the armor charge so the surge mods (blue) will not work
I don't usually use yellow and blue mods, since both compete for armor charges.
You hate combining blue and orange mods. Usually it's a bad idea because the two effects fight against each other. I have seen exceptions, just not with ability surges. It can be really usefull to add a special finisher in some situations. The secret there is to make sure you have at least one Charged Up so you can carry four stacks of armor charge. That lets you use 3 from the special finisher and still have one left.
That's how I used to use them with the Monte Carlo and then just shield bash. Everything you get your super back very fast
I was just building a doom fang build to submit so sucked seeing him switch it up and use doom fangs to enhance the build
Just watched your hunter version.. definitely trying to SPAM onslaught
Probably kickstart , i never really understood what's good about it when u have to sacrifice all the benefits of having an armor charge
This season it is good with second chance exotic so with riptide manti core and second chance setup u can take that to end game champion content
Yeah that's funny. I was thinking the same thing ditched the leg armor grab inmost light or double grenades
I’m laughing, I start watching this because it was close to my manticore build from 2 seasons ago. Then by the end he goes full on into the build I was using.
Stacking the surge mods with the kickstart mods, making your amour mods "compete" for armour charge
OMG!!! so idk if anyone has done this. But If you’ve used the gyrfalcons build with this weapon….you cannot die 100% 🤣🤣 it’s amazing with strand weapons this season. So add clear is crazy! Purple and green everywhere!
Kickstart and surge mods together. Yellow OR Blue is the way to go, not both! I was guilty of this before this series……. I eat fancy crayons now with this knowledge.
It has kickstart and weapon surge mods, not the recommended way of using armor charges
If its only for the Overshield, better use Rally Barricade for the shorter CD
Running a yellow and blue armor charge mods, they contradict each other when one needs armor charge for damage and the other uses the armor charges to give super
The Utility Kickstart and Surge mod are kinda going to be fighting for that armor charge
With precious scars you got imortal with this build
Lmao, might as well add devour to it = more grenade energy
Personally i think the grenade kickstart wasn’t a good idea to match with surges since as you said if you throw the grenade it consumes your damage boost
the grenade kickstart feels bad since you want to run double surges. thats my uess, throwing a grenade and losing the surge sucks.
Armamentarium is my favorite titan exotic. It's hard to pass up an extra grenade charge, and it works with any class.
I never understand armamenterium....you get two grenade early on, yes, AND THEN you throw it both away. Which then leads you back to waiting for that 1 grenade aka as if no exotic is there.
Care to explain further?
@@hw811gaming6You gotta think in terms of builds what throwing grenades actually means. You can run double firepower mods which helps you double the orbs you create with your grenades. And there’s lots you can do with orbs once you pick them up. There’s tons of ways to get uptime on grenades and building up two grenade charges is nothing these days.
@@KayronTho In terms of builds. Yes that is my persoective too. And yes with buildcrafting you can achieve the equivalent of having 2 grenades with other exotics, and even better, with other benefits! Thats my perspective. Hope you understand, thank you
@hw811gaming6 If you are using grenade Kickstart and other buffs like devour the 2 nades regen really fast. If you use the helmet perk that gives super energy on grenade kills, you also get supers fast. Add in grenade based orbs of light and a demo weapon, and you will have nades to spair. (In short, it's double for every grenade buff)
Oh and try the arc pulse grenade(double ionic traces) and also double ice wall for stasis.
The problem u have and i have is the grenade kick start with the void surges grenade kickstart throughs it all off
They have both yellow and blue mods equipped, and they work against each other
Love the fact that you talk about you not using fastball in every video😂
Great build tho
The Yellow and Blue armor Chargers competed with each other
You can’t have yellow and blue armour charge mods, they kinda just don’t help the other
A mix of Blue and Yellow mods provide no synergy and are counter productive
1:20 a mixture of yellow and blue mods.
You hate the armor charge blue and yellow(I think, I'm colorblind) mods together.
Surge and kick start mods working against each other
Doomfang doesnt stack with surge. So consider dropping those back for the kickstarts!!
He explains the reason for keeping both in the video…
The sniper damage resistance isn't very useful. Especially if you know what enemy type you are facing. If the snipers are void, then you can put on a void damage resistance mod and get the same effect but instead of just sniper resistance, you get complete void resistance.
Something along the lines of so many ways to USE armor charge that are cancel eachother out without a great way to up keep armor charge to use the other?
Edit: well damn. Was off with the blue/yellow mod conversation but close enough
the aim mod on the helm... and I might make a hunter build with the manticore!
Just curious, wouldn't bubble be better for this build? You get a weapon damage stack on top of everything else you got going on and your doom fangs dont start the x4 when it is super melee kills. Or maybe im missing something? Either way, its a cool build!
This build will probably be really good with the new titan super that comes with the final shape
I assume the issue is that it has to many different coloured mods. Isn’t it bad to mix the colours??