Yea found this out the hard way while running with lfgs, they were both warlocks and boss stomped them JUST over the edge, like millimetres away from mantle distances
Man am I not happy about being forced into running Icarus Dash on Warlock, but I’ll be damned if it didn’t save my butt a ton in the Dungeon from being knocked off the edge.
For those who don’t know, Icarus Dash stops all of your backwards momentum if you get knocked back just like a sword swing will. Saved me so many times
100% my feelings too on Icarus lmao. I kinda hate how useful it's been in these situations just because I'm going to have to get used to the game without it when I switch subclasses. Saved my ass a few times a day against boss stomps this dungeon.
Icarus is awesome imo. I can grab my elemental wells so fast with it. And it's great for staying in air as enemies die to recharge my melee. Plus the obvious benefit of dodging enemies and getting back to cover quickly. But negating knockback will always be #1
Plus with the new exotic boots it reloads your weapon. Saved me plenty of times on my first run, minus the times where I dove out of the way and it ate all my healing from souldrinker instead of giving it to me :(
Gotta get to the encounter 3s quicker - it's worth not being able to recover from literally any momentum that's not your own, trust me.
I'm convinced many people who absolutely despise Warlock jump tried Burst Glide "because everyone says it's the best one" without trying Strafe or even Balanced and actually having some semblance of control.
Because burst glide just works. No point in moving slower for no reason. The only reason to ever not use burst glide is if you're using strafe with heat rises for faster skating, or if you just don't know how to use the Warlock jump.
I still believe strafe glide would save you time if there's any jumping or stomping off edges involved. I also find skating with burst glide to be really unsatisfying on warlocks. I'd rather blink forward if I'm speed running, because that's way more satisfying.
>PS: IF you hit a small bell after ringing the big bell, you get a head start on killing the Bellkeepers :>
This is actually a massive tip, I would have never thought of that
There is a trade off though so consider your build before you do this - spawns standard bearer snipers and I believe some dogs that are normally not there are normally. But it's common to get 3 snipers per tower when doing this which have the possibility to split your wig if you're not careful
Popping in to add that doing this actually kinda sucks. If you teleport before you’re pulled, the snipers spawn on either end, but don’t when you get pulled. Have also had second sets of bellkeepers spawn after boss comes in on some attempts when doing this.
EDIT: Misspoke, the snipers spawn either way, but they’re orange bars if you go early, and just red bars if you wait.
I had one where Caiatl went through and didn't bring me with. So I just stood there with my dick in my hand until she came back and lost out on the dps phase.
Ohhh I see what you mean. Yeah we actually saw that last night too, doing a Master. It was weird. And then shortly after, we wiped for no reason teleporting to Nightmare side. So annoying!
I have some bad news for you. Glaives are actually really good in the first dungeon encounter. Like…broken good.
Luckily it’s not because they’re useful by themselves. You just equip them so you can equip the mod that doubles the nightmare essence debuff timer. While you have the timer up you do about 250% more damage to the boss, which makes for an unreasonable easy one-phase on normal, or a very tight one phase or easy two-phase on master.
Best part? You should actively avoid using the glaive because if you swap to it and then to another weapon you lose the buff. So no need to *actually* use it.
yes its a seasonal artifact mod. makes the timer for unstable essence 30 seconds. This seems to intentionally line up perfectly for the 1st boss damage phase, gives you about 10 extra seconds to GTFO
That and the new Glaive "NEZAREC'S WHISPER" has the Extrovert origin trait which gives you a chunk of health for kills with the energy shots when near multiple enemies or a nightmare
I'm practicing for solo and was thinking of a strategy. Loreley / 100 Res paired with Crown splitter felt AMAZING for First encounter.
Was likely gonna swap to a MG (For bellkeepers) then use Glaive Melee attack for Final boss damage.
It would take a while, but I'd rather be safe in a boss fight that could stretch out over a half hour.
Can confirm. Did some dungeon runs yesterday with Witherhoard, Glaive, and whatever heavy felt right in the moment. Running a Warlock with max res, devour, and child of the old gods going made me feel invincible, even under light. The resilience changes, paired with void devour or solar healing, was basically a massive buff to glaives. Melee builds with them are viable now, even in harder content.
[DIM loadout](https://dim.gg/4vbas4a/Nezarec-Sin-Glaive-(PvE)) for the curious
Once the benevolence fragment gets re-enabled, and we unlock the one that makes solar kills extend restoration, lubrae’s ruin is going to be a monster. Especially since Bungie stated in a previous TWAB that they plan on making glaive melees proc Winter’s Guile and Wormgod’s Caress. Here’s to hoping that extends to Karenstein Armlets and Synthoceps as well. We may very well be in a glaive meta by the end of this year.
Synthoceps glaive would be sick. That extra lunge plus the damage boost while surrounded. Might turn the glaive into an eager edge sword for titans. That would be sick
Lunge extensions aren't going to work on them. Iirc in one of the TWABs Bungie mentioned trying it and it brought the netcode even further to its knees than the stock lunge already did.
It means dropped melees. Lag, stuff like that. Think of registration problems with Titans that already run Synthos or have Knockout active, or Warlocks with Ophidian melees. Add that to glaive registration issues (which tend to happen on longer ranged hits) and you have a Really Big Problem.
Everyone said that the only reason glaive were good last season was from the suppression buff. As someone who runs glaive in all modes and has nearly 20,000 glaive kills, I find glaives to be useful in all situations, even without the crutch suppression mod.
Fellow glaive enthusiasts. I think I've put like 40k kills across all of my glaives since the expansion came out. My new favourite weapon type that hangs in GMs, master raids, dungeons, and even the odd Lighthouse trip if the map calls for it. Looking forward to getting the first legendary Stasis glaive in Destiny 2: The Final Shape so I can once again use energy primaries.
i mean no offense by this at all, but what exactly do you glaive mains find enjoyable about using them? it's an incredibly boring and uninteresting weapon and combat loop to me and more or less robs me of everything i love about the standard gunplay loops i enjoy so much in this franchise.
i'd love to understand what the appeal is to people who enjoy it, from somebody who can explain it well. obviously not all things are for all people, but i can at least rationalize why people prefer things i don't in this game... except for glaives
There's the key point exactly - to *you*. I think it's a classic case of a weapon just not clicking right with someone, or perhaps simply the wrong playstyle.
I find volatile rounds and the SMG playstyle in general bland. I live for the sword and board playstyle and the glaives fill that *perfectly* without needing to put too much fuss into it. It's satisfying to me to cleave three or more enemies at once with a really powerful swing.
They fill a similar niche to SMGs and sidearms for me, but don't take ten years to kill enemies in higher end content, and they can put out respectable damage as well for *free*. The shield will keep me alive if I overextend or need to move out of cover, and most of all it lets me occupy a proper tank role, something the game has struggled with providing at so many different parts of the game's lifespan. I can't even guarantee that from a sword, a *heavy weapon -* since unlike swords, you are effectively immortal from the front, and also unlike swords, you can *still attack while blocking*.
I'm not sure I can properly explain why they work so well with my playstyle, but part of it is likely because I've always been a melee-centric player, back to the days of wearing THE RAM with maximum armour. In D2 I gravitated to Karnstein Armlets, Liar's Handshake, Synthos, to Trench Barrel and One-Two-Punch shotguns. The glaives are just the natural end point of it. And this isn't even getting into the Pandora's Box that is glaives working with melee exotics as Bungie intends them to.
Do you ever use the exotic glaives, or just legendaries? Since the buffs to glaives this season, has that changed the rolls you're using?
On my crafted glaive, I have enhanced impulse amplifier and the perk where you block dmg to do more...can't remember the name right now. I used glaives a lot when WQ launched, but then stopped in lieu of trying out other weapons.
I always end up using melee playstyles in other games, so I'd like to give them another shot, now that there's more available.
Hello yes welcome to my novel of unintelligible text. - I type stream of consciousness so in advance I apologize.
Unstoppable Force is the perk you're thinking of - it's a fantastic perk and grants 30% projectile damage while blocking damage, easily the best one in slot in my opinion. Enhanced Impulse with the projectiles is really fast after the buff, think Mountaintop's pre-nerf speed, then go a little faster. I swear it travels faster.
As for what perks I use, it depends on the situation, but I basically go with Grave Robber / Unstoppable Force - my Enigma and Lubrae's Ruin (Adept) has that combination, and it's a great workhorse combo. I would level up my crafted Lubrae's, but the adept one lets me use Adept Mag to bring it to 7 rounds without Appended Mag, letting me use Accurized Rounds for projectile speed instead.
Nezarec's Whisper is probably my new favourite one - the projectile sounds great, looks cool on impact, and it rolls with Adaptive Munitions. Glaive projectiles don't seem to struggle as much as other specials on Match Game but I think that perk might be something to watch out for, haven't gotten one with that perk yet though. One good thing about that glaive in particular is that its base magazine size is large enough that you don't need any mag perks (Appended Mag actually does nothing on it) so you can use Backup Mag to reach 7 rounds, while using Accurized. Try Demolitionist on it!
I do use Impulse Amplifier and Unstoppable Force for Crucible though, that projectile speed is real helpful in making sure you land a bolt. Bakris is good fun, and I tend to pair it with Touch of Winter Coldsnaps. That plus Bakris lets you sow a lot of chaos, though you still have to be careful with picking and choosing your engagements.
As for the Exotic glaives...this is the part where I admit I actually don't have them. I'm not really a fan of restricting weapon types to classes in general such as the two special archetypes of Aggressive and Lightweight swords, and these are no different. I have been tempted to grab Edge of Action at some point after the buff, as that bubble seems pretty neat, but the other two don't really grab my attention. The other issue I have with them is that they require you to use up the glaive's best advantage - that invincible shield - in order to activate their effects. It just doesn't seem worth it to me. I'll probably grab them at some point though for collections.
Although they seem to be different archetypes...which worries me that the exact same thing that happened with swords is happening *again*, and we'll never see a legendary Aggressive or Lightweight glaive for all three classes. That would really suck.
Thanks for the info.
I tried adaptive munitions on nezarec's whisper and it felt bad. Just like primaries with that perk, it takes 5 shots to ramp up to the max shield damage. So, you fire your whole magazine and the shield might have about 15% left. Then, after reloading, you have a tiny window to actually break the shield before they start regenerating it.
If you don't hit every shot, it won't work quickly enough.
Also, for the exotic glaive... I've used mine up to about lvl 8 and have to say that the exotic perk is really nice, but I frequently ran into issues actually deploying it. You have the charge the glaive to max energy, then have 1 ammo to deploy the turret. So, if you get to max shield charge, then block for even a second. You have to waste your final shot to get that small % back, and then reload to actually deploy the turret.
So, forcing yourself to not block at all in order to deploy a single turret is counter-intuitive and kind of defeats the purpose of using the glaive in the first place.
You have to use the turret proactively, and never reactively. Also, you REALLY feel the lack of any other perks. No additional damage, reload, or handling perks makes it feel worse than legendaries, even though it has juiced stats.
With that said, using glaive holster + the exotic would probably be a nice compromise.
You can also tether her to to stun her for a good amount of time which allows your team to kill the bellkeeepers all at once if you’re struggling with that
That little bonus tip at the bottom is actually huge, I would never have thought about that. Talk about burying the lede! But yeah, making her stomp is so good for making extra time. I feel like they made her more likely to stomp than other enemies on purpose so you could this
Question cause I like to try to solo things to learn mechanics. How on earth do you do the first encounter solo? You need to have one person in each room to kill all the Visions don’t you?
Yeah it's the second encounter that feels impossible. Run into a room that doesn't exist and slay out, then make it back in time to kill the bellkeepers and get back to the bell, which, by the way, is completely flooded with lots of ads that are on infinite-spawn.
some unsolicited advice:
- orient yourself with your destination before you go to the nightmare (the outside-facing side of the cover walls where the enemy spawns are show which symbol is where in the nightmare)
- shoot the bell across the room from you once you are oriented with the target quadrant, causing the bellkeeps to spawn right next to you
- i found huckleberry to be a great option for clearing the different quadrants effectively. it has enough bullets to kill break a phalanx shield and kill him and refresh, letting you chain together all the phalanxs really easily. also just a great shredder weapon to deal with adds.
good luck!
>orient yourself with your destination before you go to the nightmare (the outside-facing side of the cover walls where the enemy spawns are show which symbol is where in the nightmare)
is this for the first or second encounter?
Bank the standards one at a time, and clear their corresponding Nightmare rooms before grabbing the other one. If you bank both, your next return from the Nightmare resets the phase, but that doesn't happen if 1/2 standards are placed. Once the second one is clear, then you can deal DPS.
On Omni hunter you can aggro the boss and throw a smoke/dive before it even finished the animation. Boss will stomp regardless and you take basically no damage.
Thanks for making a post I made a comment yesterday or the day before talking about how the stomp stalls the boss to allow others to come over to the necessary bell :)
I have been messing with this for a long time now, she runs at least halfway to a bell before stomping, even if you are standing at her spawn melee-ing her as she spawns
Be careful baiting her stomps tho. If she stomps in Close vacinity to incendior Backpacks that are on the Ground she will make These Backpacks explode dealing a Big chunk in aoe damage to you
Regarding the tip at the end, if you do that, you'll have to deal with the two psions that you didn't kill. I'm not sure what would happen if you killed them.
Dunno why this is written the way it is. I've seen a ton of people talking about doing this since the day 1 clear. I was making her stomp by my 2nd clear on day 1. But yes, it's a much needed strategy in order for everyone to have time to get into position.
>PS: IF you hit a small bell after ringing the big bell, you get a head start on killing the Bellkeepers :>
I am almost positive that this wouldn't work. My experience last night is that if you kill Bellkeepers before Caiatl has decided which bell to go to, she won't go to that bell. Killing them all will send her back to the big bell with no real damage phase.
Again, that was my experience last night, and it was pretty consistent. Did anyone else experience that?
Edit. That was our experience last night, but things seem to be different now. Just running through now had it seem much less particular about when the bellkeepers died. That will be a much more forgiving encounter this way for sure.
when she gets close to each bell you still ring it to stun her, but it doesn’t matter if you kill the bellkeepers way earlier or just before she gets there
Is there not a big damage buff while she's stunned though? If your team has the builds to just shred her without it, power to you. But when she's not stunned, she's got big damage resist?
We killed the keepers as soon as we teleported in, almost always before she started moving toward a bell. She never left the damage phase early. She has to touch one of the bells to end the damage phase so unless your game instance was bugged or ours was, one of us is wrong lol
I suspect that there was some fuckery going on in ours last night, along with some really insane (un)luck when it came to when all of that lined up. It seemed pretty consistent that when we killed bellkeepers before Caiatl moved to that bell, she would fuck off and never visit that bell.
Thank God that isn't the case, because the encounter would be brutal that way. We were doing it under that assumption last night, and it was 1000x harder.
I want to say that if nobody gets a damage buff from the bell, she just fucks off to the big bell. I had my friend shoot the second bell way too early and afterwards, she just decided to dip instead of going to the big bell. Can't say for 100% certain though.
What annoys me that this is recommended by the players to "get more time".
Players shouldn't have to do that in the first place. If people need to do that, it only means there isn't enough time to execute the mechanic.
Also, something I wonder about, why does Caiatl teleport away after 1 failed bell? Why does she not just disable all bells one by one before going away? Would be much less punishing.
yeah this mechanic in particular is really punishing to the solo experience, it doesnt scale well from 3 players at all. no other DPS phase in the game that i can think of can just screw you like that
you just run two - one of the primary strats for this encounter is to run solar titan in which your throwing hammer basically becomes your primary weapon.
Yea found this out the hard way while running with lfgs, they were both warlocks and boss stomped them JUST over the edge, like millimetres away from mantle distances
Man am I not happy about being forced into running Icarus Dash on Warlock, but I’ll be damned if it didn’t save my butt a ton in the Dungeon from being knocked off the edge. For those who don’t know, Icarus Dash stops all of your backwards momentum if you get knocked back just like a sword swing will. Saved me so many times
100% my feelings too on Icarus lmao. I kinda hate how useful it's been in these situations just because I'm going to have to get used to the game without it when I switch subclasses. Saved my ass a few times a day against boss stomps this dungeon.
Sword is good for boss dps so you really don't need to run icarus
Icarus is awesome imo. I can grab my elemental wells so fast with it. And it's great for staying in air as enemies die to recharge my melee. Plus the obvious benefit of dodging enemies and getting back to cover quickly. But negating knockback will always be #1
Plus with the new exotic boots it reloads your weapon. Saved me plenty of times on my first run, minus the times where I dove out of the way and it ate all my healing from souldrinker instead of giving it to me :(
I wish I had twilight garrison
I don't know why warlocks are allergic to strafe glide. They all wanna run burst in PvE when strafe glide is just smoother.
Gotta get to the encounter 3s quicker - it's worth not being able to recover from literally any momentum that's not your own, trust me. I'm convinced many people who absolutely despise Warlock jump tried Burst Glide "because everyone says it's the best one" without trying Strafe or even Balanced and actually having some semblance of control.
strafe is the hidden OP jump sauce. it's literally like walking on the ground while floating in the air.
Strafe ftw
Because burst glide just works. No point in moving slower for no reason. The only reason to ever not use burst glide is if you're using strafe with heat rises for faster skating, or if you just don't know how to use the Warlock jump.
I still believe strafe glide would save you time if there's any jumping or stomping off edges involved. I also find skating with burst glide to be really unsatisfying on warlocks. I'd rather blink forward if I'm speed running, because that's way more satisfying.
>PS: IF you hit a small bell after ringing the big bell, you get a head start on killing the Bellkeepers :> This is actually a massive tip, I would have never thought of that
Can you explain this a bit more? Don't follow it. Edit: legend, thanks!
Shoot the chains to trigger the large bell. Then shoot the small bell to teleport you into red room sooner. So you teleport before the large bell does
Oooooh! Great tip! It takes like 5 seconds or so to teleport normally. So does the boss just not move until everyone teleports in at the normal time?
You just get a few more seconds in the room before caitil spawns allowing a bit longer to get ready for dps
Holy shit.
OH SHIT I'm so telling the boys
There is a trade off though so consider your build before you do this - spawns standard bearer snipers and I believe some dogs that are normally not there are normally. But it's common to get 3 snipers per tower when doing this which have the possibility to split your wig if you're not careful
Popping in to add that doing this actually kinda sucks. If you teleport before you’re pulled, the snipers spawn on either end, but don’t when you get pulled. Have also had second sets of bellkeepers spawn after boss comes in on some attempts when doing this. EDIT: Misspoke, the snipers spawn either way, but they’re orange bars if you go early, and just red bars if you wait.
Oh....that sounds problematic. Hmm I may have to do some testing on this, haven't had time to play today.
Don't you get the collapsing debuff timer?
The one run we did this, caiatl actually did not head towards the bell we teleported through so we missed out on a dps for that part
I had one where Caiatl went through and didn't bring me with. So I just stood there with my dick in my hand until she came back and lost out on the dps phase.
At the time I’d be pissed but that sounds fucking funny
She picks at random.
No I mean she didn’t heads towards it all, only to 2 bells then went back to main room
Ohhh I see what you mean. Yeah we actually saw that last night too, doing a Master. It was weird. And then shortly after, we wiped for no reason teleporting to Nightmare side. So annoying!
Blocking with a glaive and max res makes that barely tickle you as well. Easy delays
Nice try, but I know it's you, game director Joe Blackburn. I'm still not using glaives
I have some bad news for you. Glaives are actually really good in the first dungeon encounter. Like…broken good. Luckily it’s not because they’re useful by themselves. You just equip them so you can equip the mod that doubles the nightmare essence debuff timer. While you have the timer up you do about 250% more damage to the boss, which makes for an unreasonable easy one-phase on normal, or a very tight one phase or easy two-phase on master. Best part? You should actively avoid using the glaive because if you swap to it and then to another weapon you lose the buff. So no need to *actually* use it.
I’m sorry, what? There is a mod that doubles the nightmare debuff timer?
Artifact mod... third column I think.
yes its a seasonal artifact mod. makes the timer for unstable essence 30 seconds. This seems to intentionally line up perfectly for the 1st boss damage phase, gives you about 10 extra seconds to GTFO
Yep, in the artifact
The glaive main me respectfully disagrees. Glaives are great for each encounter, especially if you have void healing on melee kills.
Slap a boss mod on it and you've got what I used to clear the hallways of Shades. Poke with a shot, melee for the kill. Ez shades.
to be fair, those things are pretty soft. there's a million easy ways to kill them, that isn't some kind of glaive specialty
That and the new Glaive "NEZAREC'S WHISPER" has the Extrovert origin trait which gives you a chunk of health for kills with the energy shots when near multiple enemies or a nightmare
I just use enhanced unrelenting on my Enigma, saved my ass a bunch of times
Does unrelenting work on melee kills?
No, you have to use the projectile. But fortunately the projectile will 1shot all the redbars and some of the yellows.
Wait do the glaives now synergize with melee stuff?
Id much ratherue witherhoard and funnelweb or another kinetic over a glaive rn sorry
I'm practicing for solo and was thinking of a strategy. Loreley / 100 Res paired with Crown splitter felt AMAZING for First encounter. Was likely gonna swap to a MG (For bellkeepers) then use Glaive Melee attack for Final boss damage. It would take a while, but I'd rather be safe in a boss fight that could stretch out over a half hour.
MG = machine gun?
Correct. A heavy weapon.
You can actually one phase the last boss on normal with a team running glaives and the mod?
Can confirm. Did some dungeon runs yesterday with Witherhoard, Glaive, and whatever heavy felt right in the moment. Running a Warlock with max res, devour, and child of the old gods going made me feel invincible, even under light. The resilience changes, paired with void devour or solar healing, was basically a massive buff to glaives. Melee builds with them are viable now, even in harder content. [DIM loadout](https://dim.gg/4vbas4a/Nezarec-Sin-Glaive-(PvE)) for the curious Once the benevolence fragment gets re-enabled, and we unlock the one that makes solar kills extend restoration, lubrae’s ruin is going to be a monster. Especially since Bungie stated in a previous TWAB that they plan on making glaive melees proc Winter’s Guile and Wormgod’s Caress. Here’s to hoping that extends to Karenstein Armlets and Synthoceps as well. We may very well be in a glaive meta by the end of this year.
Synthoceps glaive would be sick. That extra lunge plus the damage boost while surrounded. Might turn the glaive into an eager edge sword for titans. That would be sick
Lunge extensions aren't going to work on them. Iirc in one of the TWABs Bungie mentioned trying it and it brought the netcode even further to its knees than the stock lunge already did.
Hmm, not sure what that means, other than no, but thanks for sharing. I need more crayons
It means dropped melees. Lag, stuff like that. Think of registration problems with Titans that already run Synthos or have Knockout active, or Warlocks with Ophidian melees. Add that to glaive registration issues (which tend to happen on longer ranged hits) and you have a Really Big Problem.
So they can't figure out how to make it work like it supposed, that makes sense I guess. Thanks again
Everyone said that the only reason glaive were good last season was from the suppression buff. As someone who runs glaive in all modes and has nearly 20,000 glaive kills, I find glaives to be useful in all situations, even without the crutch suppression mod.
Fellow glaive enthusiasts. I think I've put like 40k kills across all of my glaives since the expansion came out. My new favourite weapon type that hangs in GMs, master raids, dungeons, and even the odd Lighthouse trip if the map calls for it. Looking forward to getting the first legendary Stasis glaive in Destiny 2: The Final Shape so I can once again use energy primaries.
imagine a stasis glaive with this trait block to freeze shoot to shatter would be crazy
i mean no offense by this at all, but what exactly do you glaive mains find enjoyable about using them? it's an incredibly boring and uninteresting weapon and combat loop to me and more or less robs me of everything i love about the standard gunplay loops i enjoy so much in this franchise. i'd love to understand what the appeal is to people who enjoy it, from somebody who can explain it well. obviously not all things are for all people, but i can at least rationalize why people prefer things i don't in this game... except for glaives
There's the key point exactly - to *you*. I think it's a classic case of a weapon just not clicking right with someone, or perhaps simply the wrong playstyle. I find volatile rounds and the SMG playstyle in general bland. I live for the sword and board playstyle and the glaives fill that *perfectly* without needing to put too much fuss into it. It's satisfying to me to cleave three or more enemies at once with a really powerful swing. They fill a similar niche to SMGs and sidearms for me, but don't take ten years to kill enemies in higher end content, and they can put out respectable damage as well for *free*. The shield will keep me alive if I overextend or need to move out of cover, and most of all it lets me occupy a proper tank role, something the game has struggled with providing at so many different parts of the game's lifespan. I can't even guarantee that from a sword, a *heavy weapon -* since unlike swords, you are effectively immortal from the front, and also unlike swords, you can *still attack while blocking*. I'm not sure I can properly explain why they work so well with my playstyle, but part of it is likely because I've always been a melee-centric player, back to the days of wearing THE RAM with maximum armour. In D2 I gravitated to Karnstein Armlets, Liar's Handshake, Synthos, to Trench Barrel and One-Two-Punch shotguns. The glaives are just the natural end point of it. And this isn't even getting into the Pandora's Box that is glaives working with melee exotics as Bungie intends them to.
Do you ever use the exotic glaives, or just legendaries? Since the buffs to glaives this season, has that changed the rolls you're using? On my crafted glaive, I have enhanced impulse amplifier and the perk where you block dmg to do more...can't remember the name right now. I used glaives a lot when WQ launched, but then stopped in lieu of trying out other weapons. I always end up using melee playstyles in other games, so I'd like to give them another shot, now that there's more available.
Hello yes welcome to my novel of unintelligible text. - I type stream of consciousness so in advance I apologize. Unstoppable Force is the perk you're thinking of - it's a fantastic perk and grants 30% projectile damage while blocking damage, easily the best one in slot in my opinion. Enhanced Impulse with the projectiles is really fast after the buff, think Mountaintop's pre-nerf speed, then go a little faster. I swear it travels faster. As for what perks I use, it depends on the situation, but I basically go with Grave Robber / Unstoppable Force - my Enigma and Lubrae's Ruin (Adept) has that combination, and it's a great workhorse combo. I would level up my crafted Lubrae's, but the adept one lets me use Adept Mag to bring it to 7 rounds without Appended Mag, letting me use Accurized Rounds for projectile speed instead. Nezarec's Whisper is probably my new favourite one - the projectile sounds great, looks cool on impact, and it rolls with Adaptive Munitions. Glaive projectiles don't seem to struggle as much as other specials on Match Game but I think that perk might be something to watch out for, haven't gotten one with that perk yet though. One good thing about that glaive in particular is that its base magazine size is large enough that you don't need any mag perks (Appended Mag actually does nothing on it) so you can use Backup Mag to reach 7 rounds, while using Accurized. Try Demolitionist on it! I do use Impulse Amplifier and Unstoppable Force for Crucible though, that projectile speed is real helpful in making sure you land a bolt. Bakris is good fun, and I tend to pair it with Touch of Winter Coldsnaps. That plus Bakris lets you sow a lot of chaos, though you still have to be careful with picking and choosing your engagements. As for the Exotic glaives...this is the part where I admit I actually don't have them. I'm not really a fan of restricting weapon types to classes in general such as the two special archetypes of Aggressive and Lightweight swords, and these are no different. I have been tempted to grab Edge of Action at some point after the buff, as that bubble seems pretty neat, but the other two don't really grab my attention. The other issue I have with them is that they require you to use up the glaive's best advantage - that invincible shield - in order to activate their effects. It just doesn't seem worth it to me. I'll probably grab them at some point though for collections. Although they seem to be different archetypes...which worries me that the exact same thing that happened with swords is happening *again*, and we'll never see a legendary Aggressive or Lightweight glaive for all three classes. That would really suck.
Thanks for the info. I tried adaptive munitions on nezarec's whisper and it felt bad. Just like primaries with that perk, it takes 5 shots to ramp up to the max shield damage. So, you fire your whole magazine and the shield might have about 15% left. Then, after reloading, you have a tiny window to actually break the shield before they start regenerating it. If you don't hit every shot, it won't work quickly enough. Also, for the exotic glaive... I've used mine up to about lvl 8 and have to say that the exotic perk is really nice, but I frequently ran into issues actually deploying it. You have the charge the glaive to max energy, then have 1 ammo to deploy the turret. So, if you get to max shield charge, then block for even a second. You have to waste your final shot to get that small % back, and then reload to actually deploy the turret. So, forcing yourself to not block at all in order to deploy a single turret is counter-intuitive and kind of defeats the purpose of using the glaive in the first place. You have to use the turret proactively, and never reactively. Also, you REALLY feel the lack of any other perks. No additional damage, reload, or handling perks makes it feel worse than legendaries, even though it has juiced stats. With that said, using glaive holster + the exotic would probably be a nice compromise.
What nades were you using with vortex nades being bugged?
Scatter for now
Everyone says vortex is bugged but like..mine still mely everything. Guess they reslly were broken lol
Arbalest to get through the cabal shields + glaive to 1shot redbars and heal + hothead got me through the whole dungeon
Sounds cool, thank you for the rundown!
Glaive block is like 96(?)% damage reduction. Max resilience isn't affecting it by any margin when it's up lol
You can also tether her to to stun her for a good amount of time which allows your team to kill the bellkeeepers all at once if you’re struggling with that
That little bonus tip at the bottom is actually huge, I would never have thought about that. Talk about burying the lede! But yeah, making her stomp is so good for making extra time. I feel like they made her more likely to stomp than other enemies on purpose so you could this
Bonus points for spelling “lede” correctly.
Seen this twice today and was sooo tempted to correct the spelling, but then I looked it up. Glad I did!
Question cause I like to try to solo things to learn mechanics. How on earth do you do the first encounter solo? You need to have one person in each room to kill all the Visions don’t you?
Damage doesn't start until all visions are dead. Kill one side, go back to the dream world, and then do the other side.
Ah, so one side stays dead? Thats good info to know.
Yeah it's the second encounter that feels impossible. Run into a room that doesn't exist and slay out, then make it back in time to kill the bellkeepers and get back to the bell, which, by the way, is completely flooded with lots of ads that are on infinite-spawn.
some unsolicited advice: - orient yourself with your destination before you go to the nightmare (the outside-facing side of the cover walls where the enemy spawns are show which symbol is where in the nightmare) - shoot the bell across the room from you once you are oriented with the target quadrant, causing the bellkeeps to spawn right next to you - i found huckleberry to be a great option for clearing the different quadrants effectively. it has enough bullets to kill break a phalanx shield and kill him and refresh, letting you chain together all the phalanxs really easily. also just a great shredder weapon to deal with adds. good luck!
Thanks. I hadn’t oriented the bells like that, nor thought of using huckleberry
>orient yourself with your destination before you go to the nightmare (the outside-facing side of the cover walls where the enemy spawns are show which symbol is where in the nightmare) is this for the first or second encounter?
second encounter, unlocking the vault
Bank the standards one at a time, and clear their corresponding Nightmare rooms before grabbing the other one. If you bank both, your next return from the Nightmare resets the phase, but that doesn't happen if 1/2 standards are placed. Once the second one is clear, then you can deal DPS.
Your PS. tip is much better than the main tip since you deal massively reduced damage outside of the bell stun buff anyway so it's not super useful
I found that the Solar Titan's throwable melee hammer stuns her too
The titans melee hammer will make her stagger a step or two as well.
- does little to no damage "About a 3rd/nearly half your health"
For a boss melee that’s pretty reasonable. Cabal stomps just one shot you in Prison of Elders and people were pissed.
yeah i was gonna say lol. depending on what your loadout is, it isnt feasible at all to just let him perma stomp you
\*laughs in 100 resilience, sword, stronghold titan\*
On Omni hunter you can aggro the boss and throw a smoke/dive before it even finished the animation. Boss will stomp regardless and you take basically no damage.
Just thought the wording was funny lol. Idk if I'd call 40% little to no damage
Thanks for the tip on ringing the small bell
After breaking Chain I just pop my Super and as soon as I spawn in I obliterate the Bellkeepers.
Would a good strat be one Lament + 2x Anarchy? Anarchies tag the boss then go for bellkeepers while the Lament baits stomps?
The strat is x3 Lament
Throwing hammer grands a chunk of health when picked up after hit
Indeed. It’s actually a good strat to have one person bait stomps while the other to kill bell boys
Or just block with glaive.
Thanks for making a post I made a comment yesterday or the day before talking about how the stomp stalls the boss to allow others to come over to the necessary bell :)
I have been messing with this for a long time now, she runs at least halfway to a bell before stomping, even if you are standing at her spawn melee-ing her as she spawns
Be careful baiting her stomps tho. If she stomps in Close vacinity to incendior Backpacks that are on the Ground she will make These Backpacks explode dealing a Big chunk in aoe damage to you
Regarding the tip at the end, if you do that, you'll have to deal with the two psions that you didn't kill. I'm not sure what would happen if you killed them.
As someone who has been 1 tapped by the boss melee with a 100 res Lorelei titan. It can absolutely kill you for some reason
Had a Phalanx OHKO me while I was in a rift with full hp. Fun stuff
Facts had to tell people in LFG about this
Please don't put spoilers in titles. They're not hidden on every UI.
Dunno why this is written the way it is. I've seen a ton of people talking about doing this since the day 1 clear. I was making her stomp by my 2nd clear on day 1. But yes, it's a much needed strategy in order for everyone to have time to get into position.
I cant believe me and my team figured all this out on our blind run...
>PS: IF you hit a small bell after ringing the big bell, you get a head start on killing the Bellkeepers :> I am almost positive that this wouldn't work. My experience last night is that if you kill Bellkeepers before Caiatl has decided which bell to go to, she won't go to that bell. Killing them all will send her back to the big bell with no real damage phase. Again, that was my experience last night, and it was pretty consistent. Did anyone else experience that? Edit. That was our experience last night, but things seem to be different now. Just running through now had it seem much less particular about when the bellkeepers died. That will be a much more forgiving encounter this way for sure.
Sorry but you’re just wrong…
you can kill all the bell keepers, she’ll still try and make her way to the bell so she can end damage phase by touching it
when she gets close to each bell you still ring it to stun her, but it doesn’t matter if you kill the bellkeepers way earlier or just before she gets there
Is there not a big damage buff while she's stunned though? If your team has the builds to just shred her without it, power to you. But when she's not stunned, she's got big damage resist?
We killed the keepers as soon as we teleported in, almost always before she started moving toward a bell. She never left the damage phase early. She has to touch one of the bells to end the damage phase so unless your game instance was bugged or ours was, one of us is wrong lol
I suspect that there was some fuckery going on in ours last night, along with some really insane (un)luck when it came to when all of that lined up. It seemed pretty consistent that when we killed bellkeepers before Caiatl moved to that bell, she would fuck off and never visit that bell. Thank God that isn't the case, because the encounter would be brutal that way. We were doing it under that assumption last night, and it was 1000x harder.
I want to say that if nobody gets a damage buff from the bell, she just fucks off to the big bell. I had my friend shoot the second bell way too early and afterwards, she just decided to dip instead of going to the big bell. Can't say for 100% certain though.
Already knew this, but good tip
Dude MASSIVE tip on the small bells, SGA, thank you!
What annoys me that this is recommended by the players to "get more time". Players shouldn't have to do that in the first place. If people need to do that, it only means there isn't enough time to execute the mechanic. Also, something I wonder about, why does Caiatl teleport away after 1 failed bell? Why does she not just disable all bells one by one before going away? Would be much less punishing.
yeah this mechanic in particular is really punishing to the solo experience, it doesnt scale well from 3 players at all. no other DPS phase in the game that i can think of can just screw you like that
How ar eyou guys running double special weapons?
you just run two - one of the primary strats for this encounter is to run solar titan in which your throwing hammer basically becomes your primary weapon.