It’s electric! Now that I’ve met my one video per post quota, let’s get on with it shall we? Feel free to listen to that song in the background by the way. Really helps set the mood. Or something.
So yeah, hey, it's yah boy, Thatuserguy, back again with another weapon recommendations post. You may not remember me (I certainly don't remember you. Yeah, you in the back. Who the hell are you? How’d you get in my house?) but I'm back anyways. Probably doesn’t help that I promised this post was coming soon
TM like over a week ago. But no worries, OP delivers! You bunch of chucklefucks seemed to like the
last one pretty well, so I figured I'd give this another go. Who knows, maybe this'll somehow become a regular thing? "Boo! Get off the stage!" Well fuck you too, Jerry. Don’t just take my word for it though. Look at all these stellar reviews from satisfied readers of my last post:
This list is shit. Nothing on it is good.
This guy’s humor sucks.
Why the hell didn’t you include X weapon? It’s soooo much better than the ones you included.
See? If that doesn’t solidify your trust in me, I don’t know what will. Anyways, my last post only really covered weapons sold in The Tower. But hey, according to people commenting on it, I had too many guns picked out already, and all of them were shit. So I thought to myself, fuck it, why not add EVEN MORE shitty guns to the list? Because fuck you, and fuck your vault space. But mostly fuck you. I’m gonna be covering weapons that you can’t just grab from a vendor in the dead of night, marks in hand, and desperation in your eyes. No. These guns take skill. They take a steady hand. And most of all, they take RNG.
Seriously though, because of the very nature of these guns depending on RNG to both drop, and drop with good rolls, there will probably be a large amount of guns on this list. I will try my best to limit the amount that appear on here, but without set perk rolls, that’s a much harder task than it was last time. It also makes attempting to rank them damn near impossible. I’ll also try at the very end to summarize this post in case things involving words and thinking are not your strong suit. It’s okay, we’re all a little special on the inside. Just, some of us more so than others.
As for the rest, I could give you the same rundown I did last post about how I can’t possibly have tested all these weapons, how I’m not responsible for how RNG may fuck you over, and yada yada yada, but that’s long and boring. I like you, so I’m gonna spare you those details. Instead, I’m just gonna say, I’ll suggest you some fucking guns, and you’re gonna fucking like them. “What if I don’t?” I hear you ask. Well tough shit numbnuts. Go make your own fucking guide or some shit then. I don’t care. I’ll just be over here in my corner playing with my better guns. You can just sit over there eating glue or whatever the hell it is you do for fun. Now, everyone else, hop aboard the bullet train! We’re on a journey to gun city.
Strap in tight, it’s gonna be a long and bumpy ride (side note: I’m probably on a list now for google searching “kid strapped onto toilet” If you don’t hear back from me, assume the worst.)
Strike Exclusive Weapons:
Just kidding. These will never drop for you. Give up now while you still have hope left in your eyes, Guardian. Still determined? You poor fool. I’ll at least make this easy on you and tell you which ones are worth your time.
Imago Loop – Hand Cannon (Vex Strikes): This thing doesn’t just have the Fatebringer’s archetype. This thing is literally Fatebringer. Metaphorically speaking, of course. Really though, it’s got the exact same stats as Fatrebringer, and can roll with Firefly and Outlaw. You very well could end up with a Year 2 Fatebringer (minus the arc and oracle disrupter anyways. Don’t get greedy now.) If not, it’s still a pretty solid hand cannon. I’ve noticed that most of the hand cannons in TTK have really bad range, yet this sucker has at least 2-2.5x as much base range as them. Just like our little friend Nolandroid (Nolanbot? The Nolanator?), I may not be the best at math, but something being 2x better sounds pretty good to me.
Does Not Bow – Auto Rifle (The Shadow Thief): This thing is brown because it’s shit. Nah, I’m just kiddin’. It’s alright. If you were one of those weirdos who liked the look of the PoE AR (It’s okay, I did too) this thing is actually brown like the Devils’ color scheme. Damn good archetype too. It’s basically the same as The Summoner, Shadow Price, Vanquisher, SUROS Regime, and other such AR’s that kicked your ass in crucible. So if you like those guns but thought to yourself “I wish this came in the shape of a turd,” well, there you go.
Baron’s Ambition – Machine Gun (Fallen SABER): Basically the same gun as its older, not shit colored version. No idea if you guys tried out the older version, but it was pretty fun. Pretty solid gun either way. Though if your turds are solid, you should probably go see a doctor.
Raid Weapons:
Much like strike weapons, you probably won’t be getting these weapons. However, you do have a better chance, as Oryx isn’t as much of a dick as RNGesus is when it comes to strikes (emphasis on “as much of a dick”).
Smite of Merain – Pulse Rifle: This thing is actually pretty good. The most I could complain about is that its reload speed is a bit too slow (when it comes to pulse rifles, a slow reload speed means your enemy will die of old age before you can get those final rounds in). If you can get past that though (cocoon certainly helps this a ton obviously), it’s a pretty solid choice.
Qullim's Terminus – Machine Gun: This thing is literally just Ruin Wake with half the reload speed. If you like Ruin Wake, but think it could use some better stability and range, this thing is for you. The cocoon perk means that you can make range and stability pretty good at the cost of reload speed, which is of no concern with said perk. Plus the third perk slot has some pretty good rolls. If you can get this sucker, I’d definitely hold onto it.
Zaouli's Bane – Hand Cannon: In the words of everyone’s favorite person blue bastard, “Good weapon.” (Seriously though, does anyone else get irrationally upset when Rahool blurts out that line? Especially when he’s just finished decrypting it into a mote of light? Thanks man, I’ll just throw this ball of light at my enemies. I’ll tell you how that goes.) This thing’s got decent stability, and pretty good damage output. Plus it’s got the highest aim assistance in the game. The biggest issue is the range, but there’s a few perks to help that out at least somewhat.
Defiance of Yasmin – Sniper Rifle: Pretty good sniper. It isn’t completely the high impact, low rate of fire type of sniper that I prefer, but it’s not really low impact, high rate of fire either. It sits nestled somewhere in-between. I wasn’t very fond of the Antimony sniper sold by New Monarchy because of its rather poor stability and poor vendor rolls. This gun, while it does sacrifice some range and reload speed, has a much higher stability to fix this, which I find to be a preferable trade-off. Plus it’s got perks to make range better anyways, and the third perk slot has some decent choices. All without sacrificing the aim assist, which is one of the highest in the game for snipers. Good all-around gun to have.
Elulim's Frenzy – Rocket Launcher: It’s alright. If you can’t get your hands on a Vertigo (I don’t know how, FWC is basically giving it to you on a silver platter with your name engraved into it), this isn’t a bad one to replace it with. The lack of an ability to roll for Grenades & Horseshoes and the low base velocity kind of brings it down a notch or two in my book howver. You can mitigate the velocity issue a bit through the perks it provides at least though.
Crucible Drops:
Alright, so maybe PvE and higher level PvP aren’t your thing. Well lucky for you, pity items will drop for you just for playing PvP! And they’re all pretty good. What a novel concept, right? Just make sure you’re at the bottom of the team to increase your odds at said pity drop. Because fuck the guy that did all the work, right?
Party Crasher +1 – Shotgun: Another, ermh, “favorite” returning from HoW. And guess what? Bungie actually buffed its base range slightly to be one of the best in the game. Apparently Bungie and I both enjoy a good glass of salty guardian tears. So yeah. Get a good roll with this sucker, and go nuts. Now if only there was a Glass Half Full perk on this thing, the glass of tears joke would be complete…
Split Shifter Pro – Fusion Rifle: This thing was arguably pretty damn good in HoW, and now it’s back. Stability may not be the best compared to fusions like The Vacancy, but its charge rate is one of the best in the game, and it can roll for stability perks anyways. Worth at least giving it a spin if you get one as a drop.
Eyasluna – Hand Cannon: This baby Hawkmoon ain’t got its talons yet, so don’t expect it to maim targets as good as its momma bird. But it’s still got a pretty sharp beak to peck your fucking eyes out. I’d hold onto this little guy if you can snatch him from the nest of RNG. Are these bird metaphors becoming a bit too much by the way? I mean, I’m not going to stop, but I was just wondering.
The Revelator – Hand Cannon: This is basically Zaouli’s Bane lite. It has the same rate of fire, but slightly less impact. Same aim assistance. Ever so slight better range. Even slighter less stability. Basically, if you can’t get Zaouli’s Bane, this is nice to tide you over until you can. But once you do (especially if it’s the elemental version), kick this girl to the side of the road where she belongs.
The Ash Factory – Rocket Launcher: I was personally a bit partial to my Tomorrow’s Answer in HoW, so when I got this as a drop, I just dismantled it. Of course, par for the course, everyone couldn’t wait to tell me how wrong my opinion was (Fuck you too, reddit, I’m moving to voat!). Looking at it now, it’s not a bad launcher. I mean, only having a single rocket in the magazine without tripod sort of kills my explosion boner though. I’d probably still just tell everyone to get a Smolder, as that upsets two parties at once, and I feed on your salt. But anyways, if you get one with Javelin and tripod, it’s worth holding onto. I guess.
NL Shadow 701X – Scout Rifle: I’m pretty damn salty Bungie got rid of the ability to roll full auto on this thing from HoW. Either way, it’s a pretty nice scout to get your hands on. It fires pretty damn fast, and the impact is pretty good. Just don’t expect it to really excel in any other departments.
Right on time too! Are you excited to earn some cool weapons all while having fun playing this hyper competitive playlist!? Because you shouldn’t be. Iron Banner will leave you with a new fist-sized window in your wall, and a broken controller. Why? The lag. The bullshit. The incompetent teammates. OH FUCKING BOY THE INCOMPETENT TEAMMATES. For what? Some halfway decent rewards? But you’re going to play anyways. And you’re going to get angry. Just like you always do. You might get a weapon for it. But it won’t be worth it. Have fun!
Nirwen's Mercy – Pulse Rifle: Perhaps you ignored my role as the gun wizard and got yourself a Spare Change.25? And you realized it’s just sort of “alright” after all, and want something to replace it. Well, you’re in luck! Turns out, Lord Saladbar has been kind enough to gift us a pulse rifle with the same archetype as the godly 55A-allFATE, and with better stability and reload speed at the cost of some range. The range is a bit low on this thing compared to the Spare Change, but that can certainly be remedied with a good roll.
Finnala's Peril – Hand Cannon: Pretty good gun. It’s basically a Fatebringer with better stability and reload speed, at the cost of a little range. If you aren’t able to grab an Imago Loop or Eyasluna, this is your next best bet. And you certainly aren’t just settling for it.
Deidris's Retort – Shotgun: Should you not be able to grab yourself a Party Crasher 2.0, this is a pretty good replacement, mostly because it’s got a pretty good base range. You’re gonna want a roll with more range to catch up with the Party Crasher though, (as its base range is pretty insane) but it fires slightly faster than Party Crasher. Could end up being pretty good with the right roll.
Ashraven's Flight – Fusion Rifle: This thing takes longer to charge up, but has the same or worse stability compared to Long Far gone and Split Shifter Pro. However, it also has more impact, meaning it doesn’t require as many bolts to hit in order to kill. It doesn’t really blow me away, but if you get a good roll that satisfies you, I see no reason not to keep it.
Weyloran's March – Sniper Rifle: Impact is pretty sucky, so this isn’t a gun you should otherwise be using in PvE. In PvP however, this sucker has a very interesting aspect that you wouldn’t otherwise know about: it has the highest aim assistance for a sniper in the game. Roll it with Hidden Hand, and you’ll be popping headshots you didn’t even intend to land.
Haakon's Hatchet – Auto Rifle: Considering how fun to use low impact AR’s are now, this thing doesn’t look half bad to use. If it’s anything like the old Iron Banner AR though, it’s probably got a ton of kick to it, which sucks especially since the stability isn’t the best. You may just be better off grabbing the Dead Orbit AR unless you get a good stability roll.
Tormod's Bellows – Rocket Launcher: This thing has pretty good base velocity, and alright blast radius. If you can’t roll a perk to make blast radius better, it’s gonna be disappointing to use compared to other launchers with good blast radius. But if you can, and you get some other good perks with it, it’ll be a solid rocket launcher. Basically, if you feel like just buying The Vertigo is too easy, and you instead want to gamble with RNG (hint, you’ll lose. He rigged the game), go nuts with this thing.
Ironwreath-D – Sidearm: Deciding whether to include a weapon based on stats AND potential perk rolls is pretty tough. So when you have a weapon type where all the weapons have basically the exact same stats and possible stat rolls, what the hell do you do? I certainly have no idea. So I’m just plopping this thing here. I’ll let you guys sort things out for yourselves. You’re big boys and girls.
Trials of Osiris:
Trials is gonna be pretty interesting to watch. A change in the way it works, AND no more relying on Thorn to win (RIP Thorns of Osiris and weekly lighthouse visits). And to top it all off, a new meta is likely going to be established very quickly this time around. The other two jokes about not getting weapons were just that: jokes. If you’re not a crucible god, good fucking luck getting these new weapons. If you’re not TripleWreck, you better pray to whatever god you believe in. If you don’t believe in any gods, you damn well better believe in miracles. Because it probably won’t be happening. On the bright side, there are some weapons that are roughly equivalent to the Trials guns (minus the element on the lighthouse versions anyways). Also, I’m just going to save you some reading and say unless otherwise specified, these weapons are basically the best for their archetype. I will therefore be listing replacement guns in this section instead.
The Water Star – Hand Cannon: If you can’t grab this, an Eyasluna or Imago Loop are not too far behind as far as stats. In fact, Imago Loop even has more potential perk rolls than either of the other two.
The Doctrine of Passing – Auto Rifle: Archetypal competitors include Antipodal Hindsight, An Answering Chord, SUROS ARI-45, The Dealbreaker, and Does Not Bow. Funny side note that’s also kind of sad: SUROS Regime is actually worse than this thing even though it’s a legendary.
Reflection Sum – Pulse Rifle: The Lyudmila-D is the next best option (it’s not that far behind) but its recoil is kind of bad. If you can get a recoil-reduction roll on this thing, it’ll probably be just as good. Otherwise, Spare Change.25 is your only other option. Both these options are guns with some pretty bad recoil, but I have a feeling this thing won’t suffer from it as much, so in the end it’ll probably still be the best anyways.
The Inward Lamp – Scout Rifle: If you can pick up a Cocytus SR4, you basically have this gun (slightly worse range, but slightly better stability). If not, consider a Last Extremity or a Colovance's Duty.
Binary Dawn – Shotgun: Ah yes, a weapon to surpass Metal Ge—erhm, I mean Party Crasher. Better base range AND impact at the cost of some stability (literally who cares). The next best option is therefore Party Crasher +1. After that, if you can get a range focused roll, a Conspiracy Theory ain’t that bad either. But you aren’t gonna get as much range squeezed out of it as a Binary Dawn or Party Crasher with range perks obviously.
Elevating Vision – Fusion Rifle: This thing’s actually not all that amazing in my opinion. You’re actually not much worse off if you just grab a Long Fare Gone, Split Shifter Pro, or The Vortex.
Glass Promontory – Sniper Rifle: I had a couple of friends who played Trials a ton when it was first out. We won like every week. One of those friends and I got the old version of this sniper from it, and we both absolutely HATED it. Aiming it just felt so off. This new gun has exactly the same stats, aim assist and all. Personally, I’d say it’s not worth your time. If you’re set on it though, I’d say go with Weyloran's March if you want to go the insane route and max out your aim assist, or go the opposite way and grab a Uzume RR4 if you want to aim your gun and fire like a big boy without the game trying to help.
The Unseeing Eye – Machine Gun: So many damn guns trying to get noticed by their senpai, Ruin Wake. This thing is Ruin Wake with a longer reload time, but more bullets in the magazine. Meh. The extra bullets are nice, but I’d rather not take forever trying to reload.
The Tamarind – Rocket Launcher: Guys! GUYS! Guess what! They took the old Tomorrow’s Answer and made it infinitely better! How so? More stability! Rocket Launcher users rejoice! Honestly though, just grab a damn Vertigo. Its blast radius is the same, but its velocity is better.
Gunsmith:
Ah, we’ve reached the final stop. Everyone please grab your belongings. The bullet train will be arriving at gun city shortly. The Gunsmith is fun. He doesn’t seem like he’s actively trying to screw you over, and it always seems like he’s got some pretty good offerings. Plus he’s got a nice voice.
Zarinaea-D – Auto Rifle: This little guy fits the low impact, high rate of fire archetype. I’ve played around with it a little, and I actually really like it. Usually Hakke weapons are a bit more recoil heavy, but I didn’t really notice any such issue with this guy. It looks cool, and in my opinion is better than its SUROS equivalent.
SUROS ARI-45 – Auto Rifle: An Answering Chord is arguably a better gun than this as far as range and reload speed, but I like this thing as far as rolls go. After all, both can drop as random rolls, but it’s arguably easier to get the roll you want with this gun because of how the Gunsmith operates.
Uffern HC4 – Hand Cannon: Pretty good hand cannon. It’s Fatebringer’s archetype, but with slightly more impact. Range is pretty good compared to the other vendor hand cannons (though equal with Byronic Hero). It’s also got some damn good stability and pretty decent reload speed.
Judith-D – Hand Cannon: Really high impact hand cannon with some pretty good range (slightly better than Fatebringer’s), but pretty poor stability and reload speed. However, stability is arguably not as important on low rate of fire hand cannons. That being said, it would still be nice to go for a roll that has a stability upgrade, as well as a reload upgrade of some sort (You can never go wrong with Outlaw).
Ace of Spades – This gun is pretty cool. You know how Imago Loop is literally just Fatebringer with a white coat of paint and no arc damage? Well, this thing is as well, but it’s got that little bit extra that makes it special: it was made with love by Cayde. Oh, and some exotic perk that basically makes it so you don’t have to reload if you keep getting kills with it or whatever. It takes away all the pain and suffering of hoping RNG not only drops Imago Loop for you, but also drops it with a Fatebringer roll.
SUROS PDX-45 – Pulse Rifle: Not as good as its vendor equivalent the Hawksaw, but I included it for similar reasons as the SUROS ARI-45. Get a roll with full auto and some range (and maybe stability) increasing perks, and this thing’ll be a beast.
SUROS PDX-41 – Pulse Rifle: Similar to Nirwen’s Mercy, but with better range at the cost of a little stability and reload speed. Roll this thing for stability, and maybe with Outlaw, and you’re golden.
Cocytus SR4 – Scout Rifle: Different archetype from Hung Jury, so I’ll begrudgingly allow it. Its stats aren’t all that bad. High impact scouts aren’t exactly a bad thing to get your hands on. You may want to focus on range and stability for this thing either way.
Tlaloc – Scout Rifle: This thing is warlock exclusive. I was REALLY tempted to not bothering including this thing. Why? It’s literally just a Hung Jury with worse stats. It also basically forces you to sit on your super in order to make it a justifiable gun to use your exotic slot for. That being said, when the exotic perk is active, the increased rate of fire makes this thing pretty damn fun to use, and pretty damn effective at that.
Immobius – Shotgun: This thing is Titan only. And actually, it wouldn’t really be on this list if it weren’t for its signature perk (its range is sort of sucky otherwise). This thing doesn’t expend ammo when you’re sitting in your defender bubble with armor of light getting kills, AND gets bonus damage when three or more enemies are charging at you. Pretty damn good for locking down a point.
Susanoo – Fusion Rifle. This fusion is warlock exclusive, and man, is it nice. Charge rate isn’t the best, but stability is pretty nice, and impact ain’t half bad. And then it has its signature perk to fall back on that makes it start dealing elemental damage based on the elemental damage you just dealt with your subclass. It’s kind of like Dracula if he started spewing blood at his enemies after drinking someone some. Also, I suck at analogies by the way.
Thesan FR4 – Fusion Rifle: The Vacancy is a pretty useful little bugger. But fuck that shit, because then there’s this monster. Its charge rate is slightly better at the cost of an exceedingly minor difference in damage and range. And then it has stability and reload speed that kicks The Vacancy’s ass. So yeah, pick this fucker up faster than a puppy that just stole your heart at a rescue shelter. Don’t let it just sit there, whimpering that you just left it behind. Probably to some guy who wouldn’t love it as much as you would. Don’t worry, your man card will still be intact.
Eirene RR4 – Sniper Rifle: This guy’s been making some waves as of its recent sale by Banshee. I’ve had this sucker on my list of guns to get before TTK even released. I’m the damn gun wizard. Don’t doubt me. Anyways yeah, it’s got slightly more impact than 1000-yard stare, but less stability and reload speed. Either way, not a bad sniper to have, especially if you can get a good roll on it.
Tamar-D – Sniper Rifle: Basically the Antimony sniper with less reload speed. However, I was not fond of the Antimony sniper because of its low stability. This being a gunsmith weapon, you can more easily get a roll with higher stability to make this gun more enjoyable than the Antimony sniper. And you don’t even have to give up much aim assist for it.
Stillpiercer – Sniper Rifle: Gotta mention this sniper or people are gonna get mad at me. It’s a 1000-yard stare but with better reload speed and some cool perks. It’s hunter exclusive however, so sorry to everyone not playing an overpowered class ¯\_(ツ)_/¯
Honorable Mentions:
Lyudmila-D – Pulse Rifle: I have this thing, and I love it to death. However, I didn’t include it for similar reasons to Spare Change.25: it’s got some pretty nasty recoil. For most people, this will be a complete no-no for a pulse rifle especially. I don’t mind it that much, but I can understand why most would. SUROS weapons tend to not have nearly as much kick as Hakke weapons, which is why I only included SUROS weapons for Pulse Rifles. They aren’t bad Pulse Rifles though.
SUROS DIS-47 – Scout Rifle: Much like the Lyudmila, I love this thing. It can fire basically as fast as you can pull the trigger. It’s a good weapon for dealing a ton of damage over time as opposed to dealing large amounts of damage all at once. Still some might not like a scout like that. Not to mention your fingers can get tired pretty quick considering how fast you have the slam down the trigger in order to deliver a good amount of damage.
Uzume RR4 – Sniper Rifle: This thing’s alright. I’m not an amazing fan of low impact snipers, but I do like snipers with a lower aim assist. This thing has decently low aim assist, which is fine in my book. It also has the highest base stability in the game for making follow up shots easier. However, I realize low impact snipers aren’t the most popular, and self-acclaimed pro snipers can’t wait to tell me how great high aim assist snipers are, so I’m gonna leave this little guy right here.
SUROS JLB-47 – Rocket Launcher: Just get The Vertigo dammit. If you really don’t, this thing is the exact same launcher, but you can choose the perks it rolls with easier. But honestly, The Vertigo already has good perks, so why bother?
Alright everyone. We’ve reached our destination. Everyone get the fuck off my train. The trip isn’t completely over yet though! Because RNGesus’ wrath knows no bounds, your bus home has been delayed. So you get to sit here longer and look at whatever else I have to show you. For all you fuckers who don’t like to read (I got enough comments about it last time to know there’s plenty of you out there), here’s a nice concise summary of everything. But before we get to the nice concise summary, here’s a lot of reading. Now pay close attention, because this could get complicated. I have each weapon split into the archetype it fits for its weapon type. Next to that archetype, I have listed the general stats for weapons of that archetype (such as low or high range, low or high stability, etc.). Next to each weapon, I have listed the stats important to that weapon type, and how much you should focus on improving the weapon in said areas in order to make it hit the best stats for that archetype.
So if an AR has a stability of 10/100, and the highest stability in that archetype is 40/100, it will be listed that the weapon we are looking at needs a high focus on stability. But if a weapon has a stability of 40/100 and the highest weapon stability in that archetype is, say, 45/100, then the weapon will be listed as needing a low focus on stability. Make sense? It should be noted that while this makes it easy for comparing how much work is needed to make a gun good within an archetype, it isn’t that useful for comparing across archetypes. Therefore, you should pick the archetype you are most fond of, and search within that. There’s no easy way for me to compare across archetypes besides what I’ve already done (listing what the archetype as a whole tends to gravitate around). Here’s some tips on using that to the best potential:
If an archetype is listed as low stability, and a weapon in that archetype is listed with a low focus on stability, it’s pretty close to the best stability stat in that archetype. However, its stability stat isn’t that great in the grand scheme of things because of its archetype. If the weapon was listed as having a high focus on stability in that archetype, that means its stability is pretty damn piss poor in comparison to other AR’s. Likewise, if an archetype is listed as high stability, and a weapon is listed with a low focus on stability, overall, it’s got a pretty damn amazing base stability. But if it’s listed as having a high focus on stability, while its stability is likely alright, and perhaps better than an archetype with low stability, its stability isn’t all that great in comparison to its peers. You must also take into account that the higher the rate of fire a weapon has, the more stability it will need. So an AR with only medium stability isn’t that bad if it’s a high impact archetype, but will kick like a bronco if it’s a low impact archetype. If all these words confused you, and perhaps even scared you, it’s probably just easiest to pick an archetype that sounds good, and pick out the weapon you think looks coolest. I’ve done most of the heavy lifting for you already anyways.
Auto Rifles:
High Impact: Low to medium stability, medium to high range
- Doctrine of Passing – Trials – Low focus on stability, medium focus on range
- SUROS ARI-45 – Gunsmith – Medium focus on stability, low focus on range
- Does Not Bow – The Shadow Thief – Medium focus on stability and range
Low Impact: Medium to high stability, low to medium range
- Haakon’s Hatchet – Iron Banner – Medium focus on stability and range
- Zarinaea-D – Gunsmith – Medium focus on stability, low focus on range
Scout Rifles:
High Impact: Low to medium stability, high range
- The Inward Lamp – Trials – Medium focus on stability, low focus on range
- Cocytus SR4 – Gunsmith – Medium focus on stability, low focus on range
Low Impact: Medium stability, low range
- NL Shadow 701X – Crucible – High focus on stability and range
- SUROS DIS-47 – Gunsmith – Medium focus on stability, High focus on range
Hand Cannons:
High Impact: Medium stability and range
- Judith-D – Gunsmith – High focus on stability, low focus on range
- Imago Loop – Vex Strikes – High focus on stability, low focus on range
- The Water Star – Trials – High focus on stability, low focus on range
- Eyasluna – Crucible – Medium focus on stability, low focus on range
- Finnala's Peril – Iron Banner – High focus on stability, low focus on range
- Uffern HC4 – Gunsmith – Low focus on stability, medium focus on range
Low Impact: Medium stability, low range
- The Revelator – Crucible – Medium focus on stability, low focus on range
- Zaouli's Bane – King’s Fall – Medium focus on stability, low focus on range
Pulse Rifles:
High Impact: Low to medium stability, high range
- Reflection Sum – Trials – Low focus on stability and range
- Lyudmila-D – Gunsmith – Low focus on stability and range
Medium Impact: High stability, medium range
- Nirwen’s Mercy – Iron Banner – Low focus on stability, medium focus on range
- SUROS PDX-41 – Gunsmith – Low focus on stability and range
- Smite of Merain – King’s Fall – Low focus on stability and range
Low Impact: High stability, low range
- SUROS PDX-45 – Gunsmith – Low focus on stability and range
Shotguns:
High Impact: Medium to high range
- Binary Dawn – Trials – Low focus on range
- Party Crasher +1 – Crucible – Low focus on range
- Deidris's Retort – Iron Banner – Low to medium focus on range
Fusions:
High Charge Rate: Medium stability, low impact
- Elevating Vision – Trials – Medium focus on stability
- Split Shifter Pro – Crucible – Medium focus on stability
Medium Charge Rate: Medium to high stability and impact
- Thesan FR4 – Gunsmith – Low focus on stability
- Ashraven's Flight – Iron Banner – High focus on stability
Snipers:
High Impact: Medium to high stability
- Eirene RR4 – Gunsmith – Low to medium focus on stability
Medium Impact: Low to medium stability
- Tamar-D – Gunsmith – Medium focus on stability
- Defiance of Yasmin – Low focus on stability
Low Impact: Medium to high stability
- Uzume RR4 – Gunsmith – Low focus on stability
- Weyloran's March – Iron Banner – Low focus on stability
- Glass Promontory – Trials – Medium focus on stability
Machine Guns:
High Impact: High stability, medium range
- The Unseeing Eye – Trials – Low focus on stability and range
- Qullim's Terminus – King’s Fall – Low focus on stability and range
Medium Impact: High stability and range
- Baron's Ambition – Fallen SABER – Low focus on stability and range
Rocket Launchers:
- SUROS JLB-47 – Gunsmith – Low focus on blast radius, low focus on velocity
- The Tamarind – Trials – Low focus on blast radius, high focus on velocity
- The Ash Factory – Crucible – Low focus on blast radius, medium focus on velocity
- Tormod's Bellows – Iron Banner – High focus on blast radius, low focus on velocity
- Elulim's Frenzy – King’s Fall – Low focus on blast radius, high focus on velocity
As a final note, I’m obviously not suggesting you get ALL of these weapons (gotta clear this up because this wasn’t obvious enough last time apparently). These are just suggestions of ones to look at. These are guns that if you get a good roll to combat the listed weaknesses, you’ll overall have a really good weapon on your hands. If you get something that isn’t on this list or the vendor weapon list, it probably isn’t worth your time. Which one you get, and which rolls you get, are up to RNG. Which ones you keep are up to you. If you have any questions over what I personally believe to be the best weapon to snag for each category, I’ll be more than happy to give my two cents. Happy hunting, Guardians!
submitted by Sniper Rifles
Perhaps simultaneously the most used and most hated special weapons in the current state of the Crucible, sniper rifles are in their Golden Age. With the majority of primary weapons suffering from either damage, range, or accuracy nerfs, snipers are free to run rampant in all modes, turning even the shortest hallways into sightlines filled with scope glares.
With 5 distinct damage profiles available for the discerning sniper to choose from, most people tend to focus on a few things: ability to snipe targets out of supers with one hit, ability to kill a recently revived player through their shield, and ability to quickly follow up with a second shot.
The very highest damage profile is not present in any of the year 2 legendary snipers, and instead is represented by the exotic Black Spindle. Despite it being able to do 181 damage to the body and 452 to the head, this archetype is not popular in PvP, due to the absurdly slow rate of fire. In PvE however, it's another story, with the Black Spindle being possibly the most useful special weapon for boss fights, even if it's mostly because of the exotic perk.
The high-impact archetype, characterized by the ever-present 1000 Yard Stares, Longbows, and LDRs, is perhaps the most used special sub-class in both PvP and PvE. Loved for their ability to revive snipe, and kill most shielded enemies out of their supers with a headshot, they do 417 damage to the head, and a still respectable 167 to the body. This allows for clean up kills on barely wounded enemies, as well as the ability to hit a body shot and switch to a primary to finish a target off.
Both the mid and low-impact sniper archetypes can not do enough damage to kill supered Guardians with shields, but they can still revive snipe. The mid impact sub-class has a damage profile of 334 per crit and 134 per body, while low-impact boasts 267 crits and 107 body shots. Doing less damage per bullet is a trade-off, with the upside coming from the ability to much more quickly fire a second bullet. Mid-impacts, probably best represented by the raid specific Defiance of Yasmin, can fire a second bullet only 0.67 seconds after the first, while low-impacts like the Glass Promontory can follow up in 0.53 seconds. In general, mid-impacts have impressively high base aim assist, while the low-impact models often sacrifice that high aim assist for the faster RoF.
The very low-impact snipers, like Weyloran's March, are among the worst in the game, with their only positive aspect being a mag size of 5. While they hit for 250 to the head, they only do 100 damage per body shot, which means it can take three body shots to kill enemies over your own light level in Iron Banner or Trials, or even just Ram Warlocks or max-Armor Juggernaut Titans in normal Crucible. They are not worth using.
As for perks, most competitive players look at the sights for their first indication of a good roll. Short range sights like the ShortGaze, LongView SLR10, Ambush, ViewTac, Faucon, and ATA Scout are all used in PvP and PvE alike, although some are more preferred than others. Secondary perk choices often include Quickdraw or Snapshot for the sniper who likes to increase their aim-down-sights speed, while Hand-laid Stock or Injection Mold are optimal for players will to sacrifice some range for increased stability. The determined hardscoper will often choose Rifled Barrel over all else, giving them the ability to maintain maximum reticle stickiness out to longer distances, while narrowing the accuracy cone as well. Hidden Hand is always a good perk for any sniper, and most other perks that give back ammo, like Performance Bonus or Mulligan, are also useful.
Shotguns
Once the most feared weapon in PvP, the shotguns have gone through a series of refinements that have taken away a decent amount of their original bite. While certain perks are no longer available on most shotguns, like Kneepads and Shot Package, specific archetypes are still very dangerous in the right hands. In PvE, shotguns experienced a brief moment in the sun as they utterly dominated at close range, but they have since been brought back down to more reasonable standards. Depending on the enemy, shotguns can be an effective weapon for add control, although they lack the ability to safely engage most bosses.
Very high-impact shotguns seem to rule the day in high level competitive matches, where their ability to get a one hit kill at the longest possible distances is unmatched. Although the rate of fire can border on ludicrously slow for models like the Conspiracy Theory-D and Her Champion, others, like the Party Crasher+1, offer nearly the same hitting power, but with a slightly faster follow up shot. These shotguns can be very potent in PvE as well, allowing a Guardian to kill even high level enemies with one close range blast.
In the high-impact archetype, we run into some of the most balanced shotguns in the game, including Two to the Morgue, Deidris's Retort, and the Binary Dawn. Although they can't quite reach out and touch you like the very high-impact shotguns, they combine a decent amount of stopping power with a passable RoF, enabling them to be significantly more forgiving than their more powerful brethren. Although not the best for high level play, a god-rolled weapon from this archetype can be competitive in good hands.
The mid-impact archetype is the awkward step-child of the shotgun class. Not quite powerful enough to kill in 10 pellets or less against full armor targets, but not quite fast enough to put out multiple shots in rapid succession, these shotguns struggle in the current meta. Well-rolled variants can be fun to use, and they aren't completely out of place in PvE, but in general a higher-impact model would be preferable.
The low-impact subclass has done away with the heavy stopping power and high range of other shotguns, and instead decided to go all the way with RoF. The Burden of Proof or Stolen Will, perhaps two of the most common versions of this archetype, can fire two rounds to every one for the CT-D, showing you where they have the advantage. Although you won't be hitting targets from as far away, they're very good as engaging multiple enemies while up close and personal, for example when clearing a control zone.
In terms of perks, most all shotguns benefit from barrel perks that increase impact and range, like Linear Compensator, Accurized Ballistics, and Field Choke. Smooth Ballistics can also be used to boost range, but you won't get the benefit of each pellet doing extra damage. On most shotguns, Aggressive Ballistics is inferior to these other options, due to it decreasing the range, but some models, like the PC+1, can actually still hit the range cap of 32, provided they have one of the next perks listed. Rifled Barrel and Reinforced Barrel are the two perks you want to look for on every shotgun, and if you can combine those with one of the aforementioned barrel perks, and Rangefinder, you've got yourself a god-roll. If not, any other perk that increases range will be something to look for, as you always want to be pushing out that distance at which you can get a one-shot kill.
Sidearms
Some of the most criminally underused weapons in the game, sidearms have, for the most part, been overshadowed by the other special weapon classes. Despite not really serving a purpose in PvE, those weapons are actually quite useful in PvP, especially when paired with a long range primary like a scout rifle, pulse rifle, or even No Land Beyond. Even though the database doesn't show this, there are actually three classifications of sidearms.
The first is the classic sidearm, seen in the Vestian Dynasty from year 1, and the Queen's Choice from year 2. These sidearms are characterized by insanely high damage output: 63 per headshot and 50 per body. This means it only takes four shots to either the head or the body to kill, giving them a total time-to-kill of 0.60 seconds, which can compete with The Last Word at close range. Unfortunately, this archetype is also non-hitscan, which means the projectiles have travel time, similar to fusion rifles, but much faster. This isn't the biggest deal, as one can learn to play with it in time, but it is extremely sensitive to connection issues, which can result in an infuriating number of missed shots.
The second archetype is the standard Hakke version, which thankfully is a hitscan weapon, but the trade-off is less damage per shot. These models do 55 per headshot, 44 per body shot, which allows them to maintain the 0.60 second critical shot TtK, but the body shot TtK drops to 0.80 seconds. These are probably the most popular sidearms in use today, with the New Monarchy and Vanguard vendors each selling a model, and Iron Banner offering one as a reward.
The last archetype is a strange mix. It does more damage, like the classic sidearms, hitting for 60 critical damage and 48 body, but it actually has a slower RoF than either of the previous classes, which gives it a critical TtK of 0.70 seconds, and a body shot TtK of 0.93 seconds. I personally don't recommend this class as much, since the slower RoF can be a hindrance in desperate situations. Plus, out of the two options in this clas, only the Havoc Pigeon is hitscan, while the the Crow's Eye is not.
As far as perks go, when applicable, I like a barrel perk that increases impact and range. If you aren't offered the option of barrel perks, and instead are looking at sights, TrueSight and SureShot seem to be the two best, due to the boosts to aim assist. I also like any perk that boosts range, like Rangefinder or Hand Loaded. Perks like Battle Runner, Reactive Reload, and Crowd Control also have great synergy with the fast play style that comes with using a sidearm.
Fusion Rifles
One of the strongest weapon classes in the game in Vanilla Destiny, the fusions suffered through a long dark age, and have only recently begun to reemerge. I feel fusions are a dark horse in the Crucible, and that most Guardians have yet to realize their full potential. In PvE they are also surprisingly fun, providing an interesting way to look at encounters that you won't normally see through a sniper's scope. In the current meta, there are several distinct trains of thought that deal with fusion rifles, and a specific archetype that fits neatly in each.
The very high-impact archetype is the first up for discussion today. People who play with these FRs favor long charge times and high impact on their weapons, hoping to kill opponents with four bolts out a the seven fired in a burst. The Dead Orbit vendor Hitchhiker is an example of this, as is the Darkblade's Spite, which drops from the Sunless Cell strike. Midha's Reckoning can find itself in this archetype thanks to some handle barrel perks that increase the impact, but those are the only three current representatives. These weapons generally have high base range, and low stability and aim assist.
Directly beneath them is the high-impact archetype, which includes the Omolon Thesan and FWC Vacancy models. Before the most recent FR buff, these fusions were kings of the court, due to their high base stability which allowed them to have very tight bolt spreads. Since the buff, people have begun to spread out and experiment with the different subclasses, but I still think these are some of the best all around FRs in the game. Coupled with a range increasing perk, this class has excellent stats in every category, or you can nearly max out the stability for an incredibly easy to control burst pattern. High base aim assist and a faster charge time than their very-high impact neighbors means these fusions come close to being the best of all worlds.
Next up is the mid-impact class of fusions, encompassing such Guardian favorites as Susanoo, Ashraven's Flight, and Panta Rhei. Although these FRs don't have the best stat combinations (all of them are basically in the above to below average groupings), they do offer some of the quickest 5 bolt kills in the game. This fact has caused something of an exodus from the higher-impact models to these, as players seek out the fastest charging fusions without wanting to sacrifice bolts to kill.
Now we come down to the low-impact subclass, which encompasses The Vortex, Long Far Gone, and Split Shifter Pro. Although these fusions have some of the fastest charge rates in the game, they're also wildly inconsistent in killing max armor Guardians, and they have low range and mostly average stability. The Split Shifter Pro takes 6 bolts to kill a normal Guardian at 200hp, while the LFG and Vortex are right on the cusp, only being able to do exactly 200 damage with 5 bolts. Most people tend to stay away from these in competitive game modes, instead favoring them in more casual play. Telesto is also in this group, but because it's the besto (meaning the bolts explode and push the damage for 5 bolts up to 210) I actually consider it a very fun weapon to use.
For perks, I love aim assist increasing sights and Hidden Hand, but what else you use will be dependent on what you're looking for in a fusion rifle. If you want to get the fastest charge rate out of you FR, Accelerated Coils is going to be your bread and butter (but make sure you aren't at an impact level where it will increase your bolts needed to kill, as it does slightly decrease the damage per bolt). If you want to max range, then Rifled Barrel is what you need. Going for max stability? Braced Frame is where it's at. All in all, I highly recommend perks which do not hurt either range or stability, as you want as much of each of those as possible. Perks like Hip Fire, Life Support, and Grenadier are also always useful.
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