Destiny 2

Massive Breakdown of the Legacy and Dredgen Focused Umbral Engram Weapons (Including Stats, Times-to-Kill, and Recommended Perks)

destiny2 8 - Massive Breakdown of the Legacy and Dredgen Focused Umbral Engram Weapons (Including Stats, Times-to-Kill, and Recommended Perks)

If you'd like to hear more in-depth weapon, stat, and perk discussion, check out the
destinymassivebreakdowns - Massive Breakdown of the Legacy and Dredgen Focused Umbral Engram Weapons (Including Stats, Times-to-Kill, and Recommended Perks)Massive Breakdown Podcast!

  • For all the numbers and a full list of guns, the
    Weapon Stats Spreadsheet has you covered.

  • For just things like Barrel and Sight stats, you can go to the
    edit?usp=sharing - Massive Breakdown of the Legacy and Dredgen Focused Umbral Engram Weapons (Including Stats, Times-to-Kill, and Recommended Perks)

    BSMT Visual Tool.
  • For a complete collection of all my work, you can go to the Massive Breakdown of Massive Breakdowns, The Cumulative Destiny 2 List

Several Things to Note:

  • This is not a comprehensive list of every perk available in the pools, just the ones I recommend.

  • Classes are broken down into Impact Archetypes.

  • These are strictly my opinions, so I'm very aware that a lot of people will probably disagree with them.

  • The Bolded Perk/Perks in each slot mean that I recommend using them the most. If there are no bolded perks, it means that I feel any of the listed perks are fine to use in the slot.

  • Pros and Cons are determined by comparing weapons within the same class, not by all weapons in general, and not by only the weapons within the archetype. If you would like a different or more specific comparison than what I have listed, feel free to ask and I can provide one in the comments.

Please note: I do not have written breakdowns of the Seventh Seraph and Reckoning/Gambit Prime weapons, although I am in the process of making them for a later post. If you would like some info now, I have broken them down in the Massive Breakdown Podcast Episodes linked below:

  • episode 160 gambit prime weapons breakdown - Massive Breakdown of the Legacy and Dredgen Focused Umbral Engram Weapons (Including Stats, Times-to-Kill, and Recommended Perks)
    Night Watch and Lonesome – Ep. 160: Gambit Prime Weapons Breakdown
  • episode 158 legendary adaptive auto rifles breakdown - Massive Breakdown of the Legacy and Dredgen Focused Umbral Engram Weapons (Including Stats, Times-to-Kill, and Recommended Perks)
    Gnawing Hunger – Ep. 158: Legendary 600 RPM Auto Rifles Breakdown
  • episode 156 seventh seraph weapons breakdown - Massive Breakdown of the Legacy and Dredgen Focused Umbral Engram Weapons (Including Stats, Times-to-Kill, and Recommended Perks)
    Seventh Seraph CQC-12 and YV-7 – Ep. 156: Seventh Seraph Weapons Breakdown


Aggressive Burst

Breachlight – Kinetic

Pros – High range, aim assist, and mag size.

Neutral – None.

Cons – Very low stability and recoil direction. Below average reload speed. Low handling.

  • Time-to-Kill: 0.73s (2.5 bursts, 3 crit 2 body), 0.83s (3 bursts, 6 body)
  • Rate of Fire: 325
  • Impact: 56 (45 crit, 33 body)
  • Range: 53
  • Stability: 43
  • Reload Speed: 31
  • Handling: 41
  • Mag Size: 24
  • Recoil Direction: 82
  • Aim Assist: 83

Recommended Random Perks:

  • Sights – Chambered Compensator, Polygonal Rifling, Smallbore, Corkscrew Rifling
  • Magazine – Tactical Mag, Flared Magwell, Steady Rounds
  • Trait 1 – Hip Fire Grip, Under Pressure, Demolitionist
  • Trait 2 – Quickdraw, Vorpal Weapon, Multikill Clip, Rampage

Returning from the Sundial and Season of the Dawn, Breaklight is a decent, easy to use sidearm that's very comparable stat-wise (almost across the board) to Smuggler's Word. I personally like to try to max out stability on these sidearms, being that I'm a console player and it's one of the archetypes defining weakness, and range only adds fractions of a meter to damage drop off for each point. Chambered Compensator and Tactical Mag can help with that, and Chambered Compensator will also help with the low recoil direction stat. For the traits, Hip Fire Grip makes it so that you can basically take your pick of ADS or hip firing within the optimal range, especially after the buffs to the perk in the most recent patch, and there are several decent perks in the last slot. Multikill Clip and Rampage are both okay for engaging multiple consecutive targets, and Quickdraw makes the gun feel excellent. Vorpal Weapon makes the gun surprisingly lethal against supers, but you're still opening yourself up to a lot of risk being near enough to supers to kill them with a sidearm.

Hand Cannon


Optative – Energy (Void)

Pros – High recoil direction and stability. Above average reload speed.

Neutral – None.

Cons – Below average range, aim assist, and mag size. Low handling.

  • Time-to-Kill: 1.00s (3 crit 1 body crit), 1.67s (6 body)
  • Rate of Fire: 180
  • Impact: 78 (57 crit, 38 body)
  • Range: 41
  • Stability: 60
  • Reload Speed: 58
  • Handling: 33
  • Aim Assist: 67
  • Recoil Direction: 97
  • Mag Size: 9

Recommended Random Perks:

  • Barrels – Hammer-Forged Rifling, Extended Barrel, Smallbore, Corkscrew Rifling, Polygonal Rifling, Chambered Compensator
  • Magazine – Accurized Rounds, Steady Rounds, Tactical Mag, Appended Mag, Flared Magwell
  • Trait 1 – Rapid Hit/Outlaw, Underdog, Under Pressure, Fourth Times the Charm
  • Trait 2 – Kill Clip, Opening Shot, Zen Moment, Shield Disorient, Demolitionist

Man, I used to really love the 180 RPM HCs in general, but the changes to the recoil animation of 150s really set the bar for good handcannons higher, and 180s at the moment struggle to stack up. They feel phenomenal to use, but the slow TtK leaves a lot to be desired in PvP. They're pretty forgiving, with an easy 3 crits and 1 body needed for optimal TtK (2C2B against lower resiliency players), and they feel sticky and accurate within their admittedly short optimal range. Stat-wise, they also have pretty great recoil direction and stability by default, and Optative compares pretty favorably to Trust with slightly higher range, stability, and reload speed, but slightly worse handling and aim assist. Because the stability and recoil direction are so good by default, I don't mind recommended range perks here, as they help a bit more, IMO. As such, I'd still definitely recommend options like Hammer-Forged Rifling and Accurized Rounds, especially since there are a number of perks in the trait slots that will still offer ways to boost stability. Speaking of traits, 180 RPM HCs are probably the only archetype of HCs that I don't feel like really benefits from Opening Shot, specifically because I always found myself being accurate without it. It's still great if you get it here, as it basically guarantees you'll hit the first shot, but I'd go with Kill Clip as the best option in the second slot, especially if you can get Rapid Hit or Outlaw in the first trait slot (which is basically the roll everyone used to chase on the Kinetic Service Revolver).

Keep in mind, most of this recommendation is for PvP, and the gun can be used with some success in Quickplay gametypes outside of hyper-competitive games where you can't count on the slow TtK to net you many victories against faster killing options, and that's because I'm really a huge fan of 180 HCs in PvE. I've tried to give them a shot, but I just feel like they never have quite the stopping power I'm looking for when critting adds or trying to take down yellow bars.

If you've been looking for another 180 RPM HC to add to your energy slot, with maybe a bit more potential lethality than Trust, this weapon is an okay choice.

Grenade Launcher

Single Shot

Martyr's Retribution – Energy (Solar)

Pros – Very high blast radius. High velocity, reload speed, handling, inventory, and aim assist.

Neutral – None.

Cons – Low stability. Only one shot per reload.

  • Rate of Fire: 90
  • Blast Radius: 55
  • Velocity: 76
  • Stability: 32
  • Reload Speed: 67
  • Handling: 69
  • Inventory: 57
  • Aim Assist: 72
  • Mag Size: 1

Recommended Random Perks:

  • Launcher Tube – Quick Launch/Volatile Launch, Linear Compensator, Smart Drift Control, Confined Launch
  • Magazine – High Velocity Rounds
  • Trait 1 – Auto-Loading Holster/Field Prep
  • Trait 2 – Rangefinder, Elemental Capacitor, Moving Target, Demolitionist, Lead from Gold

A very interesting intrinsic perk that I personally find to be a little bit like using a Sunbreaker's Thermite grenade, and I kinda like the utility of it. The hit box for the solar blast is relatively forgiving, and I don't have much issue hitting people, even when they were slightly behind cover. I generally like to try to max out velocity on these launchers for PvP so direct hits are a little easier, so Quick Launch and High Velocity Rounds are my go to perks in the first two slots, but there is something to be said for going for max blast radius and trying to deal out as much splash damage as possible. In that case, you'd want Volatile Launch in the barrel slot. I also think Auto-Loading Holster and Field Prep are both great perks in the first trait slot, I prefer ALH a little more but Field Prep give a nice boost to reload speed and inventory that shouldn't be overlooked. In the last slot Rangefinder also helps with the velocity, so I'm good to go there, and Elemental Capacitor can be nice if you don't get ALH and you're on a Solar subclass for the faster reload speed.

Machine Gun


Temporal Clause – Heavy (Void)

Pros – High reload speed. Above average mag size.

Neutral – Average handling and aim assist.

Cons – Very low range. Low recoil direction. Below average stability and inventory size.

  • Time-to-Kill: 0.47s (8 crit), 0.67s (11 body)
  • Rate of Fire: 900
  • Impact: 25 (24 crit, 18 body)
  • Range: 33
  • Stability: 38
  • Reload Speed: 67
  • Handling: 39
  • Aim Assist: 68
  • Recoil Direction: 59
  • Mag Size: 75

Recommended Random Perks:

  • Barrels – Smallbore, Chambered Compensator, Polygonal Rifling, Hammer-Forged Rifling, Corkscrew Rifling, Fluted Barrel, Arrowhead Brake
  • Magazine – Ricochet Rounds (PvP), Flared Magwell/Light Mag/Appended Mag (PvE), High-Caliber Rounds, Armor Piercing Rounds, Alloy Mag, Extended Mag
  • Trait 1 – Firmly Planted/Auto-Loading Holster/Ambitious Assassin, Genesis, Quickdraw, Pulse Monitor
  • Trait 2 – Rampage/Surrounded/Rangefinder, Eye of the Storm

If you're looking for a Void Rapid-Fire LMG to complete the elemental trifecta (Edgewise is Solar, 21% Delirium is Arc), then look no further. By far the easiest to acquire with the new Umbral focusing abilities, Temporal Clause is the only one of the three that can randomly roll, which has its positives and negatives, but unfortunately has some pretty glaring weak spots in its baseline stats that need to be addressed. Range comes in a lackluster 33, worst in the LMG class, with stability being little better at 38 (third worst in the class). Thankfully, the handling and aim assist are average at 39 and 68, the mag size (75) and reload speed (68) are both good, and the not so great recoil direction of 59 can be easily fixed with a Counterbalance mod.

So looking at perks, for the barrel and magazine we know we need to address range and stability in some way (yes even in PvE where the recoil and range are so bad it can actually hurt your DPS if you miss shots or suffer from damage drop off). That makes the magazine perk selection easy, as Ricochet Rounds does both, but options like HCR, Light Mag, or Flared Mag that do one or the other are better for PvE, too. For the barrel, I like Smallbore the most since it helps both, and personally if I could only have one or the other I'd prioritize stability over range for controller, and vice versa for MnK, so Chambered Compensator and Polygonal Rifling are my next two up, or Hammer-Forged Rifling. I always say this for controllers, but all the range in the world doesn't matter if you can't keep your aim on target. However, if you do get a stability MW or Ricochet Rounds in the mag, Hammer-Forged Rifling wouldn't be terrible in the barrel even for a controller player.

For the trait slots, you've got some pretty great options depending on how you want to use this gun:

  1. For PvP – Firmly Planted and Rampage or Rangefinder
  2. For ADD clear – Ambitious Assasin and Rampage or Surrounded
  3. For Boss DPS – Auto-loading Holster and Surrounded

For PvP, there aren't a lot of great perks in trait slot 1, but Firmly Planted will at least give you bonus accuracy and stability if you crouch or slide while shooting. Rampage keeps the TtK the same at 0.47s but takes it from needing 8 crits to kill to only needing 6 crits and 2 body shots, which is much easier to hit. I actually low-key think that Rapid Fires are some of the best LMGs for PvP with a really fast body shot TtK of 0.67s at close range and when you have the ammo (which is rare since in 6v6 bricks are split now), but Hammerhead dominates the PvP scene and you'll be hard pressed to compete with the range and ease of use.

For ADD clear, Ambitious Assassin is a clear winner in trait slot 1, allowing the magazine to be overflowed when you reload after multikills, and Rampage or Surrounded will both work for damage boosting in trait slot 2. Surrounded passively activates when three or more enemies are in close proximity and gives a sizable immediate damage bonus, whereas Rampage activates on kills and increase up to 3x. I generally prefer Rampage since it doesn't require close proximity to activate, but with the low range of Temporal Clause you're pretty likely to be up close and personal, which makes Surrounded more attractive.

For Boss DPS, Auto-Loading Holster is tier 1: Fire off a full mag, swap to special, fire off that mag, and swap back, no reloading necessary. In the second trait slot you'll probably want Surrounded if you're doing DPS in an area that allows ADDs to be around you.

All in all, an interesting gun with lots of options for the discerning player, but part of a weak archetype that on the whole needs some love.

Rocket Launcher


Bad Omens – Heavy (Void)

Pros – High velocity and reload speed.

Neutral – Average RoF, inventory, and mag size.

Cons – Very low blast radius, stability, and handling.

  • Rate of Fire: 25
  • Blast Radius: 55
  • Velocity: 72
  • Stability: 27
  • Reload Speed: 61
  • Handling: 20
  • Inventory: 35
  • Mag Size: 1

Recommended Random Perks:

  • Launcher Tube – Volatile Launch (PvP), Hard Launch (PvE) Linear Compensator, Confined Launch, Quick Launch, Smart Drift Control
  • Magazine – Black Powder (PvP), Implosion Rounds (PvE), High-Velocity Rounds, Alloy Casing
  • Trait 1 – Tracking Module/Auto-Loading Holster
  • Trait 2 – Cluster Bomb, Genesis, Kill Clip, Quickdraw

Masterworked Perks:

  • Launcher Tube – Volatile Launch
  • Magazine – Impact Casing
  • Trait 1 – Tracking Module
  • Trait 2 – Cluster Bomb

Stat and archetype-wise, unfortunately this launcher is a bit lacking. The blast radius is minimal, and needs a lot of help from perks if you want to do any kind of AoE damage (although this can be beneficial for PvE boss damage with Cluster Bombs). The velocity is high, as is the RoF (not that that matters since we no longer have auto-reloading rifts or rally barricades), but the handling is brutally bad and the inventory size is just average. So, all that being said, I definitely do not recommend this weapon for Crucible.

It does, however, have one activity where it can shine a bit, and that's in Gambit. Thanks to being a Void weapon, it's perfect for taking down the Envoys and then helping to DPS the Primeval, which I believe was the intent of the Masterwork roll, which comes with increased blast radius and direct hit damage, as well as the God-Roll of Tracking Module and Cluster Bomb. If you happen to get a randomly rolled Bad Omens, you can still get Tracking and Cluster, or for the more discerning PvE player, Auto-Loading Holster and Cluster. If you don't get Cluster, Kill Clip and Genesis can actually help burn through the Envoys pretty quickly as well, but Kill Clip plays very strangely on launchers and Genesis only gives its bonuses while the shields are up. Quickdraw would help with the poor handling, but that's basically a wasted perk on a launcher. Unfortunately Impact Casing is no longer an option for the mag perk, but if you're using it for boss DPS and you want the clusters to stay tight, minimizing blast radius with Implosion Rounds is your best bet. Volatile Launch stays at the top of the tubes if you want to splash damage adds, but for boss damage with Cluster you'll move to Hard Launch for the blast radius penalty.

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