If you’re anything like me, you'll currently have a Vault that's stuffed with randomly accumulated bits of armour you've benn telling yourself you'll get round to sorting sometime. It's not too hard for you to sort out reasonable stat rolls and distributions (that bit’s easy to work out, because numbers) but, with the variety of mods available and limitations in their use, still have problems sorting out what to keep and what to shard.
I thought I'd share my thought process in sorting out what to keep going into the new season. All of the information about mods and armour sets has been taken from Destiny Sets – also credit to the Destiny Item Manager for the ability to filter into sets.
First, the mod categories, by season:
- Season 1 (Vanilla Destiny 2): None
- Season 2 (Curse of Osiris): None
- Season 3 (Warmind): None
- Season 4 (Outlaw): Taken/Dreaming City mods
- Season 5 (Forge): Fallen mods
- Season 6 (Drifter): None (we had Gambit Prime armour sets and parks instead this season)
- Season 7 (Opulence): Hive and Leviathan mods
- Season 8 (Undying): Dreambane and Garden of Salvation mods
- Season 9 (Dawn): Charged with light mods 1
- Season 10 (Worthy): Warmind mods
- Season 11 (Arrivals): Charged with light mods 2
And, now the main activity and season pass armour sets, and the mods you can slot into them (Iron Banner and Trials of Osiris armour mods slots depend on the season that you dropped them in, so will need to be checked individually):
Seasons 4 and 5
- Dreaming City armour
- Forge armour
- Last Wish Raid armour
- Scourge of the Past Raid armour
Seasons 7 and 8
- Menagerie armour
- Leviathan Raid and Raid Lair armour
- Crown of Sorrow Raid armour
Seasons 7, 8 and 9
- Substitutional Alloy armour
- Dreambane armour
- Garden of Salvation armour
Seasons 8, 9 and 10
- Righteous armour
Seasons 9, 10 and 11
- Seventh Seraph armour: Seasons 9, 10 and 11
- Escalation Protocol armour: Seasons 9, 10 and 11
Seasons 9, 10, 11 and 12
- Holdfast armour: Seasons 10, 11 and 12
- Prophecy Dungeon armour: Seasons 10, 11 and 12
- Solstice Armour: Seasons 10, 11 and 12
There are also open world armour sets that drop, obviously, but too many for my purposes here. But hang on, as they'll get picked up in the DIM filters later anyway…
Looking at these two list sets, I've focused my building armour sets around:
- Dreaming City/Forge/Last Wish/Scourge of the Past armour, for the Season 4 and 5 mods
- Substitutional Alloy/Garden of Salvation armour, for the Seasons 7. 8 and 9 mods
- Holdfast/Prophecy/Solstice Dungeon armour, for Seasons 9, 10, 11 and 12 mods
Arrivals armour has access to both sets of Charged with Light mods, so can slot mods from seasons 9, 10, 11 and 12. This would probably be the choice for PvP, as the mods from other seasons don’t have any impact on PvP play.
Think of all of the gear you have in these groups as candidates for single sets of armour, so don’t think about keeping your best Scourge set, your best Last Wish set etc. Mix and match – that’s what shaders and universal ornaments were made for!
Using DIM, you can construct a filter “(modslot:outlaw or modslot:forge)” – the brackets are important if you're adding additional filters to the end – to highlight the set that covers the Seasons 4 and 5 mods.
The other sets would use the filter “modslot:undying” for Seasons 7, 8 and 9, and “modslot:arrival” for 9, 10, 11 and 12.
It's worth adding "and powerlimit:1360" to the filter, to make sure you've got armour that can last the rest of next year. You can also add the term “and is:titan” at the end to just look at your Titan gear, “and is:warlock” and “and is:hunter” to look at Warlock and Hunter gear to focus in if you’ve got a lot in your inventory. Your final filter will looks something like:
(modslot:outlaw or modslot:forge) and powerlimit:1360 and is:titan
modslot:arrival and powerlimit:1360 and is:hunter
You’ll still need to check stat rolls and distributions for your preferred play style(s). For PvE, I tend to choose high recovery, discipline and one other (mobility for Hunter, Strength for Titan, Intellect for Warlock) as orbs of light are recharging my super most of the time, so it's less of an issue for me.
For PvP, as well as the Season of Arrivals armour set, you might need to spec a bit into Resilience and Intellect as well, but I can’t really say much, as I don’t spend a lot of time in Crucible, not being keen on the feeling that I’m the thing that’s being farmed by the tryhards, sweats and streamers.
Elemental affinity also has a role with mods, but it's easy enough to change one that you haven't masterworked up too much so I'd suggest that's something to do when you've got to this point, depending on which mods you're looking to use.
Also, there’s really no reason to keep Menagerie, Leviathan and Crown of Sorrow armour unless you’re still looking for Tribute Hall statues, as you can cover the mods they can slot with the Seasons 7, 8 and 9 armour. To find those items to tag as junk (or save a single set for use now for the Tribute Hall Triumphs), you can use “(source:crownofsorrow or source:leviathan or source:sos or source:eow or source:menagerie)”.
There are a couple of other sets you might still need to keep, if you’re still after specific triumphs and titles: Forge armour (“source:blackarmory”) for Blacksmith, and the various flavours of Gambit Prime armour (“source:gambitprime”) for Reckoner.
There's not much point in keeping Righteous, Seventh Seraph or Escalation Protocol (Seasons of Dawn and Worthy) armour either, as they can all be covered by other sets.
I hope that gives you a thought process to help clear through your Vault ready for the new stuff in Beyond Light. With a bit of luck, the Gunsmith materials you get will drop you a god-rolled Truthteller!
EDIT: removed Dreambane armour from list of Seasons 7, 8 and 9 armour as it's capped at 1060 and included "and powerlimit:1360" as a suggestion to add to the filter.
EDIT 2: removed references to the Season of the Worthy armour for PvP, as the Season of Arrivals armour can use all Charged with Light mods.
Source: Original link
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