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Joined 1 year ago
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Cake day: June 13th, 2023

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  • Bonus damage against minibosses should have been part of Boss Spec, not Major Spec.

    Wait but… aren’t champions minibosses? Per strike scoring, isn’t that all enemies with an inverted triangle icon?

    So this means that Major Spec only applies to elites now, the orange bar enemies with a shield icon?

    I thought that major was a synonym for miniboss, but I guess I’ve gotta stop saying that because it doesn’t make sense for “Major Spec” to not apply to “majors”.

    This seems like it makes major spec niche and boss spec almost always the right choice (bonus damage to bosses AND champions, what more could you want).




  • Damn, I was hoping that YAS would still provide grenade energy on ignitions; if that was the case there might still be some way to make it work. Alas, just tested and it does not.

    That is a bummer. My YAS build felt really different from my others, the only one where I could reliably use grenades for single target damage. Now I guess I can only use it for add clear.


  • I’ve been thinking about how to spend my legendary shards to get something out of them before they disappear.

    I’m thinking top priority should be buying enhancement cores, since those are uncapped:

    • 150 shards for 5x Enhancement Cores daily

    Next is buying the more expensive enhancement materials; although they’re capped, you can always just go upgrade some stuff to stay below the cap:

    • 400 shards for 1x Ascendant Alloy weekly
    • 1200 shards for 3x Enhancement Prisms weekly

    If you log on every day, that’s 2650 shards per week.

    Then there are some uncapped resources that can be purchased without limits to burn any remaining shards:

    • 10 shards for 1x Phantasmal Fragment (at least these can be converted back to glimmer!)
    • 3 shards for 1x Raid Banner

    It sounds like we’ll still need shards in season 23, so I shouldn’t spend them all before then, so hopefully these exchanges will still be available in season 23.







  • Can you explain how you modulate difficulty?

    On each encounter of a deep dive, there’s a hidden Toland-like ball of light. If you find it and every member of your fireteam interacts with it, it will trigger a “pressure trial”. This spawns either taken blights that need to be destroyed or glowing circles that need to be stood in. If you do this fast enough, then an extra wave of enemies/boss spawns at the end of the encounter.

    Completing an encounter with a pressure trial raises your reward tier by 2 instead of by 1, so you can get better rewards.

    So in this way you can opt in to making a deep dive harder to get better rewards.