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How to Gear for a Hunter Destiny 2 Post Warmind UPDATED

How to Gear for a Hunter Destiny 2 Post Warmind

This guide will showcase my warmind cell hunter build that has perfect synergy with every modernistic and every weapon and the perfect sub-class.

Contents

  • Synergy Build for Hunter
    • Introduction
    • Armor / Exotics / Mods / Stats
    • Mods Explained
    • Weapons
    • Bracket
    • Viability – Closing

Synergy Build for Hunter

Introduction

The video showcases broad examples of what is shown below:

  • 0:00 Full Build showcase (Weapon-Mods-Armor).
  • 1:28 Warmind Cell creation with weapons.
  • ii:xi Warmind Prison cell creation with abilities/splash damage.
  • iii:04 Fireteam Medic heal.
  • 3:16 Reload due to Bondage of Woe.
  • iii:45 A total Lost Sector clear.

Armor / Exotics / Mods / Stats

Armor required for this build

Helmet, Gauntlets, Boots and Class Item that can have Flavor of Worthy mods.

Exotic

Ophidia Spate for two knife charges or The Sixth Coyote for two contrivance charges.

Mods

  • Global Accomplish (Neutral 1 Energy Mod).
  • Wrath of Rasputin (Solar one Free energy Mod).
  • Burning Cells (Solar 3 Free energy Mod).
  • Fireteam Medic (Solar iii Energy Mod).

Stat spread

  • You lot are aiming for 100 recovery, 100 mobility and equally loftier as possible grenade recharge.

  • 100 Recovery for obvious faster recovery.
  • 100 Mobility for faster contrivance recharge.
  • Loftier every bit possible grenade cooldown due to the fact that you tin can create warmind cells with it equally well.
  • The electric current carve up on this Hunter of mine 8(nine due to traction)mob – 3res – 10rec – 4dis – 6int – 5str.

This is non perfect, 3int and 4 str would be fine, college dis would exist better and missing one mob.

Mods Explained

Flavor of Worthy Mods

Global Reach – damages enemies at a greater distance.

Wrath of Rasputin – solar splash damage creates warmind cells, this is why things like your grenade, pocketknife explosion, martyr's wave or Xenophage can create warmind cells

Called-for Cells – this causes a solar burn damage moving ridge which if information technology kills someone can create warmind cells every bit it counts as splash damage

Fireteam Medic – upon destroying a warmind cell you & your fireteam go a huge chunk of wellness back

How it works

Y'all create a warmind prison cell through either your solar splash harm or with your Seraph/Ikelos weapons, after doing that you lot destroy said warmind jail cell which instantly heals you lot and tin create further warmind cells. Repeat circumvolve.

Weapons

Kinetic-Special-Heavy

7th Seraph Carbine – Quaternary Time'southward the Charm – Swashbuckler

  • Fourth Fourth dimension's the Amuse triggers a lot of times since we are going for headshots due to Bondage of Woe (more to that subsequently).
  • Swashbuckler triggers on melee kill, this includes knife kills (which we are using for warmind cells as well).
  • Major Spec due to information technology being the main weapon for low-health majors.

Martyr'south Retribution – Machine Loading Holster – Demolitionist

  • Automobile Loading Holster has a adept synergy as nosotros are not using any GL loader mods.
  • Demolitionist gives us grenade recharge on kills.
  • Quick Admission Sling due to faster swaps to our AR and it already killing most enemies without any damage mods.

Xenophage – no impairment fall-off, good damage and can create warmind cells.

Bracket

Fashion of the Outlaw

  • Proximity Explosive Pocketknife: can create warmind cells on the second explosion which other knives from other copse can non do.
  • Bondage of Woe: gives increased reload on precision kills for you and allies, stacks to 3x.
  • Six-Shooter: this is non an cease-game PvE build therefore most of the stuff is rather easy to kill and six-shoot gilt gun simply offers more add together articulate.
  • Deadshot: this seems like the only dead perk on this subclass tree.
  • Tripmine Grenade:best grenade to clean upwards majors and ultras for warmind cells.
  • Gambler's Dodge: yous get both of your knives back with i dodge.
  • Triple Jump: best hunter bound.

Conclusion of why this subclass is the best for this build

It offers the most out of the 3 in terms of add together control and "warmind creation" capabilities.

Viability – Closing

Stop-game viability

This build is by no means a build for raids or dungeons however this is perfect for Gambit, Strikes and your every day play in patrol-zones. It offers insane add together-clear correct of the start without much work to it. A good thespian can brand this work anywhere but it shines really in gambit and in your every day play.

The build itself has perfect synergy, the sub-class adds something of value by being able to create warmind cells with the throwing knives. The knives trigger Swashbuckler on the AR. Precision kills trigger Chains of Woe which gives faster reload. The mods work perfectly together in a sense they create a circumvolve of repeating warmind cell explosion that also heal you and your fireteam. Everything has a identify in this build, nothing is being left out. Every component has an important role while the build would exist significantly worse without them.

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How to Gear for a Hunter Destiny 2 Post Warmind UPDATED

Posted by: michaelalask1993.blogspot.com

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