Duo Master Totems (Hunter PoV - World’s First) - Destiny 2 Season: Triumphant
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Duo Master Totems (Hunter PoV - World’s First) - Destiny 2 Season: Triumphant
39 просмотров · 5 часов назад
TWaB
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39 просмотров · 5 часов назад
I’m pretty confident this is a world’s first!
Sam's Pov: • World's First Duo Master Totems on Hunters...
At the time of recording, only a few people have cleared duo master and all of these people have cleared on double titans.
Similar to our normal clear, I think I’m also the first console player to clear duo master. I have a friend who plays controller on PC who cleared Titan, but yeah, I'm absolutely delighted with this clear regardless.
We continued to use our “counting” strat as this massively helps the left player to mentally prepare and ensured the left totem always had wipe priority (more info in the video description of our normal clear).
Before we cleared, we had a lot of issues with desynching. I’d say 7/10 wipes were desychs. To try limit this we introduced another call out for when to step on left totem- this was when the right player grabs the brand/ drops off the ledge. We also tried to never “eager extend”, we always bot walked into the plate if we had good timing and if we had okay timing we would slide/ dodge on. If we wiped to desynchs three times in a given instance we just re launched the checkpoint. This duo is genuinely so much fun but desynching is completely rage inducing as it feels so RNG if you wipe or not and at that point it’s not even a skill check.
The main theory crafting was how to kill the knight quickly! Essentially throw melee, grenade and Mint the knight. If this doesn’t “one bang” him (based on poor shatter damage) just follow up with another melee and another mint shot. REALLY poor shatter damage was caused by the grenade hitting the stasis crystal that spawns from Mask of Fealty rather than hitting the knight.
The main pain point is the wizards playing hide and seek. We got pretty blessed in this run but speak to your partner constantly. This can include:
-If you need to delay stepping on left totem
-Current situation with champs (only middle as both players should insta kill left and right)
-If you cannot see a wizard
The main learning curve is dealing with three champions. Definitely look at the door to Warpriest to check your progress. The longer you spend in the encounter the more you’ll just get a feel for when champions are due to spawn. When you start seeing a ton of knight spawn from the Warpriest door you know you are due champions very soon.
How to deal with champions:
-Nuke left side. Be very careful not to over stack the lap before or the lap during champions. Only use super if absolutely necessary (reason as to why is below).
-Super right. Make sure you keep restoration up and abuse your super and abilities.
-Stun mid if you see him from left or right totem. Chip him down as much as you can when you and your partner are in the middle. As we didn’t over stack this meant we have forgiveness if the wizard hides, if we have bad skates, or if the champion stomps us immediately after skating. The middle champion should die after 2 laps ("there and back"). If you can kill him in one lap that’s even better!
You'll hear me say "reset" once all 3 champions are dead. This was just a mental queue for us both to nuke the remaining hive knights and quite literally reset the adds and our mindset.
Lastly, don’t underestimate how strong High Caliber rounds are on Red Death to stun the Minotaur, or even the hive knights. Likewise, you can throw a Shuriken at your feet to freeze the Minotaur and/ or knights, or just stand still and let the artefact freeze everything around you when you get critical HP. This is important so you don’t eager track or get a surprise x3 stacks of Death Singer’s Power.
Loadout:
I’ve included the following at the end of the video:
-Subclass
-Artefact
-4 piece Grasp of Avarice with Mask of Fealty (pre stack armour charges and a few DR stacks before rallying)
-Armour Mods
-Mint: Field Prep + Frenzy with Abundant Ammo
-False Idols: Eager Edge + Collective Action with Enhanced Impact
We did theory craft with a lot of different things but the above is absolutely the best we came up with! You’re kind of tied to Red Death, eager edge and stasis so it’s essentially spec’ing as hard as you can into that. Mint is just not even up for debate with how good it is for the wizards.
I think the only difference we had loadout wise was “Powerful Attraction”. I used it, Sam used double “Time Dilation”. My argument was there are so many orbs/ shards to get Armour Charges I would rather be able to dodge if I got 1HP from adds or a failed skate and immediately start stacking DR back from the Grasp of Avarice at bonus.
Weekly Modifiers:
-Strand Surge
-Void Surge
-Overcharged Sniper Rifle
N.B. This clear is not reliant on any surge combination. We ran with all surges and the light surge you would want would be Solar to make Red Death hit harder. For Dark surge it literally doesn't matter. Either shatter does more damage with Stasis surge or Mint does more damage with Strand surge. If you want "perfect" surges I would say Strand and Solar.