Destiny 2 Season of the Splicer is here and it’s time to elevate your fashion game. Along with new weapons, a 6 player activity, armor, story missions, and season pass, the heavily requested armor transmogrification feature is finally arriving. In this season, players will team up with the Fallen Captain Mithrax to stop the Vex from plunging Earth into total darkness. If you’re looking to hop into some endgame activities, it’s critical to have some semblance of a build if you want to survive. Unlike our Hunter and Warlock build guides, this one won’t be focusing on Titan’s new exotic. Not because it’s bad, the thing is a Crucible powerhouse, but because its applications in PVE are not as useful for real endgame content.
Because of this, my build guide will feature every Titan’s favorite exotic, Cuirass of the Falling Star. Offering some of the biggest burst damage in the entire game, this exotic allows Titans to absolutely melt anything in their path. The problem is, there’s not really anything you can do to really enhance this exotic outside of having 100 Intellect or using a weapon like Bad Juju. So for this build, I am going to focus solely on including mods and hear that are critical for endgame content like Grandmaster Nightfalls. If you’re looking to get the Conquerer title this season, here are the mods you’ll want to run.
Titan PVE Build
- Kinetic – Succession or Ignition Code
- Energy – Any scout rifle
- Heavy – Anarchy or Deathbringer
For our loadout, we are focusing on providing safety and superior burst damage to take down enemies like Champions. To meet this goal, you will want to either run a sniper rifle or breach loading grenade launcher in the Kinetic slot. Both of these give us great damage options with the former letting us take down stunned Champions from afar, while Ignition Code with Blinding Grenades offers superior mob control options. If you don’t have a good Succession, you can always use Praedyth’s Revenge or Long Shadow.
In the Energy slot, I recommend starting out with a Scout Rifle like Trustee, Vouchsafe, or Vision of Confluence. Of course, you may need to swap to a hand cannon or submachine gun if you have to deal with Overload Champions. This is a pretty flexible area, so use whatever gun or element-focused weapon that your team will need for the Nightfall. Make sure to coordinate with your fireteam so you have every needed element and Champion type covered. Finally, your Heavy slot should either be Anarchy or Deathbringer with the catalyst. Both of these are terrific for quickly and safely taking down bosses or Champions.
Core Mods are simply the modifications I highly urge you to try and incorporate into your build. Yes, they aren’t entirely necessary, but they can make a big difference in your overall performance.
- Precision Charge (Void, 2 Energy) or Swift Charge (Arc, 5 Energy): Since we will be using Charged with Light mods, it’s imperative we have a way to earn some stacks. To meet this goal, I recommend running either Precision Charge or Swift Charge depending on what weapon you’re rocking. This gives us a consistent way to become Charged with Light without putting ourselves in danger.
- Protective Light (Void, 2 Energy): Protective Light is a fantastic failsafe mod for endgame content. Enemies can hit very hard in raids and Grandmaster Nightfalls, so being able to reduce incoming damage when your shield breaks can, quite literally, be a lifesaver. You will need to be able to obtain stacks of Charged With Light, so keep that in mind.
- Reactive Pulse (Arc, 3 Energy): A defensive mod, Reactive Pulse will unleash a wave of Arc energy around you when you take damage and are surrounded by enemies. It’s a great failsafe mod that can easily save you if a bunch of enemies unexpectedly swarm your position. It also combos wonderfully with Thundercrash since you’ll often be diving into the middle of an enemy’s position.
- Breach and Clear (Any Element, 9 Energy): It’s literally the best mod available right now. For 9 Energy, you will have the ability to debuff any bosses or Champions for a short duration when they’re hit with a grenade launcher.
- Stacks on Stacks (Void, 4 Energy): Our final core perk is Stacks on Stacks so we can just bump up the amount of Charged With Light stacks we can hold. In Grandmasters, this can actually make a pretty big difference since we will be making use of mods like Protective Light and Breach and Clear quite often.
- Melee Damage Resistance, Sniper Damage Resistance, Concussive Dampener (No Element, 1 Energy): Not enough of you use these. Survival is everything in Grandmasters, so being able to mitigate some of the damage done to you can mean the difference between victory or returning to orbit. Which one you’ll want to wear entirely depends on what Nightfall you’re playing.
- Argent Ordnance (Any Element, 1 Energy): This is for only those deciding to run a rocket launcher in their Heavy slot. Argent Ordnance will consume a Charged With Light stack and give you a Godslayer Warhead. This missile does increased damage and can actually stack so if you need to fill a slot on a piece of armor consider running 1-2 of these.
- Blast Radius (Any Element, 1 Energy): Not only are there no penalties for running it, but it works wonderfully with mob-clearing grenade launchers like Deafening Whisper and Salavager’s Salvo.
- Powerful Friends (Arc, 4 Energy): Powerful Friends is just a great mod if you know your fireteam is running Charged With Light mods as well. Since Blastr Radius will always be feeding us Charged With Light stacks, Powerful Friends ensures our entire group has access to their mod’s benefits. Plus, you can get +20 Mobility, which is always a nice bonus!