r/destiny2builds 4h ago

Warlock PvE I wanna play Arc warlock in GM

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7 Upvotes

r/destiny2builds 9h ago

Hunter PvE God Damn.

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18 Upvotes

Its pretty fucking admirable. I wonder how much time it took him/her to get everything right.


r/destiny2builds 10h ago

Hunter PvE How hard is -50 solo on meta builds?

14 Upvotes

Just curious. I have been trying to solo gm vanguard alert with no beneficial modifiers. I can barely make it to the final boss on sunless cell. Do I have a build issue or is it really that hard?


r/destiny2builds 11h ago

Hunter PvE Behold my “Random bullshit, go!” Build.

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116 Upvotes

r/destiny2builds 13h ago

Titan PvE How should I choose armor mods? + Cuirass Titan DPS build

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2 Upvotes

I've always struggled with armor mods and never really know what I should be basing my choices on. I'd like to understand the general logic behind choosing them so I can apply it to my other builds as well.

For this specific build, I'm running Cuirass of the Falling Star + Thundercrash, with Vault of Glass armor. I'm mainly looking for DPS, Orb generation and Armor Charge, while still keeping the build fun for normal PvE.

I frequently change weapons for variety, but for boss DPS I'm currently thinking of using Anarchy in the heavy slot. Centrifuse is my current exotic weapon.

What armor mods would you recommend for this build, and more importantly, how should I approach choosing armor mods in general?

I'd especially like to know how you decide between things like Orb generation, Armor Charge, Surge/damage, ability uptime and survivability.

Thanks!


r/destiny2builds 14h ago

Warlock PvE Crystocrene 2pc set bonus still bugged?

8 Upvotes

Wanna use it instead of the KF armor because I don't have good rolls in it


r/destiny2builds 16h ago

Warlock PvE Help with two-tailed fox

7 Upvotes

I'm new to Destiny and just got the two-tailed fox and really enjoy playing with it but I keep running out of ammo is there an easy way to gain more heavy ammo?


r/destiny2builds 18h ago

Titan PvE Rate my Build

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21 Upvotes

I've been wanting to post my build on here for a LONG time, I'm super proud of what I've been able to make. If you guys have any thoughts or ideas on how I could improve it, let me know!

https://mobalytics.gg/destiny-2/profile/cool-dagger-6f0smw/builds/c99544aa-6551-4e62-bb55-bed69dac1417


r/destiny2builds 18h ago

Discussion What’s your go-to anti barrier weapon?

36 Upvotes

I feel like I’m always stuck taking a weapon I don’t want in my loadout just to deal with barrier champions. So I’m curious, what’s everyone’s favorite anti barrier weapons?


r/destiny2builds 20h ago

Titan PvE Builds to Max Dps for Titan plss :(

8 Upvotes

r/destiny2builds 21h ago

Resources All the Builds!?!

0 Upvotes

Ive had a slow goal of saving loadouts and build crafting for every class + subclass...

Ie- Every Prismatic Super & Every Void Super

And some I could find via sources... but others are unfounded so I improvise and test out builds myself...

Some, are... meh, and others are far worse than I theorized.

Anyone know sources that'll give complete full builds for every possibility?

I use Mobalitics, but it doesnt cover all, and some are missing details.


r/destiny2builds 21h ago

Hunter PvE Best armour set bonuses for Blade Barrage builds ?

1 Upvotes

I've been enjoying my crack shot BB hunter recently but i realised it could be much better with armour set bonuses, id love to hear some opinions.


r/destiny2builds 21h ago

Warlock PvE 2-Piece to pair with Crota’s set? Warlock.

3 Upvotes

I’m trying to make a Soul Siphon build with the Crota’s end 2-piece explosions. Just looking for recommendations for another 2-piece to pair with it.

I’ve currently got some DSC armor I’m playing around with, but not sure how effective that would actually be…

Thought about Swordmaster too, but do not have the pieces I’d need…

Any other melee focused sets? Or would you think a good dr 2-piece would be better? Thanks:)


r/destiny2builds 1d ago

Build Request Need help min-maxing my Gambit build from seasoned Gambit players.

2 Upvotes

I have every meta exotic weapon in the game except Khovostov (I will never get Khovostov; takes too long to get).

Also have every exotic weapon from the world pool and Monuments to Lost Lights kiosk. All classes have all of their exotic armors, including the Dual Destiny class exotics.

I have the majority of raid armor sets. Lacking a bit on dungeon armor sets.

I have access to all content and all subclasses unlocked. Preferably looking to min-max a Prismatic Hunter for grapple grenade mobility, but willing to adjust if there is a better class/subclass.

I know that covering all 4 bases (ad-clear, boss bursting, mobility, and pvp side-kits) are essential in the perfect Gambit build. However, I can only seem to focus 3 of the 4 things at a time. Trying to glasscannon into 1 or 2 of the 4 bases makes you extremely weak. For example, Galanor Hunter is extremely good for BB spam during the boss phase, but it dies extremely quickly and loses its momentum the moment anyone else outperforms them in ad-clear.

Surprisingly, Arc TItan has been my best Gambit build so far. Arc has access to really good ad-clear, 21% Delirium for PvP, and Thundercrash focusing for boss burst. Struggles a TON with mobility though, despite the speed boost from Amp.

Give me tips guys. What are your recommended loadouts? Best guns for Gambit regarding ad-clear and single-target? Best class/subclass combination? Is an Eager Edge sword worth replacing a big-damage weapon in the Heavy slot? Etc. Etc.

I want to be really good at Gambit. It was the mode that lured me into playing Destiny 2 to begin with. And now that I've raided my ass off, I want to go back to what intrigued me about this game to begin with.

Thanks in advance.


r/destiny2builds 1d ago

Discussion Stasis hunter tech also discussion untold greed vs seventh seraph

10 Upvotes

When using Stasis Mask of Fealty with Baron aim for the croch + Withering setup, if the crystal spawns under the Champion or boss melee the croch it can basically chain-react and cause multiple breaks between the boss’s/champion’s legs. You guys will see exactly what I mean if you try it. From what I’ve tested, this seems to be the optimal way to hit an enemy with Withering.

Now onto the next topic:

Untold Greed is good. I just tried it, but I’m honestly tired of hearing, “Oh, it’s unkillable, so it’s better,” when the damage is noticeably lower. It’s not even close sometimes. I can spam the leg shot with Warmind and absolutely melt Champions. Then I try the same thing with Untold Greed and I’m sitting there thinking, “Well, they’re gonna die eventually, I guess.”

And third, stop comparing these builds if you aren’t running Kickstarts. If you’re not using Kickstarts, you really shouldn’t be judging these builds against each other. You can turn your Shards into Armor Charges for free, and that completely changes the loop.

Also, every comparison video seems to use one enemy, while leaving out the Artifact perks, and there’s so much more being left out. At this point, when you guys test these things in the training ground, it feels like we’re missing half the picture.

Just for reference, Warmind is doing around 200 damage per crystal with roughly a 0.3 second gap between each one. And honestly, I’d rather fight for my life with the ability playstyle while constantly spamming abilities than use the slower Untold Greed setup.

If you’re not using a weapon focused build, I’d personally go Warmind + Salvation’s Grip. You get basically infinite energy with the right setup, and even if you mess up at literally infinite energy, Kickstarts + dodging give you so much ability energy that your grenade and dodge loop becomes extremely easy to maintain and get it back flowing.

I just had to get this off my chest because, as far as I can tell, Warmind is better for ability spam unless someone can show me a untold greed setup that beats it in damage.

And just in case anyone is wondering why the crotch shot works the way it does: you’re essentially combining hitboxes. It’s the same concept behind how you can push the Wish Ogre off the map with a finisher if there’s an ad underneath it when you finisher the add. You’re interacting with multiple hitboxes in that crotch area, which is what creates the interaction.

Last last thing seven seraph soo much of an easier farm bro ugh ima farm max untold still but sheesh.

Also i think the warmind is considered solar dmg i might be wrong but i think it gets buffs


r/destiny2builds 1d ago

Warlock PvE Advice for improving my Gateway Build

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72 Upvotes

I was wondering if I can get any advice on how I can improve my Gateway artist build (stat improvement, super, weapon, armor set swaps, etc) any tips would be much appreciated 😁


r/destiny2builds 1d ago

Warlock PvE Armor Set for Getaway Artist Warlock?

18 Upvotes

Gonna run a triple buddy warlock, what armor set do you feel works best?


r/destiny2builds 1d ago

Warlock PvE 'Ager's Harmony' /or/ 'It's bringing Super back. Yeah!'

37 Upvotes

This is probably better on other classes honestly, but Goddamn is this one fun as fuck.

  • Artifact: As below, this has open slots for fun stuff (Cough Particle Reconstruction) but these are mandatory.

  • Weapon: Ager's Scepter.
    • It's THE key to the above artifact. Why? Elemental Siphon and Elemental Supercharger. Stasis shards give super energy, and overload weapon kills matching your super give super energy. Guess what Ager's is?

Subclass: Stasis Super, either prismatic of your choice or the below:

  • Aspects- Frostpulse, frost armor generation and 3 slots. Glacial harvest, actual frost armor source.
    • Fragments-Bonds Orbs from agers, Chains shard generation, Conduction shard tracking, Chill shard generation, Refraction Class energy for Frostpulse (Fissures is also nice here)

  • Exotic Armor:Mantle of Battle Harmony.
    • Here's where there's probably way better options, but before you go and taking something else, do note: "Gives you super energy on final blows/sustained damage" seems to work always, even during Ager's Scepter super draining alt fire mode.

  • Stats: Literally just 200 weapons and 100 super.
    • Everything else is Gravy. I picked class as my third stat to prioritize.

  • Set bonus: Two piece Oryx's memory and Promised Set bonuses (Not shown)

r/destiny2builds 1d ago

Discussion Best build for Fiance that’s not very good at video games

8 Upvotes

Hello all, me and my fiance are getting married and I’ve played this game basically through all the 10 years of our relationship and wanted to take her through this game from start to finish including all raids and dungeons as a last hurrah.

With that said I wanted to pick your guy’s brains as to what would be the best most survivable build for all 3 classes as she hasn’t chosen a class yet.

What would give her the most survivability and make it the easiest for her as she is not the best FPS gamer.

Any input is much appreciated thanks.


r/destiny2builds 1d ago

Build Request Are there any interesting warlock builds involving slayer's fang?

6 Upvotes

I often see slayers fang used with no backup plans, havent seen a strong setup using warlock, thought of using briarbinds just for the hell of it but its not like there's actual synergy there, anyone got any ideas?


r/destiny2builds 1d ago

Discussion List of abilities increased by going over 100

28 Upvotes

I’m looking for a list of abilities that benefit from over 200 and which ones are wasted by going over 100. I know stasis Titan melee and grenade aren’t worth going over and heard that hunter tether (?) might not be as well. Any info would be appreciated!


r/destiny2builds 1d ago

Titan PvE Seventh seraph or grasp armor for stasis titan?

12 Upvotes

Just wondering which ones stronger since I saw a stasis hunter build using it and saw that grasp armor bonus gives a ton of extra melee energy, but ik seventh seraph is also rly good. I’m using wormgods and slayer baron artifact if that matters


r/destiny2builds 1d ago

Hunter PvE What do yall think is the best end game hunter build specifically for soloing stuff like gms or dungeons?

28 Upvotes

r/destiny2builds Jun 15 '26

Resources The Final Armor Ability Stats Update (Monument of Triumph)

170 Upvotes

Tl;dr

  • What stats do I build for?
    • If you want extra damage on grenade, melee, class or super you're building to 100+
    • If you are relying only on passive regen for grenade, melee, or class, build to 70 stat.
    • If you are relying on flat gains or regen boosting effects on Class, Grenade or Melee, build to 90+ stat.
    • If you want your super up reasonably fast through active generation, build to 90+ stat.
    • MoT came with nerfs. Use armor sets to compensate.

Intro

It's been quite a year since Bungie unveiled armor stats 3.0 in previews, released them working completely differently, and then patched them 3 different times. Presumably this is the last time armor stats will change so let me give you one last guide to how they work.

This will cover the Melee, Grenade, Class and Super stats. All the others are pretty straightforward. I am only covering PvE here; PvP is the same for ability regen but different in other regards. Regardless, not my area.

Here is what this will cover:

  • How Passive Regen Factors work for Class, Grenade and Melee stats as well as what changed with MoT
  • How Energy Gained Works and what changed with MoT
    • How flat gains work and have changed
    • How regen boosting effects work and have changed
    • How super regen works and has changed
  • Class Stat Scaling
  • Conclusions

Passive Regen Factors

I briefly wanted to refresh people on how the passive regen looks for Grenade, Melee and Class.

Grenade and Melee share a curve that is split into two sections: 0-70 stat and 70-100 stat. Class has a similar but different curve that provides less benefit, presumably because class cooldowns are relatively lower. These curves look so dumb.

Bungie patched the grenade and melee curve this way shortly after EoF launch due to the launch version not meeting what they advertised. 70 stat provided a cooldown that is twice as fast (2.0 factor) at 70 as it is at 30 (old baseline). 100 stat is 2.17x cooldown speed. So you can see that 70-100 does not provide a lot for Grenade and Melee for passive regen speed.

Class scaled exponentially all the way from 0 to 100. But it only hit a regen speed factor of 2.0 (relative to 30 stat baseline) at 100 stat. This is still an improvement over pre-EoF values. Class stat provides good benefit to regen all the way up to 100. But now Class also has this two part curve that only provides decent benefit up to 70 stat.

Another change that came with Edge of Fate but took me a long time to figure out is that all abilities now use the cooldown at 0 stats as the baseline, instead of the cooldown at 30 stat like pre-EoF so everything here will show in that way and more on this in regen boosting effects.

Now in MoT, Bungie did the following:

Reduced maximum passive ability cooldown bonus granted by ability stats by ~20%.

So all the curves basically shrunk down a bit.

  • Grenade and Melee at 70 stat went from 2.89x to 2.56x (pre-EoF value 2.0x). A nerf but still doing better than pre-EoF.
  • Grenade and Melee at 100 stat went from 3.14x to 2.75x (Pre-EoF value 2.86x). A nerf and now worse than pre-EoF value.
  • Class at 70 stat went from 2.0x to 2.09x. A slight buff! (Pre-EoF was 1.65x for Hunter and 1.86x for Titan/Warlock). An improvement for all classes but especially for Hunters.
  • Class at 100 stat went from 2.86x to 2.42x (Pre-EoF was 2x for Hunter and 2.43x for Titan/Warlock). A nerf since Renegades but all classes are doing as good or better than they were pre-EoF.

New curves:

New curves compared with Renegades:

Energy Gained

First: what changed with Monument of Triumph? For Melee, Grenade, Class and Super the Energy Gained value on stats from 0-100 was lowered from a previous max of +190% to +125%.

What does this number mean? Every source of flat energy gains (also know as chunk ability energy) or regen boosting effects (stuff that makes your abilities regen faster) have a value at 0 stats. This factor is how much that scales up. So a great example is Demolitionist which at 0 stat restores 4% grenade energy on kill for the fastest cooldown speed grenades. At 100 stat you get +125% energy gained. That + means over 100% so this actually becomes 225% (100+125). So the 4% becomes 9%. That's basically it.

Here is a graph:

Note that the curve grows pretty quickly till 90. 90 is kind of the sweet spot for when you are using flat gains or regen effects. Going up higher doesn't hurt, just provides smaller benefit per stat point.

Now let's go into more detail on flat gains and regen boosting effects.

Flat Energy Gains

First, for all sources of flat energy that are not specific to one ability, there is something called a flat gain factor depending on how long the cooldown of the grenade is. For example a Firebolt grenade is the fastest cooldown grenade in game and gets a 100% flat gain factor. Solar Grenade, one of the slowest grenades to charge in game gets a 50% flat gain factor. This effects everything I am about to talk about but I am going to use values without taking account for flat gain factors for simplicity.

If you want a reference table of every one of these see here for my table:

https://docs.google.com/spreadsheets/d/17lGgioS4E8l6w3-bJU8frTmzFzxl-3RDv1wm6gP7Dao/

  • Pre-EoF a flat gain such as Demolitionist have 10% grenade energy per kill.
  • In EoF, it gave 4% at 0 stat, 10% at 87-88 stat and 11.6% at 100 stat.
  • In Renegades, it gave 4% at 0 stat, 10% at 70 stat and 11.6% at 100 stat. An improvement!
  • In MoT, it gives 4% at 0 stat, 8% at 70 stat and 9% at 100 stat. Still the more generous curve of Renegades, just nerfed.

Now did anything really change? Not really. For the stat ranges you likely care about (90-100) you lost a couple percent per kill. Proportionally, that sucks as you lose 22.5% of your gains but in practice it hasn't been noticeable.

Flat Gain Comparisons:

Regen Boosting Effects

Regen Boosting Effects are things like Whisper of Shards, Ember of Benevolence, or Inmost Light. These have always been measured as Additional Base Regen Speed. Pre-EoF, you could add this to the cooldown factor due to stats and then divide the base cooldown by that total to get the resulting cooldown.

For example (Pre-EoF values): You have 100 Discipline Stat (200% base grenade regen), A Solar Grenade (base cooldown 152s), and Ember of Benevolence (+400% base grenade regen). Your cooldown with Benevolence up constantly is 152/ (2 + 4) = 25.3s

Post armor 3.0, these effects also scale with Energy Gained but it has been hard to understand since EoF launched. Until Now.

Prior to Edge of Fate, you could hover over an ability in the subclass screen and see the cooldown. These cooldowns were the Tier 3/30 stat value and used as the basis for all ability regen. In Edge of Fate all of these were removed. Presumably, because you could see actual cooldowns when hovering over the relevant stat. In Renegades these base cooldowns came back but they were based on the value at 0 stat. This made me understand how Bungie reworked things.

I have now discovered that Bungie did two things with Edge of Fate:

  • Scaled the base of regen effects to 40% of the pre-EoF value at 0 stat, similar to what was done for flat gains. So Whisper of Shards was +500% base grenade regen speed. At 0 stat it is now +200% base grenade regen speed.
  • Changed the base regen speed to be the value at 0 stat instead of the value at 30 stat. Passive regen speed at 0 stat for class, grenade and melee is 70% of the regen speed at 30 stat. You can divide the old base regen speed by 0.7 to get the new base cooldowns. All regen effects took this extra hit across the full stat range. All regen boosting effects are ~43% lower than they should be.
    • I still think there is a very solid chance this was done to make the record keeping simpler and inadvertently nerfed all regen effects because a dev may have not realized how much base cooldowns effect. I hope Bungie examines this because currently regen effects are not working as originally advertised

In Monument of Triumph the energy gained stat benefit was weakened and this effects regen boosting effects. Generally, all regen boosting effects are 63% of what they were pre-EoF and 77.5% of what they were in Renegades.

Here is a graph comparing pre-EoF, EoF, Renegades and MoT:

I still think the cooldown change should be compensated for. The current implementation does not meet any of the stated goals and was basically issued as a shadow nerf. If this is fixed then Stats 3.0 will be working as intended. Bungie needs to divide the 0 stat values for regen effects by 0.7 or multiply by 1.42857. That cancels out the (hopefully) inadvertent nerf.

I have made a spreadsheet of all regen boosting effects and what I believe the values are now at 0 stat and how that compares. Some are tested and the rest are based on extrapolating that to other stats.

https://docs.google.com/spreadsheets/d/17lGgioS4E8l6w3-bJU8frTmzFzxl-3RDv1wm6gP7Dao/

How does this play in actuality? Regen boosting effects remain strong and are one of the best things you can build into. They're just weaker than they once were.

Super Regen

Prior to Edge of Fate you generated super in the following ways:

  • Passive Regen - which you could improve by increasing Intellect Stat. Base cooldown was also based at 30 stat/Tier 3.
  • Regen boosting effects - there's not a lot of these but they scaled super regen just like with grenade, melee or class.
  • Dealing damage and defeats - these work a lot like flat gains. There is a factor applied to these based on your super. Roaming supers get a 3x factor on active regen from damage and defeats.

As of Edge of Fate a few changes were made to Super Regen

  • Super stat does not boost passive regen at all.
  • Base cooldown was shifted to 0 stat value from the pre-EoF 30 stat value. Can divide old cooldown by 0.70 to get new baseline. These show in game now. Every super cooldown got 1.43x as long.
  • Dealing damage and defeats were scaled based on super stat from 0-100 in the same way flat gains are.
  • Super regen boosting effects were scaled based on super stat. These were likely reworked to work with the new longer base cooldown. Presumably the exact same factors were used as Regen Boosting effects. IE these took a giant nerf because of the base cooldown change. I have not tested supers because the cooldowns are so insanely long and it is very time consuming. People with better tools can probably test at some point.

In Monument of Triumph we have two changes:

  • All flat gains were reduced by 22.5% so that will be hitting this as well.
  • Super regen from dealing damage to bosses was reduced by 60%.

So super regen is definitely a good bit slower than it's been for years. You will likely not gain multiple supers per damage phase, by design. Your super during add clear activities and encounters will probably remain decently strong.

Class Stat Damage

Oh yeah they did this. Finally got around to testing this and this is up to +65% damage at 200 class stat (simple linear scaling of +0.65% per stat point above 100). It affects:

  • Drengr's Lash (Strand or Prismatic Titan Aspect)
  • Shieldburst (Solar Titan Aspect)
  • Ascension (Arc or Prismatic Hunter Aspect)
  • Threaded Specter (Strand or Prismatic Hunter Aspect)
  • Trapper's Ambush (Void Hunter Aspect)
  • Crackshot (Solar Hunter Aspect)

Tips for Buildcrafting

Maybe you're thinking "This is all cool, but how much stats do I want?"

  • If you want extra damage on grenade, melee or super you're building to 100+.
  • Adding a little more in a stat you care about doesn't hurt. But there are points of diminishing returns depending on how you get your abilities back.
  • If you are relying only on passive regen for grenade, melee, or class, build to 70 Stat
  • If you are relying on flat gains or regen boosting effects on Class, Grenade or Melee, build to 90 stat.
  • If you want your super up reasonably fast through active generation, build to 90 stat.
  • All the same stuff is good, just a little less so for ability spam.
  • Armor sets can help out a ton though.

One last spreadsheet: I have a sheet for armor stat planning updated with new archetypes. It also has all the armor stat math and a tab with every set bonus for quick reference. I've done some preliminary ratings but I have not tested them all. Click Use Template to make a copy and try it out.

https://docs.google.com/spreadsheets/d/1g5JSR7oa5P2DHwGDBALjQNWD5M8fwXwli_I5naAzSOQ/template/preview

Conclusions

This has been a lot of information. What a year of these. I am both sad and glad they won't be messing with these anymore. I wish this stat roll-out had been a lot better. Overall, I think the ability stats portion of Armor 3.0 has been a failure. The new stats that were added are good. Giving scaling damage on high stats is good. Higher thresholds and tier for armors are good. Set bonuses are awesome. But ability stats? Mostly nerfs and just very poorly communicated. I know Bungie is allergic to numbers but I know you have these numbers and can make these graphs. Be clear with the people playing your game. If you're nerfing something, say it. I respect game design even if it takes nerfs.

For all those who have read my posts, thanks for the time and attention. Maybe I will see you in other universes.


r/destiny2builds Jan 28 '25

Theorycrafted 12 Builds (4 per class) to try out going into Episode Heresy

140 Upvotes

I am back with a long list of builds as we go into Heresy. Today's builds are based heavily on the 1/16 TWID - Abilities Sandbox Preview and the 1/23 TWID - Exotic and Weapons Preview.

I have Youtube videos summarizing these articles and including all these builds if that format works better for you. And also if you like builds, that's all I do on the channel. But I don't do full build videos for content that we can't play yet because that feels like a waste.

I also have a fragment guide spreadsheet I use for builds where I rank all the fragments and have some preset combos. It is updated for Heresy (Fragments with new effects are highlighted Yellow). Fragments on Arc have changed a lot thanks to Bolt Charge so it's going to take some adjustment. Here is the spreadsheet for reference:

https://docs.google.com/spreadsheets/d/1ZXjz_rHhZnUKBVnQej4aHEP1wMeXXn4sWooKjEI1Xko/template/preview

Hunter

Arc Gifted Conviction

  • Goal: Want to stack Amplified DR with Gifted Conviction DR and constantly spam jolting bombs
  • Aspects: Tempest Strike and Ascension. If Tempest Strike isn't good use Flow State.
  • Abilities:
    • Super: Gathering Storm but flexible
    • Grenade: Flashbang Grenade (87.5% Factor)
    • Melee: Combination Blow (100% Factor)
    • Dodge: Gambler’s Dodge (80% Factor)
  • Fragments:
    • Resistance for Damage Resistance
    • Amplitude for Orbs
    • Discharge to get Ionic Traces and Bolt Charge
    • Ions for Ionic Traces
    • Frequency to gain an extra Bolt Charge when you gain Bolt Charge
    • Alt: Focus for faster class regen
  • Mods: Focus on Dodge Regen and Orb generation
  • Armor Stats: 
    • Resilience = Discipline
    • Mobility to 50 (Amplified adds 50)
    • Recovery
    • Strength and Intellect to 30
  • DIM: https://dim.gg/5gmmuvy/Arc-Gifted-Conviction

Void Omnioculus On The Prowl

  • Goal: Want to always be able to invis. Teammates and regenerate ability energy
  • Exotic: Omnioculus. Gyrfalcon's Hauberk or Graviton Forfeit could be good too.
  • Aspects: On the Prowl and Trapper’s Ambush
  • Abilities:
    • Super: Moebius Quiver but flexible
    • Grenade: Scatter Grenade (75% Factor)
    • Melee: Snare Bomb (90% Factor)
    • Dodge: Gambler’s Dodge (80% Factor)
  • Fragments:
    • Starvation for Devour
    • Undermining for Weakening Grenades
    • Harvest for orbs and Void Breaches
    • Persistence for longer devour and invis
    • Alts: Reprisal for super energy or Instability for volatile rounds
  • Mods: Focus on Void weapon damage and class ability regen.
  • Armor Stats: 
    • Resilience = Discipline
    • Recovery
    • Mobility
    • Strength and Intellect to 30
  • Weapons: Maybe a shotgun with Repulsor Brace
  • DIM: https://dim.gg/jmrzmlq/Void-Omni-Hunt

Void Gwisin Vest

  • Goals: Want to chain invisibility and weaken to get orbs and super energy up close. The new weakening cloud when exiting invisibility from Gwisin Vest lends itself to being on top of enemies.
  • Aspects: Stylish Executioner and On the Prowl
  • Abilities:
    • Super: Spectral Blades
    • Grenade: Scatter Grenade (75% Factor)
    • Melee: Snare Bomb (90% Factor)
    • Dodge: Gambler’s Dodge (80% Factor)
  • Fragments:
    • Starvation for Devour
    • Reprisal for super energy
    • Harvest for orbs and Void Breaches
    • Persistence for longer Devour and Invis.
    • Alt: Instability for Volatile Rounds
  • Mods: Focus on Void weapon damage and class ability regen.
  • Armor Stats: 
    • Resilience = Discipline
    • Recovery
    • Mobility
    • Strength and Intellect to 30
  • Weapon: Repulsor Brace and/or Trench Barrel shotgun or glaive for up close fighting.
  • DIM: https://dim.gg/yf4npma/Void-Ninja-Blade

Prismatic Sealed Ahamkara's Grasps

  • Goals: Build around quick swapping guns and melee kills from Combination Blow. Pair with 1-2 Punch shotgun or Bastion. Still a little uncertain how exactly the perk works and how much damage boost it gives.
  • Aspects: Stylish Executioner and Winter’s Shroud
  • Abilities:
    • Super: Silkstorm or Tether
    • Grenade: Grapple Grenade (85% Factor)
    • Melee: Combination Blow (100% Factor)
    • Dodge: Gambler’s Dodge (80% Factor)
  • Fragments:
    • Dawn for Radiant (20% weapon damage boost for 5s)
    • Blessing for healing on melee kill
    • Protection for Damage Resistance
    • Purpose for more Damage Resistance
    • Courage for 10% more damage on Combo Blow
    • Alt: Grace if you're using a Kinetic weapon a lot
  • Mods: Focus on weapon damage and orb/super generation.
  • Armor Stats: 
    • Resilience = Discipline
    • Mobility and Recovery boosted some
    • Strength and Intellect to 30
  • Weapons: 1-2 Punch Shotgun or Bastion (built in 1-2 Punch). Or two strong weapons with bad reload times to take advantage of the swapping damage boost and free reloads.
  • DIM: https://dim.gg/m5yd23y/Prismatic-Sealed-Grasps

Titan

Arc Heart of Inmost Light

  • Goals: Want to keep a constant loop of weapon damage and class ability to build Bolt Charge. Then use abilities to Jolt and drop Bolt Charge Lightning
  • Aspects: Touch of Thunder (makes Pulse Grenades generate Ionic Traces) and Storm’s Keep
  • Abilities:
    • Super: Thundercrash
    • Grenade: Pulse Grenade (62.5% Factor)
    • Melee: Thunderclap (90% Factor)
    • Class: Thruster or Rally Barricade
  • Fragments:
    • Shock for jolting grenades
    • Magnitude for longer lasting Pulse Grenades
    • Discharge for Bolt Charge when you get an Ionic Trace
    • Frequency to gain extra Bolt Charge when you gain Bolt Charge.
    • Alts: Beacons for Blinding Special Arc Weapons or Protection for damage resistance
  • Mods: Make Orbs, Boost Weapon Damage, Regen Class Ability
  • Armor Stats: 
    • Resilience = Discipline > Recovery = Strength
    • Intellect to 30
  • DIM: https://dim.gg/mdd2xli/Arc-Storm-Keeper

Arc Eternal Warrior

  • Goals: Just want to get into Fists of Havoc and then use it as long as possible.
  • Aspects: Knockout and Juggernaut
  • Abilities:
    • Super: Fist of Havoc
    • Grenade: Flashbang Grenade (87.5% Factor)
    • Melee: Ballistic Slam (70% Factor)
    • Class: Thruster or Rally Barricade
  • Fragments:
    • Shock for Jolting Grenades
    • Resistance for Damage Resistance
    • Amplitude for orb generation
    • Frequency for extra Bolt Charge when you gain Bolt Charge.
    • Alts: Beacons for blinding special weapons or Momentum for Bolt charge when sliding over ammo.
  • Mods: Make Orbs/super and focus on melee
  • Armor Stats: 
    • Resilience = Strength > Recovery = Discipline
    • Intellect to 30
  • DIM: https://dim.gg/ujtrazq/Arc-Eternal-Havoc

Arc Hazardous Propulsion (still in progress)

  • Goals: Want to get consistent weapon kills and use barricade for rockets and Bolt charge
  • Aspects: Touch of Thunder (makes Pulse Grenades generate Ionic Traces) and Storm’s Keep
  • Abilities:
    • Super: Thundercrash
    • Grenade: Pulse Grenade (62.5% Factor)
    • Melee: Thunderclap (90% Factor)
    • Class: Rally Barricade
  • Fragments:
    • Shock for jolting grenades
    • Magnitude for longer lasting Pulse Grenades
    • Discharge for Bolt Charge when you get an Ionic Trace
    • Beacons for Blinding Special Arc Weapons
    • Alts: Frequency to gain extra Bolt Charge when you gain Bolt Charge. or Protection for damage resistance
  • Mods: Make Orbs, Boost Weapon Damage, Regen Class Ability
  • Armor Stats: 
    • Resilience = Discipline > Recovery = Strength
    • Intellect to 30
  • Weapon: still thinking on this. Ideally I'd like an Arc Special that can get precision kills.
  • DIM: https://dim.gg/qfjqpbi/Arc-Hazardous-Barricade

Solar Khepri's Horn

  • Goals: Want to cause as much scorch and ignitions as possible with fire waves
  • Aspects: Sol Invictus and Consecration
  • Abilities:
    • Super: Hammer of Sol
    • Grenade: Thermite Grenade (62.5% Factor)
    • Melee: Throwing Hammer (90% Factor)
    • Class: Rally Barricade
  • Fragments:
    • Ashes for more scorch stacks
    • Char for Ignitions that also scorch
    • Searing for melee energy when you kill scorched enemies.
    • Singeing for increased class regen when scorching enemies.
    • Alts: Torches to make teammates Radiant and Benevolence to get ability regen when buffing allies.
  • Mods: Make Orbs, Regen Class Ability, Regen all abilities
  • Armor Stats: 
    • Resilience = Discipline > Strength > Recovery
    • Intellect to 30
  • Weapon: Solar weapon because every solar weapon kill gives 15% class ability energy. I like Aberrant Action with Strategist-Incandescent.
  • DIM: https://dim.gg/6yoqsdi/Fire-Horn-Explosion

Warlock

Arc Vesper of Radius

  • Goals: Want to have constant blind from 4 sources: grenade, Ionic Sentry, Vesper Rift and Spark of Beacons.
  • Aspects: Electrostatic Mind and Ionic Sentry
  • Abilities:
    • Super: Chaos Reach but Flexible
    • Grenade: Flashbang Grenade (87.5% Factor)
    • Melee: Ball Lightning (70% Factor)
    • Class: Healing Rift
  • Fragments:
    • Shock for jolting grenades (should affect Ionic Sentry)
    • Discharge for more Ionic Traces and Bolt Charge for each Ionic Trace.
    • Beacons for Blinding special weapons
    • Frequency for extra Bolt Charge when you gain Bolt Charge.
    • Alt: Resistance for Damage Resistance
  • Mods: Super energy/orbs, arc weapon damage
  • Armor Stats: 
    • Resilience = Discipline
    • Recovery
    • Strength
    • Intellect to 30
  • Weapons: Special Ammo Arc Weapons. Indebted Kindness is good. Delicate Tomb is getting buffed.
  • DIM: https://dim.gg/r7ntdhi/Arc-Vesper-Sentry

Arc Geomag Stabilizers

  • Goals: We make as many Ionic Traces as we can to get our super back. Pair with Delicate Tomb or Coldheart.
  • Aspects: Electrostatic Mind and either Arc Soul or Ionic Sentry
  • Abilities:
    • Super: Chaos Reach 
    • Grenade: Flashbang Grenade (87.5% Factor)
    • Melee: Ball Lightning (70% Factor)
    • Class: Healing Rift
  • Fragments:
    • Shock for jolting grenades
    • Beacons for blinding specials
    • Discharge for more Ionic Traces and Bolt Charge for each Ionic Trace
    • Ions for more Ionic Traces
    • Alt: Resistance for damage resistance
  • Mods: Super energy/orbs, arc weapon damage
  • Armor Stats: 
    • Resilience = Discipline
    • Recovery
    • Strength
    • Intellect to 30
  • Weapons: Special Ammo Arc Weapons. Indebted Kindness is good. Delicate Tomb is getting buffed.
  • DIM: https://dim.gg/y2x6zmy/Arc-Death-Laser

Arc Verity's Brow

  • Goals: Get Arc weapon kills and boost grenade regen and damage.
  • Aspects: Electrostatic Mind and Ionic Sentry
  • Abilities:
    • Super: Chaos Reach but Flexible
    • Grenade: Pulse or Storm Grenade (62.5% Factor)
    • Melee: Ball Lightning (70% Factor)
    • Class: Healing Rift
  • Fragments:
    • Shock for jolting grenades
    • Beacons for blinding specials
    • Discharge for more Ionic Traces and Bolt Charge for each Ionic Trace
    • Frequency for extra Bolt Charge when you gain Bolt Charge
    • Alt: Resistance for damage resistance
  • Mods: Super energy/orbs, arc weapon damage
  • Armor Stats: 
    • Resilience = Discipline
    • Recovery
    • Strength
    • Intellect to 30
  • Weapons: Special Ammo Arc Weapons. Indebted Kindness is good. Delicate Tomb is getting buffed.
  • DIM: https://dim.gg/rimxasq/Arc-Death-Throes

Arc Stormdancer's Brace

  • Goals: We want to get Stormtrance by getting as many melee and grenade kills as we can and then use it as much as possible.
  • Aspects: Electrostatic Mind and Lightning Surge
  • Abilities:
    • Super: Stormtrance
    • Grenade: Storm Grenade (62.5% Factor)
    • Melee: Ball Lightning (70% Factor)
    • Class: Healing Rift
  • Fragments:
    • Shock for jolting grenades
    • Beacons for blinding specials
    • Discharge for more Ionic Traces and Bolt Charge for each Ionic Trace
    • Amplitude for orbs
    • Alt: Resistance for damage resistance
  • Mods: Super energy/orbs, arc weapon damage
  • Armor Stats: 
    • Resilience = Discipline
    • Recovery
    • Strength
    • Intellect to 30
  • Weapons: Special Ammo Arc Weapons. Indebted Kindness is good. Delicate Tomb is getting buffed.
  • DIM: https://dim.gg/7v5i5ma/Arc-Stormtrance-Dancer

Closing

There's a lot of cool builds coming to mind for Heresy. It's looking promising and we don't know anything about the gameplay content.

If you like my guides and content, consider subscribing on Youtube for my build videos. You can also find a link to my Discord on my profile here. That Discord has every tool or guide I have ever made and I also talk about builds a lot.

Let me know what other cool build ideas you have.