*** The Official Destiny Thread (now includes 2.0 and TTK) ***

Soldato
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The Taken King has officially released

2.0.0 - The one to prepare for Oryx.

This update begins Destiny Year Two. It contains sweeping changes that will impact the way we all play. Prepare for the arrival of The Taken King.

Player Character
Character Level Cap raised to 34 for all players
Your Character Level will be grandfathered into your highest possible Light Level from all gear in your inventory and vault
Character Level Cap will be increased to 40 on 9/15 (requires The Taken King)
Character Level and Light are now separate stats
Light is now calculated by the average of the Attack and Defense scores of all your gear
Weapons, Ghosts, Class Items, and Artifacts now all contribute to Light
Grimoire Score has been moved from the Character Nameplate and now displays in the Character Screen
Attack Power values on weapons and gear have been renormalized in preparation for the Taken King
Year 1 Attack and Defense values caps have been renormalized for Year 2 (previously 365 Attack is now 170 Attack)
All Defense values are now on the same scale as Attack
Weapon damage numbers and combatants have been scaled against renormalized Attack and Defense values
Outgoing and Incoming damage has been changed to reflect new Light system
Ability Damage is directly computed from your Light Score
Player Health is directly computed from your Light Score
Weapon Damage is heavily weighted by both your Light score and the Attack value of the weapon

Classes
General
Intellect, Strength, and Discipline now only change their effect in fixed tiers
Intellect, Strength, and Discipline stats now display their tier and the exact duration of the effect on the tooltip in the Character Screen
Orb generation is now capped to a maximum of 8 orbs at once when wearing exotic armor items that increase orb spawning rates
Increased Recovery stat time at low end by 1 second and Reduced high end reduced timer by 2 seconds. These were re-normalized Recovery stat effects to make a more compelling character stats choice
Pulse Grenades secondary effect distance are now globally 8 meters (Thermal and Void: 7 -> 8 meters, Arc: 9 -> 8 meters). Detonation distance still unchanged at 7 meters
Pulse Grenade fuse times have been reduced
Thermal Pulse (Incendiary Grenade) base detonation and damage have been increased to unify stats with other Pulse Grenades
Fixed an issue where perks that grant additional super energy for grenade kills did not work correctly in the Crucible

Titan
Defender
Line attacks (Fist of Havoc Shockwave and Arc Blade Razor’s Edge) can now no longer penetrate Ward of Dawn

Hunter
Gunslinger
Golden Gun Damage increased (350 -> 360) to ensure it consistently killed opponents in the Crucible
Bladedancer
Arc Blade can now generate up to 6 Orbs when geared with exotic armor that increase orb spawning rates
Blink movement ability activation delay increased by 0.07 seconds (0.26 seconds to 0.33 seconds)
Blink movement ability visuals now changed to better telegraphing direction: clearer activation FX and trail FX
Blink Strike now does Arc Damage
Arc Bolt grenades (Thermal and Arc) damage reduced by 25% to 75 damage
Arc Bolt Range reduced by 11% to 8 meters
Flux Grenade tracking shape volume has been changed to reduce tracking aggressiveness

Warlock
General
Armor Bonus perk "Strength of the Ram" (found on exotic helmet, The Ram) has been reduced (5->3)
Sunsinger
Fixed an issue where Sunsingers who self-resurrected from Fireborn were given a free orb upon respawn
Fireborn Sunsingers must now successfully kill to spawn orbs

Weapons
Read our detailed review of weapon change philosophies.

Auto Rifles
Base Damage increased across all archetypes
Damage Falloff now starts closer to the player to emphasize its role as a close range weapon
Base Stability reduced slightly. Landing consistent precision shots require more weapon control
Damage done against AI combatants increased by 30%
Pulse Rifles
All Stable (low recoil) Pulse Rifles (i.e., Hopscotch Pilgrim) now use "Medium" Rate-of-Fire base stats
"Medium" Pulse Rifle's Rate-of-Fire has slightly increased, but with base Damage reduced slightly (2.5%)
PVP: Bursts-to-kill (all precision hits) is 2 or 3, depending on victim’s Armor stat
Magazine Size increased on all base stats
Base Stability reduced slightly. Landing consistent precision shots require more weapon control
Damage done against AI combatants increased by 25%
Scout Rifles
Base Damage increased slightly for "Medium" to "High" Rate-of-Fire Scout Rifles. Small adjustment, does not change shots-per-kill in PVP against another Guardian with full health
Magazine Size increased on all base stats
Accuracy when firing from hip is reduced
Damage done against AI combatants increased by 5%
Hand Cannons
Damage Falloff distance has been reduced to be closer to the player to limit long range lethality
Accuracy while in Aim-Down-Sights reduced slightly, making long range snap-shooting less reliable
Accuracy when firing from hip is reduced
Magazine Size reduced on all base stat settings
Base Optics (zoom) reduced so Aiming Down Sights grants more width (in favor for depth)
Shotguns
Shotgun precision damage scalar grants 10% bonus damage (Was 25%)
Shot Package perk reduces the cone spread by 20% (was 50%)
Rangefinder perk adds a 10% base Range increase on zoom (was 20)
Damage done against AI combatants reduced by 45% ( 2.25-> 1.15)
Sniper Rifles
Final Round perk now buffs precision damage, not base damage. This change only affects this perk when combined with Sniper Rifles
Fusion Rifles
Fusion Rifles now no longer get more accurate with each projectile fired
Fusion Rifles that are slow charging, high impact now have a slightly lower base Range value, making it harder to max out
range for these weapons
Accuracy increased for low range Fusion Rifles; Accuracy reduced for high range Fusion Rifles
Max Fusion Rifle projectile speed decreased slightly
Damage done against AI combatants increased by 15%
Sidearms
Base Reload Speed increased
Ammo Stats for Sidearms have been reduced to match other Secondaries, but still retain starting bonus ammo
Rocket Launchers
Blast Radius distance slightly increased
Grenades and Horseshoes perk proximity detonation distance reduced to 1.3 meter (was 2 meters)
Machine Guns
Fixed an issue with all Dead Orbit Machine Guns where attached plasteel plate failed to animate properly on reloads
Damage done against AI combatants increased by 5%

Weapon Perks
General
Reduced Damage bonuses and penalties granted from weapon barrel upgrades
Overpenetration perk now only works on bipeds (no longer works on environment materials)
Mulligan perk chance increased to 20%

Year One Perks
We have revisted all of these Year One stat perks and reduced the amount they buff your weapon stat to re-normalize against Year Two weapon lethality and reinforce specialization so players are making meaningful trade-offs on weapons.

To compensate for the weaker stat perks from launch weapons, we added some new stat perks (introduced in House of Wolves) that provided a significant increase to a stat in exchange for a reduction in other stats. This allows players to be able to spike a stat that reinforces their specialized play style, but at a cost.

Accelerated Coils: Reduced charge time by 50%
Accurized Ballistics: Reduced range and damage bonus by 50%
Aggressive Ballistics: Reduced damage bonus by 50%. Increased stability and range penalties by 100%
Aggressive Launch: Reduced damage bonus by 50%. Increased stability and projectile speed penalty by 100%
Confined Launch: Increased projectile speed penalty by 25%. Reduced stability bonus by 33%
CQB Ballistics: Reduced range bonus by 25%. Reduced stability bonus by 33%
Enhanced Battery: Reduced magazine bonus by 60%
Extended Mag: Reduced magazine bonus by 33%
Field Choke: Reduced damage bonus by 50%. Reduced range bonus by 60%. Reduced stability penalty by 20%
Field Scout: No longer affects magazine. Reduced inventory bonus by 37%
Fitted Stock: Reduced stability bonus by 60%
Flared Magwell: Reduced reload bonus by 80%
Hammer Forged: Reduced range bonus by 50%
Hand Loaded: Reduced range bonus by 50%
Hard Launch: Reduced projectile speed bonus by 50%
Heavy Payload: Reduced blast radius bonus by 50%
Javelin: Reduced projectile speed bonus by 50%
Linear Compensator: Reduced damage bonus by 50%
Luck in the Chamber: Reduced damage bonus by 3%
Perfect Balance: Reduced stability bonus by 40%
Send It: Reduced by range bonus 40%. Inventory and equip penalties added
Smart Drift Control: Reduced stability bonus by 40%. Reduced range penalty by 33%
Smart Drift Control (Rocket Launcher):
Reduced stability bonus by 40%. Reduced projectile speed penalty by 33%
Smallbore: Reduced stability and range bonuses by 25%
Smooth Ballistics: Stability bonus made into penalty. Range penalty is now a bonus.
Soft Ballistics : Reduced damage penalty by 50%
Soft Launch: Stability bonus made into penalty. Projectile speed penalty is now a bonus.
Speed Reload: Reduced reload bonus by 80%
Warhead Verniers: Reduced blast radius bonus by 37%. Reduced projectile speed bonus by 60%. Reduced stability penalty by 20%

Exotic/Legendary Weapons
Hard Light
Base Stability increased to 80
Hard Light projectiles now have increased bounce count
Hard Light projectiles are now not affected by Damage Falloff
Hard Light projectile FX updated so it is easier to track the projectile ricochets
Suros Regime
Stability reduced
Added a Range boost to the Focus Fire node on the Talent Grid
Necrochasm
Base Stability increased to 60
Magazine Size increased
Cursebringer perk will now always trigger on a precision kill
Cursebringer perk explosion radius increased and deals more damage
Rangefinder perk has been replaced by Zen Moment
The Last Word
Range reduced by 10
Base Stability reduced by 10
Accuracy while in hip fire is increased
Precision Damage aim assist while in hip fire is increased
Fixed an issue where damage bonuses while in hip fire was not applying correctly
Thorn
Base Damage of Thorn DoT reduced by 1/3 for both PVE and PVP
Thorn DOT now stacks up to 5x over multiple shots
This is a net buff, but it is now spread over multiple shots to eliminates the PVP "2-shot walk away."
Thorn DoT damage now correctly reports as poison
Hawkmoon
Luck in the Chamber and Holding Aces perks now have a stacking limit of 2. Only 2 of the bonus damage perks will ever stack, which should eliminate the Hawkmoon 1-hit PVP kill to an undamaged opponent
Holding Aces perk now increases magazine by 2 rounds
Icebreaker
Ammo Recharge time increased to 7 seconds between rounds (was 5 seconds)
Gjallarhorn
Reduce damage of Wolfpack Rounds by roughly 1/3
Black Hammer
White Nail perk now fills the magazine from your ammo reserves
No Land Beyond
Fixed an issue where there were overlap/parallax issues in Sights during aim-down-sights view
Base Handling increased
The Master perk has an increased base precision damage bonus scalar (2.6x -> 3x)
Lord of Wolves
Rally perk now grants +5 Recovery to allies in close proximity
Thunderlord
Arc detonation chance for Lightning Rounds kill increased to 50%
Magazine size increased to offset ammo stat changes
Vex Mythoclast
Projectile Speed increased to compensate for global Fusion Rifle changes
Stability increased to compensate for global Fusion Rifle changes
Universal Remote
Base Range increased by +20
Monte Carlo
Stability increased to compensate for global Auto Rifle Changes
Fixed an issue where the Method perk did not only trigger when killing players or combatants. Can no longer trigger when "killing" destroyable objects
Bad Juju
Stability increased to compensate for global Pulse Rifle changes
Red Death
Stability increased to compensate for global Pulse Rifle changes
Fixed an issue where Rate of Fire and Impact stats were displayed incorrectly. Stat values were not changed, UI display only
Plan C
Range increased to compensate for global Fusion Rifle changes
Stability increased to compensate for global Fusion Rifle changes

Exotic Armor
General
Many pieces of Exotic Armor now recolor when a Shader is applied

Titan
An Insurmountable Skullfort
Gain a second melee charge for Storm Fist and Sun Strike. (It doesn’t apply to Void melee yet—this is a bug I believe we have fixed in 2.0.1.)

Hunter
Spine of Young Ahamkara
Bonus to Tripmine grenade duration increased
Gain a second grenade charge for Tripmine grenade

Warlocks
Heart of Praxic Fire
Gain bonus Agility when Radiance is active

Activities
World
Year 1 Activities have been converted into Quest system
Year One Questlines do not require ownership of The Taken King
You can replay the story for more experience and reputation by looking at the Quest Collections in the Tower
The Ghost is now voiced by Nolan North
Fallen Wolf Hunt Patrols will retreat in anticipation of the arrival of Oryx in our solar system
Fixed an issue where "Medic" and "Blast Shield" PVP medals displayed while playing PVE activities
Strikes
Players now are required to participate in the boss fights to be eligible for end-of-activity loot.
Bonus Loot and Reputation can now be earned via Vanguard Streak Bonuses for players who continue to recycle back into the Strike playlist without exiting to Orbit
Burn (Arc, Void, Solar) Skulls now only increases player damage by 2x (down from 3x). Combatant damage to player is unchanged at 3x.
Fixed an issue where the incident for completing a strike (i.e., earning the "Strikes Introduction" grimoire card) was not triggering in Strike playlists
Prison of Elders
Fixed an issue where the “Servitor Bonds Weakened” buff did not clear when Skolas is pushed into phase 2
Fixed an issue where the web mine FX extended beyond effect area
Fixed an issue where the rewards for Skolas’s Revenge does not grant "Hildian Seeker" to players who already have Ceres Galliot
Glimmer Consumable drop rates reduced drastically from the Arena chest
Removed the Elder Cipher exotic bounty
These exotics now have a chance to drop from the large chest in the Queen’s Arena
Players who were on any step of the elder cipher should receive a token to redeem at Variks for their choice of House of Wolves exotic weapon
King's Fall
King's Fall Raid will unlock on 09/18/15, 10AM Pacific

Quests
Quest Screen added to Menu
The Quest Screen allows you to view all active Quests
Quests may be abandoned, but they are recoverable at Abandoned Quest Archives at the Tower
Each Quest has a Details Screen that describes the current and previous quest steps
Up to four Quests can now be viewed in the Director and while in Nav Mode
Year One Activities have been converted into Quest system
New Questlines have been added for each Year One Subclass
Reputation panel has been moved from the Inventory screen to the Quest Screen

Bounties
Bounty slot size increased to 16
Incomplete Year 1 Bounties are auto-abandoned on 09/08 in preparation for The Taken King launch
Incomplete Year 1 Exotic Bounties are auto-completed at their respective Vendors
Bounties are now turned in for completion reward via the Quest Screen
Bounties can now be tracked via the new Progress UI in NavMode
Eris Year 1 bounties will be retired. Reputation with Crota's Bane can continue to be earned via TTK Quests on 09/15

Tower
General
All Vendor reputation from Year One carry over
Collections have been added to the Tower
Shaders & Emblems Collections can be found near Eva Levante in North Tower
Ships & Sparrow Collections can be found near Amanda Holiday in Tower Hanger
Exotic Armor & Weapon Blueprint Collections can be found near the Class Mentors
Vault space has been increased to store up to 72 Weapons, 72 Armors, and 36 General
The Bounty vendor, Xander-99, has a new stock of daily Bounties
Map droids have been removed from North Tower, Plaza, and Hangar
Loot announcements now appear in the Tower, but have a maximum range of 10 meters

Gunsmith
Starting on 09/09, reputation will be earned with Banshee-44 by using his Field Test Weapons

Speaker
New Ghosts are on sale with the Speaker
Year One Emblems have been moved to Eva Levante

Factions
Faction Emblems are no longer purchasable but will come from faction packages instead
Former Vanguard emblems are now unlocked at level 10 and 20 of their respective class quest chains

Crota’s Bane
Eris’ bounties have been retired as her ire shifts from Crota to Oryx and his Dreadnaught
Eris reputation can now be earned weekly by killing bosses in the Crota’s End raid, or through new methods to be discovered in The Taken King’s new destination
Eris’ reputation requirements for each rank have been adjusted to be faster
Characters will retain any rank they currently have with Eris
Eris’ reputation is no longer capped at Rank 4, and players will receive reward packages for Rank increases
Players will be able to earn rewards by continuing to level up the Crota’s Bane reputation

Queen’s Wrath
With the launch of The Taken King, Petra will have new bounties available in the Reef upon completing a new quest
These bounties will also drop a Treasure Key the first time one is completed each week

Inventory
Class-specific Armor materials have been deprecated in favor of a unified material
On Sept 15th, Vanguard Quartermaster Roni-9940 will exchange old materials for new ones
Fixed a bug where item upgrade UI was triggering when nothing was actually earned
Armor dismantle now makes a sound when dismantling is complete
Year Two Weapon Telemetries have now been combined per weapon slot instead of per weapon type

Crucible
Preview Event
The Taken King maps will be available for all players to preview for free 09/08 until 09/15
Rift game mode will be available for all players to preview for free 09/08 until 09/15
Crucible Daily will not be available on 09/08 and will resume on 09/15
Mayhem Clash game mode will be available for all players to preview for free from 09/11 until 09/15

General
House of Wolves maps (Widow’s Court, Black Shield, Thieves’ Den) are now available to all Destiny players
Year 1 Platform-exclusive maps (The Timekeeper, Exodus Blue) are now available to all Destiny players
Added a new Mercy rule that will end blowout games early
When the Mercy Rule hits, Shaxx will call out the end of the match. We immediately disable join in progress to prevent any additional players from joining the game (if anyone has dropped already) and reset the game clock to 10 seconds. After those 10 seconds, the match will end normally. All players will receive their end of match rewards and return to matchmaking.
More detail about this system can be found here
Legendary Loot drop rates have been increased
PVP post-game scoreboards now use abbreviated names
Hover over these stat headers to see more detailed information on what each stat tracks
The PGCR now does not display the "Score" column if the mode does not have individual player scores
Shaxx will now comment on multi-kills and kill streaks
"Victory Imminent" voice-over will no longer play when there is less than 30 seconds remaining in Crucible matches

Director
Salvage and Rift are now core Crucible playlists
The Taken King maps are now included in the core Crucible playlists

Medals
Added set of new Crucible medals
Buckshot Bruiser, Machine Lord, Sharpshooter, and Master Blaster medals can now be earned multiple times in a row (if you're awesome enough)
Fixed an issue where "First Place Kill" score bonus (which triggers the "Uprising" medal) was awarded when killing the highest scoring player on the winning team, instead of the highest scoring player in the match

Maps
Widow’s Court
Added invisible physics to keep players from hiding in the ivy overlooking the courtyard Heavy Ammo

Game Types
Salvage
Reduced Salvage score limit from 10000 to 7500, as our data showed too many games were ending to the time limit
Modified the base 3v3 options to have a 7-second min respawn timer
Skirmish
Modified the base 3v3 options to have a 7-second min respawn timer
Inferno
Changed special ammo crate timing for Inferno Clash, Inferno Control and Inferno Rumble modes to 2 minutes (small team modes will remain at 3 minutes)
Removed heavy ammo crates from all Inferno playlists
Rumble
Placing in the top 3 in Rumble playlists now counts as a win for Quest Step purposes
Control
Bastion, First Light, and Skyshock have been added to the core Control playlist with Pikes and Interceptors disabled
"Zone Captured" and "Zone Neutralized" scoring messages in Control will now display the zone being captured, i.e. "Zone A Captured," "Zone C Neutralized"
Trials of Osiris
Trials Passage Coins are now discarded by the stack rather than by the item

UI
Super icons in kill messages are now displayed in yellow
Added icons to kill messages for precision kills
Super kill messages now display the name of the Super used
Voice channel settings in Nav Mode have been moved into the Nav Mode toggle display, which also includes quests & bounties, active modifiers, and PvP Scoreboard

Technical
General
Cinematics can now be skipped
Show/Hide Helmet options now also applies to the Character Screen
Unused update compat packs will be removed automatically on PS3 and 360 (to save HDD space)
Fixed a crash on PS3 when cycling through too many activities
Properly report free space required on PS3 when out of disk space
Enabled support for game content to be loaded from USB devices on Xbox 360
Improved Xbox One messaging and flow handling for users performing certain party options; the Pineapple error should only occur for actual malfunctions now
Fixed an Xbox One issue with suspend/resume on certain loading screens
If there is a valid playlist, use that for rich presence instead of the activity

Networking
Reduced latency of kill notifications in Crucible
Improved damage validation systems to reduce the effectiveness of players with extreme lag
Improved accuracy of network quality meters slightly

There are more changes scheduled to take effect with the official launch of Destiny: The Taken King. Final patch notes will be published at 2AM Pacific on September 15th, 2015.

Here’s how to beat the Hunter subclass quests in The Taken King and grab yourself something nice, shiny and level 40.

Hunter subclass quests guide and tips (taken from vg247.com):

Bladedancer
  1. Slay Enemies – Defeat 50 enemies with your Arc Blade, grenade or melee attack. Do as you’re told. Just do some Strikes or Patrols and kill some grunts.
  2. Create Orbs of Light – Generate 25 Orbs using your Arce Blade. Find a well-populated area and use gear suited to boosting your super, such as the pulse rifle Bad Juju. The faster you can regenerate your super the easier this’ll be. Remember to aim for yellow enemies, so maybe try the tank section of The Shadow Thief. Kill the Captains and profit.
  3. Complete the Path – Fully upgrade the Bladedancer subclass. Haven’t done this already? You’ll just have to do bounties until you’ve maxed the subclass out.
  4. Cayde’s Challenge – Complete a Strike using the Arc Blade to kill at least 3 Major enemies and 15 enemies total. This is one of the easier subclass challenges. Pick a Strike in which you’ll face a lot of yellow enemies, such as Will of Crota, and just down them with your super. This is best done with two friends, as randoms will probably just kill the Majors before you get to them. Remember you have to kill the three Majors and 12 other enemies using your super in a single Strike: if you don’t, you’ll have to start all over again, so be sure you’ll bagged enough before you take down the boss.

Gunslinger
  1. Slay Enemies – Defeat 50 enemies with your Golden Gun, grenade or melee attack. Try to do this while you’re doing other activities such as Strikes, just to make it feel less of a grind. To be honest, though, you’ll finish it before you blink.
  2. Create Orbs of Light – Generate 25 Orbs using your Golden Gun. This one’s easy, too. Just find a well-populated area, use gear suited to boosting your super regen and kill stuff. Try Siege of the Warmind or Will of Crota. They both have tons of stuff to kill.
  3. Complete the Path – Fully upgrade the Gunslinger subclass. Not done this yet? Turn in bounties to max out the Gunslinger subclass.
  4. Cayde’s Challenge – Complete a Strike using the Golden Gun to kill at least 3 Major enemies and 15 enemies total. As with the final Bladedancer step above, you’re best off doing this with two friends. Try Will of Crota, and make sure you get the killing shot with your Golden Gun on at least three yellow enemies. Remember that you need all these kills to happen within the same Strike, so don’t kill the boss until you’ve got three dead Majors and 12 other grunts on the score-sheet.

Here’s how to beat the Titan subclass quests in The Taken King and grab yourself something nice, shiny and level 40.

Titan subclass quests guide and tips (taken from vg247.com):

Defenders Mark
  1. Slay Enemies – Defeat 50 enemies either within your Ward of Dawn or using your grenade and melee attack. The Ward of Dawn is the Titan’s bubble, but kills within it aren’t working at the time of writing. It may be fixed by the time you’re reading this, but, if not, try to use armour which boosts your melee and grenade recharge.
  2. Create Orbs of Light – Generate 25 Orbs using your Ward of Dawn. If you have it, wear the exotic chest Crest of Alpha Lupi for this, as it increases Orb drops from the Titan’s bubble. You can also use the Gift of the Void subclass perk: this drops more Orbs when enemies shoot the bubble.
  3. Complete the Path – Fully upgrade the Defender subclass. Haven’t done this already? You’ll just have to do bounties until you’ve maxed the subclass out.
  4. Zavala’s Challenge – Complete a Strike, Ward your Fireteam with Blessing or Weapons of Light and score 30 kills across your team. This one’s easy, but it’s best done without randoms. Pop your bubble, allow your team members to run through it and then watch their kills rack up. You need the 30 warded kills to happen in the same Strike, so don’t kill the boss until you have enough.

Strikers Mark
  1. Slay Enemies – Defeat 50 enemies with you Fist of Havoc, grenade or melee attack. Any self-respecting Striker will have this one done in minutes. Find a well-populated area, such as the first room in the Will of Crota Strike, and smash everything to death.
  2. Create Orbs of Light – Generate 25 Orbs using your Fist of Havoc. Again, this is simple. Just find anywhere with a good bunch of enemies and destroy them with your super. You could try Siege of the Warmind. Rinse, repeat, win.
  3. Complete the Path – Fully upgrade the Striker subclass. You’ll just have to do bounties until you’ve maxed the subclass out, assuming you haven’t already.
  4. Zavala’s Challenge – Complete a Strike using the Fist of Havoc to generate 7 Orbs in a single blow, three times. This can be a pain, as the three seven-strong slams have to be completed in the same Strike. Try Will of Crota. Just bunch the Thrall in the first room and waste them all. Alternatively, you could try The Nexus. Run to the end of the Strike to the walkway covered in Vex Goblins just before the boss. Smash them, wipe and repeat. Then kill the boss and complete the stage.

Here’s how to beat the Warlock subclass quests in The Taken King and grab yourself something nice, shiny and level 40.

Warlock subclass quests guide and tips (taken from vg247.com):

Voidwalkers Bond
  1. Slay Enemies – Defeat 50 enemies with your Nova Bomb, grenade or melee attack. Self-explanatory. Just switch to the Voidwalker subclass and get busy with the killing. Try to do this while you’re doing general stuff, like Strikes, so it doesn’t feel like too much of a grind.
  2. Create Orbs of Light – Generate 25 Orbs using your Nova Bomb. The Siege of the Warmind story mission is good for this. Fire you super at the hordes of Thrall that attack you when you first enter the bunker. Don’t enter the final arena: just keep wiping and charging up your super again until you’ve killed enough.
  3. Complete the Path – Fully upgrade the Voidwalker subclass. Haven’t done this already? Happy grinding. You’ll just have to do bounties until you’ve maxed the subclass out.
  4. Ikora’s Challenge – Complete a Strike using a Nova Bomb to generate 7 Orbs in a single blast three times. This isn’t easy. You have to do a seven-hit kill with a Nova Bomb three times in a single strike. The best way we found of completing this stage is with a full fire-team on vanilla Will of Crota. It won’t work if you try it with match-made randoms, as they’ll just kill everything before you have a chance to drop your super. Go into the strike’s first room, kill the Fallen, but leave all the Thrall as they spawn through the doors. Run around the main room until you have many enemies out in the open, then lure them back into the room through which you entered at the top of the stairs. Use two of the fireteam as bait. While the Thrall are all attacking your teammates, blast them with the Nova Bomb. Then just wipe, charge your super and do it again. Pro-tip: wear the exotic Obsidian Mind helmet, if you have it. You may find you can get two hits done in a row, as Nova Bomb kills replenish your super.

Sunsingers Bond
  1. Slay Enemies – Defeat 50 enemies with you Radiance, grenade or melee attack. Just kill stuff. Remember that the melee attack has to be charged for it to count as a kill, and don’t forget to activate your super as soon as it’s charged. Sunsingers have it drilled into them to save their super because of the self-res, but you’ll need to hit it once it’s full to start throwing grenades and racking up kills.
  2. Create Orbs of Light – Generate 25 Orbs using your Radiance. Again, this is just a question of activating your Radiance and killing stuff. Pick somewhere well populated with enemies, such as Will of Crota, and remember that you generate Orbs with any kill, including those from a gun, once your Radiance is activated.
  3. Complete the Path – Fully upgrade the Sunsinger subclass. Max out the subclass by doing bounties, assuming you haven’t already.
  4. Ikora’s Challenge – Complete a Strike and kill 20 enemies while surrounded by Radiance. This one’s easy compared to the Voidwalker challenge. You need to gather 20 kills with the Radiance active in a single Strike. If you don’t make it, the counter resets. Just remember to wear gear then boosts your super, such as Obsidian Mind. A good weapon to use if Bad Juju, as kills count towards Radiance recharge.

 
Caporegime
Joined
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Posts
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Location
Luton ;)
Hasnt been an exclusive for a while now I thought? Didnt the leak confirm that? Guess it could be a timed one...

/necro edit - see the quote below for all the Destiny redeem codes:
Also just to bump it up and thanks to UXB for finding more codes:

ALL CODES SO FAR! (25 in total) Redeem at http://www.bungie.net/en/User/coderedemption
Grimoire Cards:-

Warlock: YKA-RJG-MH9
Hunter: 3DA-P4X-F6A
Titan: MVD-4N3-NKH
Rixis: TCN-HCD-TGY
Old Russia: HDX-ALM-V4K
Hive: 473-MXR-3X9
Moon: JMR-LFN-4A3
Gjallorhorn Launcher: HC3-H44-DKC
Duke Mk. 44: 69P-KRM-JJA
The Tower: 69P-VCH-337
Hive Ogre: 69R-CKD-X7L
Valley of the Kings: 69R-DDD-FCP
The Fallen: 69R-F99-AXG
Red Death: 69R-VL7-J6A
The Cabal: 69X-DJN-74V
The Devastated Coast: 6A7-7NP-3X7
Vex Minotaur: 6A9-DTG-YGN

Emblems:-

Emblem: Sign of the Finite: 7F9-767-F74
Emblem: Binding Focus: FJ9-LAM-67F
Emblem: Illusion of Light: JD7-4CM-HJG
Emblem: Ab Aeterno: JDT-NLC-JKM
Emblem: Field of Light: JNX-DMH-XLA
Emblem: Lone Focus, Jagged Edge: 7CP-94V-LFP

Shaders:-

Shader: Double Banshee: 7MM-VPD-MHP
Shader: Oracle 99: RXC-9XJ-4MH
Another code has surfaced, if you haven't got it already :)

X4C-FGX-MX3
ps3ud0 :cool:
 
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Soldato
Joined
13 Feb 2003
Posts
10,631
Location
London
Exclusives are pretty much a thing of the past these days, Publishers make far more money from having it released across all the consoles that are possible. To make something an exclusive, the Console Studios either have to buy out the company or spend a silly amount of money to make it exclusive. The second option just doesn't happen these days, compared to the past when it was quite a common practise, but the games industry was nowhere near as big as it is now.

Perhaps with Bungie though, they have something of a special relationship with Microsoft and may well have been given very early access to the new hardware, as it benefits both companies by having a launch/near launch title which may be fantastic. It would then be on other systems for sure.
 
Soldato
Joined
24 Oct 2011
Posts
2,658
Location
Nibelheim
Luckily it looks like it's coming out on both (hopefully at the same time). Still, I'm excited to see what they announce regarding the game. Would be awesome to see some gameplay or hear more about the game itself :D And yeah, going to be dying of anticipation with this and Sony's reveal next week!
 
Soldato
Joined
23 Mar 2011
Posts
10,698
Timed exclusive i think, xbox first the ps4 in 2014 maybe

Im excited to see what else bungie can do, i just hope its not too similar to halo, would be nice for them too
 
Soldato
Joined
17 Jun 2008
Posts
4,124
I wonder how much of a reveal this will be though. Maybe a short trailer showing of the engine and in-game assets yet none of the gameplay and features are shown/explained? When it was Halo we knew what we were going to be getting (roughly) but a total new IP, we have no idea what type of game this is yet!

With Bungie invited a lot of press to their studios to show off the game though I'm guessing their will be at least some written opinions on what Destiny is like/about.
 
Associate
Joined
10 Dec 2008
Posts
1,857
Location
Somewhere over there
There's nothing on their site...

Destiny's/Bungies site? Site I linked had a 2 minute trailer or so...

The stream Q/A thingy that they are doing now on the site I linked just said it will be on 360 and PS3, but also next gen consoles too apparently although no names specified because they can't say the names of those consoles so that's cool. Apparently no PC too... I think I heard all that correctly xD
 
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