This is a new version of [url=http://www.bungie.net/en/Forum/Post/79783740/0/0]my last Iron Banner reforging guide. I recommend you read[/url] the intro there and come back as I hit the character limit here. This new guide has some differences:
1. As of the release of The Dark Below, there are two models of each gun. The old V1 with 300 Attack and the new V2 with 332 Attack. V2 models have different perks available to them. Each gun has a new section to explain any changes relevant to my original sets. Right now it seems like Gheleon's/Perun's are the only V2 guns available so far.
2. Silimar's Wrath and Efrideet's Spear have been added.
3. My opinions on the guns have been removed for space. You can read them at the bottom of the original guide. I do not have an opinion on the new Wrath/Spear builds as I didn't have time to grind up this new Iron Banner. I have and use the listed rolls (as close as I could get) for all the other guns.
4. Sets now have a link to DestinyDB. If you don't know what a perk does, click the link and hover over it in the build.
Perfect rolls/viable to obtain rolls for PvP. (In my opinion!)
Perfect are just an idea of what I think best optimizes each gun and are very rare.
Viable are what's realistic to shoot for.
Odds are based on if all perks/sights are equally likely.
#HKO means it takes "#" of hits to kill someone.
[b]Silimar’s Wrath:[/b]
[i][url=http://destinydb.com/items/2775854838-silimars-wrath#1.cMLnjKq8zhy7MyA7z78zhe7MyE7z78zhB7MyY7z78zhg7Myg7z7]Red Dot OAS/Reactive Reload/Perfect Balance/Crowd Control[/url][/i]
Red Dot OAS + Perfect Balance for a nice clear sight with maximum Stability. Reactive Reload and Crowd Control to maximize the damage output.
The reason why I think this roll is optimal is because maximum RoF Auto Rifles don’t really have a niche. They have higher recoil and less range than the other types of Auto Rifles and take just as long to kill. The only statistical benefit is the big magazine. Thus, any more general Auto Rifle set you put on Silimar’s Wrath will just make it a worse Shadow Price, Vanquisher, For the People or Up For Anything, with a bigger magazine.
A kill will net you a 15% damage bonus for 3 seconds.
A kill plus reload should net you a 53% (1.15 * 1.33) damage bonus for 3 seconds (minus reload time).
Sometimes Reactive Reload glitches and you’ll kill, reload and get a 33% damage bonus for 3 seconds starting from the next time you fire. This is beneficial when it happens as it can give you the bonus when you shouldn’t get it.
You want the reload speed to be as fast as possible if you want to reap the benefits of both Crowd Control and Reactive Reload at the same time, so reload speed gauntlets are a must. Luckily Silimar’s Wrath has a moderately fast reload. Chain of Woe/Gunslinger’s Trance would probably be useful as well. Kill + reload should let you deal 20 damage per headshot, the same as the 600 RPM models, but while firing at 900 RPM. This gives it a 600ms to 666ms time to kill, which is a decent bit faster than most Primaries other than the Exotic Hand Cannons.
Odds are 1 in 350 rolls.
Odds of getting Reactive Reload/Crowd Control with either Perfect Balance or Fitted Stock with any sight are 2.2%.
Odds of getting Crowd Control/Perfect Balance are 6.6%
Odds of getting Reactive Reload/Perfect Balance are 5.6%.
[b]Efrideet’s Spear:[/b]
[i][url=http://destinydb.com/items/367695658-efrideets-spear#1.cVvEZvk8Ss7zBz7z78So7zlO7z78Sq7zBk7z78Sk7zlW7z7]Ambush SLH25/Unflinching/Armor Piercing Rounds/Final Round[/url][/i]
Ambush SLH25 for low zoom, as most maps are small. Final Round lets the last round of the 3 round magazine kill in one shot, anywhere to the body. Armor Piercing Rounds lets you shoot through walls and Unflinching is to prevent you from missing that one round while under fire. The way this is usually used, is you fire off the first 2 rounds every time you reload and just OHKO with the last one. Other decent perks in the first slot are Surplus (more rounds per ammo crate) and Spray and Pray (faster reload when empty.)
Odds are 1 in 252 rolls.
Odds of getting Final Round is 16.7%.
Odds of getting Final Round + Unflinching is 2.4%
Odds of getting Final Round + Armor Piercing Rounds is 5.6%.
Odds of getting one of Ambush SLH25, Shortgaze SLH10 or Longview SLR10 (low zoom scopes) when you roll the above is 83.5%.
[b]Timur's Lash: [/b]
[i][url=http://destinydb.com/items/2266591883-timurs-lash#1.cMzCJiC8zfk7MLz7z78zfo7MAZ7z78zfs7MLo7z78zfV7MAQ7z7]Steadyhand IS/Outlaw/Luck in the Chamber/Perfect Balance[/url][/i]
Steadyhand + Perfect Balance for highest possible Stability. Luck in the Chamber synergizes with the small magazine to deal massive damage. Outlaw minimizes the negative effects of the small magazine size.
Odds are 1 in 384 rolls.
Odds of getting Perfect Balance/Luck in the Chamber are ~4%. Odds of just getting Perfect Balance, which is good in PvP due to the high recoil, are ~33%.
[b]Alternative viable rolls of Timur's Lash:[/b]
Flared Magwell/Luck in the Chamber
Field Scout/Crowd Control
Flared Magwell/Reactive Reload
Several posters find they have no trouble with the recoil of Timur's Lash. Thus, these are a few alternative builds. Magwell + Luck is used to maintain the nice lucky shot odds while making the reload lightning fast. Magwell + Reactive is also very viable. Reactive makes it always a 2HKO/3HKO, however it increases the damage enough that targets you could already 2HKO become a 2HKO with just one headshot! Field Scout + Crowd Control gives it a guaranteed 2HKO/3HKO when chaining kills within 3 seconds of one another while also bringing the magazine size from 7 to 13. I recommend you take the gun into a match of PvP and see how you feel about the recoil before deciding what to roll for.
Odds of getting any of these are ~4% each.
[b]Timur's Lash V2[/b]
The only difference for these sets is you cannot roll Reactive Reload, so don't bother trying.
[b]Gheleon's Demise: [/b]
[i][url=http://destinydb.com/items/3800763760-gheleons-demise#1.ck0XVtT84S7z2V7z784U7z2b7z784Y7z2N7z784Q7z2c7z7]Red Dot OAS/Luck in the Chamber/Fitted Stock/Third Eye[/url][/i]
Red Dot OAS + Fitted Stock for maximum Stability, as all the other stats are extremely high. Third Eye to keep an eye on your surroundings as this is a high Range/Impact Scout Rifle better suited for medium range combat than CQC.
Odds are 1 in 450 rolls.
Odds of getting any perks/sights with Fitted Stock are ~33%. I recommend rerolling when you don't get Fitted Stock and stopping once one of the other 2 perks is good.
[b]Gheleon's Demise V2:[/b]
You cannot roll Fitted Stock onto the V2 version. I encourage you to replace Fitted Stock with High Caliber Rounds or Explosive Rounds for the flinch. V2 Gheleon's can roll Outlaw or Rodeo for the first perk, which are both very good. I'd shoot for Rodeo/High Caliber Rounds/Third Eye (or Firefly) myself. Beware that the explosion from Explosive Rounds does not trigger Firefly.
[b]Jolder’s Hammer:[/b]
[i][url=http://destinydb.com/items/2853794413-jolders-hammer#1.cxB0J18zVV7MoR7z78zVk7Moq7z78zVc7MVX7z7]Aggressive Ballistics/Any/Perfect Balance/Crowd Control[/url][/i]
Aggressive Ballistics allows Jolder’s Hammer to 3HKO players that run low Armor builds with all bodyshots due to its damage boost. Considering that’s pretty much half of most lobbies, that’s pretty useful. Against targets with high Armor, it is a 3HKO with just 1 headshot, while other choices like Smooth Ballistics take 2 headshots, which matters more than you might think. Crowd Control is nice as it adds enough damage while active to 2HKO anyone even slightly weakened to the head and makes it a 3HKO with all bodyshots regardless of the target's Armor. You can decimate groups of enemies extremely quickly. Perfect Balance is somewhat needed to offset the inaccuracy of the weapon that comes with Aggressive Ballistics. All of the perks in the first column are useful.
Odds are 1 in 54 rolls.
Odds of getting Aggressive Ballistics/Perfect Balance are ~11%.
[b]Alternative viable rolls of Jolder's Hammer:[/b]
CQB Ballistics/Field Scout
If you don't have Heavy Ammo+ from armor you'll only pick up 36 rounds per Heavy ammo drop without Field Scout. Thus, in that case, a Field Scout build is highly recommended. CQB Ballistics, Smart Drift Control + Rangefinder or Smooth Ballistics + Rodeo are all good options to use with Field Scout to give it manageable Stability and Range. If you have Heavy Ammo+ you get more ammo so at that point it's preference what type of set choose. You could even go for some sort of hybrid damage/ammo build, like Accurized Ballistics/Rodeo/Field Scout/Crowd Control.
Odds of getting CQB Ballistics/Field Scout are ~11%.
[b]Jolder's Hammer V2[/b]
Nothing has changed between V1 and V2 other than the attack.
[b]Perun's Fire: [/b]
[i][url=http://destinydb.com/items/1923132366-peruns-fire#1.cmElerz8HO7zjM7z78HJ7zT17z78HF7zTJ7z7]Red Dot ORS1/Hip Fire/Hammerforged/Any[/url][/i]
The massive range bonuses of Hammerforged/ORS1 tighten the hip fire spread even further beyond the effects of Hip Fire and maximize the speed of the projectiles. Hip fire build to maximize OHKOs.
Odds are 1 in 75 rolls.
Odds of getting any combination of Red Dot OAS/Red Dot ORS1, Hip Fire/Rangefinder and Hammer Forged/Perfect Balance are ~15%. Those are the best overall sights/perks, imo. I don't recommend Accelerated Coils on this gun as it barely alters the charge time.
[b]Perun's Fire V2:[/b]
V2 models can get Send It, rather than Hammerforged. This is a direct upgrade over the old model as Send It is stronger with no draw backs. It can also get Feeding Frenzy for the 3rd perk slot now, which is better than Who's Next/Cascade in general as it works after every kill.
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What about a PVE roll for efrideets spear?