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10/30/2015 12:42:09 PM
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Destiny 101

Oh this post is about basics to the game. Simple items that maybe we don't know or just forgot. These save time, save face, or just save something. What ever you can take from it.
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  • Elements Like most other games, RPGs, table tops, and so on, Destiny uses a basic elemental system. Currently there are three elements and Kinetic (non-elemental if you will). Elemental types are used in many forms and by all players and monsters. This will explain each version of elemental type and areas they are used. Types: Solar → can be identified by a flame symbol on screen and typically red/orange coloring from weapons and shields Void → can be identified by a swirl symbol on screen and typically is a purple coloring from weapons and shields Arc → can be identified by a Saw blade symbol on screen and typically is a blue coloring from weapons and shields Kinetic → No symbol to be identified by and typically a white coloring from weapons and shields Weapons: Primary Weapons are 90% Kinetic damage type. There are some that are elemental, one to take note of is Zhalo Supercell the exotic auto rifle. Special Slot weapons, or secondary as part of the community call them, will have all elements, but no Kinetic. Heavy Weapon slot weapons are the same as the special slot. It is my personal belief to mix up the elements. I like having a special weapon that has a different element of my heavy. This is usually countered by one reason; the weapons you get from drops or engrams have better perks or better light. So this can prevent the elemental mix up. Swords work a bit differently. They all have a defense to them that shields you from other damage. If using arc, then you can protect yourself from solar and void easily, but arc attacks will chew through you. Sticking to the Zhalo Supercell example, I would not use my Bolt-Caster defense aura to block bullets from this gun. I'll just die faster. Armor: Armor does not have a base element that is attached to it. Armor does though, have elements that it benefits from. These elemental advantages are given by Chest and Leg pieces. The element on a chest is a better defense against that element by providing a few options. Option one: increases recovery after taking splash of a certain elemental type. Option Two: increase your armor while using a certain elemental type sub-class. Option Three: reduce incoming burn damage from a certain type of element. Keep this in mind while examining your situation and adjust accordingly. Legs have a more offensive/defensive option. I say both, because I base your play style off of fight or flight. Legs will allow you to gain Agility after a double kill based off of a certain elemental type. Example would be arc. If I get a double kill with by any means and the element related to the double kill is arc, then I gain a boost to my agility for 5 seconds. This is where fight or flight comes in; do I back off my attack on my foes to recover? or do I keep up my onslaught? With higher agility, you move faster. Monsters: (See the post on monster shields) This first part will be a brief from the Monster Shields post. If a monster that has a shield glows a certain color (blue, red/orange, Purple) then make sure to match that color of the shield to the element type and you will melt them down quick. White shields note a Kinetic Shield, but do not notice Kinetic weapons doing extra damage to these. I'm certain of this when playing at higher light levels, these white shields are a major pain to get rid of. The second part of this monster post is the elements they use. Some of the time it is obvious what they use. Example is the Taken Knight and their fire spit ability. This is, well you guessed it, fire! So using armor that gives you that extra benefits against solar will help protect you from them. Attacks that look blue, well are more than likely arc based, and the same can be said about void having a purple hue to it. Important to note while in strikes and raids. Certainly Nightfalls, take advantage of elemental weakness. Those are the basics to elements and from there you can be a better player, just by knowing how to expose weaknesses.

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  • Edited by chucklenoris: 2/2/2016 4:26:57 PM
    Monster Shields Today lets review a few things that will help players become more efficient while doing any activity in the game. At times you will come across monsters in game that have different health bars and seem to have shields. We will touch on the differences in health bar color later in the forum, but for now lets look at these shields. First you will notice the colors; Red, Purple, Blue, and sometimes white. If you know your elements; Void, Solar, Arc, and your non-elemental Kinetic, then you will know how to handle certain monsters and their shields. Easily explained below; Blue → Arc Purple → Void Red/Orange → Solar White → Neutral When shooting at a monster, there are a few indicators they have shields. First their health bar will show a white bar with the red or yellow health section of the bar. Second, when shooting them they will have an aura around them. This aura is the shield and will have a color. White is a basic shield that just requires you to get this down to start dealing damage to the enemy itself. These shields can be tricky and can be very strong. Well any of these shields can be, but there is a bypass for elemental shields. If you shoot an enemy and the aura is blue, get an Arc based weapon out and shoot them. The shield will nearly melt off of them, exposing them and allowing you to kill them fast. Same goes for the red/orange shield, use solar weapons, and the same for purple shields, pull out a void weapon and you will be set. Shooting an element shield with anything else, but that element will result in a slow shield drain and will require more ammo and effort to bring down. For those players who have a sword and/or will be getting one, you notice the defense portion of this weapon is good against the other elements, except it's own. This is a simple, but effective mechanic to know and to expose while playing.

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  • Bounties Disclaimer: First this is all for year 2. Year one had different vendors and locations for bounties. I'm going to slightly assume that by year three this could change a bit, again. So as you watch older videos or read other forums and blogs, just remember that this is for year two. Second I have the WoW bug, so I might use the words daily or dailies, instead of bounties. All three words have the same meaning in this log. Moving along, listed below are the current vendors for year 2. This is for TTK only. not including any of the year two expands. Bounty Tracker → Basic Bounties for PvE and Crucible. Located topside in Tower by stairs leading to Vanguard. Petra → Queens Wrath Weekly bounties. Located at the Reef at control station to the left of spawn point. Lord Saladin → Iron Banner Bounties. Located in the courtyard during Iron Banner Events Brother Vance → Trials of Osiris Bounties. Located at the Reef in back across the bridges. Dreadnaught → Given while Patrolling Dreadnaught Exotic Bounties → Mostly year 1, I personally do not know much about these. Once you complete these bounties, you simple go to you loadout screen, switch over to quests, and on the side you can find these guys just hanging out. I belief you can have 16 bounties at one time. You can turn them in anywhere, which was changed from year 1 where you had to return to the vendor you got them from. Happened to me when I did my first few, I completed them, went to turn them in and was upset I couldn't, until I discovered I just complete them on spot. Bounties are good for many things. Glimmer, Rep, engrams, exp, motes of light, and leveling sub classes. While leveling a fresh toon picking up bounties and completing them along side of a quest is a very fast way to level. When playing your favorite sub class that is maxed out, you can use the exp from the bounty to raise your other sub classes up, without having to play as them. Just remember to switch to that sub class before turning them in. Bounties can also be completed anywhere. The PvE dailies can be completed in a quest, a strike, on patrol, and even a raid. Bounty Tracker: The Frame that gives these out hold two types. PvE and Crucible. 99% of both of these require you to kill a certain amount of enemies, kill with a certain sub class abilities, kill with certain weapon types, kill with certain element types (weapons), kill a number of enemies in a small window of time, and patrol regions. That is mostly for PvE. Crucibles are the same and some what adhere to the daily and weekly pvp setup. Not all the time. These should always be looked at and carried to just boost that exp you crave. Rep for these goes towards your guild, vanguard and/or crucible. Petra: The Queens right hand lady. And I don't mean Prince Uldren. *I thought it was funny* Petra was a field scout at one point and now runs the Queens high end and immediate missions. She offers three weekly bounties that are new to TTK. These all involve some form of hunting the Taken. If you recall, Oryx killed the Awoken that fought on the rings of Saturn, now Petra seeks revenge and this is how you help. One bounty is killing 100 Taken, one usually involves a Taken Champion on a random planet, and the third is killing consumed elites on that random planet. Completing these gives you rep towards the Queens Wrath and a chance for a key to PoE. Which is still a good farming point for year 1 gear and strange coins. Lord Saladin: A true vet to the war on darkness, Saladin shows up with his Iron Banner to test and prepare Guardians. He offers two types of bounties. Green Dailies and Gold Standards. Green dailies refresh like normal everyday, while the gold standards are for the current event only. Once you complete the Gold standards, they do not return until the next banner event. They give higher exp, chance for banner gear, and legendary marks. Both green and gold give rep to your guild and Saladin's Iron Banner. A must have to reach rank five quickly to increase your chances at great prizes. Brother Vance: Not to be confused with the creator of the Lance Vance Dance. Brother Vance is a true follower of Osiris the Warlock Guardian. The Trials, much like banners level advantages enabled, is a true test of skill and determination. I have not played in trials yet, but like Iron Banner, the bounties help your standings with Osiris and help getting that better gear we all crave. Dreadnaught Bounties: Acquired during patrols on Oryx's Ship. Most be be found and are related to the "Court of Oryx". While fighting in the court or out doing your runs on the ship, you will randomly acquire one of these. Like usual, just do as it says and for completing one, you gain rep for Crota's End, chances at some gear or engrams and most turn around and give you another bounty. Sometimes these are a little more challenging, but is random to some extent. I believe there are chances for fragments out of these too. I believe these to be linked to the court bounties. Exotic Bounties: I know year 1 these existed. I have yet to see one for year 2. If they still exists I would have someone else speak on these, as I have no knowledge to share. Last note, bounties are good for leveling and gaining benefits to further your progression in the game. Even if all you do is raid or strike or even pvp, grab these related bounties and it will just add to what you gain.

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    • Patrols Patrols are the open world exploration of planets and moons. They have some relation with quests, but there are differences to note and missions to be aware of. Please understand that Patrols have changed a bit since year 1 and that this post is for year 2. Updates will follow in reply should any happen. Patrols vs Quests. Though Patrols are open to the full map of the planet, moon, Dreadnaught you are on, it doesn't mean you actually can reach every location and see what you see during quests. There are areas you reach on quests that you cannot get to on Patrol. And there are some patrol locations you can't reach on quests. Keep this in mind; quests are progressions and make it seem like you have been there done that, so when you enter patrols it gives you a sense of "hey I've opened this location". An example of this would be the House of Devils strike. You can make it to the Prime, but on Patrol you can only make it as far as the Devil Tank. I will say not all is lost. Some patrols allow a "secondary" method to reach points further inside. Example would be the Dreanaught. On the Strike "Shield Bothers" and mission about the Cabal Signal you can reach the bridge area and you can get to the core of the Dreadnaught. This hallway leading there is closed off on Patrol. Well just look up and jump left to crouch down and now you have gained entry into this area again. The bridge will be shut off, but you can make it off the ship and fight a Ultra Knight. Also note a fragment is in this room. While on a quest you still interact with players on patrol or quests themselves and can enter events as they appear. Once you go into an area based off of your quest, you will be by yourself unless with a fireteam. This is nice because you can be questing and get an extar bonus to cap off your quest by entering events nearby. Be mindful at lower levels as patrols follow the same level requirements as quests. One area can have level 4 mobs and entering another might jump it up to level 8. Also from year 1 there are some high end mobs roughly level 20+ are still around. Not to say a low level couldn't handle them, but your low level weapons won't do much to them. A good thing to know about patrols are patrol bounties. Not to be confused with town bounties, these are given by patrol beacons spread throughout the patrol area. Patrols are broken down into different areas and each area has roughly 2-3 beacons. These are random and can be repeated over and over. Well as long as a beacon is lit it can be. Each beacon will have a random type and a random mission per that type to it. Going to orbit resets and randomizes the beacons. Which is good for those needing to to quests involving patrols. Example would be the high target missions. You go in and can't find any, just go to orbit and go back down, the beacons will change and reset. Patrol missions are also great for glimmer farming. Types of Patrols (Currently there are 7 types) Survey Mission → Icon looks like a double pin odometer. These require you to stand in a specified location until your gauge fills up. Item Mission → Icon looks like a Triangle, personally it reminds me of Assassin Creeds symbol. You must kill certain enemies to collect items they drop to complete the mission Kill Mission → Icon looks like a diamond with triangles around it. This requires you to kill a certain set of mobs or a singular type of enemy to complete Scan Mission → Icon looks like Ghost. This is similar to Survey, but requires you to scan an object with Ghost while standing still. As in you can't move, like walk or run. VIP Mission → Icon is a circle with a Star. Also known as high priority missions, these require you to locate a specially spawned boss and kill it. These bosses are joined by a squad of minions. Energy Spike Missions → Icon looks like a clock. These will have you travel across the area over what looks like blue energy spots. Suggested to use your sparrow and quickly move from one to the next. You do not have to spot to collect, just simply ride over them and keep moving. You will get a percentage added to your gauge which begins to diminish so you have to stay moving. Remnants of Darkness → Icons look like a Skull. This is like the VIP mission, but is designed for Taken. These missions will put you up against an elite squad of spawn, or a group of Spawn and a Taken Boss. These bosses are related to the Taken Bosses you fight in Taken events on Patrols. If you are solo this could take a while. I'm not sure if this patrol will stick around or is just a year two only. Patrol Missions are a good way to gain rep for your faction and vanguard. Also a good farming method for glimmer should you need any. These also count towards your Grimoire bonuses. Most require 50 completions to gain the bonus.

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    • Edited by chucklenoris: 11/9/2015 3:47:54 PM
      Attributes Since I just posted about Light Rating (LR), I'm going to follow up with attributes so you can better understand when I say things like "your play style". I will note that your situation will also change your attributes, but that is more PvP and raid based. Also for added benefits from armor and or weapons I will be posting on specializations later. For this post we will focus on solo play and let the Situation post handle the rest. Types of Attributes: Intelligence: Lowers Super Cooldown (base is 5 minutes) Discipline: Lowers Grenade Cooldown (base is 1 minute) Strength: Lowers Melee Cooldown (base is 1 minute) Supers have the longest cooldown. Supers are your attacks like Nova Bomb, Arc Blade, Sol Hammer.These are your stronger attack that can deal heavy damage and one shot lesser beings. Having a reduced cooldown means you activate this ability more often. Another way to lower this cooldown is with orbs of light. These are given off my a player using their super and can be picked by others. So for more supers more often, load out on equipment with Intelligence. Grenades are a crucial parts of game play. First all are for damage, but some are also meant for CC (crowd control). Notice how a Titan throws in a Pulse Grenade or Magnetic Grenade. Enemies will take the hit or walk through it. These types of grenades are good for straight damage. Notice a Hunter throw theirs and the enemy avoids that area at all cost. This forces them around or to stop in their tracks. This is a good CC measure to hold out against a massive front. One could argue that there are two CC methods. There is containment which is what Hunter grenades do, or there is kill/weaken methods like a Thermite or Solar Grenade would provide. In either case you want to load out on Discipline. Melee ability is to not to be confused with the fact you can melee. Your melee is the punch (titan), knife (hunter), or push (warlock). Your melee ability is an added effect to your base that does extra damage and at higher levels gives off a side effect. Most melee abilities start off giving off extra damage, then turn into giving shields, making the enemy take increased damage, or blinding them as a few examples. These are good for that finishing blow, added protection, or regaining distance. To get the most out of your melee load out on strength. So game style, what do I mean? Well watch yourself play. Are you all up on your target using melees and using full aggression in combat? Are you trying to control the battle from range by using grenades for CC and picking off headshots? Or are you using that super to completely destroy your targets and carve a path leaving death in your wake? Simply watch your methods. Some of you may use a combo of these types. Figure out which one you prefer to use more often or wish to use more often. Example: when I play a Titan, I'm always in the targets face, besides bosses, so right now I'm trying to find gear that loads me out on Strength, but I also use my grenades to push them into a corner. Unless I'm rocking a defender or striker, I do not use my super. As a sunbreaker I can gain simmering flames which lowers my cooldowns on my melee and grenades. This fits my play style for that sub class and I need to load out on Discipline and Strength. As my hunter going Shadow Stalker, I use my grenades and super as CC. I need to load out on Intelligence and Discipline. It's good to be max level, its better to pay attention to how you play per class, per subclass. Once you figure that out you can load out your attributes to fit your style and allows your methods to become better.

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    • Light Rating (LR) Disclaimer: I did not play during Year 1, so if my assumptions are incorrect, please correct me. I will be giving two examples and adding comparisons about leveling toons and max level toons to bring in some theories and points. During Year 1 weapons and armor had ratings. Your defense rating was a combined total of your armor pieces. Weapons were based solely off of their damage ratings. Light level I am not too sure about, where you got it from. Year 2 now uses a Light "rating" based system. Very close in comparison of other games like WoW, that use a Item Level (IL) to determine the players ability to handle quests, dungeons, raids, and now even PvP. They used this IL to control LFG, LFD, LFR. Bungie does this to a point, where you can get in certain events as long as you are close. Year 2 now gives you an average LR score based off of all weapons, all armor, and now the Ghost Shell, which I'm assuming had no affect on your ratings from Year 1. The LR is a way to show how "strong" your toon is. This is true to some extent and can be stretched, but not broken. First lets look at a leveling toon. As you level, and right now you can quickly, you will be finding gear all over the place. Lets say I am really good at using auto rifles and suck at scout rifles. My current auto is LR 40 and I just found a LR 50 scout. Personally I will keep using the auto. I will get more kills and stay more consistent by using my auto over a scout that I'm horrible at using. Now this stays true up to certain points. In events and strikes my weaker weapon will do less damage and my kill ratio will probably be less. This is more true with boss fights, but it all matters. It also matters as if the auto I'm using is level 3 and now I'm shooting level 15 mobs. I will do less damage. The only time this LR may not matter are in Crucibles where level advantages are disabled. So it comes down to players pick and abilities. As for armor while leveling, I wouldn't worry about upgrading. Pick the armor that gives you a higher rating and do not worry about upgrading. Save your glimmer and resources until you hit max. Now Legendary/Exotic armors and weapons from Year 1, it would be a wise investment to upgrade these. I say this because these armors and weapons can carry you to max level without having to trade off. Personally I use the "Strangers Rifle" and 'Murmur", from level 10/14 until the current, level 40. Around level 35 they start to fall off, but they hold out even until the quest to fight Oryx. At max level this is where LR counts the most. You need to be able to kill and kill quick while staying alive. Find weapons that suit your style and keep them upgraded. Armor should do the same. Keep them upgraded and match them to your play style. But the LR is very true here. Get the higher rating and you should be set to take out heroics and raids. Don't forget to mix it up, Max level weapons act differently than lower level weapons. A scout that I wouldn't use at level 10, I would probably use at 40. So be mindful and pick wisely. More topics will follow that tie into this one: Attributes, Armor Specialization, Weapon Specialization, and Situation.

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    • Edited by chucklenoris: 11/5/2015 1:46:13 PM
      Mechanics vs. Natural State Since most of you are raiding and LFG, I will post info here on advanced game play like Mechanics. First you must know what the difference is between a Natural state and Mechanic. Do note that both natural and mechanic are able to kill you. Natural State is what it's purpose is. Example: the chaos thralls. These guys are supposed to get close and blow up. That is their natural state, just the same as most mobs are supposed to shoot at you. Mechanic is a extra event or trigger that adds a challenge to a fight or travel. Few Examples: Hydras explode and do damage when they die. This is not how they kill their target. They kill naturally with their weapon system, when they die they give off a burst of energy that does damage. Example2: During a boss fight mobs are summoned into the fight. Think of Shield Brothers, after a set time or after their health reaches a certain point monsters are summoned. This is not how the Brothers kill you, but it still can kill you. Another example would be the Fight with Oryx. When he is below 25% he warps you an area where he hides in the shadows. The mechanic is he hides until a timer goes off and then he attacks. I'll rub it in more. Lets look at a boss. Disclaimer; I only know what I have seen on video, at this point I have not fought in Crota's End. Take Crota in the six man raid. Naturally he must shoot you with his bolts or smash you with his sword. This is how Crota kills his targets. Mechaniclly he summons more adds/mobs, ignites the darkness behind his center post, and also causes a debuff to stick to player. These are mechanics that can still kill you. On the flip side of that he has a mechanic that protects him. We can damage him with our weapons (our natural method), until his shields are gone. At this point he falls to his knee and now he is immune to our weapons. We must get an outside source, a sword from a Knight, and use it on him to lower his health. Without that sword mechanic we cannot kill Crota. This adds the challenge. Understanding Mechanics and how the AI naturally tries to kill you helps you avoid and win the fight. Most common seen in most gaming; Timers, Enrage, Debuffs, Mass AoE, knock backs, party separation, and added mobs. To name a few.

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    • Switching between toons Go to settings, look for log out, then select change character. [url]https://www.youtube.com/watch?v=KGvhhU9XBHg&index=37&list=PLaaUtW5k8Du6Dhqz1Qtf69dRtC2L-RLwA[/url]

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