Modifiers
[b]Epic[/b] - Heavily shielded and highly aggressive enemies appear in great numbers.
[b]Exposure[/b] - Guardian shields are increased but do not replenish.
[b]Catapult[/b] - Grenade recharge rate is greatly increased.
[b]Ironclad[/b] - More enemies have shields.
[b]Arc Burn[/b] - Arc Damage from any source is greatly increased.
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Hello, and welcome to the month of June! Is funny to think we're close to the halfway mark for 2017. There is much to to anticipate for Destiny 2, especially when it comes to the nightfalls!
This week we'll be returning to Earth, watch out for the electricity coming your way! Bring a trusty Fatebringer with you for an easy ride to victory!
As for the Heroic strikes, we have Voidwalkers and you can't forget about Telesto now ;)
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Recommended Weapon(s) for this Nightfall:
[armory]Zhalo Supercell[/armory]
[armory]Fatebringer (Adept)[/armory]
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Strike Exclusives: These items have a chance of dropping from the chest at the end of the strike when a skeleton key is inserted.
[armory]Devil's Dawn[/armory]
[armory]Sepiks Deposed Bond[/armory]
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[u]SIVA Crisis Heroic Modifiers[/u]
[b]Heroic[/b] - Enemies appear in greater numbers and are more aggressive.
[b]Void Burn[/b] - Void Damage from any source is greatly increased.
[b]Berserk[/b] - Minions of the Darkness won't flinch, even after massive damage.
[b]Brawler[/b] - Guardian melee damage is greatly increased.
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[u]Weekly Story Playlist Modifiers[/u]
[b]Heroic[/b] - Enemies appear in greater numbers and are more aggressive.
[b]Match Game[/b] - Enemy shields are resistant to all unmatched elemental damage.
[b]Catapult[/b] - Grenade recharge rate is greatly increased.
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Feel free to follow my clan mate's twitch channel, he does free trials raffle carries! I hear he's decent! Make sure to have live notifications on! He's close to 10k followers!
www.twitch.tv/diffizzle
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Have fun!
~[i]TheGreatNike[/i]
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[spoiler]Im gonna start posting Solo Guides for each Nightfall. Hopefully you guys like them.[/spoiler] The solo for Sepiks Perfected is difficult at parts but for the most part one of the easier solo Nightfalls. For the first part, the best and most effective strategy is to hide in the rafters at the very back of the section, near the terminal and the laser grid exitway. For this part, in terms of weapons, I recommend any scout rifle of your choosing, but preferably one that can spread around damage with a perk like Explosive Rounds or Firefly. A high-powered sniper is the most important component of this and any rocket launcher will do, but tracking is preferable. This encounter is most likely the most difficult in the strike. Hiding behind the container in the rafter means Wizards and Knights blasting the perimeter with a constant stream of fire. Wizards must be dispatched first and foremost due to their ability to throw down poison smoke and keep constant fire on you, and due to their highly mobile nature, this is why I recommended a tracking rocket launcher. You need to be able to fire a high-powered shot without much time to aim because of constant damage. I used Gjallarhorn due to the tracking, solar burn which matches Wizard shields, and the extra damage from Wolfpack rounds. I would wholly recommend this weapon, though choice is up to you. The Knights are a bit easier to take care of than Wizards, and a bit less tiresome on your reserves of Heavy Ammo Synth. Knights are much more stationary than Wizards and their Boomers do not fire in a continuous stream, which makes them easy to pick off with a sniper rifle. I recommend peeking out from above or the sides of the container to get damage out and chip away at the Knight's health. Here I used an Arc Devil's Dawn due to the burn modifier, Arc matching the Knight's shields, the area-of-effect damage of Firefly, Life Support due to the Exposure modifier, and the fact that it hits like a truck. However, you are free to use any sniper you want here. The Thralls in this section are deadly due to swarm tactics, an Arc melee, high mobility and grouping up. However, if you have a weapon with Firefly or Explosive Rounds, they are easier to kill. The real threat of the Thralls are the ones that spawn at the end of the first round. They come from the fog door right behind the camping spot I have based this section around and can quickly end you. If you are Hunter, I recommend selecting the Snare upgrade on your Smoke and putting it down right next to the door. This will allow you an audio cue to know when the Thralls spawned in and a few seconds to kill them. If you are not a Hunter, you must be vigilant and anticipate them. A good Fusion/Flux or Vortex grenade is exceptional at taking them out, though. After progressing past this section you will fight a few fodder enemies that are quite easy to deal with before you emerge into the Fallen Walker area. Except that, it is not a Fallen Walker this weak, but a massive battle between the Hive and the Fallen Splicers. This section is made much easier after sitting on top of the pipes and killing the Ogres that spawn in, though this is not needed. You can entirely skip this section by just sprinting through the conflict and going to the Sepiks Perfected boss, though this may be risky. If you have a high Armor stat, this should be achievable. If you are a Hunter, you can use one of your many invisibility options such as Vanish in Smoke, any of the Bladedancer upgrades or Khepri's Sting. The final boss fight against Sepiks Perfected should be a cakewalk if you are careful. I recommend for this section a Sniper and Rocket Launcher of any variety and any primary weapon you would like to use. You should be operating out of the shack to the far back left of the arena to kill adds and the Null, Shock, and Solar Captains. These Captains you will need to kill to get their Cannons to shoot the shields off Sepiks. A good Rocket Launcher here should be very effective in killing these Captains. I used Gjallarhorn once again, though the choice is up to you, and then from here grab the Cannon and go downstairs. From here, you should get out your sniper of choice and stay under the small grating above you, peeking out to get critical hits on Sepiks before he can begin his close range attack. You can advance further forwards if he teleports to the back, but be prepared to run back to the underside of the arena when he goes back to the center. If you are a Titan, a good weapons bubble is very effective here, as is a Hunter's tether. It should be noted that on the second time taking his shields down, both the Cannons of the Major and regular Captains need to be fired into Sepiks before his yields go down. And from there you can bask in the glory of slaying that big mechanical orb. Have fun with that Radiant Light for the rest of the week!