Friday, 3 June 2016

Xur' Inventory 03.06.2016



**Agent of the Nine, Xûr**

**Description:**

Xûr comes and goes freely, his strange curios too valuable to risk driving him from the Tower.

**Location:**

*Balcony near the speaker*

---



**Exotic Gear:**

 Name | Type | Stats | Cost |
:----:|:----:|:-----:|:----:|
[ACD/0 Feedback Fence](http://db.destinytracker.com/items/3055446324-acd0-feedback-fence)|Titan Gauntlets|29 Discipline // 30 Strength|13 SC
[Graviton Forfeit](http://db.destinytracker.com/items/1054763959-graviton-forfeit)|Hunter Helmet|34 Intellect // 31 Strength|13 SC
[Alchemist's Raiment](http://db.destinytracker.com/items/2898542650-alchemists-raiment)|Warlock Chest Armor|89 Intellect|13 SC
[Plan C](http://db.destinytracker.com/items/3078564839-plan-c)|Fusion Rifle||23 SC
[Legacy Engram](http://db.destinytracker.com/items/1503830964-legacy-engram)|Body Armor Engram||29 SC


---

**Curios:**

Name | Type | Quantity |  Cost |
:---:|:----:|:--------:|:-----:|
["Emerald Coil"](http://db.destinytracker.com/items/1880070440-emerald-coil)|Vehicle Upgrade|1|23 SC
[Void Drive](http://db.destinytracker.com/items/1880070443-void-drive)|Vehicle Upgrade|1|23 SC
[Heavy Ammo Synthesis](http://db.destinytracker.com/items/211861343-heavy-ammo-synthesis)|Consumable|3|1 SC
[Three of Coins](http://db.destinytracker.com/items/417308266-three-of-coins)|Consumable|5|7 SC
[Glass Needles](http://db.destinytracker.com/items/2633085824-glass-needles)|Material|1|3 SC

Thursday, 2 June 2016

CoE Super Bonus - TipsTips

Tips for Challenge of Elders

Super Bonus Armor Perks

  • - Ashes to Assets perk (Legerndary Helmet's)
  • - Inversion perk (Legendary Helmet's)
  • - Second Thoughts perk (Legendary Helmet's)
  • - Heavy Lifting (Legendary Helmet's)


Super Bonus Exotic Armor

  • - Obsidian Mind (Warlock Helmet)
  • - Skyburners Annex (Hunter Helmet)
  • - ATS/8 Tarantella (Hunters Suit)
  • - Nothing really specialist for Titans


Best Sub-Class per Class
- Hunter: Gunslinger, use double throwing thieves that replenish. I tend to do this most weeks regardless of modifiers. If your not aggressive you can just become an orb farm and tether. Which makes my Exotic choices for Hunters irrelevant.
-Warlock: Voidwalker, tried with Stormcaller it doesn't really float my boat. But if you setup your Voidwalker right and gather mobs you can have your super up 80% of the time. Obsidian Mind + Bad Juju and your good to go. Stormcaller is a close 2nd, with my attempt at Radiance Sunsinger proving wasteful.
- Titan: Sunbreaker, swop your super skill to Sun charge and your golden, just make sure to have the health recharge perk active lol. Striker ain't great but if your lazier you could make gains with it for sure. Defender shines in other weeks lol.


Guns?
Did you not read the title? Its Supers this week lol.
- Bad Juju or Monte Carlo are practically my CoE primaries apart from Precision Week.
- Fusion Rifle as special weapon (If you have Special Thoughts Perk on Helmet)
- Sword as Heavy weapon (If you have Heavy Lifting Perk on Helmet)

Any other tips?
- Use modifiers to your benefit, Airborne? Jump as your throwing your super out or a grenade.
- Assists: if your struggling for points, just run around putting one shot into all mobs as they spawn and communicate this to your fireteam.
- Death: don't be afraid to die, if your playing aggressive its good as long as you have a decent medic on site lol.

I hope this very short tips helps, I'll try to be more detailed which class setups next week if this doesn't tank lol.

Kind Regards
Rockz

Twitch.TV/RockzGaming
Twitter.com/RockzGaming
YouTube.com/xRockSK

Wednesday, 1 June 2016

I'm Back and better than ever!

Welcome back!

After an extended period away from blogging, I have returned. This is partly due to relaunching my twitch channel but because I enjoyed writing and posting daily blogs.

Wait, you mentioned twitch??

Yes, I previously attempted twitch, but found my Internet to be too sucky to run raids/strikes with views and be able to stream. But, I've resolved this issue with a new connection and so far everything seems to be fine!

You can catch me at twitch.tv/rockzgaming please be sure to come along and follow my nightly adventures.

I'm interested, what's your schedule?

Currently trying to find the right things to play but my basic schedule is;


  • - Monday-Thursday: 8:30pm to 11:30pm UK 
  • - Friday: 8:30pm til Late UK 
  • - Weekends: Various times


Games?


  • - Mainly Destiny
  • - Borderlands/Battleborn 
  • - Uncharted 1, 2 & 3 playthrough
  • - Black Ops 3
  • - Fallout 4 + DLC playthrough 


So what will be happening on your blog Mr Rockz?


  • - I shall be doing relevant news, updates & rumours for Destiny and any other games I have an interest in. 
  • - Posting favourite youtube/reddit content alongside any content I produce.


So, that's my update. Thank you for checking my blog out, be sure to check me out on twitter, twitch and YouTube.

Many thanks
Rockz

Twitter.com/rockzgaming
Twitch.tv/rockzgaming
Youtube.com/xrocksk

Wednesday, 11 November 2015

Warpriest Totem Cheese

King's Fall is pretty bulletproof as far as exploits, and is generally accepted as an excellent and well designed raid. That being said, here's a cheese for the totems.

The totem section before the warpriest is one of the easiest parts of the raid, with a coordinated fireteam. Some people cleverer than I decided that wasn't good enough, though, and discovered a method that pretty much cuts the time of a smooth run in half, with less risk of dying or making mistakes.

___

Details

___

* Start by picking two guardians to be on totem duty the entire time. They need to have swords. Split the remaining four players into pairs. These pairs will hang tight in those underhangs on each side of the stairs by the plate.

* The two totem guardians go over to the left and right respectively. Get your sword out and don't grab the aura.

You know the pools of sludge/mist that kill you if you walk into them before grabbing the aura? Yeah, we're gonna be walking into that. Hold down that left trigger and walk into the sludge/mist until the sword block makes a "pop" sound, then walk back out to safety. It's easiest to not accidentally die if you just hold the sword block down the whole time. Repeat this about 14 times, or 14 ticks of ammo, until the sword stops indicating damage being blocked. You should now be able to run freely around the side rooms without taking damage.

* Go stand on your totem and stay there for the the rest of the fight. You won't have to worry about much as long as you keep the boomer knights under control, the rest of the adds are easy.

* Now to the two pairs in the center! For whatever reason I don't understand, none of you will ever have to run to the totems now. One player from each pair takes the aura, and runs back to their underhang next to the stairs.

Side note: the two players with the aura cannot stand together. If the auras touch, you both die.

Side note 2: I noticed that the enemies don't get up to attack when you grab the aura. Didn't get the chance to explore that with my fireteam but it's worth pointing out!

* From here on out, it plays out almost semi-normal. Your auras will count down while you're in the center room, then you get the deathsinger's power and the aura passes to your buddy. Run to the plate and charge the runes, then back to your buddy in the underhang before his aura runs out. Rinse and repeat! You'll swap out like this and shoot adds the whole time. Priority goes to the knights, they pose the biggest threat to the totem guys. It's okay to let some thrall slip by as they are a good ammo source.

___

And that's pretty much it! It's ridiculously safe to the point that we did it on hard with a bunch of low 300s alts without anyone dying. And it easily shaves a few minutes off. The biggest weak point is that there's only one player on each totem, so make sure you don't die if you're on totem duty.

Go out and enjoy! (until it gets patched)

Saturday, 31 October 2015

Trials of Osiris: Week One Loot



Firstly I would like to give a huge shoutout to Jcdace & Whynotx for taking me to the lighthouse this week. You can find their twitch channels at:

Twitch.tv/Jcdace
Twitch.tv/whyn0tx

They do weekly carries as long as you can listen to instructions and have some concept of gun fights. Alongside this they do raids and other content with viewers.

So on to my loot!


I got a couple of artifacts from Gold Tier packages, some armor for all classes, but the main loot was from the lighthouse!

Reflection Sum (Adept);




This came with a sweet roll of;
Secret Round
Injection Mold
Army of One

And the emblem;




Hopefully i get to update this a little more by the end of this weeks event. In the meantime enjoy this mini montage from Jcdace' Adventures so far.


Peace out for this week!

Trials Loot: How It Works

Trials Loot: How It Works


Since there seems to be some confusion, let's review how trials loot works.

RNG Drops


Blindsight Armor Set


This is analogous to the Y1 "Watchers" armor set. It only contains boots, chest, and gloves (no helm) and visually is a restyle of HoW vanguard/crucible gear. It drops between 260 and 310 light, as far as I can tell, and might be dependent on your light level. (More data needed.) Blindsight armor is *always* an RNG end-of-round drop, and can drop on the winning or losing team, though I believe the chances for the losing team is significantly lower.

Passage Coins


Passage coins will RNG drop, but in much higher frequency on the losing team. Usually each player on the losing team will get between 1 and 3 passage coins.

Other RNG drops


These aren't fully known on conditions of, but there are a suite of emblems, class items, and shaders (and a ship or two?) that presumably drop RNG-style from end-of-round. Conditions (win/loss, etc) are unknown for now.

Bounty Drops


Silver-Tier Package


The silver tier package is awarded after completing the "Valor's Reward" bounty. It guarantees some motes and a rare engram. It also has a chance to drop an exotic, which can be between 290 and 320 light (depending on light level).

Gold-Tier Package


The gold tier package is awarded after completing the "His Eye Upon You" bounty. It will contain a random Trials item - could be a weapon, a Winged Sun armor piece, or a ghost or artifact - and its light level will be between 300 and 310. It also has a chance to drop an exotic, which can be between 290 and 320 light (depending on light level).

Wins on a Single Passage


Drop at 5 Wins


When you get a passage coin to 5 wins, you will guarantee an armor drop from the "Winged Sun" trials set. This week, it is boots for all classes. Its light level will be between 300 and 310. (This is analogous to the armor piece you could buy from Vance at 5 wins in Y1.) It will drop in the end-of-round screen on your 5th win. (Once per character per week.)

Drop at 7 Wins


When you get a passage coin to 7 wins, you will guarantee a weapon drop. This week, is a scout rifle with "full auto" as a set perk. Its light level will be between 300 and 310. (This is analogous to the weapon piece you could buy from Vance at 7 wins in Y1.) It will drop in the end-of-round screen on your 7th win. (Once per character per week).

Lighthouse Chest


Opening the lighthouse chest will guarantee you an "Adept" primary weapon. Adepts have a different coloration pattern (primarily black with yellow accents). They also come with the perk "Last Resort" built in (akin to the bonus-damage-against-Taken perk on KF raid gear). The specific primary is RNG, and its light level is RNG between 310 and 320. In addition, you will also unlock the "Hic Jacet" emblem. You also get some motes, 4-5. It also has a chance to drop an exotic, which can be between 290 and 320 light (depending on light level).

Source: Reddit
Follow me on Twitter!

Wednesday, 28 October 2015

The Sniper Rifle Conundrum?

Today's guest publication comes from Jcdace

I don't know if im alone in this thinking but I feel personally that sniper rifles are in a kind of weird place in destiny.

The overshield vs sniper impact issue (primarily in pvp) seems to cause a huge funnelling problem for sniper rifles where competetive gameplay is concerned.

Many snipers in PVP right now only seek out the high impact sniper rifles in order to either revive kill or kill people from their super abilities (other than those damn sunbreakers) and most people in PVE seek the higher impact snipers in favour of staggering and higher damage output.

I personally would like to be able to use other sniper rifles both for aesthetic reasons and for weapon feel, without feeling like I'm going to be punished for doing so.

It PAINED me to get such an awesome sniper rifle like the Eye of Sol, A trials of osiris weapon i couldn't even use in trials because of its lack of impact.

What would I suggest?


I don't really know an honest foolproof solution because we don't want to lose the unique factor for sniper rifles in general. But i feel personally that all snipers should have more or less the following capabilities:

  • 1 headshot kill or 2 bodyshot kill (3 bodyshot kills are just ridiculous) 
  • All snipers should either be able to revive kill or none of them should be able to, revive kill has become a natural sniping mechanic in destiny whether it was intended to be or not, so this should be accepted or removed as a mechanic either way. 
  • Sniper headshots should be able to kill all super ability overshielded opponents, reward a skilled and composed hand in a panic situation rather than over-rewarding someone who triggers a super ability in an inopportune time and gets a lucky break 
  • No snipers should 1 shot body shot an opponent from full health, Sniper rifles are a skilled hand precision weapon, rewarding none-precision in such a lethal manner is counter productive. 

I would love to see more variety in the PVP game for sniper rifles currently any competitive snipers are looking for either an Eirene RR4, 1000 yard stare or are sticking with the stillpiercer.This makes for a very stale experience and an often frustrating and unimaginative plane of creativity for sniper rifle users.

Players would have used things like patience and time / hereafer but after The Taken King and the 2.0 patch to aggressive ballistics those don't revive snipe anymore either making them even less of an option when it comes to an exotic slot.

I guess i just wanted to gauge people's opinions on this matter and hope that , if it gets enough traction that bungie would take note of this and hopefully see fit to change it.

Thanks.