Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That's exactly what I use (Heat rises) but if I mess up my loop because someone else gets the kill after I throw my melee that's when I use my Monte Carlo which does an excellent job of restoring my melee. I was wondering if there is anything else that works like the Monte Carlo and restores melee, I would prefer a side arm but checked all the perks on my side arms I have even good rolls and none have the ability of the Monte Carlo in fact none of the weapons I have does have that ability. Is it exclusive to the Carlo? I run pugilist as well but the Carlo is just amazing for melee regen. Thanks for the reply I appreciate it.
What mods would you recommend? Thanks.
Heat Rises only requires "final blows while airborne" - any airborne kill will give you the energy and you don't have to consume a grenade first. If you use a high damage precision weapon like a bow, you can simply hop and land headshots - just get the kill before your feet touch the ground again and it will count for the aspect.
Another key to this build is Ember of Searing, which grants melee energy for killing any scorched target. Use incandescent weapons and the artifact perk Kindling Trigger to make sure your weapon kills are granting that extra energy,
One trick that can help you maintain the sunbracers loop is saving the last grenade after activating the exotic. If your next powered melee fails, you can still toss that grenade and recharge the melee via momentum transfer.
My current sunbracers loadout is a solar bow with pugilist/firefly and incandescent, an exotic special in the kinetic slot, and a solar rocket launcher with incandescent. You could have a legendary special kinetic and an exotic rocket like Dragon's Breath instead. I get all the melee energy I need from grenade damage, scorching things, and aerial kills.
Ok I've got a Blast Furnace Pulse Rifle with Firefly, a Tyranny of Heaven bow with Pugilist and a Cry Mutiny grenade launcher with incandescent so would it be ok to run the Blast Furnace and Tyranny bow with Dragons Breath launcher with the mods you recommended?
Thanks allot for the reply
One option here is to get a kinetic shotgun with pugilist for that sweet 20% melee energy on kill. There are a couple of easily accessible crafted options here: imperial decree (defiant engrams, aggressive frame) and wastelander (dares of eternity, lightweight frame). If you craft them with the enhanced pugilist perk, it will give 22% melee energy on kill in addition to potentially more from Heat Rises (jump and shoot) and Ember of Searing (if they're scorched).
If you have gunsmith engrams (farm them in the legend lost sector), Banshee sells a stasis fusion rifle that can roll with chill clip (combine with reconstruction for the best results). Alternatively, there's another that can be focused from crucible engrams if you're a masochist (pair with auto-loading). This is a staple special weapon for the kinetic slot that can deal with 2 champion types at once (overload and unstoppable) through the chill/freeze effects.
I checked and I have the wastelander 2x of them but no pugilist on them and I don't have the imperial decree so I have to get one and I'll check out the stasis fusion rifle Banshee sells. I will take all this onboard Bro thanks for your insight.