Destiny 2

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T-800 May 21, 2024 @ 10:08am
Legendary Side arms or something else
So I run Sunbracers Gauntlets on my Warlock and use the Monte Carlo top slot exotic which decreases my melee charge time when I get kills. What other non Exotic does the same thing so I can free up my exotic slot for the Dragons Breath? Side arm preferred but I'm open to suggestions. Most of the stuff I have gives back grenade energy but can't seem to find anything but the Monte Carlo for melee energy. Thanks in advance.
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Showing 1-8 of 8 comments
Dog Foo May 21, 2024 @ 10:17am 
Originally posted by T-800:
So I run Sunbracers Gauntlets on my Warlock and use the Monte Carlo top slot exotic which decreases my melee charge time when I get kills. What other non Exotic does the same thing so I can free up my exotic slot for the Dragons Breath? Side arm preferred but I'm open to suggestions. Most of the stuff I have gives back grenade energy but can't seem to find anything but the Monte Carlo for melee energy. Thanks in advance.
You could always play into the nade regen and use induction mods and distribution type stuff to push the nade energy into melee energy. Could always just go for like a swash weapon so that you can get kills easily while it regens. idk any specific guns offhand but I think if you have nade weapons you could replicate it indirectly.
Chumby May 21, 2024 @ 10:21am 
use the heat rises aspect, it gives melee energy on kills while airborne after consuming your grenade, this plays super well into sunbracers and makes it easy to loop. on weapons, the trait "pugilist" gives 20% energy on kills with snipers, shotguns, glaives and fusion rifles, 10% on all other weapons.
T-800 May 21, 2024 @ 10:30am 
Originally posted by Chumby:
use the heat rises aspect, it gives melee energy on kills while airborne after consuming your grenade, this plays super well into sunbracers and makes it easy to loop. on weapons, the trait "pugilist" gives 20% energy on kills with snipers, shotguns, glaives and fusion rifles, 10% on all other weapons.

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.
T-800 May 21, 2024 @ 10:30am 
Originally posted by ezmozstawmezididle:
Originally posted by T-800:
So I run Sunbracers Gauntlets on my Warlock and use the Monte Carlo top slot exotic which decreases my melee charge time when I get kills. What other non Exotic does the same thing so I can free up my exotic slot for the Dragons Breath? Side arm preferred but I'm open to suggestions. Most of the stuff I have gives back grenade energy but can't seem to find anything but the Monte Carlo for melee energy. Thanks in advance.
You could always play into the nade regen and use induction mods and distribution type stuff to push the nade energy into melee energy. Could always just go for like a swash weapon so that you can get kills easily while it regens. idk any specific guns offhand but I think if you have nade weapons you could replicate it indirectly.

What mods would you recommend? Thanks.
MULTIPASS May 21, 2024 @ 11:39am 
2x momentum transfer on your gloves will make your grenades recharge your melee very effectively (my gloves have 2x momentum transfer, 1x firepower, and +5 stats). I think monte carlo is the only weapon that grants melee energy on damage like that, but if you want to drop it you can get plenty of energy just relying on heat rises, grenade damage, scorch, and a pugilist weapon.

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.
Last edited by MULTIPASS; May 21, 2024 @ 11:42am
T-800 May 21, 2024 @ 12:19pm 
Originally posted by MULTIPASS:
2x momentum transfer on your gloves will make your grenades recharge your melee very effectively (my gloves have 2x momentum transfer, 1x firepower, and +5 stats). I think monte carlo is the only weapon that grants melee energy on damage like that, but if you want to drop it you can get plenty of energy just relying on heat rises, grenade damage, scorch, and a pugilist weapon.

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
Last edited by T-800; May 21, 2024 @ 12:22pm
MULTIPASS May 21, 2024 @ 12:59pm 
I would skip the blast furnace and use tyranny as the primary, use a special ammo weapon in the kinetic slot. Don't fall into the double primary trap, you should really have something stronger and use that special ammo.

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.
T-800 May 21, 2024 @ 5:42pm 
Originally posted by MULTIPASS:
I would skip the blast furnace and use tyranny as the primary, use a special ammo weapon in the kinetic slot. Don't fall into the double primary trap, you should really have something stronger and use that special ammo.

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.
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Date Posted: May 21, 2024 @ 10:08am
Posts: 8