Xur Week Two: 9/22/17

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Since I did this last week I thought I would continue with it for at least another week because Xur brought something I had been wanting.  This time around since the weekly flashpoint is Titan, Xur is located on the section of the planet called “The Rig”.  To get here you will have to cross some areas of the map that have lots of mobs on them, but thankfully none of them seem to be willing to follow you into the actual room he is located in.  Previously in Destiny 1 Xur arrived Friday morning and left Saturday at Midnight PST.  This time around that does not seem to be the case because he was up on Nessus until the reset happened Tuesday morning.  I am not sure if this was intentional or some sort of a bug, but regardless I would suggest checking him out today or tomorrow just to make sure.

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This time around he has brought the Wardcliff Coil or for those of us that played Destiny 1 and followed the dataminers…  the Dubious Volley.  Honestly I think Dubious Volley is a much better name for what the weapon does, because it is essentially an anime missile launcher.  What I mean by this is if you have ever seen something along the lines of Robotech where a bay of missiles opens up and then they sorta fire in a bunch of different directions…  that is what this weapon does.  In use from what I understand it feels a lot like a Gjallarhorn that ONLY fires Wolfpack rounds…  but way more of them.  One of the problems I have heard is that as the mini missiles are tracking in… if a mob moves close to you…  it will in fact blow you up too.  This is one of those fabled weapons that we never got in the first game… so I am absolutely picking this up so I can play with it now.

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The Feedback Fence is an item from the first game…  that in truth no one actually used.  There were a few super edge case builds that you needed to run if you were going to optimize this…  which is a bit sad given that they look amazing.  Functionally to make it work you need to run around punching things…  and then letting something else punch you to explode it.  This makes it extremely unpredictable, and not that useful given that the cases you really want to unleash damage on a target…  are most likely cases where they don’t actually melee you.  The number of bosses that reliably melee you is pretty limited.  I would suggest only picking these up if you simply need the light level and using them as infusion fuel.

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Do you like Solar Grenades?  If so then these are probably the gloves for you.  I like grenades quite a bit but in general I am not a fan of the changes to the fire subclass for Warlocks, so as a result I am probably going to give these a pass.  This is the second week in a row that we have had a solar specific item on Xur for Warlocks which is a little disappointing.  I used last weeks chest piece only until I got a legendary chest that I could it into.  All of that said, this does not take away from the fact that this really is a good item.  It increases the duration of your solar grenades and causes solar melee hits to increase grenade energy regeneration.  If you want to be a mad bomber this is probably going to be down your alley.

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Once again I have not even started my Hunter yet so this is an image that I borrowed from the internet, and then overlayed the stat block.  When zooming in on a target this helmet will place a little red X over it.  When that target gets low health you begin dealing significantly more damage to the marked target.  The drawback here is that if you focus on any other targets for any length of time it will shift the X and  that may or may not be what you want to have happen.  Another edge case that is super useful is in the tracking of a mob that might be running from you…  like how some high value targets do these days.  I am personally not that interested in this helm, and plan on just sticking with the chest piece from last week that increases my Arc Strider stuff.  Folks are saying however that this is a really powerful pickup and I can see why because in theory it just gives you bonus damage on a target, which would be nice for boss burn phases once the boss gets within “execute range”.

 

2 thoughts on “Xur Week Two: 9/22/17”

  1. Hmm, another week of gauntlets for Titans. I might buy them to infuse into my Legendary gauntlets which are 265 iirc (though that kind of backfired on me last week — do exotics always have a Legendary Mod to get to their advertised power level?). I have an exotic chest right now that is power like 283, by far my highest power item, and I think I want to stick with it.

    Do you feel like Xur isn’t as impactful as he was in D1, or is it just me and my particular circumstances? I feel like anything I bought on Xur in D1 was a huge improvement in terms of light level but maybe I’m just farther along in D2 than I was in D1.

    • The lack of “Three of Coins” makes his role way less useful. Additionally the fact that we have to spend the same currency we use for infusions makes it slightly less exciting because every thing you buy from Xur is an opportunity cost on upgrading something later. Similarly Xur also sold some cosmetic items, and also provided the most efficient source of ammunition packs that no longer exist in this game. Basically yes there is less impact but the gear he sells is likely not less impactful… or something along those lines.

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