Home Guide The Ultimate Guide To The Gatelord’s Eye Mods

The Ultimate Guide To The Gatelord’s Eye Mods

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Seasonal Artifacts have completely changed the way optimal builds work in Destiny 2. As such, it’s important to understand all of the mods for the artifact, and know how to use them correctly.

For Season of the Undying the Seasonal Artifact is the Gate Lord’s Eye. You unlock it at level 7 of the Season Pass, free or premium, and you’ll have it equipped from then on until the end of the season. As you play you’ll earn experience for the artifact, which will unlock points for you to spend on mods. These mods have a cost associated with them,but they can be applied to multiple pieces of armour. The mods offer a range of benefits, one of which is pushing your Power Level up to 960.

You can select up to 12 mods at a time on the artifact. You can reset and select a new mod combination if you’d like, which will make certain activities easier or more lucrative. Let’s dive in and take a look at the mods, and what they do.

Column 1 – General Armour Mods

  • Dark Glimmer (1) – This mod grants extra Glimmer for killing Hive, and it doesn’t stack
  • Labyrinth Miner (2) – Earn Weapon Parts for defeating Vex Minotaurs, this mod doesn’t stack
  • Biomonetizer (1) – This mod grants extra Glimmer for killing Hive, and it doesn’t stack
  • Circuit Scavenger (1) – This mod grants extra Glimmer for killing Vex, and it doesn’t stack
  • Dissection Matrix (1) – Earn extra destination materials for defeating Vex Hobgoblins, this mod doesn’t stack

Column 2 – Weapon Mods

  • Anti-Barrier Rounds (0) – These rounds are designed to bypass enemy defences, and are strong against Barrier Champions. The mod is only usable on Auto Rifles and Submachine Guns
  • Anti-Barrier Hand Cannon (0) – These rounds are designed to bypass enemy defences, and are strong against Barrier Champions. This mod is only usable on Hand Cannons
  • Overload Rounds (0) – Uninterrupted fire on an enemy will grant bullets that cause disruption, which lowers ability regeneration and the enemy damage output. The mod is strong against Overload Champions, usable on Auto Rifles and Submachine Guns
  • Overload Arrowheads (0) – Damage dealt by fully drawn arrows will cause disruption, lowering enemy output and slowing their ability regeneration. This mod is strong against Overload Champions
  • Unstoppable Hand Cannon (0) – Aiming down sights with a Hand Cannon will grant a powerful explosive payload that will stagger any unshielded enemies. This mod is strong against Unstoppable Champions

Column 3 – Arms Armour Mods

  • Enhanced Hand Cannon Loader (1) – Hand Cannon reload speed is greatly increased
  • Enhanced Submachine Gun Loader (1) – Submachine Gun reload speed is greatly increased
  • Enhanced Bow Loader (1) – Reload speed of Bows is greatly increased
  • Enhanced Fusion Rifle Loader (1) – Reload speed of Fusion Rifles is greatly increased
  • Enhanced Auto Rifle Loader (1) – Reload speed of Auto Rifles is greatly increased

Column 4 – Chest Armour Mods

  • Breach Refractor (3) – Grenade energy is granted when landing a final blow with a shield-piercing weapon, or a member of your Fireteam shuts down a Barrier Champion’s ability
  • Ballistic Combo (3) – Melee energy is granted when landing a final blow with a shield-piercing weapon, or a member of your Fireteam shuts down a Barrier Champion’s ability
  • Overload Grenades (4) – Void Grenades cause enemy disruption, which slows their ability regeneration and lowers their damage output. This mod is strong against Overload Champions
  • Disruptor Spike (4) – The effects of disruption are improved, lowering enemy damage output even more
  • Unstoppable Melee (3) – Unshielded enemies will stagger against Arc melee abilities. This mod is strong against Unstoppable Champions

Column 5 – Class Item Mods

  • Heavy Finisher (7) – Your finisher will generate Heavy Ammo, but it uses up half your Super energy
  • Oppressive Darkness (6) – The weaken effect will be added to enemies when damaged with a Void Grenade
  • Arc Battery (5) – During activation for all Arc class abilities an overshield will be granted, as well as reduced cooldown
  • Thunder Coil (6) – Bonus damage for all Arc melee abilities is granted, and Super energy is refunded for Finisher final blows
  • From The Depths (5) – While critically wounded you’ll be granted bonus Void Super damage, which will last until the end of the Super activation

Those are all the available mods. As you can see, there’s a lot of potential for creating unique builds that will captialise on Subclasses, and even the type of activity you’re taking part in. Let us know what builds you’re running with in the comments.

2 COMMENTS

  1. Do the mods work against other guardians? For example, if I were to attach a anti-barrier mod to a gun, will it negate or take down another guardian’s shield faster? Another question I have is, if a single mod from the relic can be applied to multiple items at once, then would it be safe to replace/swap said mod without losing it for the item it was previously on or, is it gone for good? Oh! and one more thing. Are the mods here to stay or are they gone after the season ends?

    • As far as I know the mods from the Artifact only affect enemies, not other Guardians. The Artifact will be gone when Season of the Undying ends, and you’ll have to start again with a new Artifact for Season of Dawn.

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