How Masterworks Weapons Work in Destiny 2

Masterworks weapons have finally come to Destiny 2, but the full list of Masterworks weapons is still incomplete as Guardians battle to get as many as they can. Even if you have a Masterwork weapon at this point you may be wondering what the difference between them and normal Legendary weapons is. Let’s have a more in-depth look at them.

First off it’s important to note that Masterworks are Legendary weapons with one randomly rolled perk and the ability to generate Orbs with Multikills. When you dismantle these weapons you’ll get Masterworks cores, between one and three for each one dismantled. These are used for upgrading existing Legendary weapons into Masterworks, meaning you can bring your favourite weapon up to top tier damage levels if you put in a bit of grinding.

Within the Masterworks tier there are two types of weapons. the first are Vanguard Masterworks which track enemies killed in the PVE sandbox, and Crucible Masterworks which track kills int he Crucible multiplayer matches. While the difference isn’t massive it’s definitely something you should consider when using the weapon as it’ll benefit you where you use it the most. You can swap between the two types for ten Masterworks Cores and 25 Legendary Shards.

The re-rollable perks that each Masterworks weapon comes with can be re-rolled if you’d like to try your luck for a better perk for 3 Masterworks Cores and 25 Legendary Shards. The list of perks available will achieve one of the following in your weapon, so don’t continue rolling if you’ve seen them all and are still bitterly disappointed.

  • Impact: 5 points – swords, sniper rifles and fusion rifles
  • Range: 5 or 10 points – all weapons except grenade and rocket launchers
  • Stability: 5 or 10 points – all weapons except swords
  • Handling: 5 or 10 points – all weapons
  • Reload: 10 points – all weapons except swords
  • Magazine: 10% increase – all weapons
  • Blast radius: 5 points – rocket and grenade launcher only
  • Velocity: 5 points – rocket and grenade launcher only

While these may not seem like the largest effects to apply to weapons you’ll notice the difference if you’re playing with guns you use a lot. It’s likely that you’ll only really see the benefit when you’re maxed out on Light and Power level, but even those who like to min/max their build for the Crucible should see the difference a Masterworks weapon makes in a tight corner.

Image Source: Gamespot

Xur Location Destiny 2 – December 8th to 12th

This week is the first time the Exotic vendor Xur has arrived in Destiny 2 post-launch of the first Expansion, the Curse of Osiris. Does this mean he’ll bring four new items that are all from the latest DLC? Or does it mean he’ll be packing some Exotic items from the base game that many of us have already and aren’t excited about in any way? Let’s find out.

The Exotic Weapon Xur has brought is indeed from Destiny 2’s first expansion, and it’s one that causing a lot of fuss right not, Prometheus Lens. The Trace Rifle can be purchased for 29 Legendary Shards, it has Impact of 6, which is dreadfully measly, Range of 64, Stability of 50, Handling of 42, and a Reload Speed of 46. The hidden stats are a Zoom of 16, aim Assistance of 100, and Recoil Direction of 90.

The Exotic Perk is Prismatic Inferno, which fires a Solar Trace Beam that creates an ever-growing fiery aura around the target while they’re being shot. Chambered Compensator increases Stability, moderately controls Recoil, and slightly decreases Handling Speed. Projection Fuse increases Range, while Flame Reaction return ammo to the magazine for each kill, increasing beam duration. Finally the Composite Stock slightly increases Stability and Handling Speed.

This week Hunters can get some Chest Armour, The Dragon’s Shadow. This armour slightly increases Mobility but greatly increases Resilience. The Exotic Perk Wraithmetal Mail grants increases movement and weapon handling after a dodge. This sounds perfect for the way I play as a Hunter, though those who like to hold back and kill from afar may not see the point.

Titans can pick up the MK.44 Stand Aside Leg Armour, which Guardians can use to increase either Mobility or Resilience. The Exotic Perk Seriously, Watch Out, grants and overshield while sprinting with Seismic Strike, Hamer Strike, or Shield Bash equipped. Any hit with these abilities recharge health. Again, this armour is perfect for those who want to run in and get stuck into the fight, those who enjoy fighting from afar should leave it alone.

Warlocks can get the Exotic Helmet, Nazarec’s Sin. This thing looks mental and would scare the crap out of any enemy. The Exotic Perk Abyssal Extractors, increase ability recharge rates when you make kills with Void damage. It also increases either Resilience or Recovery. As I’ve said with the last two pieces of armour this is all about being in the heat of the fight, don’t bother unless you’re collecting if you fight from afar.

All of these are well worth buying if you want to keep up that collection, but if you want one that makes a difference to your play style then maybe just consider the Prometheus Lens. This thing is a beats for good reason, and Bungie is even nerfing it because of how great it is. Even once the weapon is changed I guarantee it’ll still be good enough to help out everywhere, but especially in the Crucible. If you’re not sure that’s true, just remember the only other Trace Rifle in the game, Coldheart, is also a superpower that can boost your Destiny elo.

Image Source: Destiny2Wiki

Destiny 2 December And New Year Weapon Updates

In their Destiny 2 news blog post, the state of Destiny 2, Bungie detailed a number of updates that will be hitting Destiny 2 in both December and the new year. We’re breaking that blog post down into the nitty gritty chunks to analyse exactly what’s coming for each part of the game in the future. This post is all about the updates coming for weapons, which has some exciting news about more powerful weapons.

Starting from December 12th players will also be able to pick up better versions of Legendary Weapons called Masterworks. The added benefits of Masterworks weapons begin with the ability to track either the total kills across the game with it, or just in the Crucible. Multi-kills with a Masterwork weapon will generate Orbs for you and your Fireteam, and I can only imagine this has to be in the Crucible and in PVE. Finally, these weapons will take from a small pool of re-rollable perks to give them an advantage over their standard Legendary equivalents.

Masterworks weapons will drop from any source of Legendary weapons for Guardians of a Power Level over 250. If you don’t like your Masterwork weapon then you can dismantle it for parts that let you upgrade another Legendary weapon into a Masterwork, which sounds really fair. The Raid and Trials of the Nine have a high probability of dropping Masterworks weapons, so if you’re not at that point yet get on it.

Finally, Masterworks is a concept that Bungie is hoping to expand to other areas of a Guardian’s gear. They really want to expose people to how many kills they’ve made in what could either be an attempt to make them feel bad, or more likely an attempt to make them realise how great they are at murdering aliens.

With Perks being fixed for each weapon there hasn’t been a lot of fuss about re-rolling for the best weapon meta-wise since Destiny 1, and I’ve got to say I’m glad of that. But I think the Perks on Masterworks might bring some of this back, which isn’t necessarily a bad thing for those who are really into their stats, as long as it doesn’t affect the game and community as it did in Destiny 1.

Image Source: Bungie

Xur Location Destiny 2 – December 1st to 5th

The Xur location changes every week and you can find it from your map of the Solar System all on your own. What you can’t find is seriously detailed information on all of the items this Exotic Vendor is selling each and every week, which is where we come in. As I said you don’t need us to know where he is, but if you’re not sure he’s n the European Dead Zone at Winding Cove.

The weapon Xur is selling is Sweet Business, an Exotic Auto Rifle for 29 Legendary Shards. This gun fires 360 rounds per minute, has an Impact of 18, a Range of 37, Stability of 46, Reload Speed of 10, and Handling of 10. The hidden perks are a Zoom of 16, Inventory Size of 80, Aim Assistance of 80, and Recoil Direction of 100.

The weapon has an Exotic Perk called Payday which provides a larger magazine and increased accuracy when firing from the hip, so avoid the sights! Polygonal Rifling gives the gun a barrel optimised for recoil reduction and increases Stability, High-Caliber Rounds mean the shots knock targets back further and slightly increases the Range. Business Time gives the weapon greater Range the longer the trigger is held down for and automatically loads ammo pickups into the magazine. Finally Composite Stock means this weapon has a dual-purpose stock, with slightly increased Stability and Handling Speed.

If you don’t have this one already it’s probably worth acquiring just for the collection, but otherwise it’s a fairly average Auto Rifle at this point that may well see an upgrade in the new year updates.

Xur’s Hunter Armour this week is Chest Armour,  Lucky Raspberry for 23 Legendary Shards. This armour boosts Resiliance and increased Health Recovery thanks to the built in mods, and the Exotic Perk, Probability Matrix, increases the chaining capabilities of the Arc Bolt Grenade, granting a chance to charge it every time it deals damage.

The Titan Armour for this week is Gauntlets, Synthoceps. These too boost Resiliance and Health Recovery thanks to their Mods, and the Exotic Perk Biotic Enhancements increases the lunge range of your melee attack and improves melee damage when surrounded.

Finally we have the Warlock Armour for this week which is a Helmet, Skull of Dire Ahamkara. This Helmet boosts Mobility and Health Recovery with Mods, and the Exotic Perk Actual Grandeur provides additional resistance to damage during Nova Bomb. Nova Bomb kills will also grant you Super Energy.

As a mainline Hunter I would suggest you get Lucky Raspberry, but really you should go for what’s going to benefit the Class you play as most. However, the collection is always worth bearing in mind because in Destiny 1 it became a core part of gameplay towards the end of Year 3. With that said, the perks here definitely favour Warlocks this week, and if I had to choose one it would be the Skull of Ahamkara because of how powerful it is. Let us know your thoughts in the comments.

Image Source: Polygon

The Hero’s Burden Vs Antiope-D Which Is The Better SMG?

The Hero’s Burden and Antiope-D are both SMGs in Destiny 2, but there’s some debate over which one fo these weapons is better. While you’re able to equip both SMGs at once since The Hero’s Burden is an Energy weapon and Antope-D is a Kinetic weapon, that just makes it harder to choose which is better. At least if you have a truly terrible SMG you know you’ll equip one of these two over it, but the similarity in certain stats as well as other factors turn these two into a hot debate among SMG enthusiasts.

Let’s start with the Antiope-D. This weapon has an Impact of 25, Range of 63, Stability of 39, Reload Speed of 27, and Handling of 26. In terms of hidden stats the Zoom is 15, Inventory Size is 30, Aim Assistance is 58, and Recoil Direction is 90.

It has a Precision Frame that makes for better vertical predictability and two sights, the GB Iron has a short zoom, and increases handling speed and range, while the SC Holo is a medium zoom that greatly increases range while slightly decreasing handling speed. You can choose from Ricochet Rounds, which increase range and stability while making bullets ricochet off of hard surfaces, or Tactical Mag which increases stability, reload speed, and magazine size. The final perk is Kill Clip which grants increased damage if you reload after a kill.

Many claim that this is the best SMG for PVP thanks mainly to the weapon stats. It’s range is significantly more than most other SMGs which can be a real advantage given the impact and overall power they pack. Usually the tradeoff with an SMG is that you need to be able to smell your opponent before you can kill them quickly, but the Antiope-D bucks that trend. With that said this isn’t the weapon for those who like to sit back and snipe, or even those who like a decent amount of distance between them and their foes. this is the weapon for getting up into someone’s face and making them panic while their health quickly whittles away as each bullet from this SMG inevitably hits them.

The Hero’s Burden has an Impact of 20, Range of 50, Stability of 46, Reload Speed of 58, and Handling of 63. All of these stats are up on the Antiope-D with the exception of Range which was that weapons strong suit. With Range aside however, this is the better SMG on paper based on stats.

The hidden stats for this weapon are a Zoom of 12, Inventory Size of 43, Aim Assistance of 51, and Recoil Direction of 93. these are fairly similar to the Antiope-D but also higher, meaning that the recoil is going to be worse with The Hero’s Burden, but that additional Aim Assistance probably helps to counteract the difference. Again, on paper this is still the better SMG.

This weapon has an adaptive frame so it’s much sturdier than others, and a choice of three sights. The SLO-10 Post sight has a short zoom and increases handling and slightly increases range. The SPO-28 Front sight has a medium zoom and increases range and slightly increases handling. Finally the SPO-26 Front sight has a short zoom and increases handling speed as well as rang. this last sight is probably the best.

The gun also has a choice between High-Caliber Rounds, which increases range and knock back from bullets, or Drop Mag which greatly increases reloading speed at the cost of ammo. The last perk is Threat Detector which increases reload speed, stability, and handling when enemies are close.

The Hero’s Burden is a close quarters gun with no exceptions. The rate of fire is so fast that you’re spent on all your bullets within a couple of seconds, and you need that handling to make sure you hit your target. However, getting up close and personal and having a couple of seconds with which to kill an enemy is no easy feat in the Crucible, and that can lead to a lot of death with this weapon.

Overall both weapons are pretty good, but the Antiope-D comes out on top for the added range and that safety it provides by not forcing you into one on one fights all the time. With that said, The Hero’s Burden is the better gun up close, but does force you to play in a different way by hunting down individuals as opposed to being able to take out an entire enemy team. Let us know your thoughts in the comments.

D.A.R.C.I Weapon Overview – Destiny 2 Sniper Rifle

This week Xur is selling the D.A.R.C.I Sniper Rifle. This sits in your Power Weapon slot and for all intents and purposes looks to be a solid gun, but a lot of Guardians have bad things to say about it. The fact is that this is one of those Exotic weapons that you’ll pick up because of the collector’s impulse within you, not because you need it to give you that edge in PVE or while you’re hunting down other Guardians in the Crucible. Really this is a big toy and an experiment by the developers at Bungie that seems to have fallen short of the original vision, or just failed.

However, I don’t think it’s as bad as people are saying, so here’s an overview to give you a rounded picture of the weapon to better help your decision as to whether to buy it or not.

The Exotic Intrinsic Perk of this weapon is Personal Assistant. This allows you to see an enemy’s health and other vital information when you aim at them through the scope.

Next up is Extended Barrel, which increases range while decreasing handling speed, and Extended Mag, which increases magazine size but decreases reload speed.

Finally we have Target Acquired, which deals more precision damage (about 6% more) when Personal Assistant is active, and Short-Action Stock, which greatly increases handling speed.

All in all these add up to a Sniper Rifle that is ridiculously easy to handle and can reveal a lot about your enemy. While it doesn’t have some of the perks you might want from a weapon like this, such as allowing you to see enemies through walls or keep the radar up while aiming down slights, it more than makes up for it.

The combination of Target Acquired and Personal Assistant means that you can aim at targets far better and maintain that aim more easily, whilst dealing an increased amount of precision damage. That increased damage can make all the difference in certain modes, particularly if you’re good at making clutch shots while falling from heights and bad jumps.

Over on the game’s Subreddit the community have discovered a potentially unintentional use for the weapon, one that aids YouTubers, Streamers, and Destiny analysts. Using D.A.R.C.I Guardians can detect the range at which certain perks and abilities activate, or become useful, thanks to the sights showing the distance you are from your enemy. For example, did you know that Gambler’s Dodge activates withing 13 metres, Arc Soul will target enemies withing 30 metres, and every class has a base melee lunge range of 4 metres? Let me know what you think of the weapon in the comments.

Image Source: PowerPyx

Is The Time-Worn Spire The Best Iron Banner Weapon In Destiny 2?

The first Iron Banner live event is currently running in Destiny 2, and the fans have a lot to say about the new Iron Banner weapons that are dropping left, right, and centre for them. The Time-Worn Spire is just one of those weapons, a Pulse Rifle, but it’s being said to be one of the best, if not the best weapon that you can get from the Iron Banner.


The weapon doesn’t look like it’s any special, and apart from the colour scheme and tiny badge it doesn’t look that different to any other Pulse Rifle. The impact is very low, almost non-existent, and the range isn’t much better, but the stability of the weapon is where it helps you land the hits and that’s extremely good. The handling and reload speed are average, but with that kind of stability you can be sure that you’re going to land a number of hits.

The intrinsic perk on the weapon is Rapid-Fire Frame, which gives you deeper ammo reserves, and slightly faster reload speed when the magazine is empty. This is pretty great for a Pulse Rifle as you tend to exhaust the magazine in one go, so more bullets is one thing, but being able to reload faster and finish off that enemy with a final burst is another entirely.

There are three types of aim, first is Hitmark IS, which increases handling speed and gives a slight boost to range. The second is Red Dot Micro which increases handling speed and range. Finally there is the Rifle Scope SSF which slightly increases range and slightly decreases handling speed. The best of these is the Red Dot Micro because it furthers your range which is sorely needed with the stability this weapon provides.

Other perks on this weapon are Tactical Mag, which increases stability, reload speed and magazine size. This perk alone is enough to boost the entire weapon’s stats up to make it even more awesome, giving it almost perfect stability.

Accurized Rounds increases the range of the weapon and each bullet individually, while Zen Moment increases stability when dealing damage with the weapon. Both of these make great bedfellows when they work, but it can be tricky to get the balance right in the middle of a firefight.

During combat the weapon is snappy and can bring down enemies quickly and efficiently. However, even with the increased stability it can be very hard to a land a hit, frustratingly so. With that said, the increased magazine size means you can make short work of an enemy and miss them a few times, reloading faster than normal when you hear the empty  magazine click thanks to that intrinsic perk.

But is this the best Iron Banner weapon of Destiny 2? There are those who say that the SMG that can drop is better, but in my opinion they’re fairly matched. In that case I think it depends which weapon you prefer using, but this is definitely one of the top two weapons from the event so far.

Image Source: Comicbook

Coldheart Exotic Trace Rifle Reveals A New Weapon Type

Now that Coldheart has been revealed as pre-order bonus for Destiny 2, we need to talk about what it might tell us, and what it definitely tells us, about the game proper. the thing I must start with is that Coldheart is an exotic weapon that is a timed exclusive for those who pre-order the game. Depending on where you pre-ordered the game you might not actually get the weapon, so if you’re very bothered I recommend you go and check if you will be receiving it at launch or not now.

Coldheart said two very big things to me when I saw it for the first time. Initially I thought we had a new element type, but I’m not so certain about that so we’ll need to explore it deeper. Second, we now definitely know about an entirely new type of weapon that we’ll be blasting the crap out of each other with, the Trace Rifle.

A Trace rifle seems to be a type of weapon that shoots a continuous blast of energy at an enemy. From the clips we’ve seen it seems as though you’ll be battling with recoil as it fires in a similar way to how you do when you fire a Machine Gun. I think the key element of the name is Rifle, meaning it will be similar to a Scout, Sniper, Pulse, and Fusion Rifle which all have scopes and can be aimed over medium to long distances.

The advantage of firing what is effectively a laser beam over a long distance means you can deal loads of damage in a short burst. The disadvantage is that you give away your position massively, which you wouldn’t do with a Sniper Rifle or other Kinetic Rifle because the bullet passes mostly unnoticed. However, I feel like the trade off here is acceptable given that the damage you’ll be dealing is more than likely akin to the amount you deal when blasting someone full in the face with a Fusion Rifle, deadly.

What really gets me about Coldheart is its name. Cold indicates a new kind of element, but we know from the promotional material shown so far that this weapon uses Arc damage. If something has cold at its heart, it’s icy right? I think Bungie is hiding a spoiler in plain sight with this one. Yes okay the weapon will be using Arc damage when we receive it, but there’s nothing to say it can’t use multiple elements.

If you played the beta for Destiny 2 then you’ll know that the element of a weapon is set by an elemental damage modification for it. This means you can switch out any element into a weapon, which is a bonus considering each weapon now only comes with a single set of unique perks.

I’m saying that Bungie is holding back on the announcement of an ice element here. I mean we have three core elements, and there’s a Subclass for each, so why shouldn’t there be an entirely new element that also features in the new Subclass list? Subsequently meaning we have a new elemental weapon mod.

Let me know what you think.

Image Source: GameRant

Destiny 2 Vendors for Collectors

Part of the Age of Triumph Record Book requires Destiny players to collect Exotic Weapons and Armour, as well as Ghosts and other items from each Expansion. Many players jumped on these items as soon as they realised they were there, grabbing them all for their own collector’s needs, but also to earn the sweet reward of a new Exotic weapon or Legendary item.

However, there are players who want to collect every item there is in the game. Since Year 1 it has been a collector’s dream to own all the Shaders and Emblems available, and some have made this dream a reality. With the recent news that weapons and armour are now all going to have specific roles, and therefore be completely individual in their own right, players are going to want to collect them all more than ever.

Over on the Destiny Subreddit some users have been exploring the idea of Legendary weapon and armour vendors. Given that all weapons will now been completely individual, this type of vendor would be extremely appealing to both collectors, and those who just want to be able to buy different weapons.

The problem with a legendary weapon vendor is that players won’t want to complete certain activities because they can just do what’s easy for them to earn cash, and buy the guns they want. What might be better is if players are able to buy the legendary weapons they’ve earned over their career from a vendor when they want them back, but at their maximum Light level. This would help players ensure they’ve always got the best gear for a Raid, and if a kind of currency only earned through end-game content is used to buy them then it might be fairer.

One thing that must be missing from a legendary weapon vendor is weapons that are exclusive to certain Strikes, Raids, and other events. These weapons are a collector’s nightmare, because their rate drop is extremely low. But these weapons are what will get weapon collectors playing all of Destiny 2’s content over and over again, and as long as they’re not at a Legendary Weapon Vendor, the new shop might be a welcome sight.

Image Source: Twitter

Goodbye Destiny Loot Grind

Luke Smith has been talking about the loot grind in Destiny, specifically how it’s going to disappear in Destiny 2 in favour of a much fairer system for both players and developers.

Currently in Destiny we have a situation called the Loot Grind. What this boils down to is hammering away at every single activity until Guardians get Engrams to take back to the Cryptarch and decode. At the moment these Engrams could be anything depending on whether they’re rare or legendary. Most players prefer a legendary Engram for the loot it provides. This legendary loot could then be something that the Guardian already owns, but the grind teaches us that it might have slightly better stats, and that’s what we’re all after.

Of course we also now have infusion, the process through which a player can upgrade gear and weapons with other gear and weapons of a higher Light level by combining them. This means that once players find some gear they really like, they can continually upgrade that gear as they earn other items of higher Light levels. While this is a system that solves the problem of wanting to have those perfect stats on your best gear, it’s problematic for Bungie.

For example, if a particular weapon with a certain set of stats, which can be re-rolled, has a superior edge in the Crucible, Bungie need to correct the advantage in order to keep the game fair for everyone. However, correcting the imbalance requires Bungie to change the stats for all of a certain type of weapon, because no one weapon can be singled out.

In Destiny 2 this is all changing. Each piece of gear, armour, and weapon is handcrafted to have specific stats and work in a certain way. This means that you’re never looking for a better version of Clever Dragon, you’re just looking to up the Light level. For Bungie, this means that if a weapon is overpowered or imbalanced, they can just tweak it in an update, or tweak a few other weapons to match it.

This might not sound like a huge change to the game, but for Bungie it is. Now the updates they push out don’t need to nerf all of a type of weapon, they just need to nerf that one pesky weapon that’s getting in the way. This frees Bungie developers up to focus on important things, such as loot caves, the placement of collectables, and making Raids as awesome as possible.

Image Source: VG247