The Arcstrider Build That DESTROYS Grandmasters and Bosses!
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 Published On Oct 26, 2022

This is the Arcstrider build I use to Solo GMs and for GM Helps!

DIM Loadout: https://dim.gg/ifug7ey/Arc-Build

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If you’ve seen any of my recent videos, you’ll have seen some really quick Solo GMs, Platinum on Arc Hunter. Lots of people in the comments asking for how this works, what perks I run, fragments, aspects, etc. so I figured I’d make a video explaining this build.

Firstly you need to be on Arc Hunter. Your abilities should be Gambler’s Dodge and Combination Blow. For Hunter I prefer Pulse Nades over Storm Nades, but this is personal preference. Aspects you need Flow State and Lethal Current, and then Fragments I recommend Shock, Feedback, Resistance and Ions. This is the core of the gameplay loop.

The way it works is that killing an enemy with a charged melee will grant you Combination Blow, which fully refills your class ability, provides some HP back, and also grants 60% additional melee damage per stack up to 3x. This means at 3x, you’re doing 409.6% more melee damage. Gambler’s Dodge is used to recharge your melee ability, and due to Lethal Current, that next melee ability will also Jolt the target and create a damaging aftershock. Since that target gets jolted, killing that target will also grant you amplified. Being amplified with Flow State grants you +55 Reload Speed, 97% Damage Resist while dodging, and 200% additional class ability regeneration in case you miss a dodge.

For our fragments we chose Spark of Shock because Jolted Pulse or Storm Grenades are ridiculous, Feedback provides 75% additional melee damage for 5 seconds once you are physically struck by a melee, Resistance provides 25% damage resist while within 15m of 2 enemies, and Spark of Ions will provide an Ionic Trace when you kill an enemy affected by Jolt on a 10 second cooldown. Ionic Traces will give 12.5% grenade and melee energy, and 15% class ability energy. We’re mainly using this to get our grenade back quicker.

For Armor, the most important item is Assassin’s Cowl. Assassin’s Cowl will give you invisibility on Powered Melee Kills, and also heal you on those kills. The invisibility timer scales based on the enemy tier, anywhere from 7 seconds to 13 seconds for powered melee kills. It also works on Finishers, with greater timers, but for the purpose of this build we will only be killing enemies with melees. For Armor Mods, I recommend either Hands-On or Dynamo on your helmet. Hand’s On costs less and requires Arc, while Dyanmo costs more and requires Void. Both will work well, as one provides super on melee kills, while the other provides super on dodging. Other armor mods I suggest are Melee Wellmaker and Well of Ions. Well of Ions will provide you 30% extra melee damage for 10 seconds after picking up an Arc Elemental Well, which are given by Melee Wellmaker. If you’re keeping track, this means in a perfect situation where you have x3 CB, Well of Ions, and Spark of Feedback you’d be dealing 931.8% extra melee damage. Reaching this doesn’t matter, all you really need is x3 CB, but obviously the more damage you deal, the better it’ll be.
I also ran x2 Bomber for 18% grenade energy on each dodge, and then Impact Induction for 20% more grenade energy on each dodge. This will give you a grenade - melee loop that looks like this:
[show clip of first disgraced room]

Obviously the grenade part of this isn’t that important but if you’re using this in a GM that has Overloads (like Fallen SABER), getting a ton of grenades just makes it so much easier, which you can pair with Surge Detonators on the artifact. Now in future seasons you wouldn’t be able to use Surge Detonators, so you’d need to run an OL Primary (or have someone else stun it). As a result of this, in future season for GMs this build would be less effective on OL/UN strikes.

Now to top everything off, we pair this with a 1-2p shotgun. With 1-2p, if all pellets from a shotgun hit, you will do 200% extra melee damage to enemies except bosses and vehicles which take 350% extra melee damage for 1.22 seconds. This means at max potential, to a boss, you would be dealing 3261% extra melee damage. That’s a lot of damage.

One thing to be careful of is that:
Combination Blow does not refresh on kills from the Jolt caused by Lethal Current, but it does make you invisible from Assassin’s Cowl, this means stacking up CB can be a bit difficult, I worked around this by weakening an enemy to get to x1 or x2 and then it’s smooth sailing.

#destiny2 #destiny #arcstrider

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