Susano - Legend of the 2 Paths (S/D, patterns, & major ...

Weapons you should pick up Part 2: Electric Boogaloo

It’s electric!
Now that I’ve met my one video per post quota, let’s get on with it shall we? Feel free to listen to that song in the background by the way. Really helps set the mood. Or something.
So yeah, hey, it's yah boy, Thatuserguy, back again with another weapon recommendations post. You may not remember me (I certainly don't remember you. Yeah, you in the back. Who the hell are you? How’d you get in my house?) but I'm back anyways. Probably doesn’t help that I promised this post was coming soonTM like over a week ago. But no worries, OP delivers! You bunch of chucklefucks seemed to like the last one pretty well, so I figured I'd give this another go. Who knows, maybe this'll somehow become a regular thing? "Boo! Get off the stage!" Well fuck you too, Jerry. Don’t just take my word for it though. Look at all these stellar reviews from satisfied readers of my last post:
This list is shit. Nothing on it is good.
This guy’s humor sucks.
Why the hell didn’t you include X weapon? It’s soooo much better than the ones you included.
See? If that doesn’t solidify your trust in me, I don’t know what will. Anyways, my last post only really covered weapons sold in The Tower. But hey, according to people commenting on it, I had too many guns picked out already, and all of them were shit. So I thought to myself, fuck it, why not add EVEN MORE shitty guns to the list? Because fuck you, and fuck your vault space. But mostly fuck you. I’m gonna be covering weapons that you can’t just grab from a vendor in the dead of night, marks in hand, and desperation in your eyes. No. These guns take skill. They take a steady hand. And most of all, they take RNG.
Seriously though, because of the very nature of these guns depending on RNG to both drop, and drop with good rolls, there will probably be a large amount of guns on this list. I will try my best to limit the amount that appear on here, but without set perk rolls, that’s a much harder task than it was last time. It also makes attempting to rank them damn near impossible. I’ll also try at the very end to summarize this post in case things involving words and thinking are not your strong suit. It’s okay, we’re all a little special on the inside. Just, some of us more so than others.
As for the rest, I could give you the same rundown I did last post about how I can’t possibly have tested all these weapons, how I’m not responsible for how RNG may fuck you over, and yada yada yada, but that’s long and boring. I like you, so I’m gonna spare you those details. Instead, I’m just gonna say, I’ll suggest you some fucking guns, and you’re gonna fucking like them. “What if I don’t?” I hear you ask. Well tough shit numbnuts. Go make your own fucking guide or some shit then. I don’t care. I’ll just be over here in my corner playing with my better guns. You can just sit over there eating glue or whatever the hell it is you do for fun. Now, everyone else, hop aboard the bullet train! We’re on a journey to gun city. Strap in tight, it’s gonna be a long and bumpy ride (side note: I’m probably on a list now for google searching “kid strapped onto toilet” If you don’t hear back from me, assume the worst.)
 

Strike Exclusive Weapons:

Just kidding. These will never drop for you. Give up now while you still have hope left in your eyes, Guardian. Still determined? You poor fool. I’ll at least make this easy on you and tell you which ones are worth your time.
 
Imago Loop – Hand Cannon (Vex Strikes): This thing doesn’t just have the Fatebringer’s archetype. This thing is literally Fatebringer. Metaphorically speaking, of course. Really though, it’s got the exact same stats as Fatrebringer, and can roll with Firefly and Outlaw. You very well could end up with a Year 2 Fatebringer (minus the arc and oracle disrupter anyways. Don’t get greedy now.) If not, it’s still a pretty solid hand cannon. I’ve noticed that most of the hand cannons in TTK have really bad range, yet this sucker has at least 2-2.5x as much base range as them. Just like our little friend Nolandroid (Nolanbot? The Nolanator?), I may not be the best at math, but something being 2x better sounds pretty good to me.
Does Not Bow – Auto Rifle (The Shadow Thief): This thing is brown because it’s shit. Nah, I’m just kiddin’. It’s alright. If you were one of those weirdos who liked the look of the PoE AR (It’s okay, I did too) this thing is actually brown like the Devils’ color scheme. Damn good archetype too. It’s basically the same as The Summoner, Shadow Price, Vanquisher, SUROS Regime, and other such AR’s that kicked your ass in crucible. So if you like those guns but thought to yourself “I wish this came in the shape of a turd,” well, there you go.
Baron’s Ambition – Machine Gun (Fallen SABER): Basically the same gun as its older, not shit colored version. No idea if you guys tried out the older version, but it was pretty fun. Pretty solid gun either way. Though if your turds are solid, you should probably go see a doctor.
 

Raid Weapons:

Much like strike weapons, you probably won’t be getting these weapons. However, you do have a better chance, as Oryx isn’t as much of a dick as RNGesus is when it comes to strikes (emphasis on “as much of a dick”).
 
Smite of Merain – Pulse Rifle: This thing is actually pretty good. The most I could complain about is that its reload speed is a bit too slow (when it comes to pulse rifles, a slow reload speed means your enemy will die of old age before you can get those final rounds in). If you can get past that though (cocoon certainly helps this a ton obviously), it’s a pretty solid choice.
Qullim's Terminus – Machine Gun: This thing is literally just Ruin Wake with half the reload speed. If you like Ruin Wake, but think it could use some better stability and range, this thing is for you. The cocoon perk means that you can make range and stability pretty good at the cost of reload speed, which is of no concern with said perk. Plus the third perk slot has some pretty good rolls. If you can get this sucker, I’d definitely hold onto it.
Zaouli's Bane – Hand Cannon: In the words of everyone’s favorite person blue bastard, “Good weapon.” (Seriously though, does anyone else get irrationally upset when Rahool blurts out that line? Especially when he’s just finished decrypting it into a mote of light? Thanks man, I’ll just throw this ball of light at my enemies. I’ll tell you how that goes.) This thing’s got decent stability, and pretty good damage output. Plus it’s got the highest aim assistance in the game. The biggest issue is the range, but there’s a few perks to help that out at least somewhat.
Defiance of Yasmin – Sniper Rifle: Pretty good sniper. It isn’t completely the high impact, low rate of fire type of sniper that I prefer, but it’s not really low impact, high rate of fire either. It sits nestled somewhere in-between. I wasn’t very fond of the Antimony sniper sold by New Monarchy because of its rather poor stability and poor vendor rolls. This gun, while it does sacrifice some range and reload speed, has a much higher stability to fix this, which I find to be a preferable trade-off. Plus it’s got perks to make range better anyways, and the third perk slot has some decent choices. All without sacrificing the aim assist, which is one of the highest in the game for snipers. Good all-around gun to have.
Elulim's Frenzy – Rocket Launcher: It’s alright. If you can’t get your hands on a Vertigo (I don’t know how, FWC is basically giving it to you on a silver platter with your name engraved into it), this isn’t a bad one to replace it with. The lack of an ability to roll for Grenades & Horseshoes and the low base velocity kind of brings it down a notch or two in my book howver. You can mitigate the velocity issue a bit through the perks it provides at least though.
 

Crucible Drops:

Alright, so maybe PvE and higher level PvP aren’t your thing. Well lucky for you, pity items will drop for you just for playing PvP! And they’re all pretty good. What a novel concept, right? Just make sure you’re at the bottom of the team to increase your odds at said pity drop. Because fuck the guy that did all the work, right?
 
Party Crasher +1 – Shotgun: Another, ermh, “favorite” returning from HoW. And guess what? Bungie actually buffed its base range slightly to be one of the best in the game. Apparently Bungie and I both enjoy a good glass of salty guardian tears. So yeah. Get a good roll with this sucker, and go nuts. Now if only there was a Glass Half Full perk on this thing, the glass of tears joke would be complete…
Split Shifter Pro – Fusion Rifle: This thing was arguably pretty damn good in HoW, and now it’s back. Stability may not be the best compared to fusions like The Vacancy, but its charge rate is one of the best in the game, and it can roll for stability perks anyways. Worth at least giving it a spin if you get one as a drop.
Eyasluna – Hand Cannon: This baby Hawkmoon ain’t got its talons yet, so don’t expect it to maim targets as good as its momma bird. But it’s still got a pretty sharp beak to peck your fucking eyes out. I’d hold onto this little guy if you can snatch him from the nest of RNG. Are these bird metaphors becoming a bit too much by the way? I mean, I’m not going to stop, but I was just wondering.
The Revelator – Hand Cannon: This is basically Zaouli’s Bane lite. It has the same rate of fire, but slightly less impact. Same aim assistance. Ever so slight better range. Even slighter less stability. Basically, if you can’t get Zaouli’s Bane, this is nice to tide you over until you can. But once you do (especially if it’s the elemental version), kick this girl to the side of the road where she belongs.
The Ash Factory – Rocket Launcher: I was personally a bit partial to my Tomorrow’s Answer in HoW, so when I got this as a drop, I just dismantled it. Of course, par for the course, everyone couldn’t wait to tell me how wrong my opinion was (Fuck you too, reddit, I’m moving to voat!). Looking at it now, it’s not a bad launcher. I mean, only having a single rocket in the magazine without tripod sort of kills my explosion boner though. I’d probably still just tell everyone to get a Smolder, as that upsets two parties at once, and I feed on your salt. But anyways, if you get one with Javelin and tripod, it’s worth holding onto. I guess.
NL Shadow 701X – Scout Rifle: I’m pretty damn salty Bungie got rid of the ability to roll full auto on this thing from HoW. Either way, it’s a pretty nice scout to get your hands on. It fires pretty damn fast, and the impact is pretty good. Just don’t expect it to really excel in any other departments.
 

Iron Banana:

Right on time too! Are you excited to earn some cool weapons all while having fun playing this hyper competitive playlist!? Because you shouldn’t be. Iron Banner will leave you with a new fist-sized window in your wall, and a broken controller. Why? The lag. The bullshit. The incompetent teammates. OH FUCKING BOY THE INCOMPETENT TEAMMATES. For what? Some halfway decent rewards? But you’re going to play anyways. And you’re going to get angry. Just like you always do. You might get a weapon for it. But it won’t be worth it. Have fun!
 
Nirwen's Mercy – Pulse Rifle: Perhaps you ignored my role as the gun wizard and got yourself a Spare Change.25? And you realized it’s just sort of “alright” after all, and want something to replace it. Well, you’re in luck! Turns out, Lord Saladbar has been kind enough to gift us a pulse rifle with the same archetype as the godly 55A-allFATE, and with better stability and reload speed at the cost of some range. The range is a bit low on this thing compared to the Spare Change, but that can certainly be remedied with a good roll.
Finnala's Peril – Hand Cannon: Pretty good gun. It’s basically a Fatebringer with better stability and reload speed, at the cost of a little range. If you aren’t able to grab an Imago Loop or Eyasluna, this is your next best bet. And you certainly aren’t just settling for it.
Deidris's Retort – Shotgun: Should you not be able to grab yourself a Party Crasher 2.0, this is a pretty good replacement, mostly because it’s got a pretty good base range. You’re gonna want a roll with more range to catch up with the Party Crasher though, (as its base range is pretty insane) but it fires slightly faster than Party Crasher. Could end up being pretty good with the right roll.
Ashraven's Flight – Fusion Rifle: This thing takes longer to charge up, but has the same or worse stability compared to Long Far gone and Split Shifter Pro. However, it also has more impact, meaning it doesn’t require as many bolts to hit in order to kill. It doesn’t really blow me away, but if you get a good roll that satisfies you, I see no reason not to keep it.
Weyloran's March – Sniper Rifle: Impact is pretty sucky, so this isn’t a gun you should otherwise be using in PvE. In PvP however, this sucker has a very interesting aspect that you wouldn’t otherwise know about: it has the highest aim assistance for a sniper in the game. Roll it with Hidden Hand, and you’ll be popping headshots you didn’t even intend to land.
Haakon's Hatchet – Auto Rifle: Considering how fun to use low impact AR’s are now, this thing doesn’t look half bad to use. If it’s anything like the old Iron Banner AR though, it’s probably got a ton of kick to it, which sucks especially since the stability isn’t the best. You may just be better off grabbing the Dead Orbit AR unless you get a good stability roll.
Tormod's Bellows – Rocket Launcher: This thing has pretty good base velocity, and alright blast radius. If you can’t roll a perk to make blast radius better, it’s gonna be disappointing to use compared to other launchers with good blast radius. But if you can, and you get some other good perks with it, it’ll be a solid rocket launcher. Basically, if you feel like just buying The Vertigo is too easy, and you instead want to gamble with RNG (hint, you’ll lose. He rigged the game), go nuts with this thing.
Ironwreath-D – Sidearm: Deciding whether to include a weapon based on stats AND potential perk rolls is pretty tough. So when you have a weapon type where all the weapons have basically the exact same stats and possible stat rolls, what the hell do you do? I certainly have no idea. So I’m just plopping this thing here. I’ll let you guys sort things out for yourselves. You’re big boys and girls.
 

Trials of Osiris:

Trials is gonna be pretty interesting to watch. A change in the way it works, AND no more relying on Thorn to win (RIP Thorns of Osiris and weekly lighthouse visits). And to top it all off, a new meta is likely going to be established very quickly this time around. The other two jokes about not getting weapons were just that: jokes. If you’re not a crucible god, good fucking luck getting these new weapons. If you’re not TripleWreck, you better pray to whatever god you believe in. If you don’t believe in any gods, you damn well better believe in miracles. Because it probably won’t be happening. On the bright side, there are some weapons that are roughly equivalent to the Trials guns (minus the element on the lighthouse versions anyways). Also, I’m just going to save you some reading and say unless otherwise specified, these weapons are basically the best for their archetype. I will therefore be listing replacement guns in this section instead.
 
The Water Star – Hand Cannon: If you can’t grab this, an Eyasluna or Imago Loop are not too far behind as far as stats. In fact, Imago Loop even has more potential perk rolls than either of the other two.
The Doctrine of Passing – Auto Rifle: Archetypal competitors include Antipodal Hindsight, An Answering Chord, SUROS ARI-45, The Dealbreaker, and Does Not Bow. Funny side note that’s also kind of sad: SUROS Regime is actually worse than this thing even though it’s a legendary.
Reflection Sum – Pulse Rifle: The Lyudmila-D is the next best option (it’s not that far behind) but its recoil is kind of bad. If you can get a recoil-reduction roll on this thing, it’ll probably be just as good. Otherwise, Spare Change.25 is your only other option. Both these options are guns with some pretty bad recoil, but I have a feeling this thing won’t suffer from it as much, so in the end it’ll probably still be the best anyways.
The Inward Lamp – Scout Rifle: If you can pick up a Cocytus SR4, you basically have this gun (slightly worse range, but slightly better stability). If not, consider a Last Extremity or a Colovance's Duty.
Binary Dawn – Shotgun: Ah yes, a weapon to surpass Metal Ge—erhm, I mean Party Crasher. Better base range AND impact at the cost of some stability (literally who cares). The next best option is therefore Party Crasher +1. After that, if you can get a range focused roll, a Conspiracy Theory ain’t that bad either. But you aren’t gonna get as much range squeezed out of it as a Binary Dawn or Party Crasher with range perks obviously.
Elevating Vision – Fusion Rifle: This thing’s actually not all that amazing in my opinion. You’re actually not much worse off if you just grab a Long Fare Gone, Split Shifter Pro, or The Vortex.
Glass Promontory – Sniper Rifle: I had a couple of friends who played Trials a ton when it was first out. We won like every week. One of those friends and I got the old version of this sniper from it, and we both absolutely HATED it. Aiming it just felt so off. This new gun has exactly the same stats, aim assist and all. Personally, I’d say it’s not worth your time. If you’re set on it though, I’d say go with Weyloran's March if you want to go the insane route and max out your aim assist, or go the opposite way and grab a Uzume RR4 if you want to aim your gun and fire like a big boy without the game trying to help.
The Unseeing Eye – Machine Gun: So many damn guns trying to get noticed by their senpai, Ruin Wake. This thing is Ruin Wake with a longer reload time, but more bullets in the magazine. Meh. The extra bullets are nice, but I’d rather not take forever trying to reload.
The Tamarind – Rocket Launcher: Guys! GUYS! Guess what! They took the old Tomorrow’s Answer and made it infinitely better! How so? More stability! Rocket Launcher users rejoice! Honestly though, just grab a damn Vertigo. Its blast radius is the same, but its velocity is better.
 

Gunsmith:

Ah, we’ve reached the final stop. Everyone please grab your belongings. The bullet train will be arriving at gun city shortly. The Gunsmith is fun. He doesn’t seem like he’s actively trying to screw you over, and it always seems like he’s got some pretty good offerings. Plus he’s got a nice voice.
 
Zarinaea-D – Auto Rifle: This little guy fits the low impact, high rate of fire archetype. I’ve played around with it a little, and I actually really like it. Usually Hakke weapons are a bit more recoil heavy, but I didn’t really notice any such issue with this guy. It looks cool, and in my opinion is better than its SUROS equivalent.
SUROS ARI-45 – Auto Rifle: An Answering Chord is arguably a better gun than this as far as range and reload speed, but I like this thing as far as rolls go. After all, both can drop as random rolls, but it’s arguably easier to get the roll you want with this gun because of how the Gunsmith operates.
Uffern HC4 – Hand Cannon: Pretty good hand cannon. It’s Fatebringer’s archetype, but with slightly more impact. Range is pretty good compared to the other vendor hand cannons (though equal with Byronic Hero). It’s also got some damn good stability and pretty decent reload speed.
Judith-D – Hand Cannon: Really high impact hand cannon with some pretty good range (slightly better than Fatebringer’s), but pretty poor stability and reload speed. However, stability is arguably not as important on low rate of fire hand cannons. That being said, it would still be nice to go for a roll that has a stability upgrade, as well as a reload upgrade of some sort (You can never go wrong with Outlaw).
Ace of Spades – This gun is pretty cool. You know how Imago Loop is literally just Fatebringer with a white coat of paint and no arc damage? Well, this thing is as well, but it’s got that little bit extra that makes it special: it was made with love by Cayde. Oh, and some exotic perk that basically makes it so you don’t have to reload if you keep getting kills with it or whatever. It takes away all the pain and suffering of hoping RNG not only drops Imago Loop for you, but also drops it with a Fatebringer roll.
SUROS PDX-45 – Pulse Rifle: Not as good as its vendor equivalent the Hawksaw, but I included it for similar reasons as the SUROS ARI-45. Get a roll with full auto and some range (and maybe stability) increasing perks, and this thing’ll be a beast.
SUROS PDX-41 – Pulse Rifle: Similar to Nirwen’s Mercy, but with better range at the cost of a little stability and reload speed. Roll this thing for stability, and maybe with Outlaw, and you’re golden.
Cocytus SR4 – Scout Rifle: Different archetype from Hung Jury, so I’ll begrudgingly allow it. Its stats aren’t all that bad. High impact scouts aren’t exactly a bad thing to get your hands on. You may want to focus on range and stability for this thing either way.
Tlaloc – Scout Rifle: This thing is warlock exclusive. I was REALLY tempted to not bothering including this thing. Why? It’s literally just a Hung Jury with worse stats. It also basically forces you to sit on your super in order to make it a justifiable gun to use your exotic slot for. That being said, when the exotic perk is active, the increased rate of fire makes this thing pretty damn fun to use, and pretty damn effective at that.
Immobius – Shotgun: This thing is Titan only. And actually, it wouldn’t really be on this list if it weren’t for its signature perk (its range is sort of sucky otherwise). This thing doesn’t expend ammo when you’re sitting in your defender bubble with armor of light getting kills, AND gets bonus damage when three or more enemies are charging at you. Pretty damn good for locking down a point.
Susanoo – Fusion Rifle. This fusion is warlock exclusive, and man, is it nice. Charge rate isn’t the best, but stability is pretty nice, and impact ain’t half bad. And then it has its signature perk to fall back on that makes it start dealing elemental damage based on the elemental damage you just dealt with your subclass. It’s kind of like Dracula if he started spewing blood at his enemies after drinking someone some. Also, I suck at analogies by the way.
Thesan FR4 – Fusion Rifle: The Vacancy is a pretty useful little bugger. But fuck that shit, because then there’s this monster. Its charge rate is slightly better at the cost of an exceedingly minor difference in damage and range. And then it has stability and reload speed that kicks The Vacancy’s ass. So yeah, pick this fucker up faster than a puppy that just stole your heart at a rescue shelter. Don’t let it just sit there, whimpering that you just left it behind. Probably to some guy who wouldn’t love it as much as you would. Don’t worry, your man card will still be intact.
Eirene RR4 – Sniper Rifle: This guy’s been making some waves as of its recent sale by Banshee. I’ve had this sucker on my list of guns to get before TTK even released. I’m the damn gun wizard. Don’t doubt me. Anyways yeah, it’s got slightly more impact than 1000-yard stare, but less stability and reload speed. Either way, not a bad sniper to have, especially if you can get a good roll on it.
Tamar-D – Sniper Rifle: Basically the Antimony sniper with less reload speed. However, I was not fond of the Antimony sniper because of its low stability. This being a gunsmith weapon, you can more easily get a roll with higher stability to make this gun more enjoyable than the Antimony sniper. And you don’t even have to give up much aim assist for it.
Stillpiercer – Sniper Rifle: Gotta mention this sniper or people are gonna get mad at me. It’s a 1000-yard stare but with better reload speed and some cool perks. It’s hunter exclusive however, so sorry to everyone not playing an overpowered class ¯\_(ツ)_/¯
Honorable Mentions:
Lyudmila-D – Pulse Rifle: I have this thing, and I love it to death. However, I didn’t include it for similar reasons to Spare Change.25: it’s got some pretty nasty recoil. For most people, this will be a complete no-no for a pulse rifle especially. I don’t mind it that much, but I can understand why most would. SUROS weapons tend to not have nearly as much kick as Hakke weapons, which is why I only included SUROS weapons for Pulse Rifles. They aren’t bad Pulse Rifles though.
SUROS DIS-47 – Scout Rifle: Much like the Lyudmila, I love this thing. It can fire basically as fast as you can pull the trigger. It’s a good weapon for dealing a ton of damage over time as opposed to dealing large amounts of damage all at once. Still some might not like a scout like that. Not to mention your fingers can get tired pretty quick considering how fast you have the slam down the trigger in order to deliver a good amount of damage.
Uzume RR4 – Sniper Rifle: This thing’s alright. I’m not an amazing fan of low impact snipers, but I do like snipers with a lower aim assist. This thing has decently low aim assist, which is fine in my book. It also has the highest base stability in the game for making follow up shots easier. However, I realize low impact snipers aren’t the most popular, and self-acclaimed pro snipers can’t wait to tell me how great high aim assist snipers are, so I’m gonna leave this little guy right here.
SUROS JLB-47 – Rocket Launcher: Just get The Vertigo dammit. If you really don’t, this thing is the exact same launcher, but you can choose the perks it rolls with easier. But honestly, The Vertigo already has good perks, so why bother?
 
Alright everyone. We’ve reached our destination. Everyone get the fuck off my train. The trip isn’t completely over yet though! Because RNGesus’ wrath knows no bounds, your bus home has been delayed. So you get to sit here longer and look at whatever else I have to show you. For all you fuckers who don’t like to read (I got enough comments about it last time to know there’s plenty of you out there), here’s a nice concise summary of everything. But before we get to the nice concise summary, here’s a lot of reading. Now pay close attention, because this could get complicated. I have each weapon split into the archetype it fits for its weapon type. Next to that archetype, I have listed the general stats for weapons of that archetype (such as low or high range, low or high stability, etc.). Next to each weapon, I have listed the stats important to that weapon type, and how much you should focus on improving the weapon in said areas in order to make it hit the best stats for that archetype.
So if an AR has a stability of 10/100, and the highest stability in that archetype is 40/100, it will be listed that the weapon we are looking at needs a high focus on stability. But if a weapon has a stability of 40/100 and the highest weapon stability in that archetype is, say, 45/100, then the weapon will be listed as needing a low focus on stability. Make sense? It should be noted that while this makes it easy for comparing how much work is needed to make a gun good within an archetype, it isn’t that useful for comparing across archetypes. Therefore, you should pick the archetype you are most fond of, and search within that. There’s no easy way for me to compare across archetypes besides what I’ve already done (listing what the archetype as a whole tends to gravitate around). Here’s some tips on using that to the best potential:
If an archetype is listed as low stability, and a weapon in that archetype is listed with a low focus on stability, it’s pretty close to the best stability stat in that archetype. However, its stability stat isn’t that great in the grand scheme of things because of its archetype. If the weapon was listed as having a high focus on stability in that archetype, that means its stability is pretty damn piss poor in comparison to other AR’s. Likewise, if an archetype is listed as high stability, and a weapon is listed with a low focus on stability, overall, it’s got a pretty damn amazing base stability. But if it’s listed as having a high focus on stability, while its stability is likely alright, and perhaps better than an archetype with low stability, its stability isn’t all that great in comparison to its peers. You must also take into account that the higher the rate of fire a weapon has, the more stability it will need. So an AR with only medium stability isn’t that bad if it’s a high impact archetype, but will kick like a bronco if it’s a low impact archetype. If all these words confused you, and perhaps even scared you, it’s probably just easiest to pick an archetype that sounds good, and pick out the weapon you think looks coolest. I’ve done most of the heavy lifting for you already anyways.
 
Auto Rifles:
High Impact: Low to medium stability, medium to high range
Low Impact: Medium to high stability, low to medium range
 
Scout Rifles:
High Impact: Low to medium stability, high range
Low Impact: Medium stability, low range
 
Hand Cannons:
High Impact: Medium stability and range
Low Impact: Medium stability, low range
 
Pulse Rifles:
High Impact: Low to medium stability, high range
Medium Impact: High stability, medium range
Low Impact: High stability, low range
 
Shotguns:
High Impact: Medium to high range
 
Fusions:
High Charge Rate: Medium stability, low impact
Medium Charge Rate: Medium to high stability and impact
 
Snipers:
High Impact: Medium to high stability
Medium Impact: Low to medium stability
Low Impact: Medium to high stability
 
Machine Guns:
High Impact: High stability, medium range
Medium Impact: High stability and range
 
Rocket Launchers:
 
As a final note, I’m obviously not suggesting you get ALL of these weapons (gotta clear this up because this wasn’t obvious enough last time apparently). These are just suggestions of ones to look at. These are guns that if you get a good roll to combat the listed weaknesses, you’ll overall have a really good weapon on your hands. If you get something that isn’t on this list or the vendor weapon list, it probably isn’t worth your time. Which one you get, and which rolls you get, are up to RNG. Which ones you keep are up to you. If you have any questions over what I personally believe to be the best weapon to snag for each category, I’ll be more than happy to give my two cents. Happy hunting, Guardians!
submitted by Thatuserguy to DestinyTheGame [link] [comments]

[Spoiler] All TTK Legendary & Exotic Weapons (Organized!)

MOST Legendary & Exotic Weapons, those not in the database cannot be linked to yet. Sorry guys. Will update when I can with more information :)
Legendaries can still be found with an array of some cool new perks. You really want to check these links out to see more possible combinations. Life Support, Icarus, Last Resort etc. seem to be options for nearly all of these guns so it's worth a look!
Legendary Primaries
Appellant III - A New Monarchy Hand Cannon
Byronic Hero - A Crucible Hand Cannon
Finnala's Peril - Iron Banner Hand Cannon
The Vanity - FWC Hand Cannon
Imago Loop - A strike Hand Cannon
Uffern HC4 - Hand Cannon
Kumakatok HC4 - Hand Cannon
Judith-D - Hand Cannon
Gaheris-D - Hand Cannon
Down and Doubt 00-0 - Vanguard Hand Cannon
The Water Star (Adept Version) - Osiris Hand Cannon
Eyasluna - Crucible Hand Cannon
The Revelator - Crucible Hand Cannon
Zaouli's Bane (Harrowed Version) - Raid Hand Cannon
The Inward Lamp (Adept version) - Osiris Scout Rifle
Tuonela SR4 - Scout Rifle
Cocytus SR4 - Scout Rifle
Colovances Duty - Iron Banner Scout Rifle
NL Shadow 701X - Crucible Scout Rifle
Treads Upon Stars - Strike Scout Rifle
Last Extremity - Crucible Scout Rifle
Hung Jury SR4 - Dead Orbit Scout Rifle
Doom of Chelchis (Harrowed Version) - Raid Scout Rifle
The Villiany - FWC Pulse Rifle
Nirwin's Mercy - Iron Banner Pulse Rifle
Grasp of Malok - Strike Pulse Rifle
Reflection Sum (Adept Version)- Osiris Pulse Rifle
Hawksaw - Crucible Pulse Rifle
Apple of Discord - Vanguard Pulse Rifle
Lyudmila-D - Pulse Rifle
Smite of Merain (Harrowed Version) - Raid Pulse Rifle
Arminius-D - An auto-rifle with a RoF of 100 and impact of 2.
Zarinaea-D - An auto rifle
Haakon's Hatchet - An Iron Banner Auto Rifle
The Deal Breaker - Crucible Auto Rifle
Antipodal Hindsight - Crucible Auto Rifle
Righteous VII - New Monarchy Auto Rifle
Does Not Bow - Strike Auto Rifle
Questing Beast - Vanguard Auto Rifle
An Answering Chord - Vanguard Auto Rifle
Doctrine of Passing (Adept Version) - Osiris Auto Rifle
Red Spectre - Crucible Auto Rifle
Anguish of Drystan (Harrowed Version) - Raid Auto Rifle
Legendary Specials
Burden of Proof XI - New Monarchy Shotgun
The Next Big Thing - Crucible Shotgun
Jingukogo-D - Shotgun
Strongbow-D - Shotgun
Conspiracy Theory-D - Quest Line Shotgun
Deidris's Retort - Iron Banner Shotgun
In Times of Need - Crucible Shotgun
Binary Dawn - Osiris Shotgun
Patch-A - Dead Orbit Shotgun
Immobius - Quest Shotgun
Silence of A'arn (Harrowed Version)- Raid Shotgun
Stillpiercer - Quest Sniper
Extrasolar RR4 - Dead Orbit Sniper
Uzume RR4 - Sniper
Eirene RR4 - Sniper
Tamar-D - Sniper
Aoife Rua-D - Sniper
Tao Hua Yuan - Crucible Sniper
Weyloran's March - Iron Banner Sniper
Glass Promontory - Osiris Sniper
1000 Yard Stare - Vanguard Sniper
Defiance of Yasmin (Harrowed Version) - Raid Sniper
Ashraven's Flight - Iron Banner Fusion Rifle
Elevating Vision - Osiris Fusion Rifle
Long Far Gone - Quest Fusion Rifle
Split Shifter Pro - Crucible Fusion Rifle
Hitchhiker FR4 - Dead Orbit Fusion Rifle
Thesan FR4 - Fusion Rifle
Susanoo - Quest Fusion Rifle
Panta Rhei - Crucible Fusion Rifle
Darkblade's Spite - Strike Fusion Rifle
Midha's Reckoning (Harrowed Version) - Raid Fusion Rifle
Jabberhakke-D - Vanguard Sidearm
Ironwreath-D - Iron Banner Sidearm
Havoc Pigeon - Crucible Sidearm
Conviction II - New Monarchy Sidearm
Legendary Heavy
Ceres Lost BMJ-46 - Dead Orbit Rocket Launcher
Choleric Dragon SRT-49 - Vanguard Rocket Launcher
The Vertigo - FWC Rocket Launcher
Tormod's Bellows - Iron Banner Rocket Launcher
The Ash Factory - Crucible Rocket Launcher
The Hothead - Quest Rocket Launcher
The Smolder - Crucible Rocket Launcher
The Tamarind - Osiris Rocket Launcher
Elulim's Frenzy (Harrowed Version) - Raid Rocket Launcher
The Unseeing Eye - Osiris Machine Gun
Diluvian 10/4X - Vanguard Machine Gun
Baron's Ambition - Strike Machine Gun
The Variable - FWC Machine Gun
Ruin Wake - Crucible Machine Gun
Objection IV - New Monarchy Machine Gun
Bretomart's Stand - Iron Banner Machine Gun
Qullim's Terminus (Harrowed Version) - Raid Machine Gun
Sol Edge - Crucible/Quest Sword
Arc Edge - Crucible/Quest Sword
Void Edge - Crucible/Quest Sword
Exotic Primaries
Hawkmoon - Hand Cannon
The Last Word - Hand Cannon
Ace of Spades - Quest Hand Cannon
The First Curse - Quest Hand Cannon
Boolean Gemini - Scout Rifle
The Jabe Rabbit - Scout Rifle
Tlaloc - Quest Scout Rifle
Fabian Strategy - Quest Auto Rifle
Zhalo Supercell - Auto Rifle
Monte Carlo - Auto Rifle
Exotic Specials
The Chaperone - Quest Shotgun
Invective - Shotgun
The 4th Horseman - Shotgun
Hereafter - Sniper
Telesto - Fusion Rifle
Exotic Heavies
Truth - Rocket Launcher
Thunderlord - Machine Gun
Bolt-Caster - Crucible/Quest Sword
Dark-Drinker - Crucible/Quest Sword
Raze-Lighter - Crucible/Quest Sword
submitted by KrystallAnn to DestinyTheGame [link] [comments]

Massive Breakdown - State of the Weapons 2: A Brief Overview of Each Special Class

Sniper Rifles

Perhaps simultaneously the most used and most hated special weapons in the current state of the Crucible, sniper rifles are in their Golden Age. With the majority of primary weapons suffering from either damage, range, or accuracy nerfs, snipers are free to run rampant in all modes, turning even the shortest hallways into sightlines filled with scope glares.
With 5 distinct damage profiles available for the discerning sniper to choose from, most people tend to focus on a few things: ability to snipe targets out of supers with one hit, ability to kill a recently revived player through their shield, and ability to quickly follow up with a second shot.
The very highest damage profile is not present in any of the year 2 legendary snipers, and instead is represented by the exotic Black Spindle. Despite it being able to do 181 damage to the body and 452 to the head, this archetype is not popular in PvP, due to the absurdly slow rate of fire. In PvE however, it's another story, with the Black Spindle being possibly the most useful special weapon for boss fights, even if it's mostly because of the exotic perk.
The high-impact archetype, characterized by the ever-present 1000 Yard Stares, Longbows, and LDRs, is perhaps the most used special sub-class in both PvP and PvE. Loved for their ability to revive snipe, and kill most shielded enemies out of their supers with a headshot, they do 417 damage to the head, and a still respectable 167 to the body. This allows for clean up kills on barely wounded enemies, as well as the ability to hit a body shot and switch to a primary to finish a target off.
Both the mid and low-impact sniper archetypes can not do enough damage to kill supered Guardians with shields, but they can still revive snipe. The mid impact sub-class has a damage profile of 334 per crit and 134 per body, while low-impact boasts 267 crits and 107 body shots. Doing less damage per bullet is a trade-off, with the upside coming from the ability to much more quickly fire a second bullet. Mid-impacts, probably best represented by the raid specific Defiance of Yasmin, can fire a second bullet only 0.67 seconds after the first, while low-impacts like the Glass Promontory can follow up in 0.53 seconds. In general, mid-impacts have impressively high base aim assist, while the low-impact models often sacrifice that high aim assist for the faster RoF.
The very low-impact snipers, like Weyloran's March, are among the worst in the game, with their only positive aspect being a mag size of 5. While they hit for 250 to the head, they only do 100 damage per body shot, which means it can take three body shots to kill enemies over your own light level in Iron Banner or Trials, or even just Ram Warlocks or max-Armor Juggernaut Titans in normal Crucible. They are not worth using.
As for perks, most competitive players look at the sights for their first indication of a good roll. Short range sights like the ShortGaze, LongView SLR10, Ambush, ViewTac, Faucon, and ATA Scout are all used in PvP and PvE alike, although some are more preferred than others. Secondary perk choices often include Quickdraw or Snapshot for the sniper who likes to increase their aim-down-sights speed, while Hand-laid Stock or Injection Mold are optimal for players will to sacrifice some range for increased stability. The determined hardscoper will often choose Rifled Barrel over all else, giving them the ability to maintain maximum reticle stickiness out to longer distances, while narrowing the accuracy cone as well. Hidden Hand is always a good perk for any sniper, and most other perks that give back ammo, like Performance Bonus or Mulligan, are also useful.

Shotguns

Once the most feared weapon in PvP, the shotguns have gone through a series of refinements that have taken away a decent amount of their original bite. While certain perks are no longer available on most shotguns, like Kneepads and Shot Package, specific archetypes are still very dangerous in the right hands. In PvE, shotguns experienced a brief moment in the sun as they utterly dominated at close range, but they have since been brought back down to more reasonable standards. Depending on the enemy, shotguns can be an effective weapon for add control, although they lack the ability to safely engage most bosses.
Very high-impact shotguns seem to rule the day in high level competitive matches, where their ability to get a one hit kill at the longest possible distances is unmatched. Although the rate of fire can border on ludicrously slow for models like the Conspiracy Theory-D and Her Champion, others, like the Party Crasher+1, offer nearly the same hitting power, but with a slightly faster follow up shot. These shotguns can be very potent in PvE as well, allowing a Guardian to kill even high level enemies with one close range blast.
In the high-impact archetype, we run into some of the most balanced shotguns in the game, including Two to the Morgue, Deidris's Retort, and the Binary Dawn. Although they can't quite reach out and touch you like the very high-impact shotguns, they combine a decent amount of stopping power with a passable RoF, enabling them to be significantly more forgiving than their more powerful brethren. Although not the best for high level play, a god-rolled weapon from this archetype can be competitive in good hands.
The mid-impact archetype is the awkward step-child of the shotgun class. Not quite powerful enough to kill in 10 pellets or less against full armor targets, but not quite fast enough to put out multiple shots in rapid succession, these shotguns struggle in the current meta. Well-rolled variants can be fun to use, and they aren't completely out of place in PvE, but in general a higher-impact model would be preferable.
The low-impact subclass has done away with the heavy stopping power and high range of other shotguns, and instead decided to go all the way with RoF. The Burden of Proof or Stolen Will, perhaps two of the most common versions of this archetype, can fire two rounds to every one for the CT-D, showing you where they have the advantage. Although you won't be hitting targets from as far away, they're very good as engaging multiple enemies while up close and personal, for example when clearing a control zone.
In terms of perks, most all shotguns benefit from barrel perks that increase impact and range, like Linear Compensator, Accurized Ballistics, and Field Choke. Smooth Ballistics can also be used to boost range, but you won't get the benefit of each pellet doing extra damage. On most shotguns, Aggressive Ballistics is inferior to these other options, due to it decreasing the range, but some models, like the PC+1, can actually still hit the range cap of 32, provided they have one of the next perks listed. Rifled Barrel and Reinforced Barrel are the two perks you want to look for on every shotgun, and if you can combine those with one of the aforementioned barrel perks, and Rangefinder, you've got yourself a god-roll. If not, any other perk that increases range will be something to look for, as you always want to be pushing out that distance at which you can get a one-shot kill.

Sidearms

Some of the most criminally underused weapons in the game, sidearms have, for the most part, been overshadowed by the other special weapon classes. Despite not really serving a purpose in PvE, those weapons are actually quite useful in PvP, especially when paired with a long range primary like a scout rifle, pulse rifle, or even No Land Beyond. Even though the database doesn't show this, there are actually three classifications of sidearms.
The first is the classic sidearm, seen in the Vestian Dynasty from year 1, and the Queen's Choice from year 2. These sidearms are characterized by insanely high damage output: 63 per headshot and 50 per body. This means it only takes four shots to either the head or the body to kill, giving them a total time-to-kill of 0.60 seconds, which can compete with The Last Word at close range. Unfortunately, this archetype is also non-hitscan, which means the projectiles have travel time, similar to fusion rifles, but much faster. This isn't the biggest deal, as one can learn to play with it in time, but it is extremely sensitive to connection issues, which can result in an infuriating number of missed shots.
The second archetype is the standard Hakke version, which thankfully is a hitscan weapon, but the trade-off is less damage per shot. These models do 55 per headshot, 44 per body shot, which allows them to maintain the 0.60 second critical shot TtK, but the body shot TtK drops to 0.80 seconds. These are probably the most popular sidearms in use today, with the New Monarchy and Vanguard vendors each selling a model, and Iron Banner offering one as a reward.
The last archetype is a strange mix. It does more damage, like the classic sidearms, hitting for 60 critical damage and 48 body, but it actually has a slower RoF than either of the previous classes, which gives it a critical TtK of 0.70 seconds, and a body shot TtK of 0.93 seconds. I personally don't recommend this class as much, since the slower RoF can be a hindrance in desperate situations. Plus, out of the two options in this clas, only the Havoc Pigeon is hitscan, while the the Crow's Eye is not.
As far as perks go, when applicable, I like a barrel perk that increases impact and range. If you aren't offered the option of barrel perks, and instead are looking at sights, TrueSight and SureShot seem to be the two best, due to the boosts to aim assist. I also like any perk that boosts range, like Rangefinder or Hand Loaded. Perks like Battle Runner, Reactive Reload, and Crowd Control also have great synergy with the fast play style that comes with using a sidearm.

Fusion Rifles

One of the strongest weapon classes in the game in Vanilla Destiny, the fusions suffered through a long dark age, and have only recently begun to reemerge. I feel fusions are a dark horse in the Crucible, and that most Guardians have yet to realize their full potential. In PvE they are also surprisingly fun, providing an interesting way to look at encounters that you won't normally see through a sniper's scope. In the current meta, there are several distinct trains of thought that deal with fusion rifles, and a specific archetype that fits neatly in each.
The very high-impact archetype is the first up for discussion today. People who play with these FRs favor long charge times and high impact on their weapons, hoping to kill opponents with four bolts out a the seven fired in a burst. The Dead Orbit vendor Hitchhiker is an example of this, as is the Darkblade's Spite, which drops from the Sunless Cell strike. Midha's Reckoning can find itself in this archetype thanks to some handle barrel perks that increase the impact, but those are the only three current representatives. These weapons generally have high base range, and low stability and aim assist.
Directly beneath them is the high-impact archetype, which includes the Omolon Thesan and FWC Vacancy models. Before the most recent FR buff, these fusions were kings of the court, due to their high base stability which allowed them to have very tight bolt spreads. Since the buff, people have begun to spread out and experiment with the different subclasses, but I still think these are some of the best all around FRs in the game. Coupled with a range increasing perk, this class has excellent stats in every category, or you can nearly max out the stability for an incredibly easy to control burst pattern. High base aim assist and a faster charge time than their very-high impact neighbors means these fusions come close to being the best of all worlds.
Next up is the mid-impact class of fusions, encompassing such Guardian favorites as Susanoo, Ashraven's Flight, and Panta Rhei. Although these FRs don't have the best stat combinations (all of them are basically in the above to below average groupings), they do offer some of the quickest 5 bolt kills in the game. This fact has caused something of an exodus from the higher-impact models to these, as players seek out the fastest charging fusions without wanting to sacrifice bolts to kill.
Now we come down to the low-impact subclass, which encompasses The Vortex, Long Far Gone, and Split Shifter Pro. Although these fusions have some of the fastest charge rates in the game, they're also wildly inconsistent in killing max armor Guardians, and they have low range and mostly average stability. The Split Shifter Pro takes 6 bolts to kill a normal Guardian at 200hp, while the LFG and Vortex are right on the cusp, only being able to do exactly 200 damage with 5 bolts. Most people tend to stay away from these in competitive game modes, instead favoring them in more casual play. Telesto is also in this group, but because it's the besto (meaning the bolts explode and push the damage for 5 bolts up to 210) I actually consider it a very fun weapon to use.
For perks, I love aim assist increasing sights and Hidden Hand, but what else you use will be dependent on what you're looking for in a fusion rifle. If you want to get the fastest charge rate out of you FR, Accelerated Coils is going to be your bread and butter (but make sure you aren't at an impact level where it will increase your bolts needed to kill, as it does slightly decrease the damage per bolt). If you want to max range, then Rifled Barrel is what you need. Going for max stability? Braced Frame is where it's at. All in all, I highly recommend perks which do not hurt either range or stability, as you want as much of each of those as possible. Perks like Hip Fire, Life Support, and Grenadier are also always useful.
submitted by Mercules904 to DestinyTheGame [link] [comments]

Inventory Stat, Armor Perks, and the Effect on Special and Heavy ammo in PvP

I always took the ammo perks on chest and leg armor pieces for granted. Until one day I wondered, "Are the perks actually worth the hunt?" That led to many hours of testing in Private Matches to find the effects of armor perks on starting ammo, ammo picked up, and maximum carried ammo. The result is a lot of numbers that I've conveniently placed into the tables I've made below.
 
Magazine size isn't the factor that affects ammo. The main factor that does is the Inventory stat of a weapon. There are also some certain perks that seem to alter ammo in some way. What is the inventory stat? It's a hidden value assigned to the weapon that primarily affects how much ammo you can carry and pick up per brick. This stat is so hidden that it's not on database sites. Have no fear, you can find the inventory stat for most Special and Heavy Weapons in Mercules' majestic massive breakdown spreadsheet, here
 
Specific Perks are commonly found on Legendary Armor, but are also available on some Exotic pieces. They only apply specific gun classes. These include Sniper Rifle Ammo and Machine Gun Ammo. General Perks can only be found on Exotic Armor (and Year 1 raid armor). They apply to all gun classes that can be used in that slot. These are Special Weapon Ammo and Heavy Weapon Ammo.
 
If you don't like looking at data and just want analysis, use "ctrl+F" to find it at the bottom.
 
Obviously, the weapons I tested were limited to what I had in my collection. If there are specific weapons that you would like me to test to improve this guide let me know. They have to be easily accessible weapons. I have a life, so I won't be able to fulfil requests instantly.
 
Please Note These numbers were taken before the February patch (Update 2.5.2). So any hidden changes that patch may have made to ammo pickup, are not considered.

Sidearms

 
I couldn't find the inventory stats for sidearms, so I just included all the names of the ones I tested in alphabetical order. The upcoming Age of Triumph update will probably change the Respawn values for Sidearms, but the ones listed below are the current ones for dying with no ammo.
 
Sidearm No Perk 1 Specific Perk 2 Specific Perks General Perk General Perk + Specific Perk
Havoc Pigeon Spawn 40 40 40 40 40
Respawn 20 20 20 20 20
Crate 30 35 35 36 40
Max 121 141 141 142 162
Ironwreath-D Spawn 38 38 38 38 56
Respawn 18 18 18 18 18
Crate 33 33 38 38 38
Max 132 132 150 151 151
The Blinding Blaze Spawn 39 39 49 39 39
Respawn 19 19 19 19 19
Crate 29 34 35 34 39
Max 116 136 139 137 156
The Wormwood Spawn 36 36 47 36 54
Respawn 18 18 18 18 18
Crate 32 34 36 36 36
Max 127 137 145 146 146
Tresspasser Spawn 40 40 40 40 40
Respawn 36 36 36 36 36
Crate 30 35 35 35 40
Max 120 140 140 141 161
Queen's Choice Spawn 43 43 43 43 43
Respawn 21 21 21 21 21
Crate 32 38 43 38 43
Max 129 151 172 152 173

Sniper Rifles

 
The specific Sniper Rifles I tested were: Patience and Time, Eirene RR4, 20/20 AMR, Weyloran's March, Matador 64, But Not Forgotten, Event Horizon (with and without Casket Mag), 1000 Yard Stare, Antinomy xvi, Defiance of Yasmin, Black Spindle, Hereafter, Stillpiercer
 
Inventory Values for Year 2 + Year 3 Sniper Rifles are:
Inventory 10: (Not tested) Tamar-D, Y-09 Longbow Synthesis
Inventory 20: Her Fury, Patience and Time
Inventory 30: (Not tested) Aoife Rua-D
Inventory 35: Eirene RR4, Extrasolar RR4
Inventory 37: (Not tested) Bitter Edge
Inventory 38: (Not tested) Deposition VII, Seventh Sense
Inventory 40: 20/20 AMR, Weyloran's March
Inventory 45: But Not Forgotten, The Winged Word
Inventory 49: Event Horizon, The Laughing Heart
Inventory 50: 1000 Yard Stare, Antinomy xvi, Devil's Dawn, LDR 5001, Zen Meteor
Inventory 55: (Not tested) Ex Machina
Inventory 60: Black Spindle, Glass Promontory, Hereafter, Stillpiercer, Tao Hua Yuan, Uzume RR4
Inventory 70: Defiance of Yasmin
 
Inventory No Perk 1 Specific Perk 2 Specific Perks General Perk General Perk + Specific Perk
20 Spawn 6 6 6 6 6
Crate 3 4 4 4 4
Max 12 14 15 15 17
35 Spawn 6 6 6 6 6
Crate 3 4 4 4 4
Max 13 15 16 17 18
40 Spawn 6 6 6 6 6
Crate 4 4 4 4 5
Max 14 15 17 17 19
45 Spawn 6 6 6 6 9
Crate 4 4 4 4 5
Max 14 16 17 17 19
49 Spawn 6 6 6 6 11
Crate 4 4 4 4 5
Max 14 16 17 17 19
50 Spawn 6 6 6 6 12
Crate 4 4 4 4 5
Max 14 16 18 18 19
60 Spawn 6 6 12 6 12
Crate 4 4 4 5 5
Max 15 17 18 19 19
70 Spawn 6 6 12 12 12
Crate 4 4 4 5 5
Max 16 18 18 19 19

Shotguns

 
The Specific Shotguns I tested were: Invective, Conspiracy Theory-D, Burden of Proof, Deidris' Retort, Matador 64, Party Crasher +1, Patch-A, Lord of Wolves (separate ammo values - LoW in the table), Immobius (with an without Field Scout - I and IwF.S. in the table), Strongbow-D, The Chaperone (with an without Field Scout - F.S.), In Times of Need, 4th Horseman
 
Inventory Values for Year 2 + Year 3 Shotguns are:
Inventory 10: Invective
Inventory 16: (Not Tested) Occams' Razor, The Proud Spire
Inventory 26: Conspiracy Theory-D
Inventory 30: Burden of Proof, Deidris' Retort, Her Champion, Stolen Will
Inventory 31: (Not tested) Two to the Morgue
Inventory 34: (Not tested) Last Ditch 001
Inventory 39: (Not tested) 44 Curtain Call
Inventory 40: Binary Dawn, Jingukogo-D, Lord of Wolves*, Matador 64, Party Crasher +1, Patch-A, Quantiplasm
Inventory 46: (Not tested) Unravelling Thread
Inventory 48: (Not tested) Bad Counsel IV
Inventory 50: Immobius*, Silence of A'arn, Strongbow-D, The Chaperone
Inventory 53: (Not tested) The Next Big Thing
Inventory 59: (Not tested) The Comedian
Inventory 60: (Not tested) Winter's End
Inventory 80: In Times of Need
Inventory 100: 4th Horseman
 
Inventory No Perk 1 Specific Perk 2 Specific Perks General Perk General Perk + Specific Perk
10 Spawn 7 7 7 7 7
Crate 3 4 4 4 4
Max 12 14 16 16 18
26 Spawn 7 7 7 7 7
Crate 4 4 4 4 5
Max 14 16 18 18 20
30 Spawn 7 7 7 7 7
Crate 4 4 5 5 5
Max 15 17 19 19 21
40 Spawn 7 7 7 7 7
Crate 4 4 5 5 6
Max 16 18 20 20 22
LoW Spawn 89 135 135 135 135
Crate 27 39 50 45 56
Max 109 155 202 180 226
50 Spawn 7 7 7 7 14
Crate 4 5 5 5 6
Max 17 19 21 21 22
50wF.S. Spawn 14 14 14 14 14
Crate 5 5 5 6 6
Max 21 21 21 22 22
I Spawn 7 7 7 7 14
Crate 4 5 5 5 6
Max 17 19 21 21 23
IwF.S. Spawn 14 14 14 14 14
Crate 6 6 6 6 6
Max 22 22 22 23 23
80 Spawn 7 14 14 14 14
Crate 5 5 5 6 6
Max 20 21 21 22 22
100 Spawn 14 14 14 14 14
Crate 5 5 5 6 6
Max 21 21 21 22 22

Fusion Rifles

 
I could not find the inventory values for Fusion Rifles. So I listed them by name in alphabetical order. One very curious thing I found with Fusion Rifles was that sometimes the first ammo crate picked up would give a different amount of ammo that subsequent crates. Also, sometimes the first crate would display a different value in the HUD to the actual amount of ammo picked up. I've tried to show this in the table below without being too confusing. For example, if the HUD incorrectly displayed +6 and 7 ammo was picked up, I've displayed it as: 6D 7. This first crate only occurred if I didn't die. Abbreviations used: Braced Frame (B.F.), Enhanced Battery (E.B.).
 
Fusion No Perk 1 Specific Perk 2 Specific Perks General Perk General Perk + Specific Perk
77 Wizard Spawn 8 8 8 8 8
Crate 4 5 5 5 6
Max 18 21 23 22 24
77 Wizard wB.F. Spawn 8 8 8 8 8
Crate 4 5 5 5 6
Max 18 21 23 22 24
Ashraven's Flight Spawn 9 9 9 9 9
First Crate 5D 6 6D 7 6D 7 6D 7 7D 8
Crate 5 6 7 6 7
Max 23 26 28 27 30
Ashraven's Flight wB.F. Spawn 10 10 10 10 10
Crate 6 6 7 7 8
Max 24 27 30 28 31
Ashraven's Flight wE.B. Spawn 9 9 9 9 9
First Crate 4D 5 5D 6 5D 6 5D 6 6D 7
Crate 5 6 6 6 7
Max 22 25 28 26 29
Darkblade's Spite Spawn 8 8 8 8 8
First Crate 4D 5 4D 5 4D 5 5D 6 5D 6
Crate 4 5 5 5 5
Max 18 21 23 22 24
Darkblade's Spite wE.B. Spawn 8 8 8 8 8
First Crate 3D 4 3D 4 5D 6 4D 5 5D 6
Crate 4 4 5 5 6
Max 18 20 23 22 24
Hitchhiker FR4 Spawn 10 10 10 10 10
Crate 5 6 7 6 7
Max 22 25 28 27 30
Hitchhiker FR4 wB.F. Spawn 10 10 10 10 10
First Crate 5D 6 6 7D 8 7D 8 7D 8
Crate 6 6 7 7 8
Max 24 27 30 29 32
Long Far Gone Spawn 9 9 9 9 19
First Crate 5D 6 6D 7 7D 8 6D 7 7D 8
Crate 6 6 7 7 8
Max 24 27 30 29 31
Panta Rhei Spawn 8 8 13 8 17
First Crate 5D 6 6D 7 6D 7 6D 7 6D 7
Crate 5 6 7 6 7
Max 23 25 28 27 29
Panta Rhei wB.F. Spawn 9 9 13 9 18
First Crate 6 6 6D 7 7 7
Crate 6 6 7 7 7
Max 24 27 30 29 32
Plan C Spawn 10 10 10 10 10
Crate 6 6 7 7 8
Max 24 27 30 28 31
Queenbreaker's Bow Spawn 11 11 11 11 11
Crate 7 12 16 14 18
Max 29 46 63 56 72
Saladin's Vigil Spawn 8 8 8 8 8
Crate 4 4 5 5 5
Max 16 19 21 20 23
Saladin's Vigil w Sb Spawn 9 9 9 9 9
First Crate 4D 5 5D 6 6D 7 5D 6 6D 7
Crate 5 5 6 6 6
Max 20 23 26 24 27
Susanoo Spawn 8 8 12 8 16
Crate 5 5 6 6 6
Max 21 23 25 24 26
Susanoo wB.F. Spawn 8 8 12 8 16
Crate 5 5 6 6 6
Max 21 23 25 24 26
Techeun Rage Spawn 9 9 9 9 9
First Crate 4D 5 4D 5 5D 6 5D 6 6D 7
Crate 4 5 6 6 6
Max 19 22 25 24 26
Techeun Rage wB.F. Spawn 9 9 9 9 9
First Crate 4D 5 5D 6 6D 7 6D 7 6D 7
Crate 5 5 6 6 6
Max 20 23 26 24 27
Techeun Rage wE.B. Spawn 9 9 9 9 9
First Crate 4D 5 4D 5 5D 6 5D 6 6D 7
Crate 4 5 6 5 6
Max 19 22 24 23 26
Telesto Spawn 8 8 8 8 8
Crate 4 4 5 5 5
Max 16 19 21 20 23
Telesto wE.B. Spawn 8 8 8 8 8
Crate 4 4 5 5 5
Max 16 19 21 20 23
The Branded Lord Spawn 8 8 8 8 8
Crate 4 5 6 5 6
Max 19 21 24 23 25
The Vacancy wB.F. Spawn 10 10 10 10 10
Crate 4 5 6 6 6
Max 19 22 25 24 27
The Vacancy wE.B. Spawn 9 9 9 9 9
First Crate 3D 4 4D 5 5D 6 5D 6 5D 6
Crate 4 5 6 5 6
Max 18 21 23 22 25
The Vortex Spawn 8 8 8 8 8
Crate 4 5 6 5 6
Max 19 21 24 23 25
The Vortex wB.F. Spawn 8 8 8 8 8
Crate 4 5 6 5 6
Max 19 21 24 23 25
Thesan FR4 Spawn 10 10 10 10 10
Crate 5 6 7 6 7
Max 22 25 28 27 30
Thesan FR4 wB.F. Spawn 10 10 10 10 10
First Crate 5D 6 6D 7 7D 8 7D 8 7D 8
Crate 6 6 7 7 8
Max 24 27 30 29 32

Machine Guns

 
With Machine Guns, I found that the inventory stat didn't uniformly fit the class. This may be due to different allowances being given to weapons of a different impact/rate of fire archetypes. Or there may be another reason. Regardless, I've named each of the weapons tested in the table below, organised by the inventory stat. Apart from Harrowed Qullim's Terminus, which is abbreviated to H.Q.T. and The Silvered Dread, which is abbreviated to T.S.D. Other abbreviations used: Braced Frame (B.F.), Smallbore (Sb), Field Scout (F.S.), Extended Mag (E.M.). It should be noted that in testing that Braced Frame was unaffected when stacked Field Scout on The Silvered Dread.
 
Machine Gun No Perk 1 Specific Perk General Perk General Perk + Specific Perk
The Swarm Crate 26 33 37 44
Max 70 88 98 116
The Swarm wB.F. Crate 27 33 37 44
Max 71 89 99 117
The Swarm wSb Crate 26 33 36 43
Max 69 87 97 115
Bretomart's Stand Crate 27 33 37 44
Max 71 89 99 117
Super Good Advice Crate 49 60 66 77
Max 130 160 176 206
Bonekrusher Crate 25 31 34 40
Max 67 82 91 106
Bonekrusher wSb Crate 25 31 34 40
Max 67 82 91 106
Ruin Wake Crate 33 39 43 50
Max 87 105 115 133
Ruin Wake wSb Crate 33 40 44 51
Max 89 107 117 135
Thunderlord Crate 33 39 43 50
Max 87 105 115 133
Thunderlord wF.S. Crate 50 56 57 57
Max 132 150 151 151
H.Q.T. Crate 35 42 45 52
Max 93 111 121 139
H.Q.T. wE.M. Crate 34 41 45 52
Max 92 110 120 138
H.Q.T. wSb Crate 34 41 45 51
Max 91 109 119 137
Unending Deluge Crate 60 72 78 89
Max 161 191 207 237
Unending Deluge wB.F. Crate 60 71 77 88
Max 160 190 206 236
Baron's Ambition Crate 48 56 61 69
Max 128 150 163 185
T.S.D. Crate 47 55 60 68
Max 125 147 159 181
T.S.D. wSb Crate 47 56 60 69
Max 126 149 161 184
T.S.D. wE.M. Crate 47 55 60 68
Max 125 147 160 182
T.S.D. wB.F. Crate 48 55 60 68
Max 124 147 159 181
T.S.D. wF.S. Crate 68 70 70 70
Max 180 186 187 187
Nemesis Star Crate 43 50 54 57
Max 115 137 143 152
Nemesis Star wF.S. Crate 57 57 57 57
Max 151 151 152 152

Rocket Launchers

 
On Truth: Before the February 2.5.2 update, Truth had Tripod. After the update, it acted like a normal Inventory 60 gun. In Age of Triumph, it will change again.
 
Rocket Launchers mainly fall into two distinct Inventory values: 20 and 60. This makes for a very short table. The Rocket Launchers I tested were: Suros JLB-47, The Titanium Orchid, Tormod's Bellows (with Tripod - Tp and with both Tripod, and Field Scout - F.S.), Gjallarhorn, Steel Oracle Z-11 (with and without Field Scout), The Ash Factory (with and without Tripod), Truth (with Tripod), Dragon's Breath (with Surplus - S).
 
Inventory Values for Year 2 + Year 3 Rocket Launchers are:
Inventory 20: Ceres Lost BMJ-46, Disassembly Required, Suros JLB-42, Suros JLB-47, The Nightmare, The Titanium Orchid, The Vertigo, The Warpath, Tormod's Bellows, Unto Dust 00,
Inventory 30: (Not tested) The Hothead
Inventory 60: Choleric Dragon SRT-49, Gjallarhorn, Elulim's Fenzy, Something Wicked, Sound and Fury, Steel Oracle z-11, The Ash Factory, The Smolder, The Tamarind, Truth
Inventory 70: Dragon's Breath
 
Inventory No Perk 1 Specific Perk General Perk General Perk + Specific Perk
20 Crate 2 2 2 3
Max 4 5 6 7
20 wTp Crate 2 2 3 3
Max 5 6 7 8
20 wTp+F.S. Crate 3 3 3 3
Max 7 7 8 8
60 Crate 2 2 3 3
Max 5 6 7 7
60 wTp Crate 2 3 3 3
Max 6 7 8 8
60 wF.S. Crate 2 2 3 3
Max 6 6 7 7
70 wS Crate 2 2 3 3
Max 6 6 7 7

Other Heavy Weapons

 
This section is mainly for swords, but also includes the Sleeper Simulant. The Legendary Sword tested was Arc Edge. The Bolt Caster, Raze Lighter, and Dark Drinker were all tested and had the same ammo values, so I amalgamated them into 'Exotic Swords'. Abbreviations used: Legendary Swords (Lgd Swords), Exotic Swords (Ex Swords), Scabbered Perk (Scb), Young Wolf's Howl (Y.W.H.).
 
Inventory No Perk Radegast General Perk General Perk + Radegast
Lgd Swords Crate 21 28 21 29
Max 56 76 57 77
Dreadfang Crate 19 26 19 27
Max 50 70 51 71
Ex Swords Crate 21 28 21 28
Max 55 75 56 76
Ex Swords 1Scab Crate 26 33 26 33
Max 68 88 69 89
Ex Swords 2Scab Crate 30 38 31 38
Max 81 101 82 102
Y.W.H. Crate 19 26 19 27
Max 50 70 51 71
Y.W.H. 1 Scab Crate 24 31 24 32
Max 63 83 64 84
Y.W.H. 2 Scab Crate 28 36 29 36
Max 76 96 77 97
Sleeper Simulant Crate 3 N/A 4 N/A
Max 9 N/A 12 N/A

Analysis

 
With the current situation of special ammo, it seems that the maximum ammo you can carry in a gun is irrelevant. Because keeping it all by not dying is not going to happen. Unless you get a Phantom medal in every game you play.
 
Sidearms
From the tables, Sidearms do see a small bump in the ammo they receive from Special crates. Usually 5 or 6 rounds. This may be just enough ammo to kill an extra Guardian if all your bullets hit. But more realistically, the ammo will be a boost to finish off a kill that you wouldn't have previously. So there is a small benefit to ammo armor perks.
The Trespasser is known for its ammo problems as a burst fire gun. 1 ammo perk only gives it an extra burst (and two rounds), but that does mean you pick up nearly two full magazines in every Special box. Personally, I don't think ammo perks are worth it for this gun, but others may disagree.
Another thing to consider is the most popular Sidearm, The Wormwood, gains very little benefits from ammo perks.
 
Sniper Rifles
Looking at the stats, there seems to be no real benefits to Sniper Rifles from ammo perks. The only increase per crate comes in when general perks are used with high inventory guns. Or when both general and specific perks are active on mid-inventory guns. However, few loadouts will be able to make use of this. The only significant boost from perks I see is the spawn ammo from 45+ Inventory guns. You could easily put on an exotic/Year 1 Raid armor piece in conjunction with a Year 2/Year 3 piece, then switch out once you're spawned in. This may not be useful to all.
 
Shotguns
Similarly to Sniper Rifles, Shotguns can benefit from the armor perk switch method. But only the ones between 50 and 80 Inventory. Which are rarely used in the current metagame. (Except maybe the Chaperone, but that can perk switch Field Scout instead.) Armor perks can be useful, however, when picking up ammo crates to give an extra round, specifically 40 and 50 Inventory guns. Which benefits two very popular Shotguns: Party Crasher +1 and Matador 64. Lord of Wolves also gets a nice boost.
 
Fusion Rifles
Since their ammo picks have barely been touched in patches, Fusion Rifles almost universally benefit from an err round with either one or two perks every time they visit a crate. In my opinion, these armor perks are worth it if you're using fusions.
However, one of the most common Fusions - Saladin's Vigil - doesn't get a buff until you ave a general perk.
 
Machine Guns
There are clear small bumps when using ammo perks in conjunction with Machine Guns. A specific perk gives about enough ammo for an extra kill if utilised. Add in an exotic perk and you have enough ammo for another one or two on to of that. But, of course, that's only if you survive. These perks are are worth switching to when Heavy ammo comes up, unless you have Field Scout.
 
Machine Guns
With Rocket Launchers, getting an extra rocket from the box is mainly dependent on Tripod and whether it's a 20 or 60 Inventory. 20 needs both armor perks to benefit, or just an exotic with Tripod involved. If the Rocket Launcher has Tripod and Field Scout too, armor doesn't matter. It's difficult to get the extra rocket for these guns, but switching armor for the extra kill may be valuable to you. Similarly, only general a perk is needed for 60 Inventory Rocket Launchers and Dragon's Breath. But add in Tripod and a specific boots perk will do. Again, keeping an armor piece to switch to at Heavy spawn is worth the mileage, but seeking out one with good stats to wear all game may be a waste.
 
Other Heavy Weapons
When it comes to swords, armor perks are just about useless. Although, Memory of Radegast gives a sizeable boost to ammo - just remember to have your sword out on pickup. The Scabbard perks on the exotic swords give a good amount of ammo too and we are worth considering.
Sleeper Simulant gets an extra round (=extra kill?) with a generic perk. Similarly to the pros and cons of Rocket Launchers, making a quick armor switch is an option.
A Note on PvE:
In PvE I did very limited testing. But I found that bricks dropped a random number close to the ones set by PvP bricks.
However, it seemed that the more/better perks that were active when picking up a brick increased the chances of picking up more ammo in that brick.
It should be noted that with Rocket Launchers at Inventory 20 and no perks affecting ammo pickup, I always pick up 1 rocket per brick. Therefore, I'd recommend only using Inventory 60 Rocket Launchers in PvE.
So, ammo armor perks had a visible effect in PvE. Personally, I'd recommend one perk for special and one perk for heavy. In the interest of vault space, I only have Sniper PvE chests.
 
Questions and constructive criticism on this post are welcome. As well as discussion.
 
TLDR? Then this post is not for you. But the Analysis section is the important read, if you want to skip the details.
 
Edit: Rewriting/rewording some sections.
Respawn values for the Blinding Blaze added in.
Added The Wormwood and Saladin's Vigil to the tables.
Added in Inventory values of guns above the tables, to make it easier to understand how it affects certain guns.
Also, most significantly, I added in an analysis section that covers each of the weapon classes.
submitted by PoloVisionJames to DestinyTheGame [link] [comments]

All Legendary+ TTK Weapons

Legendaries can still be found with an array of some cool new perks. You really want to check these links out to see more possible combinations. Life Support, Icarus, Last Resort etc. seem to be options for nearly all of these guns so it's worth a look!
Legendary Primaries
Appellant III - A New Monarchy Hand Cannon
Byronic Hero - A Crucible Hand Cannon
Finnala's Peril - Iron Banner Hand Cannon
The Vanity - FWC Hand Cannon
Imago Loop - A strike Hand Cannon
Uffern HC4 - Hand Cannon
Kumakatok HC4 - Hand Cannon
Judith-D - Hand Cannon
Gaheris-D - Hand Cannon
Down and Doubt 00-0 - Vanguard Hand Cannon
The Water Star (Adept Version) - Osiris Hand Cannon
Eyasluna - Crucible Hand Cannon
The Revelator - Crucible Hand Cannon
Zaouli's Bane (Harrowed Version) - Raid Hand Cannon
The Inward Lamp (Adept version) - Osiris Scout Rifle
Tuonela SR4 - Scout Rifle
Cocytus SR4 - Scout Rifle
Colovances Duty - Iron Banner Scout Rifle
NL Shadow 701X - Crucible Scout Rifle
Treads Upon Stars - Strike Scout Rifle
Last Extremity - Crucible Scout Rifle
Hung Jury SR4 - Dead Orbit Scout Rifle
Doom of Chelchis (Harrowed Version) - Raid Scout Rifle
The Villiany - FWC Pulse Rifle
Nirwin's Mercy - Iron Banner Pulse Rifle
Grasp of Malok - Strike Pulse Rifle
Reflection Sum (Adept Version)- Osiris Pulse Rifle
Hawksaw - Crucible Pulse Rifle
Apple of Discord - Vanguard Pulse Rifle
Smite of Merain (Harrowed Version) - Raid Pulse Rifle
Arminius-D - An auto-rifle with a RoF of 100 and impact of 2.
Zarinaea-D - An auto rifle
Haakon's Hatchet - An Iron Banner Auto Rifle
The Deal Breaker - Crucible Auto Rifle
Antipodal Hindsight - Crucible Auto Rifle
Righteous VII - New Monarchy Auto Rifle
Does Not Bow - Strike Auto Rifle
Questing Beast - Vanguard Auto Rifle
An Answering Chord - Vanguard Auto Rifle
Doctrine of Passing (Adept Version) - Osiris Auto Rifle
Red Spectre - Crucible Auto Rifle
Anguish of Drystan (Harrowed Version) - Raid Auto Rifle
Legendary Specials
Burden of Proof XI - New Monarchy Shotgun
The Next Big Thing - Crucible Shotgun
Jingukogo-D - Shotgun
Strongbow-D - Shotgun
Conspiracy Theory-D - Quest Line Shotgun
Deidris's Retort - Iron Banner Shotgun
In Times of Need - Crucible Shotgun
Binary Dawn - Osiris Shotgun
Patch-A - Dead Orbit Shotgun
Immobius - Quest Shotgun
Silence of A'arn (Harrowed Version)- Raid Shotgun
Stillpiercer - Quest Sniper
Extrasolar RR4 - Dead Orbit Sniper
Uzume RR4 - Sniper
Eirene RR4 - Sniper
Tamar-D - Sniper
Aoife Rua-D - Sniper
Tao Hua Yuan - Crucible Sniper
Weyloran's March - Iron Banner Sniper
Glass Promontory - Osiris Sniper
1000 Yard Stare - Vanguard Sniper
Defiance of Yasmin (Harrowed Version) - Raid Sniper
Ashraven's Flight - Iron Banner Fusion Rifle
Elevating Vision - Osiris Fusion Rifle
Long Far Gone - Quest Fusion Rifle
Split Shifter Pro - Crucible Fusion Rifle
Hitchhiker FR4 - Dead Orbit Fusion Rifle
Thesan FR4 - Fusion Rifle
Susanoo - Quest Fusion Rifle
Panta Rhei - Crucible Fusion Rifle
Darkblade's Spite - Strike Fusion Rifle
Midha's Reckoning (Harrowed Version) - Raid Fusion Rifle
Jabberhakke-D - Vanguard Sidearm
Ironwreath-D - Iron Banner Sidearm
Havoc Pigeon - Crucible Sidearm
Conviction II - New Monarchy Sidearm
Legendary Heavy
Ceres Lost BMJ-46 - Dead Orbit Rocket Launcher
Choleric Dragon SRT-49 - Vanguard Rocket Launcher
The Vertigo - FWC Rocket Launcher
Tormod's Bellows - Iron Banner Rocket Launcher
The Ash Factory - Crucible Rocket Launcher
The Hothead - Quest Rocket Launcher
The Smolder - Crucible Rocket Launcher
The Tamarind - Osiris Rocket Launcher
Elulim's Frenzy (Harrowed Version) - Raid Rocket Launcher
The Unseeing Eye - Osiris Machine Gun
Diluvian 10/4X - Vanguard Machine Gun
Baron's Ambition - Strike Machine Gun
The Variable - FWC Machine Gun
Ruin Wake - Crucible Machine Gun
Objection IV - New Monarchy Machine Gun
Bretomart's Stand - Iron Banner Machine Gun
Qullim's Terminus (Harrowed Version) - Raid Machine Gun
Sol Edge - Crucible/Quest Sword
Arc Edge - Crucible/Quest Sword
Void Edge - Crucible/Quest Sword
Exotic Primaries
Hawkmoon - Hand Cannon
The Last Word - Hand Cannon
Ace of Spades - Quest Hand Cannon
The First Curse - Quest Hand Cannon
Boolean Gemini - Scout Rifle
The Jabe Rabbit - Scout Rifle
Tlaloc - Quest Scout Rifle
Fabian Strategy - Quest Auto Rifle
Zhalo Supercell - Auto Rifle
Monte Carlo - Auto Rifle
Exotic Specials
The Chaperone - Quest Shotgun
Invective - Shotgun
The 4th Horseman - Shotgun
Hereafter - Sniper
Telesto - Fusion Rifle
Exotic Heavies
Truth - Rocket Launcher
Thunderlord - Machine Gun
Bolt-Caster - Crucible/Quest Sword
Dark-Drinker - Crucible/Quest Sword
Raze-Lighter - Crucible/Quest Sword
submitted by KrystallAnn to anything [link] [comments]

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