Xur is located in the Tower Hangar
|Exotic Helmet Engram||Yes||19|
|Legacy Helmet Engram||29|
|An Insurmountable Skullfort||Titan||Maybe||13|
|Heart of the Praxic Fire||Warlock||Sunsinger||Yes||13|
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The Skullfort has been revamped since its introduction in Y1. While it initially only offered “Improved Transfusion”, in addition to melee energy on spawn, the Exotic helm will now grant every Titan class an additional melee charge. It may seem like this helmet was designed for
Daft Punk Strikers, but it’s actually Defenders and Sunbreakers that see the most use of this perk.
Any content in which a melee kill or melting point proc is feasible is fair game for the Skullfort. Consider the usefulness of a panic overshield for when your first goes down, or a doubly lengthy debuff if your team’s DPS falls off. No, you won’t want to bring it into Lightswitch Nightfalls – but the myriad uses of the now-somewhat-extended Titan melee warrant its spot in your roster. Of course, if you aren’t committed to melee, then it’s basically just an Exotic paperweight.
High B tier for PvE. In PvP, no knocks against it for the extra melee charge/free melee energy on spawn – but Defenders would probably prefer No Backup Plans. Armamentarium provides a similar service, with a much more potent neutral tool in grenades.
Bungie inexplicably introduced a nerf to the time in which you can fire your extra Golden Gun shot, so it’s essentially become an imperative that you both: (a) have your target(s) picked out before popping GG; and (b) never miss, ever.
If you abide by these rules you just might be able to squeeze off a valuable extra GG bullet and make it count. If you can’t do this, then you essentially have no Exotic at all. What’s more – even if you were able to do this, you may have found yourself focusing DPS on a single onerous target from sheer ease of access. In this case, you’d obviously prefer Celestial Nighthawk The effective removal of the ability to “roam”, coupled with the universality of Helmet mods reduces this Exotic’s once valuable niche.
Instead, it’s just an average-to-below-average B tier helmet now. In PvP, a 4-shot GG is an even more dubious proposition. The likelihood of four targets being in plain view being unaware of your presence in time to get popped is near-nil. And if they’re bunched up already, Combustion + 3 shots would do the trick. It’s outclassed in PvP, too.
With the introduction of Stormcaller, the Sunsinger’s inadequacies as trash-clearing became evident fairly quickly; they simply can’t put up the raw damage across as money foes with any amount of ease. Even with Firebolt grenades flying, a Stormcaller is going to clear a room better than any other Warlock.
Instead, the Sunsinger retains a niche as the only roaming Warlock Super in which you can make 7-8 orbs, whereas Stormcaller tops out at 5-6. Heart of the Praxic Fire overcharges your grenade, allowing you to get off (on average) 1 to a maximum of 3 more grenades, depending on your Discipline. This might not seem like much, but it’s a vertical increase in damage potential, and can even bank a couple of Grenade charges for after your Super ends, if you’re running Gift of the Sun.
It’s a great fix for a lower Discipline score hurting Fireborn/Radiance’s offensive potential. In PvP, one or two extra grenades might mean the difference between a kill and a death.