The Bad Juju has returned with Destiny 2’s latest DLC, The Season of Opulence. This pulse rifle was a personal favorite of mine in Destiny 1 on my Voidwalker Warlock, because it served as a very strong weapon for Guardians in everyday content such as strikes, patrols, and heroic missions.
After more than two years, Thorn, the legendary Weapon of Sorrow and former bane of the Crucible, has returned with some significant changes. Is it still worthy of its past infamy?
So far, Destiny 2’s exotic armor doesn’t feel quite as powerful as what we found in Destiny. In my mind, the jury’s out on whether this is a good or a bad thing, but for now we may as well use what we have. While many of the armor pieces available across all classes feel as though they’ve been tuned for PvE, and others simply feel lackluster (likely due to balance issues), there are still some good options for Crucible combat. With a few exceptions, I’ve found it much harder to rank D2’s exotic armor, largely due to the fact
Charge your soul and let the electrons sing. The Riskrunner is an Exotic Submachine Gun that can be acquired from Exotic/Luminous Engrams, various rank-up packages, or as a quest reward in Destiny 2’s campaign. Upon reaching Io and completing the first campaign step, Asher Mir will prompt Guardians to select what is very likely their first Exotic weapon reward: Sunshot, Riskrunner, or the Graviton Lance. If you select one, subsequent characters will only be able to acquire one of the other two from this quest step. [divider] The Basics Submachine Guns are deadly weapons in close range. They boast low
The Fighting Lion is an Exotic single-shot grenade launcher that can be equipped as an Energy weapon. But should you use it? Probably not. The good: Grenade launcher in the Energy Weapon slot. The bad: Everything else. Low damage, small blast radius, not worth its Exotic status. Delayed Gratification: Grenade projectiles will bounce off surfaces. Hold to fire, and release to detonate. Countermass: This weapon is weighted for vertical recoil. Greatly controls recoil. Increases stability. Increases handling speed. Implosion Rounds: This weapon’s projectiles travel faster and have a controlled explosion. Increases projectile speed. Greatly increases stability. Decreases blast radius.
Returning from the archives of Year 1, Necrochasm was one of the more difficult weapons to acquire back in the day. Not only did it require an extensive quest, but progressing also hinged upon random drops from Hive knights and Crota himself. Many rage-quits were harvested during those sorrowful times. The new quest line is much easier, but is it worth your time in this new age of nostalgic delights? Pros: Very quick time-to-kill, Arc damage, cursed Thrall explosions on every kill. Cons: Uses a vital exotic slot, dependent on the Zen Moment perk for optimal stability. Perks The Intrinsic
Each week, a specific Exotic weapon will be used in every activity of Destiny. So far we’ve inspected Touch of Malice, Universal Remote, & The Last Word! Hard Light Pros: Literally light up your enemies! Over-penetrating rounds work well when enemies are lined up, decent magazine. Cons: Blinding muzzle flash, difficult to stay on target, techno music will play in your head. Perks In the ballistics column, we have Accurized, CQB, and Aggressive. CQB increases Range at the expense of Stability, which is a baffling choice considering this weapon suffers no damage fall-off. The Exotic Perk gives you the over-penetrating rounds