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Destiny 2 Roaming Supers Update: Hunter Builds

Introduction

  • Focus on creating builds for survivability, boss damage, and add clearing.

  • Discovered two favorite builds and one strong build (accuracy-dependent).

Arcstaff Build

  • Super: Arcstaff allows light, heavy, and combo attacks; dodge instead of block for damage resistance.

  • Exotic Armor: Raiden Flux chest piece

    • Synapse Junction stacks (up to 3) with Arc Staff for 73% more damage.

    • Slower passive super drain.

  • Abilities: Combination Blow and Gambler's Dodge

    • Cycle: Melee kill -> recharge dodge -> dodge -> regain melee.

    • Lethal Current: Post-dodge melee attack jolts enemies, causing AoE damage and blinding.

  • Artifact Perk: Art Compounding for 15% more damage to blinded targets.

  • Spark of Feedback: Melee damage increases next melee by 75%.

  • Ionic Traces: Spark of Ions and Discharge to create Ionic Traces from jolted targets.

  • Flow: Cycle melee and dodge; use primary weapon for ionic traces and distant enemies.

  • Stats: Target 100 in Resilience and Discipline.

  • Weapons:

    • Kinetic: Witherhoard or Lost Signal for DPS and weaken.

    • Energy: Arc Primary (e.g., Pyroelectric) for Jolt effects.

  • Additional Artifact Perks: Trace Evidence, Curative Orbs for health boosts.

  • Overall: High survivability and damage with long-lasting super.

Spirit of Surtarachni Build

  • Damage Resistance: 45% using Woven Mail from grenade use.

  • Supers: Silk Strike for grapple and boss damage; Spirit of Galnor for super refund.

  • Grenade Types: Normal, Prismatic, and Gunpowder Gamble for Woven Mail.

  • Aspects:

    • Facet of Blessing: Health regen from melee kills.

    • Facet of Dawn: Radiance from powered melee hits.

    • Facet of Mending: Cure from grenade kills.

  • Strategy: Use grenades frequently for health and damage resistance.

  • Stats: 100 in Resilience and Discipline; balance Mobility and Strength.

  • Weapons:

    • Primary with light damage (e.g., Sunshot).

    • Pair secondary and heavy for weapon surge.

  • Artifact: Concussive Reload and Kinetic Impact for extra damage.

  • Overall: Strong with damage resistance, healing, and add clearing.

Golden Gun Build

  • Super: Golden Gun with Spirit of Star Eater for super regen.

  • Comparison: Celestial Nighthawk vs. Star Eater for damage and regen.

  • Facets:

    • Facet of Courage and Dawn for damage increase.

    • Facet of Purpose for restoration from orbs.

    • Facet of Protection for damage resistance.

  • Stealth: Stylus Executioner for invisibility upon killing debuffed enemies.

  • Strategy: Use melee for radiant and damage buffs; use weapons for orb creation.

  • Stats: 100 in Resilience and Discipline; balance Mobility and Strength.

  • Weapons:

    • Primaries with Jolting Feedback or high damage (e.g., Outbreak Perfected).

    • Heavy DPS weapon for bosses.

  • Artifact: Concussive Reload, Kinetic Impact, Curative Orbs for survivability.

  • Overall: Easy survivability and boss damage, dependent on shot accuracy.

Conclusion

  • Three builds offer constant super use.

  • Encouragement to explore Destiny 2 builds further.

  • Invitation to view additional content and future updates.

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Hunter Super Builds in Destiny 2

Guardians, with the new update to Roaming Supers, I wanted to create three builds that could offer you a balance of survivability, boss damage, and add clearing potential. Little did I know that I would find two of my new favorite builds, and even a build that can be really strong. Well, if you hit your shots.

Let's get into it. First up, we have a twist on an old but very strong arc build. With this build, we're using the arc roaming super, Arcstaff.

With this super, we pull out an Arcstaff that we can use light attacks, heavy attacks, and even a light light heavy combo attack. And you can also block with it, but I usually like to dodge with it since dodging doesn't cost any super energy and does give you some extra damage resistance. And since this build is all about your Arc Staff, it only felt right bringing the Raiden Flux exotic chest piece, which states, while in your Arc Staff, hits will grant stacks of Synapse Junction. This can stack up to three times, giving your Arc Staff 73% more damage and a slower passive super drain rate. This makes your super a lot more powerful.

and gives you more incentive to try and cycle back to it as quick as possible. And that's why I'm bringing the classic, combination blow and gambler's dodge cycle. This makes it so that killing with your melee will recharge your dodge, and then when you dodge your enemies, you get your melee back to repeat the cycle.

Combination Blow already deals some decent damage when at 3 stacks, but we tack on Lethal Current to make it even more powerful. Now, after dodging, our next melee attack will jolt enemies. This is huge since it will not only give us AoE damage, but it also makes it so that damaging a jolted target with a melee attack will also blind them. And this season, we have the artifact perk called Art Compounding, which makes all our damage deal 15% more damage to blinded targets, and you now have an easy way to blind tougher targets. So we then bring Spark of Feedback.

That way we can take melee damage, and our next melee will deal 75% more damage. And since we'll be jolting targets with our melee and our weapons, I'm bringing Spark of Ions and Discharge, so that kills on jolted targets create Ionic Traces. And Arc Weapon Kills will create an Ionic Trace every 3 kills on minor enemies. These Ionic Traces will help feed back into our grenade energy. and are even important for our later artifact perks.

And what's the flow for this build? Well, it's pretty simple. Melee, then dodge.

Melee, dodge, you get the picture. In the meantime, you can use your primary weapon to create more Ionic Traces to gain back your grenade energy, and to take out enemies that are further away. With our mods and total damage, we feed back into our super very quickly, meaning we can use it for add clearing, creating a ton of orbs, or even some extra boss damage. And for stats, I like to shoot for 100 in Resilience and Discipline.

Mobility, Strength, and Intellect aren't really necessary since they all have ways to gain back a ton of Ability Energy. When it comes to weapons, in the Kinetic slot I love to bring a backup damage weapon. This could be something like Witherhoard or the Lost Signal, which can both deal some passive DPS and weaken with this season's artifact perks.

In the Energy slot, I like to bring an Arc Primary weapon, mainly one that can cause Jolt. Weapons like Pyroelectric, Noxious Veteor, or even Corrasion are all good options and have access to Volt Shot or Jolting Feedback. When it comes to the artifact, the most important perk is Arc Compounding.

This increases all of our Arc Damage by 15% on blinded targets. Our Melees and Super Combos will blind enemies, leading to more overall damage. Then I bring Trace Evidence, so that scoring 2 precision hits on an Arc debuffed enemy will create an Ionic Trace.

And this is super easy to do since we'll be jolting basically everything. Curative Orbs is also really strong, especially when it's boosted with a tonic. Now, the first time we break a shield, we create an orb of power, leading back to more super energy.

But also, when we collect elemental pickups like Ionic Traces or Orbs, we get a bump of health. And then feel free to also bring perks like authorized melee mods for cheaper armor mods, and concussive reload to weaken bosses and champions with your grenade launchers. This build offers a ton of survivability and damage between the classic melee and dodge combo, and a super long-lasting super. It was a ton of fun to use and I would definitely recommend giving it a go for yourself.

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You can use code LUCKY to save 10% at checkout. With that being said, let's jump right back into the video. The second build offers you 45% damage resistance on a regular basis. That's because we're running the class exotic with Spirit of Surtarachni.

This makes it so that using a grenade will give you woven mail for 10 seconds. And let me emphasize this. This means any grenade. With the prismatic subclass, we can use our normal grenade.

We can transcend to throw a ton of prismatic grenades, and we can bring Gunpowder Gamble to constantly gain back and ignite. ignition on a stick that will also give us woven mail. With so many ways to throw grenades, The only real downtime you have with Woven Mail will be in our super.

Oh wait, that's right. We're bringing this Silk Strike super that lets you grapple. And since we're bringing Silk Strike, we can deal some decent boss damage. But it's honestly really good at add clearing and wiping out mini bosses.

Which is why I'm bringing Spirit of Galnor. That way, hits and kills with our super will refund up to 50% of our super. So then I bring grapple as my normal grenade, so that I can use melee mods to refund ability and super energy.

This pairs perfectly with Facet of Blessing. so that our melee kills will start health regen, and Facet of Dawn so that powered melee hits and kills will make you radiant. Grapple and Gunpowder Gamble both count as grenade kills, which is why I bring Facet of Mending, so that getting kills with them will also cure us. And I know there's a lot of moving pieces to this build, but the main thing to know is to use any and all grenades as much as possible.

We can proc Woven Mail and Cure from Grapple, Gunpowder Gamble, and Prismatic Grenades. We can proc Health Regen and Radiant from Threaded. spike and grapple melee kills. Then pop your super to wipe out a ton of enemies or deal some boss damage, getting back up to 50% of your super from hits or kills.

When it comes to stats, I'm shooting for 100 in resilience and discipline. Then I'm aiming for a mix of mobility and strength. And as for the weapons, you have a ton of wiggle room here.

You mainly want to bring a primary that deals light-based damage. Our grenades and melees will mainly fill up our darkness meter, so a weapon like sunshot or graviton lance is really good for clearing out a ton of enemies and filling that light based meter. I like to match my secondary and my heavy weapon to make the most out of our weapon surge.

Tanisha's mastery or lost signal pair perfectly with a stasis heavy like chill inhibitor for a ton of boss DPS and add clearing potential. As for the artifact, we do have a couple we want to bring. As usual, we want to bring our grenade launcher perks, mainly concussive reload so that we can weaken bosses. Then we bring kinetic impact so that our heavy grenade launchers will deal a bit more damage. And then I top it all off with curative orbs, which I also boost with a tonic, so that we can create an orb whenever we want.

we break a shield for the first time, and then any time we pick up an orb or any other elemental pickup, we gain a boost of health to help with our overall survivability. This build is incredibly strong, offering you a ton of damage resistance, a ton of healing, and a ton of add clearing. This has quickly become one of my new favorite builds.

And if you're enjoying the video, remember to leave a like and subscribe to see more content like this in the future. The final build on the list uses the Golden Gun Super, and don't ask me why Golden Gun is getting the Roaming Super buff while Storm's Edge got a 125 second cooldown nerf. Either way, normally I recommend Celestial Nighthawk, but since this interaction isn't getting the super regen buff, I went for a different route this time. See, Celestial Nighthawk increases your Golden Gun damage by roughly 72%.

Well, we can take an exotic class item with Spirit of Star Eater, and then by picking up 6 orbs, we can buff our Golden Gun by 70%. While Celestial still offers slightly more damage slightly faster, it doesn't offer you the same super regen rate. So, to amp up this build even more, I like to bring facets of Courage and Dawn, and then pair that with Withering Blade. Now you can throw your Shuriken to go Radiant for an extra 25% weapon damage, and to slow the target, which will proc Facet of Courage for 10% more damage with light-based abilities.

Both of these will increase the damage for our Golden Gun, and is really easy to proc by simply using your melee. For survivability, I'm bringing Facet of Purpose to gain restoration whenever we pick up orbs, and then Facet of Protection for an extra 15% damage resistance while surrounded. And then I bring the aspects of the game to the game.

stylus executioner. That way I go invisible anytime I get a kill on a debuffed enemy. Our melee will slow enemies and our grenade will scorch enemies, making it easy to proc that invisibility and extra survivability. I love bringing Gunpowder Gamble for more add clearing, but Winter Shroud makes it easier to proc that invisibility if that's something you like better. And what's the flow for this build?

Well ideally you'd have the class exotic with Spirit of Inmost Light in that left column, in which case you want to spam all of your abilities. But if you're unlucky like me and don't have that role with Inmost Light and Star Eater yet, yet, we mainly want to use our weapons. Our abilities make it easy for us to go invisible if you need some extra survivability, though you will be creating a ton of orbs with your weapons, which will provide you with restoration for that extra healing. Make sure to work up that Feast of Light x6 if you're going to use your Golden Gun Super on a boss.

Otherwise, it's still strong enough to take out champs and mini bosses. Just make sure to throw that shuriken before popping that Golden Gun. And when it comes to stats, I shoot for 100 in Resilience and Discipline.

and then I'm aiming for a mix of mobility and strength, and you definitely have some wiggle room when it comes to weapons. Primary weapons with perks like Jolting Feedback, Incandescent, or Destabilizing Rounds can be good to offer more invisibility by proccing those debuffs on enemies, or you can run with a high damage primary like Outbreak Perfected, which can be really good at rapidly getting back your Golden Gun in DPS phases. And in that heavy slot, just bring the best DPS weapon you have, like Chill Inhibitor with Envious Arsenal and Bait and Switch. As for the Artifact, we want to bring our grenade launcher, launcher perks, mainly concussive reload so that we can weaken bosses, mini bosses, and anytime we break a shield with our grenade launchers. Then we bring kinetic impacts so that our heavy grenade launcher will deal a bit more damage overall.

And I then like to take curative orbs and boost it with a tonic so that we now create an orb whenever we break a shield for the first time. And anytime we pick up an orb or an elemental pickup, we gain a boost of health to help with our overall survivability. This build offers easy survivability with invisibility and restoration, and even a ton of boss damage. boss damage. That is, if you hit your shots.

And there you have it, Guardians. We've covered three roaming super hunter builds that allow you to use your super constantly. If you want to see three warlock builds that also use a roaming super, then go check out this video here.

If you found this video helpful or just enjoyed seeing a new perspective, feel free to like the video and comment down below on what builds you've been enjoying most for hunters. Keep an eye out for future videos as we continue to explore the ever-evolving world of Destiny 2. Until then, may the threads of fate be ever in your favor. This is Lucky Mech, signing off.

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