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Ghost of the Deep Weapons Review
Focus on "No Survivors," a solar aggressive frame SMG.
Previously overshadowed by "Immortal" SMG.
Recent changes make "No Survivors" worth revisiting.
Weapon Stats
Comparable to other high-tier SMGs.
Notable stats:
Higher range than "Immortal" at 44.
17 base stability, which is moderate for the archetype.
Perks Overview
Column 3 Perks: Rewind Rounds, Heel Clip, Surplus, Attrition Orbs, Rangefinder, Demolitionist.
Column 4 Perks: Zim Moments, Master of Arms, Sword Logic, Target Lock, Adrenaline Junkie, Incandescent.
PvE Recommendations
Heel Clip:
Grants cures to allies upon reloading after a final blow.
Provides 120 HP to player, 60 HP to allies.
Synergy with ember benevolence for ability regeneration.
Rewind Rounds:
Refills 60% of magazine upon emptying, based on hits.
Attrition Orbs:
Creates orbs of power with sustained damage.
Demolitionist:
Generates grenade energy on kills, reloads weapon with grenade use.
Incandescent:
Spreads scorch upon target defeat.
Great synergy with solar class abilities.
PvE GDRO Recommendations
Ideal Roll: Heel Clip and Incandescent for healing and AoE damage.
Demo and Incandescent for grenade synergy.
Attrition Orbs and Incandescent less effective due to non-synergy.
Shiny variants offer perk combinations for versatility.
PvP Performance
Base TTK:
Base: 0.75s at tier 10 resilience, adjustable with resilience tiers.
Radiant & Perks:
Radiant reduces TTK.
Master of Arms and Sword Logic provide significant damage boosts.
Challenges:
Stability issues require targeted perks like Surplus.
Comparisons to "Immortal" show unique advantages due to perk variations.
PvP Recommendations
Surplus:
Provides stat boosts, especially addressing stability issues.
Target Lock:
Damage increases with sustained target hits.
Effective with perks like Surplus and Radiant for consistency.
Origin Traits
Restoration Ritual:
Reloads weapon on reviving and finishing moves.
Gravity Well:
Gathers ammo on reload.
"No Survivors" offers a balanced option for both PvE and PvP.
Unique perk combinations provide healing and damage potential.
Suitable for players seeking versatility and enhanced weapon perks.
Full potential unlocks with adept versions and perk combinations for specialized use cases.
No Survivors SMG Analysis and Recommendations
Timestamps: 0:00
Intro 0:52
Stat comparisons 1:26
Perks 1:43
Heal Clip 2:30
Wewind Rounds 2:52
Attrition Orbs 3:28
Demolitionist 3:46
Incandescent 4:41
Sword Logic 5:41
Master of Arms 6:18
Target Lock? 6:33
Origin Traits 7:44
PvE Godrolls 9:16
PvP 10:03
Rangefinder 10:33
Surplus 11:19
TTK Values 14:22
PvP Godrolls 15:26
Final Thoughts
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No Survivors SMG Analysis and Recommendations
Now, even though these Ghost of the Deep weapons aren't technically new, they are still pretty interesting for us to look at since back in the day, we didn't even review them then. That's right, guys. For the first time ever, we are reviewing No Survivors, a solar aggressive frame SMG that I believe has a lot of potential in both PvE and PvP. Now, one of the reasons we really never gave No Survivors a fair shot back in the day was simply because we had immortal. It was the end all be all for SMGs, at least for PvP. But since then, immortal has been nerfed. On top of target lock being nerfed, but then buffed again, and then I don't know, nerfed again. It's gotten back and forth multiple times. But the point is is that no survivors here present something now worth looking at. It has a brand new set of perks, including target lock in its unnerfed form. There's adept versions that you can chase after, shiny versions, and even adept shiny versions. So, let's get into it. Now, in terms of stats, no survivors is pretty solid. Now, like most Trials weapons, immortal is still the best statwise among our aggressive SMGs, but no survivors isn't far behind. It even has higher range than Immortal at 44. And for the most part, it isn't that far behind in its other stat points. Sure, there's a couple SMGs that have a few higher points here and there, but I would say it's about equal with something like Icelos and just a bit behind immortal. Now, if there was one noteworthy stat that may be a bit concerning, it's that 17 base stability. Again, not the worst of the archetype, but certainly not the best either. But let's talk perks. In column three, we have rewind rounds, heel clip, surplus, attrition orbs, rangefinder, and demolitionist. In column four, we have Zim moments, master of arms, sword logic, target lock, adrenaline junkie, and incandescent. Now, I'm going to start with PvE first. If you know me, you pretty much already know what I'm going to say, guys. Hands down, I see hill clip, that's what I go for. I can't tell you how many times in day one content, whether it's day one raids or day one dungeons or even these ultimatum mode dungeons, heal clip saves thy ass every time. Reloading shortly after dealing a final blow grants cure to you and nearby allies. It's such a good perk, guys. It's going to give yourself cure times 2, which is 120 HP instantly, and nearby allies within 15 m of you when you reload will get cure time 1, which is 60 HP. Not to mention as well all the subclass synergy that you have here with the ability to proc ember benevolence which massively increases grenade melee and class ability regeneration. I'm a very big fan of hill clip. The enhanced version not so much. Doesn't really change anything. Just increases the time you have after a kill to then reload and proc. But that's fine. He clip by itself is S tier. Now could you go with other perks? Absolutely. You've got rewind rounds which reads when this weapon's magazine is empty. It refills from reserves based on the number of hits. Essentially, once you empty your magazine, this is going to refill 60% of it based on the number of hits you land it with the enhanced version refilling up to 70% of the mag. Another great perk, especially against meteor targets. It allows you to stay in the gunfight for longer, dumping more damage before reloading. Attrition orbs is also present in that third column where dealing sustained damage creates an orb of power. A pretty great perk to spawn orbs passively just by shooting. People went crazy for this perk on velocity baton. Now, I will say for soul survivor here, it takes a number of shots. roughly 22 to spawn an orb. Now, keep in mind these shots can be against multiple targets. It doesn't need to be on a single target, but I do think attrition orbs is a great perk, and I'm really curious to see how orbs and everything is going to tie together with future builds going into Edge of Fates. Now, the enhanced version of this perk allows you to get more super energy, going from8% to 1.1%. Then, finally, we have the last perk that I want to bring your attention to, Demolitionist. A tried and trueue option. Kills with this weapon generate grenade energy. Activating your grenade ability reloads this weapon from reserves. Now, each kill will generate 10% grenade ability energy or 11% with the enhanced version. And then when using your grenade ability, this will refill the magazine. Now, moving over to column 4, we have a lot of great picks here. But with this weapon being a solar weapon, guys, I can't help it. Incodescent. Dude, call me basic if you will, but incodescent and hill clip together. God damn it, it's beautiful to watch. The perk reads that defeating a target spread scorch to those nearby. more powerful combatants and opposing guardians cause a scorch in a larger radius. Essentially guys, kills with this perk triggers a solar explosion that applies 30 scorch stacks or 40 with ember of ashes. And this is within a 4 m radius of that enemy. Now, if it's an elite or higher enemy, that radius increases to 8 m and spreads 10 more scorch stacks. Now, for the enhanced version of incodescent, this increases the amount of scorch stacks when using ember of ashes to 45. Let me just say all around incidescent is a fantastic perk. One of my most used SMGs in the game is Callus Mini Tool, primarily because of incodesense. The AD clear potential with this perk and the subclass synergy combined with already the subclass synergy from Hill Clip is just too good, guys. It's PvE heaven. Now, if you're looking for more damage, you don't want incandescent, you just want something to just put out more. Well, you got Sword Logic. Final blows of this weapon grant bonus damage. The strength and duration of the bonus increases when more powerful targets are defeated. Essentially, minor enemies are going to grant one stack for 15% increase in damage for 5 and 1/2 seconds. Elite is two stacks for 25%, mini bosses are three stacks for 35%, so on and so forth, guys. And if you happen to kill a boss, which is really going to be never 50%. Now, for the enhanced version of this perk, it increases that buff duration by 1 seconds for all stack levels. Now, let me just say, sword logic, especially on a primary weapon, you're not going to see 50% damage bonus. Hell, you're probably not even going to see 35%. What you will stay in the range of is 15 to 25%, which guys is still a lot of damage. Any additional kills refreshes that buff as well and it's tied to the highest enemy rank that you killed. So if you do happen to get like three stacks or even four stacks when you kill a red bar that refreshes those tiers so you can maintain that damage buff. Now sword logic seems like it's too much work. You do have master of arms. It's another good option giving similar results except kills with any weapon improves this weapon's damage for a short time. Essentially guys when you score killed with any weapon it will give you times one which is a 15% increase in damage for 7 seconds. Then getting another kill with a buff active will grant you times two for a 25% increase in damage, but this one lasts for 4 seconds before dropping down to times one once the 4 seconds expire. Now, for the enhanced version of Master of Arms, this increases the buff duration by an extra second. Again, you get very similar damage bonuses here, and although Sword Logic does have a higher ceiling, it is easier to proc Master of Arms. Now, for those interested in something like target lock now that it's been unnerfed, it's not my preferred choice for damage inside of PvE. you could pair with rerun rounds, but I just don't see it as good as what we see from these other perks present in this fourth column, at least for PvE. Now, for origin traits, we of course have the classic one found on our Ghost of the Deep weapons, restoration ritual, which reads that reviving allies or defeating combatants with finishers, reloads his weapon, and readies an emergency ammo refill for the next time this weapon runs out of ammo. Now, this is a very easy origin trait to take advantage of. Maybe not as useful on an SMG as it is on something like the rocket launcher or even our grenade launcher, but SMGs do mow through ammo pretty quickly, so it is something you could take advantage of. Now, the other origin trait on this weapon is gravity well, exclusive to the Rhine of the N version of these weapons. It reads that reloading this weapon automatically gathers nearby ammo. This is a very nice origin trait. It allows us to pick up special and heavy ammo just by reloading. We've talked about this organ traits and its ability to be procked with certain perks, most notably led from gold. For no survivors here, there isn't really anything here that's able to proc it trait-wise. For instance, rewind rounds that doesn't proc it. It needs to be a real reload for this weapon. I do think that both of these origin traits are really solid though, but I love the ability to pick up ammo with gravity. Well, it's been one of those things that has allowed me to just kind of brainlessly kill things and not think about physically picking up ammo around me, which is very nice. Now, in terms of my PVE GDRO recommendation, well, fellas, you can't go wrong with Hill Clip and incodescent. And personally, that's my top choice every single time. You're telling me I got an SMG that's in the aggressive frame archetype. It can heal me and it has the AoE damage of incandescent, dude. That all day long, man. Now, demo and incandescent is also an interesting option as this is the only solar SMG to have that combination besides, of course, the original version. Attrition orbs and incandescent did look pretty promising at first, but unfortunately the scorch ticks from incandescent don't proc attrition orbs faster, which is unfortunate. I was actually hoping we were going to see the scorch spreading and then we would see a situation where boom, you got multiple ticks of damage happening and then orbs raining everywhere, almost like velocity baton. Now, if you prefer perks that give a little more damage, I think he clip and massive arms is really good. And keep in mind, guys, you can get shiny variants of this weapon. So you can get double perks in both columns three and columns four. Ideally you can do like hill clip, maybe demolitionist in one column, master of arms incodescent in the next column. Overall guys, I've really enjoyed my time with this SMG. Get you a mag boosting perk. If you could land the adept version, even better. No, the aggressive archetype isn't the highest DPS amongst SMGs. Doing around 21,37 in our testing here against coral, which does come under lightweights at 22,161. But keep in mind, what no survivors is giving you is comparable damage with the ability to heal yourself. I love countless mini tool guys, but I'm probably going to retire it simply because I know that he clip incodescent roll is just too good. Now, PvP, how has this weapon performed? Let me just say, guys, this SMG when I shoot it, I'm going to be honest, like I'm aiming in the general direction of my enemy, but this sucker is a bullet hose. And I know it's an aggressive. It's not like we're rocking a 900, but maybe it's just the lack of stability and can be somewhat difficult to control. Normally in the past, I would say, "Hey, for mag perks, go high caliber rounds maybe." But on this particular SMG, guys, I actually found that I needed a little more stability. So things like ricochet rounds. Now, at its base range of 44, it goes up to about 18.42 m before receiving damage fall off. You can get that range up higher though to 79 with say like a hammer forge roll with ricochet rounds, a range master work, and a depth range, which means you won't see damage fall off with that particular role until 21.61 m. Now, interestingly enough, I did play with the rangefinder role, which I know seems kind of strange. My role was rangefinder, master of arms, and I just wanted to see how rangefinder felt. No, rangefinder does not increase the range of your weapon anymore as zoom has been decoupled from range, but it is supposed to push out aim assist fall-off by 10% as well as reduce things like recoil and also affect accuracy, cone growth, things like that. I didn't really notice like that many benefits from rangefinder. Obviously, it's been a perk that most of us have moved away from, but when looking at perks in column 3 for PvP, you really don't have a lot. You've got surplus, which yes, does give you a lot of great stat benefits. And that's probably one I'm going to lean toward most, as rangefinder doesn't really do a whole lot. And kill clip, although it's very good, isn't something that necessarily helps my weapon secure the kill. Yes, it can help me go from kill to kill as it heals me between encounters. But I want something that's going to actually help my weapon in the gunfights. And what I'm saying is is that rangefinder didn't really do a whole lot for me, guys. surplus though, especially on like a prismatic subclass where you have multiple abilities that can keep you at times three. And since my original complaint was that the stability of the weapon was definitely lacking, well, hell guys, I think surplus is the go-to choice in that third column. Which brings us to the fourth column perks. We've got a lot of damage options here, guys. And this is where we get into the TTK values. Base time to kill value for this weapon at tier 10 resilience is 75 seconds, 10 crits. It goes to nine crits, one body. from tier nine to tier four resilience and then from tier three it goes to eight crits to body. Now I'm going to bring up radiant here because since this is a solar weapon you can actually maintain radiant pretty easily with no survivors and as long as you're getting kills you can hang on to that buff. With Radiant at base, you're able to get the kill in 67 seconds in nine crits from tier 10 to tier eight resilience. And this drops at tier seven resilience and below to eight crits one body. Now this brings us to master of arms times 1. This allows us to secure the kill in 67 seconds at tier 10 resilience to tier 7. Then from tier six to tier five, get this, you can actually get the kill in seven crits in two body 67 seconds. But then at tier four, this drops to eight crits at.58 seconds. Now, if you are able to achieve master of arms times 2, right out the gate, you're able to get the kill in.58 seconds, even on max resilience guardians. And that goes to seven crits, one body at tier seven resilience. Now, Massive Arms times 1 with Radiance drops our TTK values down right out the gate at 0.58 seconds with Massive Arms times two with Radiance going as low as.5 seconds. Which brings us to Sword Logic. Sword Logic is actually an interesting choice inside of PvP because just getting a single kill on a guardian will grant you two stacks with again the enhanced version giving you an extra second of duration. So, at Sword Logic times two, you're able to get the kill in 67 seconds. eight crits, one body. With it going as low as eight crits,.58 seconds on tier four resilience guardians. And if you happen to get sword logic times three, this drops our TTK values down to.5 seconds with radiant taking it even further, dropping sword logic times 2 to 58 seconds at base and then 42 seconds with sword logic times 3. Now, all of these sound really, really good, but keep in mind guys, it's kill activated, right? you need a kill in order to proc these damage buffs. Which is why target lock has always been such an interesting choice on pretty much any weapon, but especially SMGs, as your damage increases the longer the weapon remains on target, with the enhanced version ramping up damage even more. So, for instance, target lock at base allows you to get the kill on guardians tier 10 to tier five resilience in nine crits 67 seconds. And then from tier four, eight crits and one body 67 seconds still. Now, if you were to combine this with radiance, it does go further. Gives you one shot in forgiveness at max resilience. And then from tier 9 to tier eight, it's seven crits to body 67 seconds. And then from tier seven and below, eight crits.5 seconds. Now, like I mentioned about the enhanced version of target lock. This allows you to still secure the kill in 67 seconds on max resilience guardians, but notice the shift here in resilience at tier six. Now we're able to get the kill in eight crits, one body from tier six and below versus tier four and below with the regular version of target lock. Now if you combine this with radiance, yes, this of course makes our weapon deadlier, dropping our TTK values down to as low as.58 seconds, which is fast, guys. Which takes us to my honest opinion here on no survivors inside of PvP. There were times that this weapon absolutely shred it. And I think with the right roll, that hammer forge, ricochet round, surplus target lock roll, you've got a very good weapon on your hands. And what makes this weapon even more special than even an immortal right now is that immortal can't be enhanced. This one can't. And you see the resilience changes here that an enhanced version of target lock brings. The thing that holds no survivors back for me is again, guys, I feel like the weapon is difficult to control. And I know one of you right now is typing. Sounds like a skill issue. Cross. Look, maybe you're right. Maybe it is a skill issue. All I'm saying is yes, the weapon does eat people, but I had to put a little more effort in my aim, which is fine. Sometimes we like weapons to just aim force. What I really wanted to get this past week though was that surplus target lock role because the gameplay you're seeing here is really just my master of arms role that I was swapping between both heel clip and rangefinder on. I have not secured the god role for PvP yet. Got what I wanted for PvE, but not for PvP. I think this weapon can equally be a monster in both PvP and PvE. Now, the things that counter me when I was using this SMG, obviously just good players, right? People that actually keep distance, so hand cannons from afar, pulse rifles, and then up close, I could kill most shotgun users running toward me, unless they were slug users. Let me just say, guys, against sidearms and SMGs, slugs really are the counter. And honestly, slugs are kind of the counter to shotguns and fusion rifles in some ways. For folks that can land those head shots, they'll cook with a god row inquisitor all day long. As far as the origin traits on this weapon, neither one really supply any type of benefits for PvP. Maybe restoration ritual, but gravity will not need it. I think immortal definitely wins in that department, especially with the lacardy after its rework. Overall guys, I do think that no survivors is a great weapon and it's definitely going to be a weapon I'm going to have in my arsenal on the PVE side of things for day ones. I can't tell you how many times I've looked in my vault and pulled out my heliocentrics, my nullifies, hell, even summoners that I have kept with heel clip and incandescent. Now I have an SMG with that combination, which is fantastic. So guys, that's it. That is our review for this SMG. Let me know in the comments below what you think. If you're looking for a guide on how to do Ghost of the Deep, we shall link that down below. But ladies, thank you all for coming and watching. And as always, slap that like button like your mama told you right. I'm all right.
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