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This New Hunter Build Is Pretty Busted Honestly.. Enjoy it! [Destiny 2 Prismatic Hunter Build] Every once in a while there are builds that come around that just live rent free in my head. There the builds that say this is why I still enjoy playing destiny after 10 years, this is why I love the game and started a build channel for it.
You guys just need to watch this gameplay, especially the boss room here in a second. If you give me 6 minutes of your time you'll have some of the most dumb fun in destiny that you have ever had. This right here is one of those all time great builds for me. I mean just look at what I'm doing in here, it's pretty Busted if you ask me.
Your just this Lightning blur of a hunter shifting through hordes of enemies without a car in the world. Even champions are just no issues.
Your always leaving strand clones everywhere for amazing crowd control, your amplified for 15% DR and that makes you harder to hit. We have frost armor x5 up for another 35% DR and we proc our fragment for another 15%. Then in the gameplay you can see my chunks of health coming back so we have reliable healing thanks to the way we have everything set up.
Shares an in-depth Destiny 2 hunter build focused on survivability, crowd control, and consistent fun, detailing aspects, fragments, weapons, mods, and gameplay strategies to maximize effectiveness and enjoyment.
Build Concept and Gameplay
Designed around being an agile, damage-resistant "lightning blur" hunter with excellent crowd control through strand clones and continuous movement.
Core survivability comes from amplified (15% damage reduction), Frost Armor x5 (35% reduction), and fragments for additional damage mitigation.
Consistent healing achieved by picking up orbs of power, reliably restoring substantial health.
Key abilities include Silence and Squall super (provides Frost Armor), Arc Bolt grenade (for amplification), and Threaded Specter aspect (creates strand clones on dodge).
Aspects and Fragments
Silence and Squall: Grants Frost Armor x5, critical for high damage resistance.
Arc Bolt Grenade: Enables amplification for extra defense and evasion.
Threaded Specter: Leaves strand clones when dodging, amplifying crowd control.
Preference for Gunpowder Gamble as a secondary aspect for frequent, high-damage grenade throws.
Important fragments: Facet of Protection (damage reduction), Facet of Purpose (frost armor from orbs), Facet of Awakening (Ionic Trace generation), Facet of Sacrifice (Transcendence energy), Facet of Defiance (slow burst and Darkness meter), and Facet of Dominance (arc grenade jolts targets).
Weapons and Exotics
Ergo Sum (special sword) with Arc Conductor perk: Heavy attacks chain lightning and provide arc resistance.
Mask of Bakris: Enhances agility and strand clone creation, synergizing with the dodge-heavy playstyle.
Sword and arc synergy prioritized over melee usage, with bonus effects from dodge and heavy attack cycling.
Mod Setup and Stat Distribution
Helmet: Arc Siphon (orb generation), Dynamo (super cooldown), Special Ammo Finder.
Gauntlets: Firepower (orbs from grenades), Focusing Strike, Bolstering Detonation (ability energy return).
Chest: Triple damage reduction mods tailored to activity.
Boots: Recuperation (healing from orbs), Arc Scavenger, Stacks on Stacks (armor charges).
Class Item: Special Finisher (team ammo generation), Powerful Attraction (auto-collect orbs), Reaper (extra orb generation after class ability).
Stat priorities: 100 class ability (for maximum dodge uptime), high super regeneration, weapon damage, balanced health and discipline.
Playstyle and Recommendations
Use transcendence as soon as available for enhanced survivability and frequent grenade use.
Maintain a constant cycle of dodging, heavy sword attacks, and orb pickup for optimal healing and energy.
Target 100 class ability and invest in stats that support the build's playstyle (super, health, and weapon stats).
The build is highly recommended for its fun factor and versatility in a variety of Destiny 2 content.
Recommendations / Advice
Experiment with secondary aspects and fragments to fit your preferred playstyle or activity.
Adjust mods and damage reduction according to the specific endgame content or challenges faced.
Regularly trigger orb and ability regeneration cycles to maximize uptime on healing and defensive buffs.
Destiny 2 Hunter Build Overview
So every once in a while there are builds that come around that just end up living rent free in my head. There are builds that say this is why I still enjoy playing Destiny after 10 years of doing so. And this is why I love the game and even started a build channel for it.
You guys just need to watch this gameplay, especially the boss room here in a second that we get to. If you give me six minutes of your time while watching this gameplay, you'll have some of the most dumb fun in Destiny that you ever had. This right here is one of those all-time great builds for me. I mean, just look at what I'm doing in here. It's pretty busted if you ask me.
You're just this lightning blur of a hunter shifting through hordes of enemies without a care in the world. Even champions are mixed in there and there are just no issues. That's because you're always leaving strand clones everywhere for amazing crowd control, you're amplified for 15% damage reduction, and amplified makes you harder to hit while you're running around the place, We have Frost Armor x5 up for another 35% damage reduction, and we proc our Fragment for another 15% damage reduction.
Then in the gameplay you see my chunks of health coming back at a time, so we have reliable healing thanks to the way we have everything set up. So Silence and Squall as your super, Arc Bolt Grenade as the grenade choice, and Threaded Specter as an aspect choice. These three are really important to the overall gameplay of the build.
Silence and Squall gives you that 35% damage reduction because it's going to provide the Frost Armor x5 for us. Having the Arc Bolt grenade on allows Arc multi-kills to make you amplified. Since we aren't using Ascension, we need to get amplified for extra damage reduction and that you're harder to hit, right?
And then Threaded Specter as your aspect leaves those clones behind every time you dodge. And as you can see, you can dodge every second if you really wanted to, depending on what difficulty of content you're doing. Now your dodge ability, whether that be Gambler's Dodge or Marksman Dodge, you choose the one you want, it doesn't really matter. And then your melee you're not using all that often either because you have a sword. So choose which melee you do want.
I did take Threaded Spike here. I could sever a boss before I go to Talonim, right? And then for your second aspect, again, this is kind of your choice. I played the build with multiple aspects, and I actually ended up liking Gunpowder Gamble.
Winter Shroud works here as well. Every time you're hitting that dodge, you're slowing enemies, right? And it helps build your Dark Bar.
But I actually really enjoyed Gunpowder Gamble. Because every couple seconds, you just have that gunpowder gamble that you can chuck out for high damage on enemies. And you can just throw it out and it doesn't interrupt what you're doing.
It was pretty fun. Now for fragments, we take facet of protection. Again, 15% damage reduction when enemies are near us, which they always are. This is increased when we're in prismatic form.
We take facet of purpose. This is what gives us that frost armor combined with the Silence and Squall super. So every time we pick up an Orb of Power, we'll gain two stacks of Frost Armor.
And then honestly, the other fragments can be up to you as well. I actually played more into stats here, but Facet of Awakening was nice. It could create that Ionic Trace for us because of all the Arc kills I'm getting. So it just helped refill some abilities for us. I took Facet of Sacrifice.
While you have an Arc, Solar, or Void buff, Ability Final Blows grant bonus Transcendence Energy. My Gunpowder Gamble was getting a kill. My Arc Bolt Grenade was getting a kill.
This would just help feed my Darkness side. I took Facet of Defiance, so when I did finish something, it created that slow burst around enemies that can stun Overlord Champions, and it helps fill the Darkness meter again, plus we get a +10 class out of this. And we got a +10 grenade out of Facet of Sacrifice as well.
And then lastly, I did take Facet of Dominance. just to allow our arc grenade to jolt targets. This would help with overloads as well, and applying jolt to a group of enemies is always nice.
Also, make sure to just pop transcendence when you do get it, because you're going to stay up in transcendence for a very long time. It just gives you extra damage reduction, and you can throw out that hellfire spike grenade quite often while you're in it. Now for the two exotics on the build, we'll take Ergo Sum.
This is the exotic special sword, and you want the perk Arc Conductor on there. Powered heavy attacks charge the wielder, enabling them to resist arc damage and chain lightning to nearby targets. This chain lightning is what's going to kill enemies as you just run through them, and as soon as we get those two kills, we get that dodge back thanks to our exotic armor piece. So you're just shifting through, and every five or six seconds or so, do another heavy attack. I was actually probably using my heavy attack too often.
And then we combine Ergosom with the Mask of Bakris. I did a build earlier this season with this and I really enjoyed the changes to it and I think it's a fun gameplay style. Now I do believe the Arc Conductor Chain Lightning does less damage after you Light Shift. I noticed that the damage numbers do go down.
It's not a crazy amount because our special sword Arc Conductor is hitting hard enough as it is, even in the content that you're seeing when I'm 20 under power level. But I like to be able to just blink through everywhere and leave strand clones. So I took that hit into the damage section, right?
Now for mods, I played into super, healing, and ammo generation. On the helmet and arc siphon, because those arc chains that go out will create orbs of power because it's from your weapon. I also took a dynamo mod, where you super cooldown when using your class ability and your targets, because we're always dodging in the thick of things.
And then also a special ammo finder, just to help keep ammo up in that special ammo weapon. On the gauntlets I took a firepower, your grenade final blows create orbs of power. This includes your arc bolt and your gunpowder gamble which is nice.
And then just in case I couldn't kill something, I did want to have my class ability back, so I took focusing strike and bolstering detonation. Just to allow the melee and the grenade to feed that class ability back. This is when I'm up against maybe just a boss or solo enemy and I wanted to dodge and then get it back as quickly as I could to use it again to leave another clone against that boss. On my chest piece, I just had three damage reduction mods, so match whatever activity you're doing. Then on the boots, a recuperation or replenish health each time you pick up an orb of power, a arc scavenger, we get extra arc ammo when we pick up a brick, and a stacks on stacks.
Picking up an orb of power grants you one additional stack of armor charge. As you can see in the gameplay, you always have those armor charges available, so you want to be finishing enemies left and right. That plays into your class item, which is Special Finisher.
Finishers generate special ammo for the whole fire team, just helps keep your ammo up in the weapon. We'll take a Powerful Attraction, so every time we do Light Shift, we're collecting orbs of power that's near us. And we'll take a Reaper. Shortly after using your class ability, your next weapon final blow spawns an orb of power. This is on a 10 second cooldown, but it just guarantees an extra orb every 10 seconds.
Those orbs are your main source of healing. With the recuperation mod, we get like, what is it, 15 or 20 HP now with the mod. So not a crazy amount, but I did have around 80 health in the gameplay, I believe, which means I was getting about 50 health on orb pickup just from the health stat and another 15 from the mod. So I was getting around 75 health per orb. And then speaking of stats on the build, these are the stats that you see up on the screen.
Really, the only one you want to aim for is 100 class ability. This just allows the least amount of kills to happen when we have Bacchus on. Sometimes it was two kills, sometimes it was three kills. I guess it depends on the enemy tier, probably.
But aim for 100 class ability. And then I liked pushing my super up, obviously, to get that silence of squall back as quick as possible. Weapons is also nice.
A 15% extra damage on your sword is great. And then I pushed up health and discipline a bit, just to keep it pretty even across the board. So I hope you guys enjoyed this video.
I hope you found it helpful. There's a lot of applications you can take from what I just did in this video. It's super fun.
It's enjoyable. And I promise you guys, if you try the build, you might not just take it off the rest of the season. Thank you so much for watching and I'll see you guys all in the next video. Have a great rest of your day.
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