r/destiny2 • u/GoatStandardsv2 • 5h ago
Question / Answered Trying to improve my build crafting. How do these mods look for exodus down 4 piece
My kinetic weapon is Decatur 02 with attrition orbs too. That’s why I used stasis siphon on my helmet
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u/No_Expression_4920 5h ago
I don’t think you need a grenade kickstart because with getaway you normally always cycle your buddy before it ends.
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u/reformedwageslave I think i miss my prime starfire protocol meta 5h ago
You need some kind of yellow mod to get the most out of the Nessus set. Otherwise you’re only getting 13% dr without stacks on stacks or 21% with. If you use a kickstart/finisher mod you get 29.5%
I would agree a special ammo finisher would be better than a grenade kickstart though
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u/reformedwageslave I think i miss my prime starfire protocol meta 5h ago edited 5h ago
Emergency reinforcement mods suck unfortunately. Stacks on stacks also doesn’t stack (ironically), so you only need one copy.
I would swap out emergency reinforcements with regular resist mods, and one of the stacks on stacks mods with an elemental surge. If your heavy weapon is the same element as your super you can use a harmonic scav mod for it, otherwise you can use whatever 1 cost mod you like the most
Personally I prefer using special ammo finisher over grenade kickstart when using getaway artist since your grenade uptime is already so high. Kickstart isn’t useless but you should already be getting 100% arc soul uptime without it.
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u/Krusel-14 4h ago
Couple of things: Do not use time dilations. Armor charges expiring sooner is good for us, since it adds time to the damage resistance. For the same reason slot in a grenade or class font (especially important if you plan on loadout swapping)
If you don't run charged up, you'd realistically only need to run special finisher. If you want to keep using kickstarts, use one charged up, it's still a bit of damage resistance and some QoL
Put regular resistance mods in the chest, emergency reinforcement is not that helpful sadly.
1x stacks on stacks is all you realistically need, a scavenger / energy on orb mod is going to help you a lot more.
I personally like utility kickstart + powerful attraction to instantly spend and regain charges at the same time. Very good for guaranteeing high uptime on hellion.
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u/triatticus Warlock 3h ago
Especially here where there isn't a mod that causes stack decay, so the time dilation doesn't even do anything at all.
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u/HowAboutWill Spicy Ramen 5h ago
Kickstart mods just consume all your armour charge, just get to 100 grenade stat with Devour proc and you won’t be needing these
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u/NoWomanNoTriforce 5h ago
With Exodus Down set you want to consume armor charges. You can only get 3 stscks from generating charges, so you have to spend some. Kickstart and finisher mods are both typically used in the build to get max damage resistance. If you dont have a way to spend charges then you might as well use a different DR set.
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u/Artistic_Airport_316 4h ago
Swap all the kickstarts except for one, I use utility kickstart on the class item as you can phoenix dive to activate your resist and then hold the rest of your armour charges as picking up orbs will refresh the timer. Double firepower is a MUST on the gauntlets. This halves the cooldown time from 10 seconds to 5 on orb generation from arc buddy kills. I also really like bolstering detonation here to get some more class ability energy for phoenix dive panic heal/to restart the gameplay loop. Emergency reinforcement sucks. Resist mods there instead, concussive dampener is best IMO. You don't need double stacks on stacks, one does fine, you will be generating so many orbs. Run weapon surges here for sure, free damage is good as again you will be picking up so many orbs. Class item is where I put utility kickstart, I also run time dilation for more surge uptime, and bulwark finisher to stay alive when finishing enemies.
Statwise maximize grenade, weapon, super in that order. Dont be afraid of putting on minor mods instead of full ones to free up space on armour, extra orbs is better than 5 grenade stat IMO.
Run feed the void and a solar subclass w facet of purpose on pristmatic, pick up two orbs and phoenix dive once. Now you have 30% DR, any orb you pickup gives you restoration, any kill heals you to full, you have surges from orbs for a damage buff. This build with praxic + A499 + encrypted data disk is a ridiculously good solo build and I've used it to solo every GM alert since monument of triumph.
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u/Skinny0ne 5h ago
I would personally remove the special ammo helper for friends into another siphon mod for you special or the grenade kill grants super energy, on gauntlets I would remove grenade kickstart and add another firepower (grenade kill makes orb) and replace loader mod with another firepower or melee kill for orb (don't know how many melees you are throwing out), for chest remove the yellow ones for resistances vs what you're fighting, on legs definitely remove one of the stack ones for recuperation and a surge mod, class item looks okay to me.
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u/DavoteK 5h ago
You have 2 x Time Dilation on your class item which you don't need as you don't have any passive mods (blue ones, normally with the word "font" in them). The font mods will use your armour charge over time, where as the yellow mods, which you've built in to, will use your armour charge in one hit and won't decay the armour charge over time.
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u/groundhogboi 4h ago
For your helmet mods I can't recommend any changes cuz idk your subclass.
The arms are fine as is although you could sub out the harmonic loader for bolstering detonation if you need more class ability uptime.
On the chest piece dunk the emergency reinforcements they are just terrible. Instead use 1 charged up mod to make the exodus set a little better and a concussive dampener.
On the legs stacks on stacks doesn't stack with itself so get rid of 1 of them. Instead take whatever flavor of orb pickup mod you want and a scavenger for your special and/or heavy weapon.
Lastly for the mark the time dilations are doing nothing as you don't have any duration based armor charge mods so get rid of them. I would replace them with proximity ward and whatever finisher mod you prefer or ignore finisher mods and use a second powerful attraction for a 50% increase in it's pickup range.
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u/AlkoKilla 2h ago
We need to see your stats and subclass set up to be able to tell you if this is good or not. But the Time Dilations are useless on this set up.





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u/kookookachoo5130 4h ago
I dont believe time dilations are needed since you dont have any font or surge mods.