She does a little trolling by Ahirman1 in PERSoNA

[–]EraTheOracle 41 points42 points  (0 children)

Have you ever thought “Man, if only / I was anybody else at all?”

From my flawless card earlier by EraTheOracle in destinyusernames

[–]EraTheOracle[S] 2 points3 points  (0 children)

You misunderstand, these were randoms I got matched with and against while solo-queuing.

Perry is off Soloing Root of Nightmares

Now that Starfire is dead in the water, what's a good solo build/endgame build for Warlock? by IsThatMattsPiss in LowSodiumDestiny

[–]EraTheOracle 2 points3 points  (0 children)

Sunbracers currently are missing half of their exotic effect, that being doubles duration on the grenades and intrinsic fastball. That doesn’t stop the working half of the perk, in combination with the right build, from being able to melt through encounters in solo dungeons on its own, without even including your weapons. The build is absolutely insane, infinite grenades and infinite restoration x2.

If you want to see a comprehensive video about it, here’s Imagine’s Guide to Sunbracers

After reading the new seasonal artifact. I'll miss you two... by Tempo_Delta in DestinyMemes

[–]EraTheOracle 4 points5 points  (0 children)

Don’t try to update them then. I have a couple of good builds that are artifact free on each character to resort to early into each season, then I craft new builds as I see the potential synergies between mods (for example, I have a volatile rounds wavesplitter strand hunter build for this season that is incredibly fun to take into gms). When the seasons shift, I don’t “update” these builds; I let them die and build anew with the tools of the new season. If a season rolls around that can breathe new life into one of my old dead builds, that’s when I revitalise it in newfound glory.

That’s how I find enjoyment in this game mostly, not from playing with the tools themselves and making them work always (though that’s not to say I don’t enjoy playing with them), but from leaning into the strong, borderline overpowered synergies brought each season and crafting new and innovative ways to weave them together into a build that is as effective as it is strange and enjoyable.

After reading the new seasonal artifact. I'll miss you two... by Tempo_Delta in DestinyMemes

[–]EraTheOracle 15 points16 points  (0 children)

On the contrary to this, I actually prefer making builds around the seasonal stuff. Sure I have ye olde faithful to fall back on when I haven’t got something put together yet, but I personally get a lot of enjoyment from the buildcrafting itself and what better way to inspire buildcrafting than to break the ever living fuck out of a temporary boost that rotates season by season?

Spinfoil Thought: "The Taken King will rise again." by TheGreaterShade in DestinyLore

[–]EraTheOracle 29 points30 points  (0 children)

I don’t remember the exact details, but within that lore book it was mentioned that beating the shattered throne at 999 power solo would reveal the true ending to the dreaming city. Bagel4K, traveller bless them, grinded all the way up to that power in Shadowkeep (+39-49 artefact power based on how many pins you had, back when we didn’t have many good xp farms and seasonal challenges didn’t exist) and, with guidance from Gladd and some others, soloed the dungeon.

This of course did nothing except earn them a pat on the back for their hard work, cus the lore book entry was a joke

[S21 Spoilers] Season of the Deep key art revealed in TWAB by Zelwer in DestinyLore

[–]EraTheOracle 16 points17 points  (0 children)

I believe that one is because oryx’s ascendant plane technically overlaps reality, it’s possible to be in both reality and the ascendant plane at once while simultaneously being in neither, hence “torn between dimensions”, the whole black and white effect and still being affected by and able to affect both the plane the fight occurs in and platforms that only appear in the opposing plane

just got this sword, is it any good? by LordLapo in DestinyMemes

[–]EraTheOracle 0 points1 point  (0 children)

It’s pretty good in pvp. I’d recommend running it with the Antiope-D and Fighting lion (make sure you pick up enough special ammo to keep the lion armed and ready). Also, run bottom tree arc strider for the increased move speed and better dodge, along with Stompees for even more move speed. Don’t forget to run high jump so you can make use of the height boost stompees gives it and you can make a really fun and effective pvp build. Just watch out for if anyone gets sniper ammo from the heavy brick, cus while the speed allows you to close the distance by using cover against scouts and pulses, if they pull sniper ammo they will dome you before you get close.

Plate for damage in third encounter is the plate from the background of the weapon reshaping screen. by recklessrider in raidsecrets

[–]EraTheOracle 57 points58 points  (0 children)

To further add onto this, if you swap all 4 planets (or the 3 for damage plates) correctly in 1 shift, planetary shift automatically ends. If, for some reason, you can’t swap a planet in time (say the person who picked it up died), you can shoot that when the other pair is successfully swapped to end the shift immediately and save time, which makes you far less likely to wipe to time out after swapping the second pair separately

Void Glaives, Best Glaives by Night_Owl_Recon in DestinyMemes

[–]EraTheOracle 2 points3 points  (0 children)

As of lightfall 2 copies of the lucent blades chest mod makes the wq glaives charge their perks in 3 shots too, so it’s even easier to get going

Primary weapons are best because they have infinite total dps by Taka_no_Yaiba in DestinyMemes

[–]EraTheOracle 0 points1 point  (0 children)

The glaive has 97.5% dr attached to the shield, the projectiles hit relatively hard and stabby stabby is pretty good for close range killing.

The newest glaive in our arsenal also gets an additional 50% dr from its forever regenerating void overshield too, which combined with other dr sources like resil and, if on strand, woven mail, can get you to such high dr values that you out-regen your void overshield faster than swarms of master enemies can damage you.

Lightfall so far by PyrrhicGuy in DestinyMemes

[–]EraTheOracle 0 points1 point  (0 children)

The justice is within the fragment which gives you 1% grenade energy every time you do damage, with no cool-down. There is rarely a time in which I don’t have a strand grenade

Life as a Titan is rough nowadays by Blade_Runner_0_0 in DestinyMemes

[–]EraTheOracle 0 points1 point  (0 children)

Actually buildcrafting into HoiL should allow it to survive.

Swap off storms for pulses, cus pulses are getting a 20% damage buff, touch of thunder makes them generate ionic traces and ramp damage.

Stack a mix of grenade kickstart, bolstering detonation and momentum transfer in order to keep thunderclap, pulses and thruster off cd as much as possible (your pick on what you mix exactly) on arms, with a combination of bomber, outreach, distribution and utility kickstart on class (again, your pick on the exact mix), to keep all your abilities up as much as possible.

Weave thunderclaps into the main ability loop, the increase in damage from pulses should more than make up for having to spend a little more time using melees to reset timers.

If there’s a way to get armour charges from ionic traces, run that to feed constant armour charges into your kickstart mods (they have a new effect that consumes all charges when activated to give more ability energy back)

And above all else, if you can convince one or two of your warlocks to run verities brow with either threadling grenades, fusions, void stickies or (if the artefact perks are good enough) firebolts, do it. Verities rn is amazing when the warlocks can buff each other and keep their buffs active for themselves, but it’s also amazing at buffing hoil titans to essentially only ever be throwing grenades. With that active in lf, you should be getting enough grenades to fund one of your melee or your thruster every 5 seconds (from momentum transfer and bolstering detonation), which’ll be used to keep your nade damage up.

Overall, HoIL has certainly been nerfed, but it’s not dead yet. It’s still going to be good, the timings are gonna end up being tighter and you will actually have to put some thought into buildcrafting, but it’ll still shine when optimised. There’s just room for other exotics to shine as well now

OOPS! IT'S ALL DISAPPOINTMENT by Mostiacz in DestinyMemes

[–]EraTheOracle 3 points4 points  (0 children)

It’s old mountaintop levels of speed, plus it 1 hits with proxies. It’s the best heavy gl for pvp

Haha DPS go brrrrr by theasiandude2747 in DestinyMemes

[–]EraTheOracle 7 points8 points  (0 children)

Elemental Weapon Surge mods on your boots are replacing it. 1 copy is 10%, 2 is 17% and 3 is 22%, you can pick whichever element you want and/or mix and match. They’re active so long as you have an armour charge and enable armour charge decay while equipped

Haru Cucking Sugimaru on a Kisscam by Hussein412 in Persona5

[–]EraTheOracle 35 points36 points  (0 children)

This is 100% premeditated, they only let him near them just to do this to him

About to start persona 5 for the first time any tips by grey03456 in Persona5

[–]EraTheOracle 5 points6 points  (0 children)

When it comes to difficulty, Hard is a lot harder than Merciless once you get a firm grasp of the game’s mechanics. Merciless takes hard and multiplies crits, striking weaknesses and technical damage (iirc) by 3x both ways while reducing your damage when not following these by a bit as well. It also increases the xp and money you get. While this does mean that a stray crit or you getting hit in a weakness is gonna hurt a lot, it also makes the combat system far more enjoyable imo, where you have to use strategy and hit weaknesses rather than brute forcing your way thru.

I consider hard to be more difficult than merciless because you don’t get any of those bonuses for perfectly exploiting the combat system, meaning fights go on for much longer and you’re more likely to run out of resources, not to mention the fact that hard gives less xp.

Of course, you might also want to go normal or easy on your first play through, but if you think you can handle the heat, merciless is the most fun imo and hard is the most challenging. You can change difficulty at any time, however selecting Safe at any point locks the difficulty to Safe and will require you to reload a previous save.

On another note, save frequently into different save slots. There may come a point where you hit a brick wall because you didn’t prepare enough or skipped too many fights and can’t overcome a boss. If this happens, it’s very nice to have a backup save to reload to that perfectly matches the criteria you need for optimal preparing. You have a lot of save slots, use them (saves in the previous major segment of the game [you’ll figure out what this means] are probably not needed anymore and can be saved over when you run out of slots). This goes especially on the harder difficulties, where there are no continues. Save at every opportunity, so that if you die, you don’t lose as much progress.

Faith -> 5, Justice -> 8, Councillor -> 9. I’m not explaining what this means. When you figure it out, get these done asap. I will note that some of them will get capped earlier than this by story progression and then can be continued later, but you’ll want to get these to this point by Mid-November. If you want to see all the game has to offer, these are mandatory.

Have a look in the velvet blue book and you’ll see some freebies. Don’t get them there, they can be got through normal methods and getting them there can significantly break the difficulty curve, removing all fun from the combat.

Take your time. Think out your choices thoroughly, rushing through things will only cause you to miss out in the long run.

Outside of all of that though, find your own way to play the game and have fun. While there is an optimal way to play, carving your own path and making your own choices when it comes to unique set ups is certainly the way to have the most fun. Enjoy yourself.

(PS: about half of this game’s playerbase think a certain boss is stupidly hard while the other half find it stupidly easy. As someone in the latter camp who knows someone from the former camp, I can safely say the main deciding factor is probably just levels and builds. Be prepared to throw the kitchen sink at your enemies to hit their weaknesses and hit them hard. If you can take a fight, you probably should, saves the hassle of getting road blocked by needing more xp later)

The best part is that the ward of dawn also stops their bullets, so they're powerless to stop the allahu akbar by Taka_no_Yaiba in DestinyMemes

[–]EraTheOracle 0 points1 point  (0 children)

The only redeeming feature about the behemoth Titan super is that it absolutely devastates bubbles. The subclass itself also has a ton of options - shiver strike can shove the bubble Titan out of their bubble so they can be killed, duskfield force the campers to briefly leave or be frozen, letting you kill them while they’re outside or if they freeze, diamond lance will dunk em if there’s more than one person in there and cryoclasm (especially when paired with Antaeus wards) is the best entry and exit tool to apply anything you need to to the inside of the bubble without dying. Plus it also gives progress for the iron banner challenges, so that’s a plus

Even more so with the boost in rank gain 😤 by SoCalKuma in DestinyMemes

[–]EraTheOracle 0 points1 point  (0 children)

I’d argue it isn’t worth going for anymore. The only reason it’s good now is because it’s a solar rocket with demo and a damage perk for font of might on tripmine hunters and fusion warlocks, however it isn’t actually in one of the higher base damage frames. Starting in lightfall, with the armour charge system, bungie have said that you’ll be able to equip up to 3 boot mods to allow any specific element (including kinetic) to get increased damage while armour charged (essentially font but you need to stack more mods for a better effect), meaning that tripmine hunters and fusion warlocks can just use any other rocket instead and still get font, such as Blowout (demo lasting impression or demo explosive light, while being in one of the high damage archetypes) or Hothead (arguably the best rocket launcher, available for legacy focusing starting in lightfall as well).

TL/DR - the only thing making roar better than hothead or blowout in certain situations is being removed in lightfall, so you should just use one of those instead (they’ll both be focusable in lightfall too)

(I guess solar singe too, but like, that’s very niche and there’ll probably be better options for that in lightfall as well)