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DESTINY 2 EXOTIC MODS MOD
As with certain other Arc affinity mods, it also comes with a secondary perk which will be active provided you have another Arc-affinity mod socketed somewhere else in your build, including in the same piece of armour. Reactive Pulse is so good that once you take it off you'll feel the absence immediately.
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Essentially you become a walking grenade that functions as both an offensive and defensive tool. Not enough that it's going to worry bosses, but as you can see from the gif above it clears swarms of adds just fine. Whoops! It actually works in multiple ways: When you take damage your guardian will emit an explosive blast of Arc energy that does substantial damage. Players tend to sleep on Reactive Pulse, partly because it originally had a different name and didn't do what the description said. Here's the first of our pay-off mods, and it's a monster. Secondary perk: "Gain a powerful overshield while performing your finisher."
DESTINY 2 EXOTIC MODS MODS
It might seem tempting to go for mods like Charged Up or Supercharged which enable you to hold more charges in total, but Stacks on Stacks is a workhorse and way better in most builds.ĭescription: "While Charged with Light, when you take damage while surrounded by enemies you emit a burst of damaging arc energy, consuming one stack of Charged with Light." You'll be in the thick of the fighting, triggering your other mods in quick succession, but then immediately replenishing your charges thanks to Stacks on Stacks and the amount of Orbs we're generating. It's hard to overstate what a difference this makes to keeping you charged at all times. Stacks on Stacks is vital in any build which spends a lot of charges, which ours does, because it grants two charges for every Orb we pick up. Stacks on Stacksĭescription: "Gain an extra stack of Charged with Light for every stack you gain." (For example, if you're running the hand cannon Hawkmoon you would choose the Precision Charge mod.) Side note: I strongly recommend running either Recuperation or Better Already armor mods on your boots, as these will provide healing whenever you collect an Orb. At the very least your primary should be masterworked, unless it's an exotic with no catalyst, in which case consider swapping to whichever mod generates charges based on kills with that weapon. In solo play, running all masterworked weapons will see the floor littered with Orbs, and in group play you'll also benefit from the Orbs your allies create. This is what we'll be using to get charged, because Orbs are incredibly easy to create with multikills from Masterworked weapons.
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Trust me that this set-up will have you charged up like a kid with his finger in a wall socket. Some mods will alter the number of charges you have, but don't worry about those for now. Also note that some mods have an elemental affinity, which means you'll need to slot them into an armor piece of the corresponding element-ie Arc goes into Arc. 2) Mods that spend the charges on proccing a particular effect. There are essentially two types of Charged with Light mod: 1) Mods that enable you (and sometimes your allies) to become charged-these all have green icons. These are 'combat mods', which means they slot into the rightmost socket of your armor. I'm super confident it will work for you. My emphasis is on high utility effects rather than just raw damage, but this build will absolutely help you slay bosses, control swarms of mobs and keep you alive in the toughest encounters. The build below has been my go-to for over 1,000 hours now, and works across all subclasses and with a wide variety of weapons. With the right mods, it's actually incredibly easy to create a 'Charged with Light' build that will work in every PvE situation, and therefore require no tweaking between activities. This build will help you slay bosses, control swarms of mobs and keep you alive in the toughest encounters.