Armor mods play a crucial part in the build-crafting process. And while the entire system is still complex and intimidating, it is much more accessible than it used to be. To help you get started with builds (or go even further), this table covers all Armor mods and includes crucial information that will help you more easily create lethal builds.
List updated as of The Witch Queen’s release (S16).
Destiny 2 Mods: The complete list
This table includes every Armor Mod currently available in Destiny 2 (except specific Raid and Nightmare mods). Make sure you use the filters below to select mods of a specific combat style, element, slot, etc:
Art | Mod Name | Slot | Affinity | Cost | Effects | Type | Element | Released |
---|---|---|---|---|---|---|---|---|
Anti-Barrier Bow | Arms | Any | 1 | Bows gain shield-piercing arrows, which bypass combatant defenses. Strong against Barrier Champions. | Champions | Any | ||
Anti-Barrier Scout Rifle | Arms | Any | 1 | Scout Rifles you are wielding fire shield-piercing rounds and stun Barrier Champions. Scout Rifles deal bonus damage against Barrier Champions. | Champions | Any | ||
Overload Auto Rifle & SMG | Arms | Any | 1 | Uninterrupted fire from these weapon types grants bullets that stun combatants, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions. | Champions | Any | ||
Overload Void Grenade | Class Item | Any | 1 | Void grenades disrupt combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions. | Champions | Any | ||
Unstoppable Hand Cannon | Arms | Any | 1 | Aiming down sights with any Hand Cannon you are wielding loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. | Champions | Any | ||
Unstoppable Pulse Rifle | Arms | Any | 1 | Aiming down Pulse Rifle sights loads a high-impact burst that stuns unshielded combatants. Strong against Unstoppable Champions. | Champions | Any | ||
Unstoppable Solar Melee | Class Item | Any | 1 | Solar melee abilities stun unshielded combatants. Strong against Unstoppable Champions. | Champions | Any | ||
Unstoppable Glaive | Arms | Any | 1 | Glaives you wield fire a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. | Champions | Any | ||
Bountiful Wells | Universal | 2 | Elemental well mods that cause you to spawn elemental wells can now stack, spawning additional wells for each additional copy of the mod you have equipped. | Elemental Well | Solar | Season 15 | ||
Elemental Armaments | Universal | Any | 2 | Weapons takedowns with a damage type that matches your subclass element have an escalating chance to spawn an elemental well. | Elemental Well | Any | ||
Elemental Charge | Universal | Any | 2 | Become Charged with Light by picking up an elemental well. If the elemental well's element type matches your subclass element, you gain 2 stacks of Charged with Light. | Elemental Well | Any | ||
Elemental Light | Universal | Any | 1 | Defeating a combatant with your Super spawns an elemental well that matches your subclass energy type. | Elemental Well | Any | ||
Elemental Ordnance | Universal | Any | 3 | Defeating a combatant with a grenade spawns an elemental well that matches your subclass energy type. | Elemental Well | Any | ||
Elemental Shards | Universal | 2 | Stasis shards count as Stasis elemental wells for you. Does not apply to Crucible, Trials, or Iron Banner. | Elemental Well | Stasis | Season 15 | ||
Elemental Time Dilation | Universal | 3 | Elemental well mods that grant you time-limited benefits can now stack, increasing the duration of the effect for each copy of the mod you have equipped. | Elemental Well | Stasis | Season 15 | ||
Enduring Wells | Universal | 2 | Increases the lifespan of elemental wells you create. Multiple copies of this mod stack, further extending the lifespan. | Elemental Well | Void | Season 15 | ||
Explosive Wellmaker | Universal | 3 | Rapidly defeating combatants with explosive damage spawns a Solar elemental well. | Elemental Well | Solar | |||
Font of Might | Universal | Any | 4 | Picking up an elemental well that matches your subclass energy type grants a temporary bonus to weapon damage of that same elemental type. | Elemental Well | Any | ||
Font of Wisdom | Universal | Any | 4 | Picking up an elemental well that matches your subclass energy type grants you a temporary significant increase in your Intellect, improving the recharge rate of your Super. | Elemental Well | Any | ||
Melee Wellmaker | Universal | Any | 4 | Powered melee combatant final blows spawn elemental wells matching your subclass energy type. | Elemental Well | Any | Season 15 | |
Overcharge Wellmaker | Universal | 4 | Defeating a combatant with a finisher spawns 2 Arc elemental wells. | Elemental Well | Arc | |||
Reaping Wellmaker | Universal | 2 | After activating your class ability, your next weapon final blow spawns a Void elemental well. | Elemental Well | Void | |||
Seeking Well | Universal | 2 | Elemental wells you create will move across the ground toward nearby players. | Elemental Well | Arc | Season 15 | ||
Shieldcrash Wellmaker | Universal | Any | 4 | Breaking a shield with the matching weapon type creates an elemental well. | Elemental Well | Any | ||
Supreme Wellmaker | Universal | 3 | Casting your Super spawns three Stasis elemental wells near you. Does not apply to Crucible, Trials, or Iron Banner. | Elemental Well | Stasis | Season 15 | ||
Well of Ions | Universal | 2 | Picking up an Arc elemental well causes your next melee to deal increased damage. | Elemental Well | Arc | |||
Well of Life | Universal | 2 | Picking up a Solar elemental well grants increased regeneration for a short period of time. | Elemental Well | Solar | |||
Well of Ordnance | Universal | 1 | Picking up a Solar elemental well grants you additional grenade energy. Multiple copies of this mod increase this effect. | Elemental Well | Solar | Season 15 | ||
Well of Restoration | Universal | 4 | Picking up a Stasis elemental well grants you additional energy for your ability that has the lowest energy. Multiple copies of this mod increase this effect. | Elemental Well | Stasis | Season 15 | ||
Well of Striking | Universal | 1 | Picking up an Arc elemental well grants you additional melee energy. Multiple copies of this mod increase this effect. | Elemental Well | Arc | Season 15 | ||
Well of Tenacity | Universal | 2 | Picking up a Void elemental well reduces the damage you take from combatants for a short period of time. | Elemental Well | Void | |||
Well of Utility | Universal | 1 | Picking up a Void elemental well grants you additional class ability energy. Multiple copies of this mod increase this effect. | Elemental Well | Void | Season 15 | ||
Harmonic Siphon | Helmet | Any | 1 | Rapid weapon final blows with damage matching your subclass type create an Orb of Power. | Charged with Light | Any | Season 16 | |
Kinetic Siphon | Helmet | 3 | Rapid Kinetic weapon final blows create an Orb of Power. | Charged with Light | Kinetic | Season 16 | ||
Arc Siphon | Helmet | 3 | Rapid Arc weapon final blows create an Orb of Power. | Charged with Light | Arc | Season 16 | ||
Solar Siphon | Helmet | 3 | Rapid Solar weapon final blows create an Orb of Power. | Charged with Light | Solar | Season 16 | ||
Void Siphon | Helmet | 3 | Rapid Void weapon final blows create an Orb of Power. | Charged with Light | Void | Season 16 | ||
Stasis Siphon | Helmet | 3 | Rapid Stasis weapon final blows create an Orb of Power. | Charged with Light | Stasis | Season 16 | ||
Argent Ordnance | Universal | 5 | While Charged with Light, dealing damage with a Rocket Launcher to a powerful combatant gives you a major increase to Rocket Launcher damage for a short time, consuming one stack of Charged with Light. | Charged with Light | Solar | |||
Blast Radius | Universal | 3 | Become Charged with Light by rapidly defeating multiple enemies with Grenade Launchers or Rocket Launchers. | Charged with Light | Solar | |||
Charge Harvester | Universal | 3 | While you are not Charged with Light, any kill or assist has a small cumulative chance to cause you to become Charged with Light. -10 to the stat that governs your class ability recharge rate. | Charged with Light | Void | |||
Charged Up | Universal | 2 | Allows for 1 additional stack of Charged with Light. | Charged with Light | Solar | |||
Empowered Finish | Universal | Any | 1 | Become Charged with Light by finishing a combatant, consuming one-tenth of your Super energy. | Charged with Light | Any | ||
Energy Converter | Universal | 4 | While Charged with Light, using your grenade attack grants you Super energy, consuming all stacks of Charged with Light. -10 Discipline. | Charged with Light | Void | |||
Extra Reserves | Universal | 3 | While Charged with Light, defeating combatants with Void damage grants a chance to drop Special ammo. This effect consumes all stacks of Charged with Light. The more stacks you have, the higher your chance of gaining the ammo drop. -10 Intellect. | Charged with Light | Void | |||
Firepower | Universal | 4 | While Charged with Light, regain a portion of your grenade energy when you use your grenade, consuming one stack of Charged with Light. | Charged with Light | Solar | |||
Heal Thyself | Universal | 4 | While Charged with Light, grenade final blows heal you and consume one stack of Charged with Light. | Charged with Light | Solar | |||
Heavy Handed | Universal | 7 | While Charged with Light, regain half of your melee energy when you use a charged melee ability, consuming one stack of Charged with Light. While surrounded by multiple enemies, defeating an enemy with a Fusion Rifle, Shotgun, Sidearm, or Submachine Gun adds ammo for that weapon to your reserves. | Charged with Light | Arc | |||
High-Energy Fire | Universal | Any | 4 | While Charged with Light, gain a bonus to weapon damage. Each defeated enemy consumes one stack of Charged with Light. | Charged with Light | Any | ||
Kindling the Flame | Universal | 2 | While Charged with Light, reviving a downed Guardian gives you a burst of healing, consuming one stack of Charged with Light. | Charged with Light | Solar | |||
Lucent Blade | Universal | 4 | While Charged with Light, dealing damage with a Sword gives you bonus Sword damage for 5 seconds, consuming one stack of Charged with Light. Greatly increases the charge rate for your equipped Swords. | Charged with Light | Arc | |||
Powerful Friends | Universal | 4 | When you become Charged with Light, nearby allies also become Charged with Light, if they are not already. +20 Mobility. | Charged with Light | Arc | |||
Precisely Charged | Universal | 1 | Become Charged with Light by getting multiple rapid precision final blows with Linear Fusion Rifles or Sniper Rifles. -10 Discipline. | Charged with Light | Void | |||
Precision Charge | Universal | 2 | Become Charged with Light by rapidly defeating combatants with precision kills from Bows, Hand Cannons, and Scout Rifles. -10 Strength. | Charged with Light | Void | |||
Protective Light | Universal | 2 | While Charged with Light, you gain significant damage resistance against combatants when your shields are destroyed. This effect consumes all stacks of Charged with Light. The more stacks consumed, the longer the damage resistance lasts. -10 Strength ▼ | Charged with Light | Void | Season 9 | ||
Quick Charge | Universal | 5 | Become Charged with Light by rapidly defeating multiple enemies with Fusion Rifles or Shotguns. Greatly increases the ready speed of Fusion Rifles, Shotguns, Submachine Guns, and Swords. | Charged with Light | Arc | |||
Radiant Light | Universal | 3 | Casting your Super causes nearby allies to become Charged with Light. +20 Strength. | Charged with Light | Arc | |||
Reactive Pulse | Universal | 3 | While Charged with Light, taking damage when surrounded by combatants allows you to emit a burst of damaging Arc energy, consuming one stack of Charged with Light. Gain a powerful overshield while performing your finisher. | Charged with Light | Arc | |||
Shield Break Charge | Universal | Any | 1 | Become Charged with Light by breaking an enemy shield with the matching energy type. | Charged with Light | Any | ||
Stacks on Stacks | Universal | 4 | Gain an extra stack of Charged with Light for every stack you gain. -10 Recovery. | Charged with Light | Void | |||
Striking Light | Universal | 5 | While Charged with Light, defeating enemies with melee damage and Swords spawns 1 Orb of Light for your allies and consumes one stack of Charged with Light. Gain damage resistance against non-Guardian enemies while sprinting. | Charged with Light | Arc | |||
Supercharged | Universal | 5 | You can have 2 additional stacks of Charged with Light, up to a maximum of 5. | Charged with Light | Solar | |||
Surprise Attack | Universal | 1 | While Charged with Light, reloading or readying a Sidearm will consume all stacks of Charged with Light and convert them into stacks of a major damage buff, which are depleted as you damage combatants with that Sidearm. -10 Intellect. | Charged with Light | Void | |||
Sustained Charge | Universal | 4 | Become Charged with Light by rapidly defeating combatants with Auto Rifles, Trace Rifles, or Machine Guns. | Charged with Light | Solar | |||
Swift Charge | Universal | 5 | Become Charged with Light by rapidly defeating combatants with Pulse Rifles, Sidearms, or Submachine Guns. Defeating combatants with a Pulse Rifle grants a chance to drop Special ammo for your allies. | Charged with Light | Arc | |||
Taking Charge | Universal | Any | 3 | Become Charged with Light by picking up Orbs of Light. | Charged with Light | Any | ||
Blessing of Rasputin | Universal | 2 | Collecting a Warmind Cell increases the chances that your next final blow with a Seraph weapon will create a Warmind Cell. | Warmind Cell | Arc | |||
Burning Cells | Universal | 3 | Destroying a Warmind Cell creates a burst of Solar energy that causes enemies to burn for several seconds. | Warmind Cell | Solar | |||
Cellular Suppression | Universal | 4 | Damaging a Warmind Cell creates a burst of suppressing Void energy. Additionally, you deal less damage to Warmind Cells. | Warmind Cell | Void | |||
Chosen of the Warmind | Universal | 1 | Collecting or destroying a Warmind Cell creates a concussive blast that pushes enemies away. | Warmind Cell | Arc | |||
Fireteam Medic | Universal | 3 | Destroying a Warmind Cell creates a burst of healing for you and allies near you. | Warmind Cell | Solar | |||
Global Reach | Universal | Any | 3 | Warmind Cells you create affect and damage targets at a greater distance. | Warmind Cell | Any | ||
Grasp of the Warmind | Universal | 3 | You can pick up, carry, and throw Warmind Cells. Once thrown, a Warmind Cell cannot be picked up again. | Warmind Cell | Void | |||
Incinerating Light | Universal | 3 | Become Charged with Light by rapidly defeating multiple enemies with the explosion of a Warmind Cell. | Warmind Cell | Solar | |||
Light from Darkness | Universal | 3 | Become Charged with Light by rapidly defeating multiple enemies near a Warmind Cell using weapons or abilities. | Warmind Cell | Void | |||
Light of the Fire | Universal | 4 | Rapidly defeating targets with the detonation of a Warmind Cell generates an Orb of Power. | Warmind Cell | Solar | |||
Modular Lightning | Universal | 3 | Collecting a Warmind Cell creates a burst of chaining Arc energy around you. | Warmind Cell | Arc | |||
Power of Rasputin | Universal | 4 | You gain a bonus to weapon damage against enemies that are near Warmind Cells. | Warmind Cell | Void | |||
Rage of the Warmind | Universal | 5 | Adds additional Solar damage to the explosions of Warmind Cells you destroy. | Warmind Cell | Solar | |||
Sheltering Energy | Universal | 5 | Collecting a Warmind Cell grants you an overshield. | Warmind Cell | Arc | |||
Strength of Rasputin | Universal | 2 | Collecting a Warmind Cell grants you melee energy. | Warmind Cell | Arc | |||
Warmind's Light | Universal | 1 | Become Charged with Light by collecting a Warmind Cell. | Warmind Cell | Arc | |||
Warmind's Longevity | Universal | 1 | Warmind Cells you create last longer. | Warmind Cell | Void | |||
Warmind's Protection | Universal | 2 | You take reduced damage from enemies that are near Warmind Cells. | Warmind Cell | Void | |||
Wrath of Rasputin | Universal | 1 | Solar splash damage final blows have a chance to create Warmind Cells. | Warmind Cell | Solar | |||
[Weapon Type] Ammo Finder | Helmet | Any | 1-3 | Increases your chance of finding ammo while you have that weapon type equipped. | General | Any | ||
[Weapon Type] Ammo Reserves | Chest | Any | 1-3 | Increases the amount ammo you can carry. | General | Any | ||
[Weapon Type] Ammo Scavenger | Leg | Any | 2-5 | Weapon gets bonus reserves when picking up ammo used by that weapon type. | General | Any | ||
[Weapon Type] Dexterity | Arms | Any | 2-5 | Faster ready and stow speed for that weapon type. | General | Any | ||
[Weapon Type] Holster | Leg | Any | 2-5 | Gradually reloads your stowed weapon over time. Multiple copies of this perk stack to reduce the time taken to fully reload. | General | Any | ||
[Weapon Type] Loader | Arms | Any | 2-5 | Greatly increases reload speed of that weapon type. | General | Any | ||
[Weapon Type] Targeting | Helmet | Any | 2-5 | Improved target acquisition, accuracy, and aim-down-sights speed for that weapon type. | General | Any | ||
[Weapon Type] Unflinching Aim | Chest | Any | 2-5 | Reduces flinching from incoming fire while aiming that weapon type. | General | Any | ||
Absolution | Leg | Any | 3 | Reduces all ability cooldowns each time you pick up an Orb of Power. | General | Any | ||
Arc Resistance | Chest | 1 | Reduces incoming Arc damage from combatants. | General | Arc | |||
Ashes to Assets | Helmet | 3 | Gain bonus Super energy on grenade kills. | General | Solar | |||
Better Already | Leg | 1 | Your health begins to regenerate immediately after picking up an Orb of Power. | General | Void | |||
Bolstering Detonation | Arms | 1 | Grants class ability energy when you cause damage with a grenade. | General | Void | |||
Bomber | Class Item | 2 | Reduces grenade cooldown when using your class ability. | General | Solar | |||
Bulwark Finisher | Class Item | 3 | Finisher final blows generate an overshield. Requires one-fourth of your Super energy. | General | Void | |||
Concussive Dampener | Chest | Any | 1 | Reduces incoming area-of-effect damage from combatants. | General | Any | ||
Discipline Mod | Universal | Any | 3 | Provides +10 Discipline. | General | Any | ||
Distribution | Class Item | Any | 4 | Reduces all ability cooldowns when using your class ability near targets. | General | Any | ||
Dynamo | Helmet | 4 | Reduces Super cooldown when using your class ability near targets. | General | Void | |||
Explosive Finisher | Class Item | 1 | Finishers restore grenades. Requires one-fifth of your Super energy. | General | Solar | |||
Fastball | Arms | Any | 1 | Increases grenade throw distance. | General | Any | ||
Focusing Strike | Arms | 2 | Grants class ability energy when you cause damage with a melee attack. | General | Void | |||
Grenade Kickstart | Arms | 4 | When your grenade energy is fully expended, you gain grenade energy. | General | Stasis | |||
Hands-On | Helmet | 3 | Gain bonus Super energy on melee kills. | General | Arc | |||
Healthy Finisher | Class Item | 1 | Finishers heal you. Requires one-tenth of your Super energy. | General | Solar | |||
Impact Induction | Arms | 3 | Causing damage with a melee attack reduces your grenade cooldown. | General | Solar | |||
Innervation | Leg | 1 | Reduces grenade cooldown each time you pick up an Orb of Power. | General | Solar | |||
Insulation | Leg | 1 | Reduces class ability cooldown each time you pick up an Orb of Power. | General | Void | |||
Intellect Mod | Universal | Any | 5 | Provides +10 Intellect. | General | Any | ||
Invigoration | Leg | 1 | Reduces melee cooldown each time you pick up an Orb of Power. | General | Arc | |||
Melee Damage Resistance | Chest | Any | 1 | Reduces incoming damage from combatants that are at point-blank range. | General | Any | ||
Melee Kickstart | Arms | 4 | When your melee energy is fully expended, you gain melee energy. | General | Stasis | |||
Minor Discipline Mod | Universal | Any | 1 | Provides +5 Discipline. | General | Any | ||
Minor Intellect Mod | Universal | Any | 2 | Provides +5 Intellect. | General | Any | ||
Minor Mobility Mod | Universal | Any | 1 | Provides +5 Mobility. | General | Any | ||
Minor Recovery Mod | Universal | Any | 2 | Provides +5 Recovery. | General | Any | ||
Minor Resilience Mod | Universal | Any | 1 | Provides +5 Resilience. | General | Any | ||
Minor Strength Mod | Universal | Any | 1 | Provides +5 Strength. | General | Any | ||
Mobility Mod | Universal | Any | 3 | Provides +10 Mobility. | General | Any | ||
Momentum Transfer | Arms | 3 | Causing damage with a grenade reduces your melee cooldown. | General | Arc | |||
One-Two Finisher | Class Item | 1 | Finishers restore melee abilities. Requires one-sixth of your Super energy. | General | Arc | |||
Orbs of Restoration | Leg | 1 | Picking up an Orb of Power grants a small amount of energy to your ability with the least energy. | General | Stasis | |||
Outreach | Class Item | 2 | Reduces melee cooldown when using your class ability. | General | Arc | |||
Perpetuation | Class Item | 2 | Reduces class ability cooldown when using your class ability. | General | Void | |||
Power Preservation | Helmet | 1 | Your Super final blows create extra Orbs of Power for your allies. | General | Stasis | |||
Recovery Mod | Universal | Any | 4 | Provides +10 Recovery. | General | Any | ||
Recuperation | Leg | 1 | Replenishes health each time you pick up an Orb of Power. | General | Solar | |||
Resilience Mod | Universal | Any | 3 | Provides +10 Resilience. | General | Any | ||
Restorative Finisher | Class Item | 1 | When you use a finisher, you gain a portion of energy for your least-recharged ability. Requires one-tenth of your Super energy. | General | Stasis | |||
Snapload Finisher | Class Item | Any | 1 | Finishers reload all your weapons. Requires one-tenth of your Super energy. | General | Any | ||
Sniper Damage Resistance | Chest | Any | 1 | Reduces incoming damage from combatants that are at long range. | General | Any | ||
Solar Resistance | Chest | 1 | Reduces incoming Solar damage from combatants. | General | Solar | |||
Special Finisher | Class Item | Any | 2 | Finishers generate Special ammo for the whole fireteam. Requires one-third of your Super energy. | General | Any | ||
Stasis Resistance | Chest | 1 | Reduces incoming Stasis damage from combatants. | General | Stasis | |||
Strength Mod | Universal | Any | 3 | Provides +10 Strength. | General | Any | ||
Utility Finisher | Class Item | 1 | Finishers restore class abilities. Requires one-tenth of your Super energy. | General | Void | |||
Utility Kickstart | Class Item | 1 | When your class ability energy is fully expended, you gain class ability energy. | General | Stasis | |||
Void Resistance | Chest | 1 | Reduces incoming Void damage from combatants. | General | Void |
To be clear, weapon perks and your usage of buffs and debuffs will also play an integral part of your build. Those are covered in separate guides:
The best armor mods in Destiny 2 Mods
Now that we’ve covered all the Armor mods, let’s talk about the best armor mods in the game.
10. Shield Break Charge
Excels in PVE
Description: Become Charged with Light by breaking an enemy shield with the matching energy type.
Why we like it: Shield Break Charge may not sound like a lot, but it can be extremely valuable when dealing with endgame content. Endgame activities are full of shielded enemies, which is why Shield Break Charge can be so efficient at keeping your stacks of Charged with Light full.
9. Targeting Mods: For PVP
Excels in PVP
Description: Improved target acquisition, accuracy, and aim-down-sights speed for that weapon type.
Why we like it: Targeting Mods won’t make you a PVP god, but they will certainly help you land more shots. And given how most mods don’t even work in PVP, it is important to take the time and equip those that do help, including Targeting and Unflinching mods.
8. Special Finisher: For endgame PvE
Excels in PVE
Description: Finishers generate Special ammo for the whole fireteam. Requires one-third of your Super energy.
Why we like it: Allowing you to keep your Special ammo reserves topped (especially when also using Ammo Scavenger mods), Special Finisher can be a lifesaver in endgame PVE content.
7. Taking Charge: For PvE and PvP
Excels in PVE
Description: Become Charged with Light by picking up Orbs of Light.
Why we like it: Taking Charge is what will allow you to get stacks of Charged with Light most of the time, and is, therefore, a mandatory part of any Charged with Light build.
6. Radiant Light: For PvP mainly
Excels in PVP
Description: Casting your Super causes nearby allies to become Charged with Light. +20 Strength.
Why we like it: Radiant Light is a favorite among PVP players. Not only does it offer you +20 Strength, it also gives “free” Charges of Light to your Fireteam. And if you happen to run Powerful Friends (next on the list), you’ll be giving yourself a free charge too.
5. Powerful Friends: For PvP
Excels in PVP
Description: When you become Charged with Light, nearby allies also become Charged with Light, if they are not already. +20 Mobility.
Why we like it: Powerful Friends is a mandatory part of any self-respecting PVP build, especially for Hunter mains. That +20 Mobility is reason alone to always have it on you, but the fact that it allows you to easily become Charged with Light is another excellent reason to always equip it.
4. Wrath of Rasputin: For PvE
Excels in PVE
Description: Solar splash damage final blows have a chance to create Warmind Cells.
Why we like it: Warmind Cells are not as popular as they once were, mainly due to the nerf they received. Yet they remain strong and Wrath of Rasputin pairs extremely well with builds that include Solar weapons that deal explosive damage (such as Jötunn or solar rocket launchers).
3. Ammo Scavengers: For PvE and PvP
Excels in PVE
Description: Weapon gets bonus reserves when picking up ammo used by that weapon type
Why we like it: Ammo Scavengers mods are virtually mandatory for both PVE and PVP. Having these mods will greatly increase your Special or Heavy ammo reserves and result in a much higher overall DPS in PVE and a higher uptime of your Special weapon in PVP.
2. Stacks on Stacks: For PvE mainly
Excels in PVE
Description: Gain an extra stack of Charged with Light for every stack you gain. -10 Recovery.
Why we like it: Charge with Light builds can be extremely strong, provided you have a stack of Charged with Light when you most need it. This is why Stacks on Stacks is so important. It greatly increases your Charge with Light uptime without requiring a specific action from you.
1. Volatile Flow: For PvE
Excels in PVE
Description: Picking up a Void elemental well grants your Void weapons Volatile rounds.
Why we like it: Volatile Flow is hands down the most powerful mod this season. No wonder it’s a limited-time affair. All you have to do to enjoy infinite Void explosions is to generate Void Wells using your favorite Elemental Wells, equip a Void weapon, and shoot enemies until they explode in large groups. There is no better ad clear tool in the game right now.
Your turn
Are you using a particular build that is really working well for you? Let us know in the comments sections!
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