Melt Boss-Level Subjugators In Master Witness EASILY With This LMG [Destiny 2]

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quick video today talking about subjugators in The Salvation Edge raid particularly in the witness encounter and the differences between normal and master mode and how to deal with them more effectively in master this clip here just for comparison is from normal mode as you can see I'm using Celestial Golden Gun Hunter with still hunt which is quite common damage strategy and as you'd expect using a heavy machine gun for ad clear I just have on Avalanche which is a solar 450 RPM it doesn't really have a damage perk on it it's just got like incandescent to help with ADD clear but as you can see we're just about to deal with this subjugator on left side The Strand one it's not too much of a problem it's just a mini boss level you can see because of the downwards pointing triangle next to the health bar and I'm getting him low quite easily and then one of my teammates runs in for the finisher because the mini boss types they are finishable they are blinda you can freeze them you can suspend them they're pretty easy to deal with and these clips are from Master difficulty so minus 20 power it was last week so we had solar and void Surge and as you can see the subjugators are now boss level they've got the diamond symbol next to the health bar which means they're much harder to take out they can't be blinded suppressed Frozen suspended or even finisher and even with the solar surge this same machine gun is just having real difficulty getting them down quick enough you can't leave them up because the runners just get nuked anytime they get close to them and the problem is you kill them and then the next time the glyphs get broken more spawn anyway so dealing with these was like the biggest problem in the encounter by far that we had as a team so out of desperation we even start trying to use our supers to clear them quickly this is a Celestial golden gunshot I'm radiant and that's still not enough to kill it in one hit because I hadn't weakened it enough first you still need to use a lot of heavy to get it down to a point at which a Celestial would even kill and the problem with wasting your supers like that is not only going to run out of supers because they just keep respawning as you break more glyphs but you need them for damage phase because ideally you're going to be clearing in only two phases it's so easy to have deaths during mechanics and during damage phase that if you go to a third phase it's much more likely that's going to be a wipe from any random death when you've run out of res tokens so the question is is there a better safer more efficient heavy option to be a to deal with these subjugators so that you can still run still hunt you can still have your golden gun saved ready for DPS but make them much less of a problem and the answer is yes now full credit to Mossy Max for this Mossy is the creator of the destiny 2 outgoing damage scaling spreadsheet as well as lots of other Destiny science facts so follow Mossy Max on Twitter you won't regret it it's Mossy Max So This Thread was posted a couple of weeks ago and I saw it at the time and I thought it was really interesting but didn't really see the potential for it in game until now obviously Mossy says both mini boss and boss level subjugators gain 30% Dr to all damage after they scre and then in addition on the boss level only they also also have permanent 20% Dr to all non-matching damage and at the witness you have the Strand boss subjugator on the left and the stasis boss subjugator on the right and the next point is critical this counts as a new type of shield and they trigger Shield based perks so microcosm which deals massive bonus damage to Shields deals four times damage to all boss level subjugators and is by far the most efficient weapon to defeat them also under over grants 50% bonus to boss level subjugators and adaptive Munitions grants between 40 and 80% bonus depending on the archetype of the weapon you're using so I wanted to test those perks on a variety of machine guns along with microcosm there is a stasis boss level subjugator quite early on in The Descent Mission so I went in there solo on Legend to test a bunch of machine guns with these perks full disclaimer though these are not going to be as precise tests as I would normally like to do on something like this I assure you though I did hundreds of tests on these until I got a clip on each one that I felt was good enough you know yes there's a few Miss bullets and Body Shots here and there but roughly an equal amount on each one so that the final health bars are comparable first off just going to show microcosm as a reference because that is the best way to deal with them according to Mossy and yeah it absolutely shreds him and this is on Legend difficulty as well in the campaign so it's What minus 15 I think this is commemoration base damage just to show for reference 2177 per bullet and as you'll see by the time the mag runs out gets to about half it would be about half if we compensate for missed bullets here and there so at this point you might be thinking oh well the heavy machine gun is much worse I'll just use microcosm melt all the subjugators easily and you absolutely could do that you could have one person just on subjugated Duty maybe even two with microcosm however then you've got less people with still hunt or other good damage Exotics and you're going to put yourself back within that range of potentially missing out on the two-phase and then causing a wipe on third because you've run out of res tokens due to deaths at DPS or mechanics kind of similar to what I was mentioning earlier about wasting your soupers on the subjugators but as it's quite common at witness for ad clear people to be running legendary machine guns anyway it's more a question of which is the best machine gun with the best damage perks do the most damage against these subjugators so that you don't need to be running microcosm you can melt them any way especially if you're team shooting with multiple ad clear people running the best machine gun then commemoration with enhanced adaptive Munitions enhanced does increase the damage more than the normal perk and 3693 it ramps up to that very quickly that's the maximum damage bonus of the perk that's a 70% damage bonus per bullet once it hits that obviously the shriek kicks in when the subjugate gets to about 2/3 health so it drops to 2585 but still the end result on that health bar is much higher than just the base damage and the cool thing about commemoration is that adaptive Munitions is in third column so you can also have an additional damage perk in the fourth column as well for double damage this is focused Fury just to show it's not great in this situation because Focus Fury you need to hit half of the mag size as Precision hits before it gives you the 20% bonus so by the time it's activated the scream has already gone off and then it's only 20% bonus during the time when it's got the most damage resistance all stacked up so it's actually not that much of an improvement over just enhanced adapted Munitions on its own and then we have killing tally times three which is a 30% bonus on top of enhanced adapted Munitions and that got up to 4,800 per bullet before the scream and the additional damage resistance which is 120% increased damage over base now obviously killing t three it needs some setup you need to get three kills beforehand so you are wasting some ammo to do that this test was being a bit generous to it to be honest because I'd weakened three enemies beforehand and I killed each one with a single bullet so I had as many bullets to fire as possible in a real world situation it's not going to be as good as that you also lose the buff if you reload or stow it so in the middle of an encounter at witness you might not want to have to deal with the hassle of that and there was another commemoration I really wanted to test but I realized I couldn't do it cuz I left it till last I was doing all these other ones solo it was enhanced adaptive Munitions and Firing Line and Firing Line obviously needs two allies to be stood near you and then you get 20% bonus to Precision damage because I was doing these tests in a legend campaign mission I forgot that it scales up with fire team size however I do think it's probably the best option to go with on commemoration you're going to be doing just a bit less damage than this than killing tally without having to do any annoying set up and without losing it if you Stow or reload or anything like that and as for some other archetypes this is elatic the AR 900 RPM machine gun from Season of the Witch and its damage bonus from enhanced adaptive Munitions is actually only 48% compared to commemoration 70% and as you can see on the health bar it doesn't quite reach as much total damage as one mag of commemoration with enhanced adaptive Munitions the other perk you mentioned was under over which is a flat 50% bonus against Shields which is just active all the time against boss level subjugators and you can get this on Marcato which is a strand 450 RPM machine gun from pre-final shape and because you can enhance marato that actually takes the damage bonus up to 56% the interesting thing about this one is because it's strand if you're using that at Master witness against the Strand one on the left you're not going to have that 20% Dr because it's a matching element it is a nightmare to farm for the best way to get it is to run expert or Master loss sectors I got really lucky and the first one I got with under over had triple tap which is probably the best perk for third column to pair with this but it does mean that when you're looking at this health bar the total damage of this one mag is higher because of all the bullets that get refunded so one without triple tap would be dealing slightly less damage and it won't perform quite as well as this so this is what all those final health bars look like lined up and side by side and the best results are from a commemoration with enhanced adaptive Munitions and killing tally times 3 now killing tting types 3 as I previously mentioned little bit unrealistic in practice due to having to get kills beforehand to set it up as well as losing the buff if you reload or Stow so I would recommend the best option being commemoration with enhanced adap Munitions and Firing Line you're almost always going to have two allies within range to proc Firing Line and that's going to give you a flat 20% bonus on top to all Precision damage stacked with the 70% from enhanced adaptive Munitions and you're going to cook no matter what the surges are that's just going to be a great option regardless however if you wanted to be super optimal with it I think the best play is going to be leaning into the surges so on void weeks obviously that commemoration is going to cook even harder but on strand weeks the marato is probably going to be the play because not only is it a flat 56% bonus from enhanced under over but because it's strand it's going to do additional damage to the left hand subjugator plus the 25% bonus on top from The Surge what'll be interesting is on an arc week seeing if the elatic becomes competitive the problem with the elatic is because it's a 900 its range isn't as good it kicks a little bit more you might have to get a bit closer than you'd like last week before I did these tests on commemoration and deltic I already had the marato and I used it at Master witness as you can see here and it's performing really well much better than the Avalanche I was showing earlier even though it's not benefiting from any of the surges which were solar and void as I'm recording this it's about half an hour before the weekly reset and I'm going to be jumping straight into a master salvation Edge when I get to witness I'm going to be trying out some other options depending on what the surge is and I'll include those clips coming up right now week two Master salvation Edge is void and Arc surge so at first I tested elatic to see how that did this is a really bad clip it's the only clip I got because I immediately swapped off it I'm missing loads of shots I get suspended I die halfway through but to be honest that's all I needed to see it really felt like it wasn't performing at range even at that Medium close range and I wanted to sort of push myself closer and closer to keep the aim Target on the subjugator head and that's just not going to work in practice so I swapped off because I didn't want to keep throwing the encounter for the rest of my team just by testing um maybe if you don't have like commemoration or marato and it's all you've got you'd want to try it but otherwise I wouldn't recommend it and then I got to test the enhanced adaptive Munitions and Firing Line commemoration which worked perfectly in this clip here I think I have firing line up the entire time and I'm the only one dealing damage to this subjugator and I nearly get it down in one clip I get it down to about 25% Health yes void surge is on this week which obviously helps but the fact that enhanced adaptive Munitions is a 70% buff and firing line is a 20% buff I think even if it wasn't void surge it's probably going to out damage almost every other machine gun maybe on a strand surge weak the marato with under over especially against the left side subjugator which is strand might outperform it but it's going to be pretty comparable in this clip here I did lose Firing Line uh occasionally so it does happen but overall I'd say it's the best and the one I'd recommend and here we have the enhanced adaptive initions and killing tally roll I did manage to set up the times three killing tally quite efficiently so by the time I'm damaging the subjugator I still have 63 out of 75 bullets left which is pretty good and yeah it works great I just don't think that additional level of setup is really worth it and things you have to pay attention to you can't reload or Stow or else you lose the BFF so overall I'd still recommend enhanced adaptive Munitions and firing line above anything else maybe you'd want the killing tally to help with the rest of General ad clear but to be honest no other enemies on the field are tanky enough to really justify it even the captains go down easily without any damage buff I hope you like the video and feel free to leave any questions in the comments below thanks for watching and I'll see you on the next one
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Channel: GlacierRays
Views: 4,092
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Id: UA69UDmu-u4
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Length: 13min 35sec (815 seconds)
Published: Thu Jul 04 2024
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