SOLO MASTER ACQUISITION (First Titan Clear) | Season of Defiance

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  • เผยแพร่เมื่อ 9 ม.ค. 2025
  • I will write up a full description soon (This has been added below for those who are interested in further details). Just wanted to get this up as it's the first titan clear on master and I'm gonna chill out for a bit as I spent about 12 hours today trying to get this done before master vow ends for the season. This clear is ultimately much easier than CocaCola56's clear when he ran it on hunter despite me being -20 under, he's the acquisition goat and I couldnt fathom recreating that clear. I do however believe this clear will be doable across seasons unless something changes because I dont think solar surge is needed to clear this on titan. This took me much longer than needed because I am not Xemo, Salt, Snazzy, etc. so I had a lot of good runs die to skill issue. I did not run a timer to track spawns, my rotations were developed around the spawns so by the end I instinctively knew when they would be spawning and where (for the most part).
    Loadout- dim.gg/nmiz5ty...
    Added further description:
    Man. There’s a lot to unpack on this clear and I’m unsure if it’s better to keep it simple or dive into all my decision making. To spare you of my bad writing, I’ll keep it brief but detailed. If you have further questions, feel free to ask. I’ll also preface this with saying that I did what I believed was optimal for me to get the clear, not that it is the law of this encounter.
    Let’s start with loadout. Ashen Wake Titan. I had recently cleared this encounter on normal with this build. I had a feeling that IF these grenades could one shot in solar surge master and IF there was a radar added to master vow like there was in RoN then this was runnable for someone of my skill level. Turns out both of those things were true, and it just came down to picking the correct mods and fragments. As far as weapons were concerned, I did a fair amount of experimenting. It was possible to make a version of this build where Dead Messenger one shots the adherents and maintain near infinite radiant. However, this build is only viable in solar surge so no longevity, and it was more buff management than my brain could handle as I was losing roaring flames x3 meaning I couldn’t one shot the OL’s (I have way too much else to focus on to maintain armor charge, radiant, and roaring flames at the cost of time). I also tried a blinding GL in my energy slot to take a page out of CocaCola’s book. This just didn’t work for me. Thus, I landed on a glaive to deal with unstops if I had a second or they were likely to be a threat. I run an SMG in my kinetic slot because I couldn’t risk missing a grenade on the second OL in each room. If I miss that nade because they dodge at the perfect time of my throw, or it is not a direct impact, I lose too much time cleaning up the kill and likely wipe to obelisks, so I need to stun the second OL.
    Rotations. This is where I can dump far too much information through examples in this clear, but I’ll keep it as simple as possible. The thing I find particularly enjoyable about this encounter is that the perfect rotation is entirely fluid and requires multiple decisions to be made on the fly determining which way to rotate and what to prioritize depending on knight and room spawns. Starting each phase, I believe it to be optimal to have the last possible read of the first knight spawn to be mid obelisk. Hence why I start at mid when starting the encounter and start at left in phases two and three. I do my best to rotate where I want to be: knight spawns, totem reads, rooms. I also want to do my best to get two knights before entering the first room. Once I started doing this, my success rate to first input skyrocketed. Another major factor to how I rotated was obelisk damage vs time and spawns. Do I lose time to get a knight before going into my room in favour of obelisk damage when I leave that room, or do I enter that room in favour of protecting the obelisks at a loss to time. On paper, and while writing this, it seems like this would just equal out, but in practice I didn’t find this to be the case. Another factor for my rotations was rarely ever clearing 3 waves before entering a room. I had the most success with two waves then entering the room even if I was entering as the third wave started spawning.
    Finally, RNG. As mentioned, there can be runs that are simply unrunnable with how I do this due to knight spawns, totem order and room locations. On Sunday, the majority of my runs were me getting shafted by what felt like stastically impossible RNG. However, this was before locking in my rotations after watching CocaCola’s b2b2b clear (linked below of course). On the day of clear I made it to first input with room spawns that I thought to be impossible to clear: stop, grief and enter all in one phase. So even though there can be really bad rng it normally settles out through the balance of knights, totems, and rooms.
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