Destiny 2 Shadowkeep: Armor 2.0 Tutorial/Guide – How to Build Your Character

Hello everyone. Today, I wanna talk some Armor 2.0. Now, I know I’ve technically already made a video on Armor.

Hello everyone. Today, I wanna talk some Armor 2.0. Now, I know I’ve technically already made
a video on Armor 2.0, but we didn’t really get to dive into it as much as we’re capable
of diving in now. A lot of you are probably still in the process
of leveling up, getting to 950 and all of that. So, until you start getting up to higher levels
and and getting higher stat rolls, you’re not gonna need to worry a TON about Armor
2.0 and modding your gear. Let’s talk about stats first. Stats are RNG, but generally speaking, the
harder the difficulty of the activity that gives a reward, the higher your stat rolls
are going to be on that reward. For example: pulling an exotic out of collections
gives an item with 48 stats. Anything in the 40s or low 50s is generally
considered a low roll and can be pretty safely dismantled, unless it happens to be the highest
thing you have. You’re gonna be looking for stuff in the upper
50s and lower 60s, anything in the 60s is gonna be good. I was actually able to BUY old, high stat
roll Leviathan armor with tokens from the 2 Opulence vendors as well, so keep that in
mind if you’re looking for some gear. That being said, a stat roll is only as good
as the build that it’s in. If you need strength for a build, it doesn’t
matter if you rolled a piece of armor with 64 stats on it if it’s not in the stats you
want. Having good stat rolls for the build you are
gonna use is better than just having high overall stats. Also, having stats in between tiers is useless. For example, if you have 51 intellect, that
is the exact same as having 59 intellect because you’re still in tier 5. Try not to have stats that aren’t doing anything
for you, although sometimes there won’t be anything you can do about extra, non-functioning
stats. We’re working with 6 stats now, [armor, agility
and recovery] and discipline, strength and intellect. This begs the question: what stats do you
need? Well, it depends on the build that you’re
making and you can do whatever you want. To some, I imagine that was awesome to hear,
to others, a horrifying realization that you might not have a clue as to what to do. Discipline, strength and intellect are stats
that are more directly felt on a minute to minute gameplay basis, at least to me. You can feel the effects of having high amounts
of these stats. Recovery is also in this group and is the
most noticeable of the other 3 stats in terms of minute to minute gameplay. Mobility got some tweaks and resilience was
made significantly more clear as to what it does. However, it is hard to notice the effects
of resilience in PvE, with mobility, at least to me, not mattering as much as something
like recovery. You can feel the difference between low and
high recovery in PvE; I can’t say the same for resilience. I’ve been experimenting with my Warlock a
lot recently and today, I’m gonna make a build for Stormcaller to show you an example of
how you can build your characters. Typically, your build is going to revolve
around the subclass branch you select, along with an exotic that enhances that subclass
branch. An example might be Skull of Dire Ahamkara
and Nova Bomb Warlock. However, this “build” only works with 1 of
the 4 parts of your subclass branch and thus would have different goals and a different
loadout compared to if you wanted to utilize the other portions of your subclass branch. Stormcaller has 3 exotics dedicated to it:
Crown of Tempests, Geomag Stabilizers and the new exotic, Stormdancer’s Brace. Two of these exotics are focused on enhancing
our super ability: Geomags makes our super last longer and Dancer makes our super do
more damage. We’ll be focused on Crown of Tempests for
the purposes of this video as I think exotics that enhance non-super abilities have more
interesting or skillful combat loops. Crown of Tempests gives us a stack of Conduction
Tines whenever we get an ability kill. Conduction Tines is a buff that lasts for
6 seconds, stacking up to 3 times, that regenerates our abilities. This includes our super. While you can choose almost any of the subclass
branches to make this build work, I went with the top tree for Arc web and a longer lasting
super. Arc web is where enemies damaged by your grenades
can chain lightning to other enemies and every time a chain happens, you get grenade energy
back. Our goal for this build, to make it work at
its maximum, is to have conduction tines at 3 stacks up at all times, meaning grenade
energy is going to be really good to have. This build is executed by using your grenade,
I like arcbolt for the basically guaranteed kill, although storm is cool too, to kill
3 targets. Then, when your tines buff is about to run
out, you kill an enemy with your melee, which refreshes the stacks. Your grenade will come back in that time,
which you use to continue the buff, going back and forth between the 2 until you have
your super. Arc web can get us really fast grenades if
we’re in areas with a lot of enemies, like Vex Offensive, but if you’re not fighting
a lot of stuff at once, bottom tree’s Rising Storm can get us a chunk of energy on everything. This build works best when you can slay tons
of enemies without much interference, whether that’s due to not enough enemies or teammates
taking kills. So, we’re looking at basically all seasonal
activities, forges, reckoning, Menagerie and Vex Offensive or solo play. So, we have our gameplay loop for our build. Now, we want to use perks to enhance our build
to make it easier or better or more efficient. Perk mods are best found by turning in tokens
at Shaxx or I would assume Zavala as well and by doing activities or hitting up the
Gunsmith. Enhanced perk mods typically from higher level
content, but the best way to farm them would be from the 950 or 980 Nightfall. The elemental affinity of your armor piece,
arc, solar, or void, will determine which weapon perks can be utilized on those pieces. For example, arc has the pulse rifle, shotgun,
bow, machine gun and sword mods, solar has auto rifle, fusion, linear fusion, rocket
and SMG, and void has grenade launcher, scout rifle, side arm, hand cannon and sniper rifle. Unfortunately, since we’re an ability focused
build, our options for ability perks are low. Gloves will hold Impact Induction and Momentum
Transfer on arc and solar gloves respectively. Impact Induction gets us grenade energy on
a melee hit and Momentum Transfer the other way around. Which one you should take depends on our weapon
loadout. Speaking of which:
For weapons, we’re going to be looking out for the Demolitionist perk, which gives us
grenade energy on weapon kills. Alternatively, we could use Monte Carlo, new
with Shadowkeep, which can generate crazy amounts of melee energy. If we have neither, Bad Juju gets us a ton
of super energy. You’ll find me recommending these weapons
frequently for any ability based build. Monte Carlo will be quite a valuable weapon
in any melee based builds going into the future. And while you can stack Ballistic Combo mods
from the Season 8 artifact, that is a seasonal mod and I’m going to try to avoid seasonal
mods for the purposes of this video. So, depending on what weapon we chose, we’ll
pick the corresponding element that matches, although if we picked a weapon in the void
category, then we’ll either have to skip out on one of those perks, which would not be
ideal, or we’d have to miss out on whatever perks match our weapon. In this example, I have a hand cannon with
Demolitionist, which is void, which doesn’t match what we need. In this case, I think I would still take the
perk and miss out on the hand cannon boosts of the void armor. In the case of Season 8, we have enhanced
hand cannon reloader for 1 energy in the seasonal artifact, as opposed to the 5 energy it would
cost us to use a generic reload mod, so we lucked out for now. Season 9 may not have this option. If you chose Monte Carlo, you might want the
solar for the auto-rifle reloader, although again, in this particular season, we have
enhanced auto rifle reloader in our seasonal artifact, meaning if we wanted to use impact
induction on the arc gloves, we could do that and also have a reload speed mod for cheap. The non-affinity specific mods, the ones that
affect a wide range of weapons, have the same effect as a mod for a specific weapon, but
the cost is just higher. For example: the reloader mods on gloves all
cost 5 energy, whereas if you picked a specific weapon, the specific weapon would cost less. Finally, the only other non-season artifact
mod perk that we can get is on our class item. We have a LOT of options here and this is
really gonna depend on what you want. In the arc affinity, we have explosive finisher,
hands-on, invigoration, one-two finisher, and outreach. All of these perks get us grenade energy,
melee energy or super energy, but the conditions are all different. The solar affinity is entirely based around
grenade usage, grenade giving super energy on kills or getting grenade energy when doing
something. The void affinity is based more on class ability
usage, so we probably won’t be taking it. In Season 8 specifically, we have access to
Thunder Coil from the seasonal artifact. This mod costs 6, which means we’re left with
4 potential energy if we use it, assuming we upgrade to 10 energy. Is Thunder Coil plus 2 other mods that cost
4 energy total worth it? Should we opt for 3 mods that cost 3-3-4? Maybe 4-4-2? Maybe we only need 9 energy? These are the questions you’ll answer for
your gear set via experimentation… or maybe in a future Youtube guide. Note: Upgrading to 10 energy gives your armor
+2 stats to everything, so it’s pretty good, but very expensive. The rest of the perk slots should be filled
in with whatever you feel will be most effective for your weapons. If you’re rolling with Monte Carlo, maybe
stocking up on auto rifle perks is gonna benefit you. If you’re using a machine gun, grab scavenger
leg armor. Maybe you just want to stock up on more melee
and grenade energy in that first slot, go for it. This is your build. Do what you want. That’s my tutorial on Armor 2.0 and how to
build an armor set. I hope it was helpful. Thanks for watching, I’ll see you next time.

100 thoughts on “Destiny 2 Shadowkeep: Armor 2.0 Tutorial/Guide – How to Build Your Character”

  1. Do mods stack in armor 2.0? I've seen something like the dreambane mods specifically say they stack on the mod itself, but standard mods don't have that text. Thoughts? Answers?

  2. Are we SURE enhanced mods can drop from the 950 NF ?!? Cause I’ve done that shit like 5-6 times & haven’t seen a single enhanced mod drop for me or my teammates…🤷‍♂️

  3. While i love the idea of creating these builds.
    Not being able to use them for stuff like High end Nightfalls because we need Specific weapons to deal with overload/Barrier champions is pretty annoying.

  4. I don't understand why they made subclasses with trees saying they want to make the game more simple for casual players and then they go ahead and update the armor system.

  5. Another good source of enhanced perks is redeeming Iron Banner tokens, but Nightfall the Ordeal is still probably gonna be the best option for PvE players.

  6. Not all stats created equal; choose the breakpoints that are right for you.

    Tier 10 Bonuses and Schedules
    Mobility +40% (4%/tier)
    Resilience +13% (1.3%/tier)
    Recovery +43% (3/3/3/2/3/3/6/6/5/9)
    Disc. [Base 1:43] (-10/8/3/4/9/8/6/4/4/5)
    Int. [Base 7:12] (-50/39/43/15/14/13/11/7/8/4/)
    Str. (same as Disc.)


  8. I’m aiming for a mid resilience, and mobility. High Discipline, Intelligence and Recovery. Goals in mind, thanks Datto for explaining the armor 2.0

  9. Congrats on joining the million club what a great achievement👍 need to make a mr & mrs datto video on their reaction to ur achievement🤟

  10. So, is armor before armor 2.0 basically trash now? Because my inventory is near full of perfectly selected armor pieces from forsaken. Should I delete them?

  11. I can't stand this new system. Stat rolls have completely killed any excitement I once had for it.

    They changed a __/10 system to a __/100 system while keeping the actual stat intervals at __/10, making the change not only entirely useless, but a detrimental effect because it is literally just making the grind harder for no reason.

    Stats are unchangeable, so if you get something amazing but it has a stat you don't need, tough tits, go grind again. Running a grenade build and you get a shit roll in discipline, go fuck yourself, try again.

    Then there's the completely arbitrary and unnecessary restriction of weapons-related perks to a specific fucking armor element. It only serves to limit the builds people can create, and it has nothing to do with game balance.

    This system could have been so good, but I'm still using my god roll armor from the Dreaming City because it's actually far more useful than anything I can make with Armor 2.0 at this point.

  12. Just to make sure, if your gloves are solar do you need to have a solar sub class equiped to get the perks in that piece of armor? Or is it the armor elemental affinity just affecting what mods it can equip?

  13. This system isn’t good, I’m not saying we need to go back to the old armor system but this isn’t what we need either.

  14. Sad that old faction armor is pretty much useless. Titan New Monarchy Armor Season 2&3 was really cool armor. Same thing with iron banner armor from the same seasons.

  15. You just know a player out there will watch this video and make a build all around Titan Shoulder Charge + Mask of the Quiet One + Striker Top Tree. 😂😂😂😂

  16. So, this is a very interesting build I might try when I get the chance to, but I was wondering if you have a build for top tree Nightstalker, & Blade Barrage? I have the weapons I wanna use, but I don't know about mods. Here it is

    Primary: Ace of Spades
    Energy: Loaded Question
    Heavy: Hammerhead (or similar) or Grenade Launcher

    Take as much time as you need (or want, I'm not really asking for a answer, just curious if you had one based on these supers & weapon sets) & yeah, thanks. Also, just got to 931 & finished the Ace catalyst, which took only like 2 hours in total gameplay

  17. I’m a 941 titan with Recluse, mountaintop, loaded question, mw huckleberry, wendigo, Darci, spike swarm, plus some other pve weapons. I stopped playing for like a year and a half. Started playing again this summer and have been grinding my ass off ever since. Am I raid ready?

  18. So basically, if you have a daily job this game has gotten extremely difficult unless you stay awake all night grinding nightfalls… Got it

  19. To those having fun in shadowkeep, can you give me tips? I beat the story and played for a min after but idk. Shadowkeep wasn’t as huge as I thought but I’m really just looking for tips on how to enjoy it as of now. Thanks.

  20. For my warlock, I have essentially the same build, except with nezarecs sin and devour, it's extremely dumb with 100 discipline

  21. You should do an intro to the game for new players; subclasses, weapons, activities, the whole nine yards of how to play the game. You already have guides for a lot of this stuff, but some of them are now out of date with the changes, it'd be great to have a go-to video of "here's what you need to know" to send to people

  22. Okay, so is the highest rolls I'm going to get within the lower 60s?
    That is like, my biggest concern.

    Also, is there a lot of people clamouring for universal ornaments across all legendary armor?? If so, why?

  23. Forget what datto says about not worrying about 2.0 pre 950. Keep an eye on all your armor on the way up. Him saying this is like “only for 950+” BS.

  24. Best build for ark warlock is crown top tree breach refract and its melee equivalent along finisher boosting your super and Ariana. Enjoy endless abilities and a rediculiously long and quick charging super. Use middle tree for a short but powerful burst super

  25. Is there going to be a Raid boss DPS comparison? With/without Enhanced Relay Defender mods? Need to know if Whisper or Izanani is optimal

  26. I got a world drop today at 922 (I’m 925 without artifact) and it dropped 58 base stats with 28 strength
    Cashing in tokens has a super high chance to give enhanced mods but you need to complete the quest to be able to cash tokens in

  27. I don't have shadowkeep and probably won't get it yet. I'm a long time destiny player (since d1 beta) and sunk alot of money into destiny. Forsaken was great and shadowkeep just isn't worth the $ to me. Is anyone else disappointed with this dlc and season like i am? I played the dlc and season on my friends account and it feels like bungie was lazy with this and is getting over on us.

  28. Thank you for these tutorials. They are very helpful and ik informative. Wish I watched your leveling one before I started because now my main character is my lowest light level.

  29. Wow. This has got to be the most boring way to make a build character. Playing the same shit just to get stats to then what? Do a raid to then probably get a mission to play the same mission to get an exotic. How fulfilling. I assume you get given the game for free because why would you pay for it? I gave up when you had to farm just to infuse higher gear to level up with those stupid vendor things. It only makes me angry because I wanted to come back and it’s worse than ever!!! But there must be drones that still love it or you wouldn’t be making these vids about it.

  30. is there any way to enhance the rolls on an armor piece (take a 48 point up in points)? I was really hoping to use some or all of the Solstice armor, but it's really feeling like that won't be possible (I can't even put their appearance on other armors). ^^;

  31. Coming back to Destiny after being gone for a year and holy crud, so many changes/new words concepts just blowin my mind… #Crashcourseneeded

  32. I'm disappointed that it took Destiny so long to implement such an in-depth weapon/armour/ability build mechanic. I stopped playing when Rise of Iron came out when the Devs said that after that DLC they were going to take away all the gear that people had worked for.
    The quests, bounties, map exploration and leveling also seems much better and more interesting.
    That's my biggest complaint about Destiny, they have good ideas but it takes them so long to get to them and it seems like we are doing their testing for them.

  33. This is way too much technical mumbo jumbo. I hope Bungie doesn't force players to make good builds via more difficult activities.

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