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		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84721</id>
		<title>How To Maximize Fusion Rifle Consistency</title>
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				<updated>2017-05-03T07:44:56Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Final Recommendations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''How To Maximize Fusion Rifle Consistency - Illustrating Range, Aim Assist, and Bolt Magnetism'''&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Previously, I had shared some observations regarding fusion rifle damage falloff and bolt speed. Those posts were far from conclusive, however, and the jury is still out on what exactly the Range stat does for fusions. After reading an informative post by /u/SevenMillion5, this comment by /u/ch4_meleon_, and the Massive Breakdown of Range, Accuracy, Aim Assist, and Stability by /u/Mercules904, I became determined to explore the question further. Analysis thus far has usually involved wall tests and lacked the presence of an actual Guardian target. This time I set out to observe fusion rifles as they behave with a target in front of them.&lt;br /&gt;
&lt;br /&gt;
In this analysis, I look at aim assist and bolt magnetism related to fusion rifle range. I also take a closer look at accuracy-enhancing perks like [[Hip Fire]], [[Hot Swap]], and [[Eye of the Storm]] as they relate to fusion rifles. This guide really contains no advice that hasn’t been stated elsewhere, but I hope to illustrate why we do the things that we do, and provide a clear picture for what to look for in a fusion rifle.&lt;br /&gt;
&lt;br /&gt;
==Examining the Fusion Rifle Reticle==&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Reticle Comparison'''&lt;br /&gt;
&lt;br /&gt;
What exactly are we looking at here? As explained by /u/Mercules904, the reticle contains two components — the crosshairs, which indicate the error angle where bolts may randomly project, and the segmented aim assist circle within which bolts can magnetize towards a target. This reticle is visible within the Last Rites story mission. I didn’t learn about this trick until just recently, so I was excited to jump into it with fusion rifle accuracy in mind.&lt;br /&gt;
&lt;br /&gt;
Here’s a simple graphic to help visualize what appears in the reticle. Imagine the error angle forming a cone that projects from the end of the barrel, and the aim assist circle projecting a cylinder until the aim assist falloff point. The reticle is a two-dimensional slice of these two elements at a certain, yet unknown distance. Very generally, the Range stat narrows the accuracy cone, and the Aim Assist stat increases the size of the aim assist circle. A fusion rifle is most effective where the accuracy cone is smaller than the aim assist circle.&lt;br /&gt;
&lt;br /&gt;
Aim assist falloff appears to be governed by zoom magnification; Compare the aim assist falloff between these two fusion rifles, configured with and without Rangefinder. Aim assist appears to fall off around 40 meters for regular fusion rifles, and 45 meters with Rangefinder. This coincides with the range where ammo crate markers are visible in [[Crucible]], and [[Patrol]] beacons are visible on Patrol.&lt;br /&gt;
&lt;br /&gt;
For most weapons, when a round is fired, the error angle grows (bloom) and aim assist degrades until the error angle reaches maximum bloom and the aim assist circle completely disappears. [[Bloom]] resets between shots, eventually returning to initial accuracy. The same mechanics are in action for fusion rifles, but produce unique behavior.&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Reticle Behavior'''&lt;br /&gt;
&lt;br /&gt;
[[Fusion]] rifles fire 7 bolts across 7 frames. You may notice in the frame-by-frame above that the accuracy cone reaches maximum bloom immediately and only appears to reset after all bolts are fired. It resets very quickly, in just two frames. My educated guess is the accuracy cone as it appears one frame after the last bolt fires actually represents the accuracy of all bolts after the first. (That is, accuracy resets to this amount before the next bolt is fired, returning to maximum bloom again, which is what we see when the frame renders.) Aim assist does degrade over subsequent bolts, but never completely vanishes. This is because bolt magnetism is extremely important to making fusion rifles feel consistent; if bolts were purely random, fusion rifles would be frustratingly inconsistent outside close range. The key takeaways are that the first bolt is the most accurate, all 6 subsequent bolts are equally accurate, and the region where bolts can magnetize shrinks between the first and the last bolt.&lt;br /&gt;
&lt;br /&gt;
So, with this mind, what do we look for in a reticle? We want our aim assist circle to be as large as possible, and our error angle to be equal in size to or smaller than the aim assist circle for the best consistency. This way, we can maximize the range of consistency and be sure that bolts will magnetize regardless of error angle so long as we stay on target within that range. Unsurprisingly, many popular fusion rifles like [[Saladin’s Vigil]], [[Plan C]], and [[Stellar Vestige]] meet this standard.&lt;br /&gt;
&lt;br /&gt;
==Accuracy Perks &amp;amp; Fusion Rifles==&lt;br /&gt;
&lt;br /&gt;
I examined [[Hip Fire]], [[Hot Swap]], [[Eye of the Storm]], [[Rangefinder]], [[Hammer Forged]], and [[Icarus]] to see what effects they have on fusion rifle accuracy and magnetism. I owe a lot to /u/Mercules904, who already explained these perks in detail. Most of what’s below just restates those findings, but there are some points specific to fusion rifles.&lt;br /&gt;
&lt;br /&gt;
[[Hip Fire]] appears to increase Stability. Since the Last Rites reticle only appears while ADS, it’s difficult to determine what effects Hip Fire has on the accuracy cone or aim assist circle. Quick observations indicate [[Hip Fire]] does not appear to affect the aim assist circle.&lt;br /&gt;
&lt;br /&gt;
[[Hot Swap]] increases bloom decay rate. Because bloom decays so quickly on fusion rifles, [[Hot Swap]] essentially guarantees that all 7 bolts fire with initial accuracy. [[Hot Swap]] does not appear to affect initial accuracy or aim assist.&lt;br /&gt;
&lt;br /&gt;
[[Eye of the Storm]] improves the initial accuracy cone by an apparent 27%. [[Eye of the Storm]] triggers when shields fall below 50% and scales linearly as shield health decreases, reaching maximum effectiveness once your shields are gone. [[Eye of the Storm]] doesn’t affect bloom decay rate, but since the initial accuracy cone is that much tighter, bloom resets immediately between bolts. In this sense, [[Eye of the Storm]] effectively grants the benefits of [[Hot Swap]] while active. [[Eye of the Storm]] is by far the most powerful accuracy-enhancing perk, but requires you to be wounded. It’s probably best paired with a fast-charging fusion rifle that would be used in panic situations and would benefit most from additional consistency.&lt;br /&gt;
&lt;br /&gt;
[[Rangefinder]] shrinks the entire reticle by 10%, which matches the zoom magnification factor bonus of 1.1x that [[Rangefinder]] provides. In addition, it increases the visual size of your target (effectively increasing the aim assist circle relative to the target), and reduces relative recoil. Since [[Rangefinder]] provides a percentage reduction to the error angle, it provides greater benefits to low-Range fusions. A [[Thesan FR4]] with [[Hand-Laid Stock]] and [[Rangefinder]] (28 Range) has the same apparent error angle as a [[Panta Rhei]] with [[Rangefinder]] and [[Rifled Barrel]] (56 Range). Note that this isn’t the same as a direct boost to Range, so magnetism would break down for the [[Thesan]] much earlier than the [[Panta Rhei]]. Interestingly, [[Rangefinder]]’s effect on the reticle only takes place while grounded. [[Rangefinder]] also slows ADS time by 25%. If you intend to use a fusion rifle at close range, the additional zoom and slower handling from [[Rangefinder]] may actually prove harmful in practice despite the on-paper benefits.&lt;br /&gt;
&lt;br /&gt;
[[Hammer Forged]] provides additional Range but does not affect initial accuracy any further than the Range boost it provides. It also has no effect on bloom decay rate. I determined this by comparing the accuracy cones of [[Plan C]] with [[Field Choke]] and [[Hammer Forged]], and [[Branded Lord]] with [[Linear Compensator]] and [[Rifled Barrel]]. Both weapons have a Range stat of 65, and both have the same accuracy cone before and after firing.&lt;br /&gt;
&lt;br /&gt;
Underdog increases the Range stat by 5 on fusion rifles. Underdog can’t push fusion rifle Range beyond the cap of 70.&lt;br /&gt;
&lt;br /&gt;
[[Icaru]]s reduces the airborne accuracy penalty by 75% and provides ~48% of original aim assist while airborne. Without [[Icarus]], the accuracy cone grows by factor of 2.95 (0.74 with [[Icarus]]), and the aim assist circle completely disappears. This means bolts fired airborne are subject to extreme randomness and zero magnetism. I also compared the [[Sunsinger’s Angel]] of [[Light perk]] and [[Icarus]], and found that [[Angel of Light]] reduces the airborne accuracy penalty by 100% and provides the same 48% aim assist that [[Icarus]] does. Icarus doesn’t appear to provide any additional accuracy while [[Angel of Light]] is active.&lt;br /&gt;
&lt;br /&gt;
==Stats Summary==&lt;br /&gt;
&lt;br /&gt;
Just to recap, below is a description of how each weapon statistic contributes to fusion rifle accuracy. I’ve also listed examples of available fusion rifles that can excel with perks that boost the associated stat.&lt;br /&gt;
&lt;br /&gt;
'''Range''' tightens the accuracy cone (decreases error angle), decreasing the area where bolts may randomly project and allowing bolts to magnetize at longer distances. High Range combined with high Aim Assist contributes to consistency.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Wizard 77]] (70), [[Darkblade’s Spite]] (70), [[Plan C]] (65), [[The Branded Lord]] (65), [[Praetorian Foil]] (65), [[Saladin’s Vigil]] (64), [[Ex Astris]] (64), [[Ashraven’s Flight]] (64), [[Stellar Vestige]] (63).&lt;br /&gt;
&lt;br /&gt;
'''Aim Assist''' widens the area in which bolts can magnetize, thus increasing the margin of error allowed in a player’s aim. Low Aim Assist can be compensated for with high Stability, high Recoil Direction, or player skill. Low-impact fusion rifles tend to have much higher Aim Assist than high-impact ones, since they depend on more bolts to magnetize.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Techeun Rage]] (85), [[The Vortex]] (84), [[Ether Nova]] (75), [[Long Far Gone]] (75), [[Branded Lord]] (74), [[Light of the Abyss]] (73), [[Ashraven’s Flight]] (68), [[Stellar Vestige]] (67).&lt;br /&gt;
&lt;br /&gt;
'''Recoil Direction''' eliminates horizontal tendencies in recoil, making it more vertical. More vertical recoil is easier to counteract and minimizes randomness in the recoil pattern. High Recoil Direction can compensate for low Aim Assist or Stability. High Recoil Direction is especially desirable when using fusion rifles at extended distances.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Plan C]] (105), [[Telesto]] (105), [[Midha’s Reckoning]] (100), [[Saladin’s Vigil]] (93), [[Stellar Vestige]] (81), [[Panta Rhei]] (80), [[The Branded Lord]] (78), [[Worlds To Come 001]] (67) [[Ether Nova]] (67). Honorable mentions to [[Each New Day]] and [[Ex Astris]], which can roll Counterbalance.&lt;br /&gt;
&lt;br /&gt;
Stability reduces the amount of recoil experienced from each bolt. High Stability can compensate for low Aim Assist or Recoil Direction, and reduces the amount you have to manually control the reticle. Stability cannot overcome low Range — even with perfect aim, bolts are still subject to error angle, and will fail to magnetize if the error angle is too large. Further on in this guide, you may notice that I recommend prioritizing Stability last after all other stats. The reason for this is that Stability is the only stat that can be 100% compensated for by player skill if recoil is completely vertical. The other stats govern random elements that can’t be compensated for no matter what, so priority should be given to minimize those elements. The reality, though, is that there are very few ways to boost Recoil Direction, and you may end up performing better with a high Stability fusion since it requires less manual effort in the heat of the moment. Fusion rifles with good Recoil Direction have a high performance ceiling, but Stability can raise the floor if you’re struggling.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Thesan FR4]] (100), [[The Vacancy]] (100), [[Saladin’s Vigil]] (100), [[Susanoo]] (97), [[Each New Day]] (95), [[Ashraven’s Flight]] (95), [[Split Shifter]] Pro (95), [[Telesto]] (93), [[Panta Rhei]] (90), [[The Branded Lord]] (83).&lt;br /&gt;
&lt;br /&gt;
==Demonstrating Bolt Magnetism==&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Bolt Magnetism Comparison'''&lt;br /&gt;
&lt;br /&gt;
Aim assist governs bolt magnetism; if a bolt and your target are both within the magic aim assist circle, they can form a lethal attraction. Otherwise, they’re subject to your fusion rifle’s error angle. Magnetism doesn’t guarantee that a bolt will hit, just that it’s heading in the right direction. It’s entirely possible for a magnetized bolt to miss and for a non-magnetized bolt to hit by chance. What magnetism does is lay the groundwork for consistency.&lt;br /&gt;
&lt;br /&gt;
The above video demonstrates the difference in magnetism between two Saladin’s Vigils at a distance of 45 meters, one with Hand-Laid Stock and the other with Rangefinder and Rifled Barrel. This is well beyond conventional fusion rifle range, but helps demonstrate the difference between the two. I chose these two clips carefully from a much larger set. I selected clips with as equal aim as possible so any difference in magnetism can be attributed to Range rather than recoil or human error. These clips also represent best and worst-case scenarios; there were certainly instances where the low-Range fusion hit many bolts, and the high-Range fusion hit only a few. What matters is consistency. The high-Range fusion consistently placed many bolts and sometimes even killed, while the low-Range fusion’s ability to do the same was left largely to chance.&lt;br /&gt;
&lt;br /&gt;
Here are some additional clips that demonstrate magnetism in the Crucible:&lt;br /&gt;
* [[The Branded Lord]]&lt;br /&gt;
* [[Saladin’s Vigil]]&lt;br /&gt;
* [[Plan C]]&lt;br /&gt;
&lt;br /&gt;
==Maximizing Consistency==&lt;br /&gt;
&lt;br /&gt;
When you fire a fusion rifle, you’re rolling 7 dice. Depending on Impact, you may need to roll 4, 5, 6, or 7 sixes to get a kill. How can you fudge as many dice as possible to make that happen? How can you minimize randomness?&lt;br /&gt;
&lt;br /&gt;
Below is a list of things within your control as a player, followed by things outside your control, and how best to manipulate them or minimize their effects.&lt;br /&gt;
&lt;br /&gt;
'''In your control:'''&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BLOCKQUOTE&amp;gt;1. '''Aim'''. Aim low so you remain on target as the reticle climbs; aim at the crotch at close range, the knees at medium range, and the ankles/feet at long range. It can be helpful to track your target from the hip and then quick-scope before you fire. Lead your target as necessary.&amp;lt;BR&amp;gt;2. '''Positioning'''. Engage within your fusion rifle’s effective range — for best consistency, the lower the Impact, the shorter the range. Keep your boots on the ground. Use cover and corners to protect yourself while precharging.&amp;lt;BR&amp;gt;3. '''Charge time'''. Precharge as you anticipate an enemy to round a corner, or as you anticipate to peek from cover and acquire a target. Watch your motion tracker. Don’t precharge repeatedly if you’re wrong, as you’ll broadcast yourself and throw off your own timing. Practice quick-scoping before you fire so charge time builds into your muscle memory.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/BLOCKQUOTE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Outside your control:'''&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BLOCKQUOTE&amp;gt;1. '''Bolt Trajectory'''. Minimize error angle with Range and accuracy-boosting perks. Maximize Aim Assist and the margin of error for magnetism with AA-boosting perks, scopes, and barrels.&amp;lt;BR&amp;gt;2. '''Recoil'''. Minimize recoil with Stability-boosting perks. Minimize randomness in the recoil pattern with perks, scopes, and barrels that improve Recoil Direction. Fight recoil by pushing the analog stick down as you fire. Crouch or slide to further reduce recoil.&amp;lt;BR&amp;gt;3. '''Target Movement &amp;amp; Positioning'''. Choose targets that are stationary, grounded, or moving directly towards or away from you. Bait and force engagements in corridors and at chokepoints. Slow or suppress mobile targets. Avoid moving targets at range, as the distance you need to lead may be larger than your magnetism area.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/BLOCKQUOTE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Final Recommendations==&lt;br /&gt;
&lt;br /&gt;
Which fusion rifle you use and how you configure it depends on how you intend to use it. In general, fusion rifles can be divided into “archetypes” based on the number of bolts to kill, each with its own strengths and weaknesses:&lt;br /&gt;
&lt;br /&gt;
'''4-bolts''': These fusion rifles have the highest Impact and the longest charge times. Once all the bolts are out, they’re the most consistent because they require the fewest bolts to kill. They’re fantastic defensive weapons in the hands of a player that can anticipate and make up for their long charge times with excellent prediction skills. They can also strike from astonishingly long range, and kill revived enemies in Elimination gametypes. Their offensive use is limited, and the charge time is their biggest weakness. You cannot react quickly with a 4-bolt. Most 4-bolts have a charge time around 0.9s, longer than the optimal TTK of most other weapons. Excellent positioning, awareness, and clever use of cover are necessary to avoid being flanked, and to turn 3v1 and 2v1 situations into multiple 1v1s. 4-bolts tend to have low Aim Assist, requiring more skill and control on the player’s part to maximize their effectiveness.&lt;br /&gt;
&lt;br /&gt;
* ''Examples'': [[Saladin’s Vigil]], [[Midha’s Reckoning]], [[Wizard 77]], [[Darkblade’s Spite]], [[Praetorian Foil]]&lt;br /&gt;
* ''Stat Priority'': Range, Recoil Direction, Aim Assist, Stability. Range provides consistency, and Recoil Direction minimizes random recoil, allowing you to compensate for low Aim Assist or Stability. Aim Assist and Stability are still useful, but don’t sacrifice Range or Recoil Direction to improve them. Otherwise you open yourself up to randomness beyond your control.&lt;br /&gt;
* '''Recommended Perks''': [[Rifled Barrel]], [[Rangefinder]], [[Hot Swap]], [[Hidden Hand]], [[Accelerated Coils]]&lt;br /&gt;
&lt;br /&gt;
'''5-bolts''': The most common and popular type of fusion rifle, 5-bolts occupy the middle ground between charge time and bolts to kill. Consistency is sacrificed, but the shorter charge times make these weapons incredibly versatile, both offensively and defensively. Higher-Impact 5-bolts can also revive-kill in Elimination gametypes if all bolts hit (requires 43 damage per bolt to kill a revived Guardian with 300 hit points). 5-bolts still struggle engaging multiple targets at once, with charge times between 0.7s and 0.9s, so prediction skills are still required to make the most of them. 5-bolts can kill from as impressive ranges as 4-bolts can, but are best used out to medium-close range.&lt;br /&gt;
&lt;br /&gt;
* ''Examples'': [[Plan C]], [[Thesan FR4]], [[The Vacancy]], [[Stellar Vestige]], [[Ashraven’s Flight]], [[Panta Rhei]]&lt;br /&gt;
* ''Stat Priority'': Range, Aim Assist, Recoil Direction, Stability. Targets are closer, so recoil is less of a factor. High Aim Assist gives you a wider margin of error and allows you to snap to targets. If you intend to use a 5-bolt at long range, prioritize Recoil Direction over Aim Assist.&lt;br /&gt;
* ''Recommended Perks'': [[Rifled Barrel]], [[Hidden Hand]], [[Hot Swap]], [[Rangefinder]], [[Counterbalance]], [[Accelerated Coils]], [[Braced Frame]]&lt;br /&gt;
&lt;br /&gt;
'''6-bolts''': 6-bolts have the fastest charge times, allowing for quick reactions and fast-paced play. The six bolts needed to kill can make them wildly inconsistent, which is why most players avoid them. Some consider them to be shotguns with a charge time. Still, when properly configured and used, 6-bolts are highly lethal at close to even medium-close range. They can be used aggressively or defensively against rushing or flanking opponents. They complement an aggressive, highly mobile playstyle that can catch enemies off guard. Their short charge times can actually make quick-scoping a challenge since you have a smaller window to acquire your target. Practice firing from the hip as well. You really must be aware of your 6-bolt’s effective range if you use one, and accept that any attempt to use it outside that is a roll of the dice.&lt;br /&gt;
&lt;br /&gt;
* ''Examples'': [[The Branded Lord]], [[Ether Nova]], [[Ex Astris]], [[Split Shifter Pro]]&lt;br /&gt;
* ''Stat Priority'': Aim Assist, Range, Recoil Direction, Stability. You want to be as snappy as possible and provide the largest area for bolts to magnetize. Most 6-bolts have great base Aim Assist already, so keep an eye out for Range-boosting perks. Consider AA-friendly scopes and barrels like Smooth Ballistics or Field Choke instead of Linear Compensator. Recoil is far less of a factor at close range.&lt;br /&gt;
* ''Recommended Perks'': [[Rifled Barrel]], [[Hidden Hand]], [[Hot Swap]], [[Hip Fire]], [[Quick Draw]], [[Braced Frame]]&lt;br /&gt;
&lt;br /&gt;
[['''Plan''' C]] deserves a special mention since it can do goddamn everything. It can react with hyper-6-bolt speed and 5-bolt consistency, and hit almost as far as even the best 4-bolts with a shorter charge time. I recommend [[Field Choke]] and [[Hammer Forged]]. [[Smart Drift Control]] is tempting with its boost to [[Recoil Direction]] but the Range penalty makes it difficult to recommend.&lt;br /&gt;
&lt;br /&gt;
Some short thoughts on [[Accelerated Coils]], some might warn against using [[Accelerated Coils]] where it reduces the bolts to kill, but I think it’s okay as long as you keep the above archetypes in mind. It’s perfectly viable to use [[Accelerated Coils]] on [[Saladin’s Vigil]], for example, but you have to treat it like a 5-bolt, and not just a 4-bolt with faster charge time. Be aware that by using a 4-bolt as a 5-bolt, or a 5-bolt as a 6-bolt, you’ll generally face lower Aim Assist than fusions that are naturally part of those archetypes. (Worth noting that [[Saladin’s Vigil]] has the highest Aim Assist, 65, of any 4-bolt, so it’s an excellent candidate for Accelerated Coils.)&lt;br /&gt;
&lt;br /&gt;
If you made it this far, thanks for reading! I hope this guide proves helpful for maximizing fusion rifle consistency and effectiveness here in the closing months of Destiny 1. As always with posts of this nature, please ask any questions you may have and share your own insights. There are much better and more knowledgeable players out there, so if I’ve stated anything here that contradicts your own experiences, absolutely share and discuss. Happy vooping!&lt;br /&gt;
&lt;br /&gt;
'''Accuracy-boosting perks boost accuracy. Prioritize Range, Aim Assist, and Recoil Direction to maximize consistency. Use your fusion rifle within its effective range. Practice controlling recoil so you can compensate for low Stability.'''&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84720</id>
		<title>How To Maximize Fusion Rifle Consistency</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84720"/>
				<updated>2017-05-03T07:35:06Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Maximizing Consistency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''How To Maximize Fusion Rifle Consistency - Illustrating Range, Aim Assist, and Bolt Magnetism'''&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Previously, I had shared some observations regarding fusion rifle damage falloff and bolt speed. Those posts were far from conclusive, however, and the jury is still out on what exactly the Range stat does for fusions. After reading an informative post by /u/SevenMillion5, this comment by /u/ch4_meleon_, and the Massive Breakdown of Range, Accuracy, Aim Assist, and Stability by /u/Mercules904, I became determined to explore the question further. Analysis thus far has usually involved wall tests and lacked the presence of an actual Guardian target. This time I set out to observe fusion rifles as they behave with a target in front of them.&lt;br /&gt;
&lt;br /&gt;
In this analysis, I look at aim assist and bolt magnetism related to fusion rifle range. I also take a closer look at accuracy-enhancing perks like [[Hip Fire]], [[Hot Swap]], and [[Eye of the Storm]] as they relate to fusion rifles. This guide really contains no advice that hasn’t been stated elsewhere, but I hope to illustrate why we do the things that we do, and provide a clear picture for what to look for in a fusion rifle.&lt;br /&gt;
&lt;br /&gt;
==Examining the Fusion Rifle Reticle==&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Reticle Comparison'''&lt;br /&gt;
&lt;br /&gt;
What exactly are we looking at here? As explained by /u/Mercules904, the reticle contains two components — the crosshairs, which indicate the error angle where bolts may randomly project, and the segmented aim assist circle within which bolts can magnetize towards a target. This reticle is visible within the Last Rites story mission. I didn’t learn about this trick until just recently, so I was excited to jump into it with fusion rifle accuracy in mind.&lt;br /&gt;
&lt;br /&gt;
Here’s a simple graphic to help visualize what appears in the reticle. Imagine the error angle forming a cone that projects from the end of the barrel, and the aim assist circle projecting a cylinder until the aim assist falloff point. The reticle is a two-dimensional slice of these two elements at a certain, yet unknown distance. Very generally, the Range stat narrows the accuracy cone, and the Aim Assist stat increases the size of the aim assist circle. A fusion rifle is most effective where the accuracy cone is smaller than the aim assist circle.&lt;br /&gt;
&lt;br /&gt;
Aim assist falloff appears to be governed by zoom magnification; Compare the aim assist falloff between these two fusion rifles, configured with and without Rangefinder. Aim assist appears to fall off around 40 meters for regular fusion rifles, and 45 meters with Rangefinder. This coincides with the range where ammo crate markers are visible in [[Crucible]], and [[Patrol]] beacons are visible on Patrol.&lt;br /&gt;
&lt;br /&gt;
For most weapons, when a round is fired, the error angle grows (bloom) and aim assist degrades until the error angle reaches maximum bloom and the aim assist circle completely disappears. [[Bloom]] resets between shots, eventually returning to initial accuracy. The same mechanics are in action for fusion rifles, but produce unique behavior.&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Reticle Behavior'''&lt;br /&gt;
&lt;br /&gt;
[[Fusion]] rifles fire 7 bolts across 7 frames. You may notice in the frame-by-frame above that the accuracy cone reaches maximum bloom immediately and only appears to reset after all bolts are fired. It resets very quickly, in just two frames. My educated guess is the accuracy cone as it appears one frame after the last bolt fires actually represents the accuracy of all bolts after the first. (That is, accuracy resets to this amount before the next bolt is fired, returning to maximum bloom again, which is what we see when the frame renders.) Aim assist does degrade over subsequent bolts, but never completely vanishes. This is because bolt magnetism is extremely important to making fusion rifles feel consistent; if bolts were purely random, fusion rifles would be frustratingly inconsistent outside close range. The key takeaways are that the first bolt is the most accurate, all 6 subsequent bolts are equally accurate, and the region where bolts can magnetize shrinks between the first and the last bolt.&lt;br /&gt;
&lt;br /&gt;
So, with this mind, what do we look for in a reticle? We want our aim assist circle to be as large as possible, and our error angle to be equal in size to or smaller than the aim assist circle for the best consistency. This way, we can maximize the range of consistency and be sure that bolts will magnetize regardless of error angle so long as we stay on target within that range. Unsurprisingly, many popular fusion rifles like [[Saladin’s Vigil]], [[Plan C]], and [[Stellar Vestige]] meet this standard.&lt;br /&gt;
&lt;br /&gt;
==Accuracy Perks &amp;amp; Fusion Rifles==&lt;br /&gt;
&lt;br /&gt;
I examined [[Hip Fire]], [[Hot Swap]], [[Eye of the Storm]], [[Rangefinder]], [[Hammer Forged]], and [[Icarus]] to see what effects they have on fusion rifle accuracy and magnetism. I owe a lot to /u/Mercules904, who already explained these perks in detail. Most of what’s below just restates those findings, but there are some points specific to fusion rifles.&lt;br /&gt;
&lt;br /&gt;
[[Hip Fire]] appears to increase Stability. Since the Last Rites reticle only appears while ADS, it’s difficult to determine what effects Hip Fire has on the accuracy cone or aim assist circle. Quick observations indicate [[Hip Fire]] does not appear to affect the aim assist circle.&lt;br /&gt;
&lt;br /&gt;
[[Hot Swap]] increases bloom decay rate. Because bloom decays so quickly on fusion rifles, [[Hot Swap]] essentially guarantees that all 7 bolts fire with initial accuracy. [[Hot Swap]] does not appear to affect initial accuracy or aim assist.&lt;br /&gt;
&lt;br /&gt;
[[Eye of the Storm]] improves the initial accuracy cone by an apparent 27%. [[Eye of the Storm]] triggers when shields fall below 50% and scales linearly as shield health decreases, reaching maximum effectiveness once your shields are gone. [[Eye of the Storm]] doesn’t affect bloom decay rate, but since the initial accuracy cone is that much tighter, bloom resets immediately between bolts. In this sense, [[Eye of the Storm]] effectively grants the benefits of [[Hot Swap]] while active. [[Eye of the Storm]] is by far the most powerful accuracy-enhancing perk, but requires you to be wounded. It’s probably best paired with a fast-charging fusion rifle that would be used in panic situations and would benefit most from additional consistency.&lt;br /&gt;
&lt;br /&gt;
[[Rangefinder]] shrinks the entire reticle by 10%, which matches the zoom magnification factor bonus of 1.1x that [[Rangefinder]] provides. In addition, it increases the visual size of your target (effectively increasing the aim assist circle relative to the target), and reduces relative recoil. Since [[Rangefinder]] provides a percentage reduction to the error angle, it provides greater benefits to low-Range fusions. A [[Thesan FR4]] with [[Hand-Laid Stock]] and [[Rangefinder]] (28 Range) has the same apparent error angle as a [[Panta Rhei]] with [[Rangefinder]] and [[Rifled Barrel]] (56 Range). Note that this isn’t the same as a direct boost to Range, so magnetism would break down for the [[Thesan]] much earlier than the [[Panta Rhei]]. Interestingly, [[Rangefinder]]’s effect on the reticle only takes place while grounded. [[Rangefinder]] also slows ADS time by 25%. If you intend to use a fusion rifle at close range, the additional zoom and slower handling from [[Rangefinder]] may actually prove harmful in practice despite the on-paper benefits.&lt;br /&gt;
&lt;br /&gt;
[[Hammer Forged]] provides additional Range but does not affect initial accuracy any further than the Range boost it provides. It also has no effect on bloom decay rate. I determined this by comparing the accuracy cones of [[Plan C]] with [[Field Choke]] and [[Hammer Forged]], and [[Branded Lord]] with [[Linear Compensator]] and [[Rifled Barrel]]. Both weapons have a Range stat of 65, and both have the same accuracy cone before and after firing.&lt;br /&gt;
&lt;br /&gt;
Underdog increases the Range stat by 5 on fusion rifles. Underdog can’t push fusion rifle Range beyond the cap of 70.&lt;br /&gt;
&lt;br /&gt;
[[Icaru]]s reduces the airborne accuracy penalty by 75% and provides ~48% of original aim assist while airborne. Without [[Icarus]], the accuracy cone grows by factor of 2.95 (0.74 with [[Icarus]]), and the aim assist circle completely disappears. This means bolts fired airborne are subject to extreme randomness and zero magnetism. I also compared the [[Sunsinger’s Angel]] of [[Light perk]] and [[Icarus]], and found that [[Angel of Light]] reduces the airborne accuracy penalty by 100% and provides the same 48% aim assist that [[Icarus]] does. Icarus doesn’t appear to provide any additional accuracy while [[Angel of Light]] is active.&lt;br /&gt;
&lt;br /&gt;
==Stats Summary==&lt;br /&gt;
&lt;br /&gt;
Just to recap, below is a description of how each weapon statistic contributes to fusion rifle accuracy. I’ve also listed examples of available fusion rifles that can excel with perks that boost the associated stat.&lt;br /&gt;
&lt;br /&gt;
'''Range''' tightens the accuracy cone (decreases error angle), decreasing the area where bolts may randomly project and allowing bolts to magnetize at longer distances. High Range combined with high Aim Assist contributes to consistency.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Wizard 77]] (70), [[Darkblade’s Spite]] (70), [[Plan C]] (65), [[The Branded Lord]] (65), [[Praetorian Foil]] (65), [[Saladin’s Vigil]] (64), [[Ex Astris]] (64), [[Ashraven’s Flight]] (64), [[Stellar Vestige]] (63).&lt;br /&gt;
&lt;br /&gt;
'''Aim Assist''' widens the area in which bolts can magnetize, thus increasing the margin of error allowed in a player’s aim. Low Aim Assist can be compensated for with high Stability, high Recoil Direction, or player skill. Low-impact fusion rifles tend to have much higher Aim Assist than high-impact ones, since they depend on more bolts to magnetize.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Techeun Rage]] (85), [[The Vortex]] (84), [[Ether Nova]] (75), [[Long Far Gone]] (75), [[Branded Lord]] (74), [[Light of the Abyss]] (73), [[Ashraven’s Flight]] (68), [[Stellar Vestige]] (67).&lt;br /&gt;
&lt;br /&gt;
'''Recoil Direction''' eliminates horizontal tendencies in recoil, making it more vertical. More vertical recoil is easier to counteract and minimizes randomness in the recoil pattern. High Recoil Direction can compensate for low Aim Assist or Stability. High Recoil Direction is especially desirable when using fusion rifles at extended distances.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Plan C]] (105), [[Telesto]] (105), [[Midha’s Reckoning]] (100), [[Saladin’s Vigil]] (93), [[Stellar Vestige]] (81), [[Panta Rhei]] (80), [[The Branded Lord]] (78), [[Worlds To Come 001]] (67) [[Ether Nova]] (67). Honorable mentions to [[Each New Day]] and [[Ex Astris]], which can roll Counterbalance.&lt;br /&gt;
&lt;br /&gt;
Stability reduces the amount of recoil experienced from each bolt. High Stability can compensate for low Aim Assist or Recoil Direction, and reduces the amount you have to manually control the reticle. Stability cannot overcome low Range — even with perfect aim, bolts are still subject to error angle, and will fail to magnetize if the error angle is too large. Further on in this guide, you may notice that I recommend prioritizing Stability last after all other stats. The reason for this is that Stability is the only stat that can be 100% compensated for by player skill if recoil is completely vertical. The other stats govern random elements that can’t be compensated for no matter what, so priority should be given to minimize those elements. The reality, though, is that there are very few ways to boost Recoil Direction, and you may end up performing better with a high Stability fusion since it requires less manual effort in the heat of the moment. Fusion rifles with good Recoil Direction have a high performance ceiling, but Stability can raise the floor if you’re struggling.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Thesan FR4]] (100), [[The Vacancy]] (100), [[Saladin’s Vigil]] (100), [[Susanoo]] (97), [[Each New Day]] (95), [[Ashraven’s Flight]] (95), [[Split Shifter]] Pro (95), [[Telesto]] (93), [[Panta Rhei]] (90), [[The Branded Lord]] (83).&lt;br /&gt;
&lt;br /&gt;
==Demonstrating Bolt Magnetism==&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Bolt Magnetism Comparison'''&lt;br /&gt;
&lt;br /&gt;
Aim assist governs bolt magnetism; if a bolt and your target are both within the magic aim assist circle, they can form a lethal attraction. Otherwise, they’re subject to your fusion rifle’s error angle. Magnetism doesn’t guarantee that a bolt will hit, just that it’s heading in the right direction. It’s entirely possible for a magnetized bolt to miss and for a non-magnetized bolt to hit by chance. What magnetism does is lay the groundwork for consistency.&lt;br /&gt;
&lt;br /&gt;
The above video demonstrates the difference in magnetism between two Saladin’s Vigils at a distance of 45 meters, one with Hand-Laid Stock and the other with Rangefinder and Rifled Barrel. This is well beyond conventional fusion rifle range, but helps demonstrate the difference between the two. I chose these two clips carefully from a much larger set. I selected clips with as equal aim as possible so any difference in magnetism can be attributed to Range rather than recoil or human error. These clips also represent best and worst-case scenarios; there were certainly instances where the low-Range fusion hit many bolts, and the high-Range fusion hit only a few. What matters is consistency. The high-Range fusion consistently placed many bolts and sometimes even killed, while the low-Range fusion’s ability to do the same was left largely to chance.&lt;br /&gt;
&lt;br /&gt;
Here are some additional clips that demonstrate magnetism in the Crucible:&lt;br /&gt;
* [[The Branded Lord]]&lt;br /&gt;
* [[Saladin’s Vigil]]&lt;br /&gt;
* [[Plan C]]&lt;br /&gt;
&lt;br /&gt;
==Maximizing Consistency==&lt;br /&gt;
&lt;br /&gt;
When you fire a fusion rifle, you’re rolling 7 dice. Depending on Impact, you may need to roll 4, 5, 6, or 7 sixes to get a kill. How can you fudge as many dice as possible to make that happen? How can you minimize randomness?&lt;br /&gt;
&lt;br /&gt;
Below is a list of things within your control as a player, followed by things outside your control, and how best to manipulate them or minimize their effects.&lt;br /&gt;
&lt;br /&gt;
'''In your control:'''&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BLOCKQUOTE&amp;gt;1. '''Aim'''. Aim low so you remain on target as the reticle climbs; aim at the crotch at close range, the knees at medium range, and the ankles/feet at long range. It can be helpful to track your target from the hip and then quick-scope before you fire. Lead your target as necessary.&amp;lt;BR&amp;gt;2. '''Positioning'''. Engage within your fusion rifle’s effective range — for best consistency, the lower the Impact, the shorter the range. Keep your boots on the ground. Use cover and corners to protect yourself while precharging.&amp;lt;BR&amp;gt;3. '''Charge time'''. Precharge as you anticipate an enemy to round a corner, or as you anticipate to peek from cover and acquire a target. Watch your motion tracker. Don’t precharge repeatedly if you’re wrong, as you’ll broadcast yourself and throw off your own timing. Practice quick-scoping before you fire so charge time builds into your muscle memory.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/BLOCKQUOTE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Outside your control:'''&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BLOCKQUOTE&amp;gt;1. '''Bolt Trajectory'''. Minimize error angle with Range and accuracy-boosting perks. Maximize Aim Assist and the margin of error for magnetism with AA-boosting perks, scopes, and barrels.&amp;lt;BR&amp;gt;2. '''Recoil'''. Minimize recoil with Stability-boosting perks. Minimize randomness in the recoil pattern with perks, scopes, and barrels that improve Recoil Direction. Fight recoil by pushing the analog stick down as you fire. Crouch or slide to further reduce recoil.&amp;lt;BR&amp;gt;3. '''Target Movement &amp;amp; Positioning'''. Choose targets that are stationary, grounded, or moving directly towards or away from you. Bait and force engagements in corridors and at chokepoints. Slow or suppress mobile targets. Avoid moving targets at range, as the distance you need to lead may be larger than your magnetism area.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/BLOCKQUOTE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Final Recommendations==&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84719</id>
		<title>How To Maximize Fusion Rifle Consistency</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84719"/>
				<updated>2017-05-03T07:34:39Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Maximizing Consistency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''How To Maximize Fusion Rifle Consistency - Illustrating Range, Aim Assist, and Bolt Magnetism'''&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Previously, I had shared some observations regarding fusion rifle damage falloff and bolt speed. Those posts were far from conclusive, however, and the jury is still out on what exactly the Range stat does for fusions. After reading an informative post by /u/SevenMillion5, this comment by /u/ch4_meleon_, and the Massive Breakdown of Range, Accuracy, Aim Assist, and Stability by /u/Mercules904, I became determined to explore the question further. Analysis thus far has usually involved wall tests and lacked the presence of an actual Guardian target. This time I set out to observe fusion rifles as they behave with a target in front of them.&lt;br /&gt;
&lt;br /&gt;
In this analysis, I look at aim assist and bolt magnetism related to fusion rifle range. I also take a closer look at accuracy-enhancing perks like [[Hip Fire]], [[Hot Swap]], and [[Eye of the Storm]] as they relate to fusion rifles. This guide really contains no advice that hasn’t been stated elsewhere, but I hope to illustrate why we do the things that we do, and provide a clear picture for what to look for in a fusion rifle.&lt;br /&gt;
&lt;br /&gt;
==Examining the Fusion Rifle Reticle==&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Reticle Comparison'''&lt;br /&gt;
&lt;br /&gt;
What exactly are we looking at here? As explained by /u/Mercules904, the reticle contains two components — the crosshairs, which indicate the error angle where bolts may randomly project, and the segmented aim assist circle within which bolts can magnetize towards a target. This reticle is visible within the Last Rites story mission. I didn’t learn about this trick until just recently, so I was excited to jump into it with fusion rifle accuracy in mind.&lt;br /&gt;
&lt;br /&gt;
Here’s a simple graphic to help visualize what appears in the reticle. Imagine the error angle forming a cone that projects from the end of the barrel, and the aim assist circle projecting a cylinder until the aim assist falloff point. The reticle is a two-dimensional slice of these two elements at a certain, yet unknown distance. Very generally, the Range stat narrows the accuracy cone, and the Aim Assist stat increases the size of the aim assist circle. A fusion rifle is most effective where the accuracy cone is smaller than the aim assist circle.&lt;br /&gt;
&lt;br /&gt;
Aim assist falloff appears to be governed by zoom magnification; Compare the aim assist falloff between these two fusion rifles, configured with and without Rangefinder. Aim assist appears to fall off around 40 meters for regular fusion rifles, and 45 meters with Rangefinder. This coincides with the range where ammo crate markers are visible in [[Crucible]], and [[Patrol]] beacons are visible on Patrol.&lt;br /&gt;
&lt;br /&gt;
For most weapons, when a round is fired, the error angle grows (bloom) and aim assist degrades until the error angle reaches maximum bloom and the aim assist circle completely disappears. [[Bloom]] resets between shots, eventually returning to initial accuracy. The same mechanics are in action for fusion rifles, but produce unique behavior.&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Reticle Behavior'''&lt;br /&gt;
&lt;br /&gt;
[[Fusion]] rifles fire 7 bolts across 7 frames. You may notice in the frame-by-frame above that the accuracy cone reaches maximum bloom immediately and only appears to reset after all bolts are fired. It resets very quickly, in just two frames. My educated guess is the accuracy cone as it appears one frame after the last bolt fires actually represents the accuracy of all bolts after the first. (That is, accuracy resets to this amount before the next bolt is fired, returning to maximum bloom again, which is what we see when the frame renders.) Aim assist does degrade over subsequent bolts, but never completely vanishes. This is because bolt magnetism is extremely important to making fusion rifles feel consistent; if bolts were purely random, fusion rifles would be frustratingly inconsistent outside close range. The key takeaways are that the first bolt is the most accurate, all 6 subsequent bolts are equally accurate, and the region where bolts can magnetize shrinks between the first and the last bolt.&lt;br /&gt;
&lt;br /&gt;
So, with this mind, what do we look for in a reticle? We want our aim assist circle to be as large as possible, and our error angle to be equal in size to or smaller than the aim assist circle for the best consistency. This way, we can maximize the range of consistency and be sure that bolts will magnetize regardless of error angle so long as we stay on target within that range. Unsurprisingly, many popular fusion rifles like [[Saladin’s Vigil]], [[Plan C]], and [[Stellar Vestige]] meet this standard.&lt;br /&gt;
&lt;br /&gt;
==Accuracy Perks &amp;amp; Fusion Rifles==&lt;br /&gt;
&lt;br /&gt;
I examined [[Hip Fire]], [[Hot Swap]], [[Eye of the Storm]], [[Rangefinder]], [[Hammer Forged]], and [[Icarus]] to see what effects they have on fusion rifle accuracy and magnetism. I owe a lot to /u/Mercules904, who already explained these perks in detail. Most of what’s below just restates those findings, but there are some points specific to fusion rifles.&lt;br /&gt;
&lt;br /&gt;
[[Hip Fire]] appears to increase Stability. Since the Last Rites reticle only appears while ADS, it’s difficult to determine what effects Hip Fire has on the accuracy cone or aim assist circle. Quick observations indicate [[Hip Fire]] does not appear to affect the aim assist circle.&lt;br /&gt;
&lt;br /&gt;
[[Hot Swap]] increases bloom decay rate. Because bloom decays so quickly on fusion rifles, [[Hot Swap]] essentially guarantees that all 7 bolts fire with initial accuracy. [[Hot Swap]] does not appear to affect initial accuracy or aim assist.&lt;br /&gt;
&lt;br /&gt;
[[Eye of the Storm]] improves the initial accuracy cone by an apparent 27%. [[Eye of the Storm]] triggers when shields fall below 50% and scales linearly as shield health decreases, reaching maximum effectiveness once your shields are gone. [[Eye of the Storm]] doesn’t affect bloom decay rate, but since the initial accuracy cone is that much tighter, bloom resets immediately between bolts. In this sense, [[Eye of the Storm]] effectively grants the benefits of [[Hot Swap]] while active. [[Eye of the Storm]] is by far the most powerful accuracy-enhancing perk, but requires you to be wounded. It’s probably best paired with a fast-charging fusion rifle that would be used in panic situations and would benefit most from additional consistency.&lt;br /&gt;
&lt;br /&gt;
[[Rangefinder]] shrinks the entire reticle by 10%, which matches the zoom magnification factor bonus of 1.1x that [[Rangefinder]] provides. In addition, it increases the visual size of your target (effectively increasing the aim assist circle relative to the target), and reduces relative recoil. Since [[Rangefinder]] provides a percentage reduction to the error angle, it provides greater benefits to low-Range fusions. A [[Thesan FR4]] with [[Hand-Laid Stock]] and [[Rangefinder]] (28 Range) has the same apparent error angle as a [[Panta Rhei]] with [[Rangefinder]] and [[Rifled Barrel]] (56 Range). Note that this isn’t the same as a direct boost to Range, so magnetism would break down for the [[Thesan]] much earlier than the [[Panta Rhei]]. Interestingly, [[Rangefinder]]’s effect on the reticle only takes place while grounded. [[Rangefinder]] also slows ADS time by 25%. If you intend to use a fusion rifle at close range, the additional zoom and slower handling from [[Rangefinder]] may actually prove harmful in practice despite the on-paper benefits.&lt;br /&gt;
&lt;br /&gt;
[[Hammer Forged]] provides additional Range but does not affect initial accuracy any further than the Range boost it provides. It also has no effect on bloom decay rate. I determined this by comparing the accuracy cones of [[Plan C]] with [[Field Choke]] and [[Hammer Forged]], and [[Branded Lord]] with [[Linear Compensator]] and [[Rifled Barrel]]. Both weapons have a Range stat of 65, and both have the same accuracy cone before and after firing.&lt;br /&gt;
&lt;br /&gt;
Underdog increases the Range stat by 5 on fusion rifles. Underdog can’t push fusion rifle Range beyond the cap of 70.&lt;br /&gt;
&lt;br /&gt;
[[Icaru]]s reduces the airborne accuracy penalty by 75% and provides ~48% of original aim assist while airborne. Without [[Icarus]], the accuracy cone grows by factor of 2.95 (0.74 with [[Icarus]]), and the aim assist circle completely disappears. This means bolts fired airborne are subject to extreme randomness and zero magnetism. I also compared the [[Sunsinger’s Angel]] of [[Light perk]] and [[Icarus]], and found that [[Angel of Light]] reduces the airborne accuracy penalty by 100% and provides the same 48% aim assist that [[Icarus]] does. Icarus doesn’t appear to provide any additional accuracy while [[Angel of Light]] is active.&lt;br /&gt;
&lt;br /&gt;
==Stats Summary==&lt;br /&gt;
&lt;br /&gt;
Just to recap, below is a description of how each weapon statistic contributes to fusion rifle accuracy. I’ve also listed examples of available fusion rifles that can excel with perks that boost the associated stat.&lt;br /&gt;
&lt;br /&gt;
'''Range''' tightens the accuracy cone (decreases error angle), decreasing the area where bolts may randomly project and allowing bolts to magnetize at longer distances. High Range combined with high Aim Assist contributes to consistency.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Wizard 77]] (70), [[Darkblade’s Spite]] (70), [[Plan C]] (65), [[The Branded Lord]] (65), [[Praetorian Foil]] (65), [[Saladin’s Vigil]] (64), [[Ex Astris]] (64), [[Ashraven’s Flight]] (64), [[Stellar Vestige]] (63).&lt;br /&gt;
&lt;br /&gt;
'''Aim Assist''' widens the area in which bolts can magnetize, thus increasing the margin of error allowed in a player’s aim. Low Aim Assist can be compensated for with high Stability, high Recoil Direction, or player skill. Low-impact fusion rifles tend to have much higher Aim Assist than high-impact ones, since they depend on more bolts to magnetize.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Techeun Rage]] (85), [[The Vortex]] (84), [[Ether Nova]] (75), [[Long Far Gone]] (75), [[Branded Lord]] (74), [[Light of the Abyss]] (73), [[Ashraven’s Flight]] (68), [[Stellar Vestige]] (67).&lt;br /&gt;
&lt;br /&gt;
'''Recoil Direction''' eliminates horizontal tendencies in recoil, making it more vertical. More vertical recoil is easier to counteract and minimizes randomness in the recoil pattern. High Recoil Direction can compensate for low Aim Assist or Stability. High Recoil Direction is especially desirable when using fusion rifles at extended distances.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Plan C]] (105), [[Telesto]] (105), [[Midha’s Reckoning]] (100), [[Saladin’s Vigil]] (93), [[Stellar Vestige]] (81), [[Panta Rhei]] (80), [[The Branded Lord]] (78), [[Worlds To Come 001]] (67) [[Ether Nova]] (67). Honorable mentions to [[Each New Day]] and [[Ex Astris]], which can roll Counterbalance.&lt;br /&gt;
&lt;br /&gt;
Stability reduces the amount of recoil experienced from each bolt. High Stability can compensate for low Aim Assist or Recoil Direction, and reduces the amount you have to manually control the reticle. Stability cannot overcome low Range — even with perfect aim, bolts are still subject to error angle, and will fail to magnetize if the error angle is too large. Further on in this guide, you may notice that I recommend prioritizing Stability last after all other stats. The reason for this is that Stability is the only stat that can be 100% compensated for by player skill if recoil is completely vertical. The other stats govern random elements that can’t be compensated for no matter what, so priority should be given to minimize those elements. The reality, though, is that there are very few ways to boost Recoil Direction, and you may end up performing better with a high Stability fusion since it requires less manual effort in the heat of the moment. Fusion rifles with good Recoil Direction have a high performance ceiling, but Stability can raise the floor if you’re struggling.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Thesan FR4]] (100), [[The Vacancy]] (100), [[Saladin’s Vigil]] (100), [[Susanoo]] (97), [[Each New Day]] (95), [[Ashraven’s Flight]] (95), [[Split Shifter]] Pro (95), [[Telesto]] (93), [[Panta Rhei]] (90), [[The Branded Lord]] (83).&lt;br /&gt;
&lt;br /&gt;
==Demonstrating Bolt Magnetism==&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Bolt Magnetism Comparison'''&lt;br /&gt;
&lt;br /&gt;
Aim assist governs bolt magnetism; if a bolt and your target are both within the magic aim assist circle, they can form a lethal attraction. Otherwise, they’re subject to your fusion rifle’s error angle. Magnetism doesn’t guarantee that a bolt will hit, just that it’s heading in the right direction. It’s entirely possible for a magnetized bolt to miss and for a non-magnetized bolt to hit by chance. What magnetism does is lay the groundwork for consistency.&lt;br /&gt;
&lt;br /&gt;
The above video demonstrates the difference in magnetism between two Saladin’s Vigils at a distance of 45 meters, one with Hand-Laid Stock and the other with Rangefinder and Rifled Barrel. This is well beyond conventional fusion rifle range, but helps demonstrate the difference between the two. I chose these two clips carefully from a much larger set. I selected clips with as equal aim as possible so any difference in magnetism can be attributed to Range rather than recoil or human error. These clips also represent best and worst-case scenarios; there were certainly instances where the low-Range fusion hit many bolts, and the high-Range fusion hit only a few. What matters is consistency. The high-Range fusion consistently placed many bolts and sometimes even killed, while the low-Range fusion’s ability to do the same was left largely to chance.&lt;br /&gt;
&lt;br /&gt;
Here are some additional clips that demonstrate magnetism in the Crucible:&lt;br /&gt;
* [[The Branded Lord]]&lt;br /&gt;
* [[Saladin’s Vigil]]&lt;br /&gt;
* [[Plan C]]&lt;br /&gt;
&lt;br /&gt;
==Maximizing Consistency==&lt;br /&gt;
&lt;br /&gt;
When you fire a fusion rifle, you’re rolling 7 dice. Depending on Impact, you may need to roll 4, 5, 6, or 7 sixes to get a kill. How can you fudge as many dice as possible to make that happen? How can you minimize randomness?&lt;br /&gt;
&lt;br /&gt;
Below is a list of things within your control as a player, followed by things outside your control, and how best to manipulate them or minimize their effects.&lt;br /&gt;
&lt;br /&gt;
In your control:&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BLOCKQUOTE&amp;gt;1. '''Aim'''. Aim low so you remain on target as the reticle climbs; aim at the crotch at close range, the knees at medium range, and the ankles/feet at long range. It can be helpful to track your target from the hip and then quick-scope before you fire. Lead your target as necessary.&amp;lt;BR&amp;gt;2. '''Positioning'''. Engage within your fusion rifle’s effective range — for best consistency, the lower the Impact, the shorter the range. Keep your boots on the ground. Use cover and corners to protect yourself while precharging.&amp;lt;BR&amp;gt;3. '''Charge time'''. Precharge as you anticipate an enemy to round a corner, or as you anticipate to peek from cover and acquire a target. Watch your motion tracker. Don’t precharge repeatedly if you’re wrong, as you’ll broadcast yourself and throw off your own timing. Practice quick-scoping before you fire so charge time builds into your muscle memory.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/BLOCKQUOTE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outside your control::&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BLOCKQUOTE&amp;gt;1. '''Bolt Trajectory'''. Minimize error angle with Range and accuracy-boosting perks. Maximize Aim Assist and the margin of error for magnetism with AA-boosting perks, scopes, and barrels.&amp;lt;BR&amp;gt;2. '''Recoil'''. Minimize recoil with Stability-boosting perks. Minimize randomness in the recoil pattern with perks, scopes, and barrels that improve Recoil Direction. Fight recoil by pushing the analog stick down as you fire. Crouch or slide to further reduce recoil.&amp;lt;BR&amp;gt;3. '''Target Movement &amp;amp; Positioning'''. Choose targets that are stationary, grounded, or moving directly towards or away from you. Bait and force engagements in corridors and at chokepoints. Slow or suppress mobile targets. Avoid moving targets at range, as the distance you need to lead may be larger than your magnetism area.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/BLOCKQUOTE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Final Recommendations==&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84718</id>
		<title>How To Maximize Fusion Rifle Consistency</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84718"/>
				<updated>2017-05-03T07:28:39Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Demonstrating Bolt Magnetism */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''How To Maximize Fusion Rifle Consistency - Illustrating Range, Aim Assist, and Bolt Magnetism'''&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Previously, I had shared some observations regarding fusion rifle damage falloff and bolt speed. Those posts were far from conclusive, however, and the jury is still out on what exactly the Range stat does for fusions. After reading an informative post by /u/SevenMillion5, this comment by /u/ch4_meleon_, and the Massive Breakdown of Range, Accuracy, Aim Assist, and Stability by /u/Mercules904, I became determined to explore the question further. Analysis thus far has usually involved wall tests and lacked the presence of an actual Guardian target. This time I set out to observe fusion rifles as they behave with a target in front of them.&lt;br /&gt;
&lt;br /&gt;
In this analysis, I look at aim assist and bolt magnetism related to fusion rifle range. I also take a closer look at accuracy-enhancing perks like [[Hip Fire]], [[Hot Swap]], and [[Eye of the Storm]] as they relate to fusion rifles. This guide really contains no advice that hasn’t been stated elsewhere, but I hope to illustrate why we do the things that we do, and provide a clear picture for what to look for in a fusion rifle.&lt;br /&gt;
&lt;br /&gt;
==Examining the Fusion Rifle Reticle==&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Reticle Comparison'''&lt;br /&gt;
&lt;br /&gt;
What exactly are we looking at here? As explained by /u/Mercules904, the reticle contains two components — the crosshairs, which indicate the error angle where bolts may randomly project, and the segmented aim assist circle within which bolts can magnetize towards a target. This reticle is visible within the Last Rites story mission. I didn’t learn about this trick until just recently, so I was excited to jump into it with fusion rifle accuracy in mind.&lt;br /&gt;
&lt;br /&gt;
Here’s a simple graphic to help visualize what appears in the reticle. Imagine the error angle forming a cone that projects from the end of the barrel, and the aim assist circle projecting a cylinder until the aim assist falloff point. The reticle is a two-dimensional slice of these two elements at a certain, yet unknown distance. Very generally, the Range stat narrows the accuracy cone, and the Aim Assist stat increases the size of the aim assist circle. A fusion rifle is most effective where the accuracy cone is smaller than the aim assist circle.&lt;br /&gt;
&lt;br /&gt;
Aim assist falloff appears to be governed by zoom magnification; Compare the aim assist falloff between these two fusion rifles, configured with and without Rangefinder. Aim assist appears to fall off around 40 meters for regular fusion rifles, and 45 meters with Rangefinder. This coincides with the range where ammo crate markers are visible in [[Crucible]], and [[Patrol]] beacons are visible on Patrol.&lt;br /&gt;
&lt;br /&gt;
For most weapons, when a round is fired, the error angle grows (bloom) and aim assist degrades until the error angle reaches maximum bloom and the aim assist circle completely disappears. [[Bloom]] resets between shots, eventually returning to initial accuracy. The same mechanics are in action for fusion rifles, but produce unique behavior.&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Reticle Behavior'''&lt;br /&gt;
&lt;br /&gt;
[[Fusion]] rifles fire 7 bolts across 7 frames. You may notice in the frame-by-frame above that the accuracy cone reaches maximum bloom immediately and only appears to reset after all bolts are fired. It resets very quickly, in just two frames. My educated guess is the accuracy cone as it appears one frame after the last bolt fires actually represents the accuracy of all bolts after the first. (That is, accuracy resets to this amount before the next bolt is fired, returning to maximum bloom again, which is what we see when the frame renders.) Aim assist does degrade over subsequent bolts, but never completely vanishes. This is because bolt magnetism is extremely important to making fusion rifles feel consistent; if bolts were purely random, fusion rifles would be frustratingly inconsistent outside close range. The key takeaways are that the first bolt is the most accurate, all 6 subsequent bolts are equally accurate, and the region where bolts can magnetize shrinks between the first and the last bolt.&lt;br /&gt;
&lt;br /&gt;
So, with this mind, what do we look for in a reticle? We want our aim assist circle to be as large as possible, and our error angle to be equal in size to or smaller than the aim assist circle for the best consistency. This way, we can maximize the range of consistency and be sure that bolts will magnetize regardless of error angle so long as we stay on target within that range. Unsurprisingly, many popular fusion rifles like [[Saladin’s Vigil]], [[Plan C]], and [[Stellar Vestige]] meet this standard.&lt;br /&gt;
&lt;br /&gt;
==Accuracy Perks &amp;amp; Fusion Rifles==&lt;br /&gt;
&lt;br /&gt;
I examined [[Hip Fire]], [[Hot Swap]], [[Eye of the Storm]], [[Rangefinder]], [[Hammer Forged]], and [[Icarus]] to see what effects they have on fusion rifle accuracy and magnetism. I owe a lot to /u/Mercules904, who already explained these perks in detail. Most of what’s below just restates those findings, but there are some points specific to fusion rifles.&lt;br /&gt;
&lt;br /&gt;
[[Hip Fire]] appears to increase Stability. Since the Last Rites reticle only appears while ADS, it’s difficult to determine what effects Hip Fire has on the accuracy cone or aim assist circle. Quick observations indicate [[Hip Fire]] does not appear to affect the aim assist circle.&lt;br /&gt;
&lt;br /&gt;
[[Hot Swap]] increases bloom decay rate. Because bloom decays so quickly on fusion rifles, [[Hot Swap]] essentially guarantees that all 7 bolts fire with initial accuracy. [[Hot Swap]] does not appear to affect initial accuracy or aim assist.&lt;br /&gt;
&lt;br /&gt;
[[Eye of the Storm]] improves the initial accuracy cone by an apparent 27%. [[Eye of the Storm]] triggers when shields fall below 50% and scales linearly as shield health decreases, reaching maximum effectiveness once your shields are gone. [[Eye of the Storm]] doesn’t affect bloom decay rate, but since the initial accuracy cone is that much tighter, bloom resets immediately between bolts. In this sense, [[Eye of the Storm]] effectively grants the benefits of [[Hot Swap]] while active. [[Eye of the Storm]] is by far the most powerful accuracy-enhancing perk, but requires you to be wounded. It’s probably best paired with a fast-charging fusion rifle that would be used in panic situations and would benefit most from additional consistency.&lt;br /&gt;
&lt;br /&gt;
[[Rangefinder]] shrinks the entire reticle by 10%, which matches the zoom magnification factor bonus of 1.1x that [[Rangefinder]] provides. In addition, it increases the visual size of your target (effectively increasing the aim assist circle relative to the target), and reduces relative recoil. Since [[Rangefinder]] provides a percentage reduction to the error angle, it provides greater benefits to low-Range fusions. A [[Thesan FR4]] with [[Hand-Laid Stock]] and [[Rangefinder]] (28 Range) has the same apparent error angle as a [[Panta Rhei]] with [[Rangefinder]] and [[Rifled Barrel]] (56 Range). Note that this isn’t the same as a direct boost to Range, so magnetism would break down for the [[Thesan]] much earlier than the [[Panta Rhei]]. Interestingly, [[Rangefinder]]’s effect on the reticle only takes place while grounded. [[Rangefinder]] also slows ADS time by 25%. If you intend to use a fusion rifle at close range, the additional zoom and slower handling from [[Rangefinder]] may actually prove harmful in practice despite the on-paper benefits.&lt;br /&gt;
&lt;br /&gt;
[[Hammer Forged]] provides additional Range but does not affect initial accuracy any further than the Range boost it provides. It also has no effect on bloom decay rate. I determined this by comparing the accuracy cones of [[Plan C]] with [[Field Choke]] and [[Hammer Forged]], and [[Branded Lord]] with [[Linear Compensator]] and [[Rifled Barrel]]. Both weapons have a Range stat of 65, and both have the same accuracy cone before and after firing.&lt;br /&gt;
&lt;br /&gt;
Underdog increases the Range stat by 5 on fusion rifles. Underdog can’t push fusion rifle Range beyond the cap of 70.&lt;br /&gt;
&lt;br /&gt;
[[Icaru]]s reduces the airborne accuracy penalty by 75% and provides ~48% of original aim assist while airborne. Without [[Icarus]], the accuracy cone grows by factor of 2.95 (0.74 with [[Icarus]]), and the aim assist circle completely disappears. This means bolts fired airborne are subject to extreme randomness and zero magnetism. I also compared the [[Sunsinger’s Angel]] of [[Light perk]] and [[Icarus]], and found that [[Angel of Light]] reduces the airborne accuracy penalty by 100% and provides the same 48% aim assist that [[Icarus]] does. Icarus doesn’t appear to provide any additional accuracy while [[Angel of Light]] is active.&lt;br /&gt;
&lt;br /&gt;
==Stats Summary==&lt;br /&gt;
&lt;br /&gt;
Just to recap, below is a description of how each weapon statistic contributes to fusion rifle accuracy. I’ve also listed examples of available fusion rifles that can excel with perks that boost the associated stat.&lt;br /&gt;
&lt;br /&gt;
'''Range''' tightens the accuracy cone (decreases error angle), decreasing the area where bolts may randomly project and allowing bolts to magnetize at longer distances. High Range combined with high Aim Assist contributes to consistency.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Wizard 77]] (70), [[Darkblade’s Spite]] (70), [[Plan C]] (65), [[The Branded Lord]] (65), [[Praetorian Foil]] (65), [[Saladin’s Vigil]] (64), [[Ex Astris]] (64), [[Ashraven’s Flight]] (64), [[Stellar Vestige]] (63).&lt;br /&gt;
&lt;br /&gt;
'''Aim Assist''' widens the area in which bolts can magnetize, thus increasing the margin of error allowed in a player’s aim. Low Aim Assist can be compensated for with high Stability, high Recoil Direction, or player skill. Low-impact fusion rifles tend to have much higher Aim Assist than high-impact ones, since they depend on more bolts to magnetize.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Techeun Rage]] (85), [[The Vortex]] (84), [[Ether Nova]] (75), [[Long Far Gone]] (75), [[Branded Lord]] (74), [[Light of the Abyss]] (73), [[Ashraven’s Flight]] (68), [[Stellar Vestige]] (67).&lt;br /&gt;
&lt;br /&gt;
'''Recoil Direction''' eliminates horizontal tendencies in recoil, making it more vertical. More vertical recoil is easier to counteract and minimizes randomness in the recoil pattern. High Recoil Direction can compensate for low Aim Assist or Stability. High Recoil Direction is especially desirable when using fusion rifles at extended distances.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Plan C]] (105), [[Telesto]] (105), [[Midha’s Reckoning]] (100), [[Saladin’s Vigil]] (93), [[Stellar Vestige]] (81), [[Panta Rhei]] (80), [[The Branded Lord]] (78), [[Worlds To Come 001]] (67) [[Ether Nova]] (67). Honorable mentions to [[Each New Day]] and [[Ex Astris]], which can roll Counterbalance.&lt;br /&gt;
&lt;br /&gt;
Stability reduces the amount of recoil experienced from each bolt. High Stability can compensate for low Aim Assist or Recoil Direction, and reduces the amount you have to manually control the reticle. Stability cannot overcome low Range — even with perfect aim, bolts are still subject to error angle, and will fail to magnetize if the error angle is too large. Further on in this guide, you may notice that I recommend prioritizing Stability last after all other stats. The reason for this is that Stability is the only stat that can be 100% compensated for by player skill if recoil is completely vertical. The other stats govern random elements that can’t be compensated for no matter what, so priority should be given to minimize those elements. The reality, though, is that there are very few ways to boost Recoil Direction, and you may end up performing better with a high Stability fusion since it requires less manual effort in the heat of the moment. Fusion rifles with good Recoil Direction have a high performance ceiling, but Stability can raise the floor if you’re struggling.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Thesan FR4]] (100), [[The Vacancy]] (100), [[Saladin’s Vigil]] (100), [[Susanoo]] (97), [[Each New Day]] (95), [[Ashraven’s Flight]] (95), [[Split Shifter]] Pro (95), [[Telesto]] (93), [[Panta Rhei]] (90), [[The Branded Lord]] (83).&lt;br /&gt;
&lt;br /&gt;
==Demonstrating Bolt Magnetism==&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Bolt Magnetism Comparison'''&lt;br /&gt;
&lt;br /&gt;
Aim assist governs bolt magnetism; if a bolt and your target are both within the magic aim assist circle, they can form a lethal attraction. Otherwise, they’re subject to your fusion rifle’s error angle. Magnetism doesn’t guarantee that a bolt will hit, just that it’s heading in the right direction. It’s entirely possible for a magnetized bolt to miss and for a non-magnetized bolt to hit by chance. What magnetism does is lay the groundwork for consistency.&lt;br /&gt;
&lt;br /&gt;
The above video demonstrates the difference in magnetism between two Saladin’s Vigils at a distance of 45 meters, one with Hand-Laid Stock and the other with Rangefinder and Rifled Barrel. This is well beyond conventional fusion rifle range, but helps demonstrate the difference between the two. I chose these two clips carefully from a much larger set. I selected clips with as equal aim as possible so any difference in magnetism can be attributed to Range rather than recoil or human error. These clips also represent best and worst-case scenarios; there were certainly instances where the low-Range fusion hit many bolts, and the high-Range fusion hit only a few. What matters is consistency. The high-Range fusion consistently placed many bolts and sometimes even killed, while the low-Range fusion’s ability to do the same was left largely to chance.&lt;br /&gt;
&lt;br /&gt;
Here are some additional clips that demonstrate magnetism in the Crucible:&lt;br /&gt;
* [[The Branded Lord]]&lt;br /&gt;
* [[Saladin’s Vigil]]&lt;br /&gt;
* [[Plan C]]&lt;br /&gt;
&lt;br /&gt;
==Maximizing Consistency==&lt;br /&gt;
&lt;br /&gt;
==Final Recommendations==&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84717</id>
		<title>How To Maximize Fusion Rifle Consistency</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84717"/>
				<updated>2017-05-03T07:26:44Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Stats Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''How To Maximize Fusion Rifle Consistency - Illustrating Range, Aim Assist, and Bolt Magnetism'''&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Previously, I had shared some observations regarding fusion rifle damage falloff and bolt speed. Those posts were far from conclusive, however, and the jury is still out on what exactly the Range stat does for fusions. After reading an informative post by /u/SevenMillion5, this comment by /u/ch4_meleon_, and the Massive Breakdown of Range, Accuracy, Aim Assist, and Stability by /u/Mercules904, I became determined to explore the question further. Analysis thus far has usually involved wall tests and lacked the presence of an actual Guardian target. This time I set out to observe fusion rifles as they behave with a target in front of them.&lt;br /&gt;
&lt;br /&gt;
In this analysis, I look at aim assist and bolt magnetism related to fusion rifle range. I also take a closer look at accuracy-enhancing perks like [[Hip Fire]], [[Hot Swap]], and [[Eye of the Storm]] as they relate to fusion rifles. This guide really contains no advice that hasn’t been stated elsewhere, but I hope to illustrate why we do the things that we do, and provide a clear picture for what to look for in a fusion rifle.&lt;br /&gt;
&lt;br /&gt;
==Examining the Fusion Rifle Reticle==&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Reticle Comparison'''&lt;br /&gt;
&lt;br /&gt;
What exactly are we looking at here? As explained by /u/Mercules904, the reticle contains two components — the crosshairs, which indicate the error angle where bolts may randomly project, and the segmented aim assist circle within which bolts can magnetize towards a target. This reticle is visible within the Last Rites story mission. I didn’t learn about this trick until just recently, so I was excited to jump into it with fusion rifle accuracy in mind.&lt;br /&gt;
&lt;br /&gt;
Here’s a simple graphic to help visualize what appears in the reticle. Imagine the error angle forming a cone that projects from the end of the barrel, and the aim assist circle projecting a cylinder until the aim assist falloff point. The reticle is a two-dimensional slice of these two elements at a certain, yet unknown distance. Very generally, the Range stat narrows the accuracy cone, and the Aim Assist stat increases the size of the aim assist circle. A fusion rifle is most effective where the accuracy cone is smaller than the aim assist circle.&lt;br /&gt;
&lt;br /&gt;
Aim assist falloff appears to be governed by zoom magnification; Compare the aim assist falloff between these two fusion rifles, configured with and without Rangefinder. Aim assist appears to fall off around 40 meters for regular fusion rifles, and 45 meters with Rangefinder. This coincides with the range where ammo crate markers are visible in [[Crucible]], and [[Patrol]] beacons are visible on Patrol.&lt;br /&gt;
&lt;br /&gt;
For most weapons, when a round is fired, the error angle grows (bloom) and aim assist degrades until the error angle reaches maximum bloom and the aim assist circle completely disappears. [[Bloom]] resets between shots, eventually returning to initial accuracy. The same mechanics are in action for fusion rifles, but produce unique behavior.&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Reticle Behavior'''&lt;br /&gt;
&lt;br /&gt;
[[Fusion]] rifles fire 7 bolts across 7 frames. You may notice in the frame-by-frame above that the accuracy cone reaches maximum bloom immediately and only appears to reset after all bolts are fired. It resets very quickly, in just two frames. My educated guess is the accuracy cone as it appears one frame after the last bolt fires actually represents the accuracy of all bolts after the first. (That is, accuracy resets to this amount before the next bolt is fired, returning to maximum bloom again, which is what we see when the frame renders.) Aim assist does degrade over subsequent bolts, but never completely vanishes. This is because bolt magnetism is extremely important to making fusion rifles feel consistent; if bolts were purely random, fusion rifles would be frustratingly inconsistent outside close range. The key takeaways are that the first bolt is the most accurate, all 6 subsequent bolts are equally accurate, and the region where bolts can magnetize shrinks between the first and the last bolt.&lt;br /&gt;
&lt;br /&gt;
So, with this mind, what do we look for in a reticle? We want our aim assist circle to be as large as possible, and our error angle to be equal in size to or smaller than the aim assist circle for the best consistency. This way, we can maximize the range of consistency and be sure that bolts will magnetize regardless of error angle so long as we stay on target within that range. Unsurprisingly, many popular fusion rifles like [[Saladin’s Vigil]], [[Plan C]], and [[Stellar Vestige]] meet this standard.&lt;br /&gt;
&lt;br /&gt;
==Accuracy Perks &amp;amp; Fusion Rifles==&lt;br /&gt;
&lt;br /&gt;
I examined [[Hip Fire]], [[Hot Swap]], [[Eye of the Storm]], [[Rangefinder]], [[Hammer Forged]], and [[Icarus]] to see what effects they have on fusion rifle accuracy and magnetism. I owe a lot to /u/Mercules904, who already explained these perks in detail. Most of what’s below just restates those findings, but there are some points specific to fusion rifles.&lt;br /&gt;
&lt;br /&gt;
[[Hip Fire]] appears to increase Stability. Since the Last Rites reticle only appears while ADS, it’s difficult to determine what effects Hip Fire has on the accuracy cone or aim assist circle. Quick observations indicate [[Hip Fire]] does not appear to affect the aim assist circle.&lt;br /&gt;
&lt;br /&gt;
[[Hot Swap]] increases bloom decay rate. Because bloom decays so quickly on fusion rifles, [[Hot Swap]] essentially guarantees that all 7 bolts fire with initial accuracy. [[Hot Swap]] does not appear to affect initial accuracy or aim assist.&lt;br /&gt;
&lt;br /&gt;
[[Eye of the Storm]] improves the initial accuracy cone by an apparent 27%. [[Eye of the Storm]] triggers when shields fall below 50% and scales linearly as shield health decreases, reaching maximum effectiveness once your shields are gone. [[Eye of the Storm]] doesn’t affect bloom decay rate, but since the initial accuracy cone is that much tighter, bloom resets immediately between bolts. In this sense, [[Eye of the Storm]] effectively grants the benefits of [[Hot Swap]] while active. [[Eye of the Storm]] is by far the most powerful accuracy-enhancing perk, but requires you to be wounded. It’s probably best paired with a fast-charging fusion rifle that would be used in panic situations and would benefit most from additional consistency.&lt;br /&gt;
&lt;br /&gt;
[[Rangefinder]] shrinks the entire reticle by 10%, which matches the zoom magnification factor bonus of 1.1x that [[Rangefinder]] provides. In addition, it increases the visual size of your target (effectively increasing the aim assist circle relative to the target), and reduces relative recoil. Since [[Rangefinder]] provides a percentage reduction to the error angle, it provides greater benefits to low-Range fusions. A [[Thesan FR4]] with [[Hand-Laid Stock]] and [[Rangefinder]] (28 Range) has the same apparent error angle as a [[Panta Rhei]] with [[Rangefinder]] and [[Rifled Barrel]] (56 Range). Note that this isn’t the same as a direct boost to Range, so magnetism would break down for the [[Thesan]] much earlier than the [[Panta Rhei]]. Interestingly, [[Rangefinder]]’s effect on the reticle only takes place while grounded. [[Rangefinder]] also slows ADS time by 25%. If you intend to use a fusion rifle at close range, the additional zoom and slower handling from [[Rangefinder]] may actually prove harmful in practice despite the on-paper benefits.&lt;br /&gt;
&lt;br /&gt;
[[Hammer Forged]] provides additional Range but does not affect initial accuracy any further than the Range boost it provides. It also has no effect on bloom decay rate. I determined this by comparing the accuracy cones of [[Plan C]] with [[Field Choke]] and [[Hammer Forged]], and [[Branded Lord]] with [[Linear Compensator]] and [[Rifled Barrel]]. Both weapons have a Range stat of 65, and both have the same accuracy cone before and after firing.&lt;br /&gt;
&lt;br /&gt;
Underdog increases the Range stat by 5 on fusion rifles. Underdog can’t push fusion rifle Range beyond the cap of 70.&lt;br /&gt;
&lt;br /&gt;
[[Icaru]]s reduces the airborne accuracy penalty by 75% and provides ~48% of original aim assist while airborne. Without [[Icarus]], the accuracy cone grows by factor of 2.95 (0.74 with [[Icarus]]), and the aim assist circle completely disappears. This means bolts fired airborne are subject to extreme randomness and zero magnetism. I also compared the [[Sunsinger’s Angel]] of [[Light perk]] and [[Icarus]], and found that [[Angel of Light]] reduces the airborne accuracy penalty by 100% and provides the same 48% aim assist that [[Icarus]] does. Icarus doesn’t appear to provide any additional accuracy while [[Angel of Light]] is active.&lt;br /&gt;
&lt;br /&gt;
==Stats Summary==&lt;br /&gt;
&lt;br /&gt;
Just to recap, below is a description of how each weapon statistic contributes to fusion rifle accuracy. I’ve also listed examples of available fusion rifles that can excel with perks that boost the associated stat.&lt;br /&gt;
&lt;br /&gt;
'''Range''' tightens the accuracy cone (decreases error angle), decreasing the area where bolts may randomly project and allowing bolts to magnetize at longer distances. High Range combined with high Aim Assist contributes to consistency.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Wizard 77]] (70), [[Darkblade’s Spite]] (70), [[Plan C]] (65), [[The Branded Lord]] (65), [[Praetorian Foil]] (65), [[Saladin’s Vigil]] (64), [[Ex Astris]] (64), [[Ashraven’s Flight]] (64), [[Stellar Vestige]] (63).&lt;br /&gt;
&lt;br /&gt;
'''Aim Assist''' widens the area in which bolts can magnetize, thus increasing the margin of error allowed in a player’s aim. Low Aim Assist can be compensated for with high Stability, high Recoil Direction, or player skill. Low-impact fusion rifles tend to have much higher Aim Assist than high-impact ones, since they depend on more bolts to magnetize.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Techeun Rage]] (85), [[The Vortex]] (84), [[Ether Nova]] (75), [[Long Far Gone]] (75), [[Branded Lord]] (74), [[Light of the Abyss]] (73), [[Ashraven’s Flight]] (68), [[Stellar Vestige]] (67).&lt;br /&gt;
&lt;br /&gt;
'''Recoil Direction''' eliminates horizontal tendencies in recoil, making it more vertical. More vertical recoil is easier to counteract and minimizes randomness in the recoil pattern. High Recoil Direction can compensate for low Aim Assist or Stability. High Recoil Direction is especially desirable when using fusion rifles at extended distances.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Plan C]] (105), [[Telesto]] (105), [[Midha’s Reckoning]] (100), [[Saladin’s Vigil]] (93), [[Stellar Vestige]] (81), [[Panta Rhei]] (80), [[The Branded Lord]] (78), [[Worlds To Come 001]] (67) [[Ether Nova]] (67). Honorable mentions to [[Each New Day]] and [[Ex Astris]], which can roll Counterbalance.&lt;br /&gt;
&lt;br /&gt;
Stability reduces the amount of recoil experienced from each bolt. High Stability can compensate for low Aim Assist or Recoil Direction, and reduces the amount you have to manually control the reticle. Stability cannot overcome low Range — even with perfect aim, bolts are still subject to error angle, and will fail to magnetize if the error angle is too large. Further on in this guide, you may notice that I recommend prioritizing Stability last after all other stats. The reason for this is that Stability is the only stat that can be 100% compensated for by player skill if recoil is completely vertical. The other stats govern random elements that can’t be compensated for no matter what, so priority should be given to minimize those elements. The reality, though, is that there are very few ways to boost Recoil Direction, and you may end up performing better with a high Stability fusion since it requires less manual effort in the heat of the moment. Fusion rifles with good Recoil Direction have a high performance ceiling, but Stability can raise the floor if you’re struggling.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Thesan FR4]] (100), [[The Vacancy]] (100), [[Saladin’s Vigil]] (100), [[Susanoo]] (97), [[Each New Day]] (95), [[Ashraven’s Flight]] (95), [[Split Shifter]] Pro (95), [[Telesto]] (93), [[Panta Rhei]] (90), [[The Branded Lord]] (83).&lt;br /&gt;
&lt;br /&gt;
==Demonstrating Bolt Magnetism==&lt;br /&gt;
&lt;br /&gt;
==Maximizing Consistency==&lt;br /&gt;
&lt;br /&gt;
==Final Recommendations==&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84716</id>
		<title>How To Maximize Fusion Rifle Consistency</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84716"/>
				<updated>2017-05-03T07:26:12Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Stats Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''How To Maximize Fusion Rifle Consistency - Illustrating Range, Aim Assist, and Bolt Magnetism'''&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Previously, I had shared some observations regarding fusion rifle damage falloff and bolt speed. Those posts were far from conclusive, however, and the jury is still out on what exactly the Range stat does for fusions. After reading an informative post by /u/SevenMillion5, this comment by /u/ch4_meleon_, and the Massive Breakdown of Range, Accuracy, Aim Assist, and Stability by /u/Mercules904, I became determined to explore the question further. Analysis thus far has usually involved wall tests and lacked the presence of an actual Guardian target. This time I set out to observe fusion rifles as they behave with a target in front of them.&lt;br /&gt;
&lt;br /&gt;
In this analysis, I look at aim assist and bolt magnetism related to fusion rifle range. I also take a closer look at accuracy-enhancing perks like [[Hip Fire]], [[Hot Swap]], and [[Eye of the Storm]] as they relate to fusion rifles. This guide really contains no advice that hasn’t been stated elsewhere, but I hope to illustrate why we do the things that we do, and provide a clear picture for what to look for in a fusion rifle.&lt;br /&gt;
&lt;br /&gt;
==Examining the Fusion Rifle Reticle==&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Reticle Comparison'''&lt;br /&gt;
&lt;br /&gt;
What exactly are we looking at here? As explained by /u/Mercules904, the reticle contains two components — the crosshairs, which indicate the error angle where bolts may randomly project, and the segmented aim assist circle within which bolts can magnetize towards a target. This reticle is visible within the Last Rites story mission. I didn’t learn about this trick until just recently, so I was excited to jump into it with fusion rifle accuracy in mind.&lt;br /&gt;
&lt;br /&gt;
Here’s a simple graphic to help visualize what appears in the reticle. Imagine the error angle forming a cone that projects from the end of the barrel, and the aim assist circle projecting a cylinder until the aim assist falloff point. The reticle is a two-dimensional slice of these two elements at a certain, yet unknown distance. Very generally, the Range stat narrows the accuracy cone, and the Aim Assist stat increases the size of the aim assist circle. A fusion rifle is most effective where the accuracy cone is smaller than the aim assist circle.&lt;br /&gt;
&lt;br /&gt;
Aim assist falloff appears to be governed by zoom magnification; Compare the aim assist falloff between these two fusion rifles, configured with and without Rangefinder. Aim assist appears to fall off around 40 meters for regular fusion rifles, and 45 meters with Rangefinder. This coincides with the range where ammo crate markers are visible in [[Crucible]], and [[Patrol]] beacons are visible on Patrol.&lt;br /&gt;
&lt;br /&gt;
For most weapons, when a round is fired, the error angle grows (bloom) and aim assist degrades until the error angle reaches maximum bloom and the aim assist circle completely disappears. [[Bloom]] resets between shots, eventually returning to initial accuracy. The same mechanics are in action for fusion rifles, but produce unique behavior.&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Reticle Behavior'''&lt;br /&gt;
&lt;br /&gt;
[[Fusion]] rifles fire 7 bolts across 7 frames. You may notice in the frame-by-frame above that the accuracy cone reaches maximum bloom immediately and only appears to reset after all bolts are fired. It resets very quickly, in just two frames. My educated guess is the accuracy cone as it appears one frame after the last bolt fires actually represents the accuracy of all bolts after the first. (That is, accuracy resets to this amount before the next bolt is fired, returning to maximum bloom again, which is what we see when the frame renders.) Aim assist does degrade over subsequent bolts, but never completely vanishes. This is because bolt magnetism is extremely important to making fusion rifles feel consistent; if bolts were purely random, fusion rifles would be frustratingly inconsistent outside close range. The key takeaways are that the first bolt is the most accurate, all 6 subsequent bolts are equally accurate, and the region where bolts can magnetize shrinks between the first and the last bolt.&lt;br /&gt;
&lt;br /&gt;
So, with this mind, what do we look for in a reticle? We want our aim assist circle to be as large as possible, and our error angle to be equal in size to or smaller than the aim assist circle for the best consistency. This way, we can maximize the range of consistency and be sure that bolts will magnetize regardless of error angle so long as we stay on target within that range. Unsurprisingly, many popular fusion rifles like [[Saladin’s Vigil]], [[Plan C]], and [[Stellar Vestige]] meet this standard.&lt;br /&gt;
&lt;br /&gt;
==Accuracy Perks &amp;amp; Fusion Rifles==&lt;br /&gt;
&lt;br /&gt;
I examined [[Hip Fire]], [[Hot Swap]], [[Eye of the Storm]], [[Rangefinder]], [[Hammer Forged]], and [[Icarus]] to see what effects they have on fusion rifle accuracy and magnetism. I owe a lot to /u/Mercules904, who already explained these perks in detail. Most of what’s below just restates those findings, but there are some points specific to fusion rifles.&lt;br /&gt;
&lt;br /&gt;
[[Hip Fire]] appears to increase Stability. Since the Last Rites reticle only appears while ADS, it’s difficult to determine what effects Hip Fire has on the accuracy cone or aim assist circle. Quick observations indicate [[Hip Fire]] does not appear to affect the aim assist circle.&lt;br /&gt;
&lt;br /&gt;
[[Hot Swap]] increases bloom decay rate. Because bloom decays so quickly on fusion rifles, [[Hot Swap]] essentially guarantees that all 7 bolts fire with initial accuracy. [[Hot Swap]] does not appear to affect initial accuracy or aim assist.&lt;br /&gt;
&lt;br /&gt;
[[Eye of the Storm]] improves the initial accuracy cone by an apparent 27%. [[Eye of the Storm]] triggers when shields fall below 50% and scales linearly as shield health decreases, reaching maximum effectiveness once your shields are gone. [[Eye of the Storm]] doesn’t affect bloom decay rate, but since the initial accuracy cone is that much tighter, bloom resets immediately between bolts. In this sense, [[Eye of the Storm]] effectively grants the benefits of [[Hot Swap]] while active. [[Eye of the Storm]] is by far the most powerful accuracy-enhancing perk, but requires you to be wounded. It’s probably best paired with a fast-charging fusion rifle that would be used in panic situations and would benefit most from additional consistency.&lt;br /&gt;
&lt;br /&gt;
[[Rangefinder]] shrinks the entire reticle by 10%, which matches the zoom magnification factor bonus of 1.1x that [[Rangefinder]] provides. In addition, it increases the visual size of your target (effectively increasing the aim assist circle relative to the target), and reduces relative recoil. Since [[Rangefinder]] provides a percentage reduction to the error angle, it provides greater benefits to low-Range fusions. A [[Thesan FR4]] with [[Hand-Laid Stock]] and [[Rangefinder]] (28 Range) has the same apparent error angle as a [[Panta Rhei]] with [[Rangefinder]] and [[Rifled Barrel]] (56 Range). Note that this isn’t the same as a direct boost to Range, so magnetism would break down for the [[Thesan]] much earlier than the [[Panta Rhei]]. Interestingly, [[Rangefinder]]’s effect on the reticle only takes place while grounded. [[Rangefinder]] also slows ADS time by 25%. If you intend to use a fusion rifle at close range, the additional zoom and slower handling from [[Rangefinder]] may actually prove harmful in practice despite the on-paper benefits.&lt;br /&gt;
&lt;br /&gt;
[[Hammer Forged]] provides additional Range but does not affect initial accuracy any further than the Range boost it provides. It also has no effect on bloom decay rate. I determined this by comparing the accuracy cones of [[Plan C]] with [[Field Choke]] and [[Hammer Forged]], and [[Branded Lord]] with [[Linear Compensator]] and [[Rifled Barrel]]. Both weapons have a Range stat of 65, and both have the same accuracy cone before and after firing.&lt;br /&gt;
&lt;br /&gt;
Underdog increases the Range stat by 5 on fusion rifles. Underdog can’t push fusion rifle Range beyond the cap of 70.&lt;br /&gt;
&lt;br /&gt;
[[Icaru]]s reduces the airborne accuracy penalty by 75% and provides ~48% of original aim assist while airborne. Without [[Icarus]], the accuracy cone grows by factor of 2.95 (0.74 with [[Icarus]]), and the aim assist circle completely disappears. This means bolts fired airborne are subject to extreme randomness and zero magnetism. I also compared the [[Sunsinger’s Angel]] of [[Light perk]] and [[Icarus]], and found that [[Angel of Light]] reduces the airborne accuracy penalty by 100% and provides the same 48% aim assist that [[Icarus]] does. Icarus doesn’t appear to provide any additional accuracy while [[Angel of Light]] is active.&lt;br /&gt;
&lt;br /&gt;
==Stats Summary==&lt;br /&gt;
&lt;br /&gt;
Just to recap, below is a description of how each weapon statistic contributes to fusion rifle accuracy. I’ve also listed examples of available fusion rifles that can excel with perks that boost the associated stat.&lt;br /&gt;
&lt;br /&gt;
'''Range''' tightens the accuracy cone (decreases error angle), decreasing the area where bolts may randomly project and allowing bolts to magnetize at longer distances. High Range combined with high Aim Assist contributes to consistency.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Wizard 77]] (70), [[Darkblade’s Spite]] (70), [[Plan C]] (65), [[The Branded Lord]] (65), [[Praetorian Foil]] (65), [[Saladin’s Vigil]] (64), [[Ex Astris]] (64), [[Ashraven’s Flight]] (64), [[Stellar Vestige]] (63).&lt;br /&gt;
&lt;br /&gt;
'''Aim Assist''' widens the area in which bolts can magnetize, thus increasing the margin of error allowed in a player’s aim. Low Aim Assist can be compensated for with high Stability, high Recoil Direction, or player skill. Low-impact fusion rifles tend to have much higher Aim Assist than high-impact ones, since they depend on more bolts to magnetize.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Techeun Rage]] (85), [[The Vortex]] (84), [[Ether Nova]] (75), [[Long Far Gone]] (75), [[Branded Lord]] (74), [[Light of the Abyss]] (73), [[Ashraven’s Flight]] (68), [[Stellar Vestige]] (67).&lt;br /&gt;
&lt;br /&gt;
'''Recoil Direction''' eliminates horizontal tendencies in recoil, making it more vertical. More vertical recoil is easier to counteract and minimizes randomness in the recoil pattern. High Recoil Direction can compensate for low Aim Assist or Stability. High Recoil Direction is especially desirable when using fusion rifles at extended distances.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Plan C]] (105), [[Telesto]] (105), [[Midha’s Reckoning]] (100), [[Saladin’s Vigil]] (93), [[Stellar Vestige]] (81), [[Panta Rhei]] (80), [[The Branded Lord]] (78), [[Worlds To Come 001]] (67) [[Ether Nova]] (67). [[Honorable mentions to Each New Day]] and [[Ex Astris]], which can roll Counterbalance.&lt;br /&gt;
&lt;br /&gt;
Stability reduces the amount of recoil experienced from each bolt. High Stability can compensate for low Aim Assist or Recoil Direction, and reduces the amount you have to manually control the reticle. Stability cannot overcome low Range — even with perfect aim, bolts are still subject to error angle, and will fail to magnetize if the error angle is too large. Further on in this guide, you may notice that I recommend prioritizing Stability last after all other stats. The reason for this is that Stability is the only stat that can be 100% compensated for by player skill if recoil is completely vertical. The other stats govern random elements that can’t be compensated for no matter what, so priority should be given to minimize those elements. The reality, though, is that there are very few ways to boost Recoil Direction, and you may end up performing better with a high Stability fusion since it requires less manual effort in the heat of the moment. Fusion rifles with good Recoil Direction have a high performance ceiling, but Stability can raise the floor if you’re struggling.&lt;br /&gt;
&lt;br /&gt;
* Examples: [[Thesan FR4]] (100), [[The Vacancy]] (100), [[Saladin’s Vigil]] (100), [[Susanoo]] (97), [[Each New Day]] (95), [[Ashraven’s Flight]] (95), [[Split Shifter]] Pro (95), [[Telesto]] (93), [[Panta Rhei]] (90), [[The Branded Lord]] (83).&lt;br /&gt;
&lt;br /&gt;
==Demonstrating Bolt Magnetism==&lt;br /&gt;
&lt;br /&gt;
==Maximizing Consistency==&lt;br /&gt;
&lt;br /&gt;
==Final Recommendations==&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84715</id>
		<title>How To Maximize Fusion Rifle Consistency</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84715"/>
				<updated>2017-05-03T07:20:04Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Accuracy Perks &amp;amp; Fusion Rifles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''How To Maximize Fusion Rifle Consistency - Illustrating Range, Aim Assist, and Bolt Magnetism'''&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Previously, I had shared some observations regarding fusion rifle damage falloff and bolt speed. Those posts were far from conclusive, however, and the jury is still out on what exactly the Range stat does for fusions. After reading an informative post by /u/SevenMillion5, this comment by /u/ch4_meleon_, and the Massive Breakdown of Range, Accuracy, Aim Assist, and Stability by /u/Mercules904, I became determined to explore the question further. Analysis thus far has usually involved wall tests and lacked the presence of an actual Guardian target. This time I set out to observe fusion rifles as they behave with a target in front of them.&lt;br /&gt;
&lt;br /&gt;
In this analysis, I look at aim assist and bolt magnetism related to fusion rifle range. I also take a closer look at accuracy-enhancing perks like [[Hip Fire]], [[Hot Swap]], and [[Eye of the Storm]] as they relate to fusion rifles. This guide really contains no advice that hasn’t been stated elsewhere, but I hope to illustrate why we do the things that we do, and provide a clear picture for what to look for in a fusion rifle.&lt;br /&gt;
&lt;br /&gt;
==Examining the Fusion Rifle Reticle==&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Reticle Comparison'''&lt;br /&gt;
&lt;br /&gt;
What exactly are we looking at here? As explained by /u/Mercules904, the reticle contains two components — the crosshairs, which indicate the error angle where bolts may randomly project, and the segmented aim assist circle within which bolts can magnetize towards a target. This reticle is visible within the Last Rites story mission. I didn’t learn about this trick until just recently, so I was excited to jump into it with fusion rifle accuracy in mind.&lt;br /&gt;
&lt;br /&gt;
Here’s a simple graphic to help visualize what appears in the reticle. Imagine the error angle forming a cone that projects from the end of the barrel, and the aim assist circle projecting a cylinder until the aim assist falloff point. The reticle is a two-dimensional slice of these two elements at a certain, yet unknown distance. Very generally, the Range stat narrows the accuracy cone, and the Aim Assist stat increases the size of the aim assist circle. A fusion rifle is most effective where the accuracy cone is smaller than the aim assist circle.&lt;br /&gt;
&lt;br /&gt;
Aim assist falloff appears to be governed by zoom magnification; Compare the aim assist falloff between these two fusion rifles, configured with and without Rangefinder. Aim assist appears to fall off around 40 meters for regular fusion rifles, and 45 meters with Rangefinder. This coincides with the range where ammo crate markers are visible in [[Crucible]], and [[Patrol]] beacons are visible on Patrol.&lt;br /&gt;
&lt;br /&gt;
For most weapons, when a round is fired, the error angle grows (bloom) and aim assist degrades until the error angle reaches maximum bloom and the aim assist circle completely disappears. [[Bloom]] resets between shots, eventually returning to initial accuracy. The same mechanics are in action for fusion rifles, but produce unique behavior.&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Reticle Behavior'''&lt;br /&gt;
&lt;br /&gt;
[[Fusion]] rifles fire 7 bolts across 7 frames. You may notice in the frame-by-frame above that the accuracy cone reaches maximum bloom immediately and only appears to reset after all bolts are fired. It resets very quickly, in just two frames. My educated guess is the accuracy cone as it appears one frame after the last bolt fires actually represents the accuracy of all bolts after the first. (That is, accuracy resets to this amount before the next bolt is fired, returning to maximum bloom again, which is what we see when the frame renders.) Aim assist does degrade over subsequent bolts, but never completely vanishes. This is because bolt magnetism is extremely important to making fusion rifles feel consistent; if bolts were purely random, fusion rifles would be frustratingly inconsistent outside close range. The key takeaways are that the first bolt is the most accurate, all 6 subsequent bolts are equally accurate, and the region where bolts can magnetize shrinks between the first and the last bolt.&lt;br /&gt;
&lt;br /&gt;
So, with this mind, what do we look for in a reticle? We want our aim assist circle to be as large as possible, and our error angle to be equal in size to or smaller than the aim assist circle for the best consistency. This way, we can maximize the range of consistency and be sure that bolts will magnetize regardless of error angle so long as we stay on target within that range. Unsurprisingly, many popular fusion rifles like [[Saladin’s Vigil]], [[Plan C]], and [[Stellar Vestige]] meet this standard.&lt;br /&gt;
&lt;br /&gt;
==Accuracy Perks &amp;amp; Fusion Rifles==&lt;br /&gt;
&lt;br /&gt;
I examined [[Hip Fire]], [[Hot Swap]], [[Eye of the Storm]], [[Rangefinder]], [[Hammer Forged]], and [[Icarus]] to see what effects they have on fusion rifle accuracy and magnetism. I owe a lot to /u/Mercules904, who already explained these perks in detail. Most of what’s below just restates those findings, but there are some points specific to fusion rifles.&lt;br /&gt;
&lt;br /&gt;
[[Hip Fire]] appears to increase Stability. Since the Last Rites reticle only appears while ADS, it’s difficult to determine what effects Hip Fire has on the accuracy cone or aim assist circle. Quick observations indicate [[Hip Fire]] does not appear to affect the aim assist circle.&lt;br /&gt;
&lt;br /&gt;
[[Hot Swap]] increases bloom decay rate. Because bloom decays so quickly on fusion rifles, [[Hot Swap]] essentially guarantees that all 7 bolts fire with initial accuracy. [[Hot Swap]] does not appear to affect initial accuracy or aim assist.&lt;br /&gt;
&lt;br /&gt;
[[Eye of the Storm]] improves the initial accuracy cone by an apparent 27%. [[Eye of the Storm]] triggers when shields fall below 50% and scales linearly as shield health decreases, reaching maximum effectiveness once your shields are gone. [[Eye of the Storm]] doesn’t affect bloom decay rate, but since the initial accuracy cone is that much tighter, bloom resets immediately between bolts. In this sense, [[Eye of the Storm]] effectively grants the benefits of [[Hot Swap]] while active. [[Eye of the Storm]] is by far the most powerful accuracy-enhancing perk, but requires you to be wounded. It’s probably best paired with a fast-charging fusion rifle that would be used in panic situations and would benefit most from additional consistency.&lt;br /&gt;
&lt;br /&gt;
[[Rangefinder]] shrinks the entire reticle by 10%, which matches the zoom magnification factor bonus of 1.1x that [[Rangefinder]] provides. In addition, it increases the visual size of your target (effectively increasing the aim assist circle relative to the target), and reduces relative recoil. Since [[Rangefinder]] provides a percentage reduction to the error angle, it provides greater benefits to low-Range fusions. A [[Thesan FR4]] with [[Hand-Laid Stock]] and [[Rangefinder]] (28 Range) has the same apparent error angle as a [[Panta Rhei]] with [[Rangefinder]] and [[Rifled Barrel]] (56 Range). Note that this isn’t the same as a direct boost to Range, so magnetism would break down for the [[Thesan]] much earlier than the [[Panta Rhei]]. Interestingly, [[Rangefinder]]’s effect on the reticle only takes place while grounded. [[Rangefinder]] also slows ADS time by 25%. If you intend to use a fusion rifle at close range, the additional zoom and slower handling from [[Rangefinder]] may actually prove harmful in practice despite the on-paper benefits.&lt;br /&gt;
&lt;br /&gt;
[[Hammer Forged]] provides additional Range but does not affect initial accuracy any further than the Range boost it provides. It also has no effect on bloom decay rate. I determined this by comparing the accuracy cones of [[Plan C]] with [[Field Choke]] and [[Hammer Forged]], and [[Branded Lord]] with [[Linear Compensator]] and [[Rifled Barrel]]. Both weapons have a Range stat of 65, and both have the same accuracy cone before and after firing.&lt;br /&gt;
&lt;br /&gt;
Underdog increases the Range stat by 5 on fusion rifles. Underdog can’t push fusion rifle Range beyond the cap of 70.&lt;br /&gt;
&lt;br /&gt;
[[Icaru]]s reduces the airborne accuracy penalty by 75% and provides ~48% of original aim assist while airborne. Without [[Icarus]], the accuracy cone grows by factor of 2.95 (0.74 with [[Icarus]]), and the aim assist circle completely disappears. This means bolts fired airborne are subject to extreme randomness and zero magnetism. I also compared the [[Sunsinger’s Angel]] of [[Light perk]] and [[Icarus]], and found that [[Angel of Light]] reduces the airborne accuracy penalty by 100% and provides the same 48% aim assist that [[Icarus]] does. Icarus doesn’t appear to provide any additional accuracy while [[Angel of Light]] is active.&lt;br /&gt;
&lt;br /&gt;
==Stats Summary==&lt;br /&gt;
&lt;br /&gt;
==Demonstrating Bolt Magnetism==&lt;br /&gt;
&lt;br /&gt;
==Maximizing Consistency==&lt;br /&gt;
&lt;br /&gt;
==Final Recommendations==&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84714</id>
		<title>How To Maximize Fusion Rifle Consistency</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84714"/>
				<updated>2017-05-03T07:10:37Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Examining the Fusion Rifle Reticle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''How To Maximize Fusion Rifle Consistency - Illustrating Range, Aim Assist, and Bolt Magnetism'''&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Previously, I had shared some observations regarding fusion rifle damage falloff and bolt speed. Those posts were far from conclusive, however, and the jury is still out on what exactly the Range stat does for fusions. After reading an informative post by /u/SevenMillion5, this comment by /u/ch4_meleon_, and the Massive Breakdown of Range, Accuracy, Aim Assist, and Stability by /u/Mercules904, I became determined to explore the question further. Analysis thus far has usually involved wall tests and lacked the presence of an actual Guardian target. This time I set out to observe fusion rifles as they behave with a target in front of them.&lt;br /&gt;
&lt;br /&gt;
In this analysis, I look at aim assist and bolt magnetism related to fusion rifle range. I also take a closer look at accuracy-enhancing perks like [[Hip Fire]], [[Hot Swap]], and [[Eye of the Storm]] as they relate to fusion rifles. This guide really contains no advice that hasn’t been stated elsewhere, but I hope to illustrate why we do the things that we do, and provide a clear picture for what to look for in a fusion rifle.&lt;br /&gt;
&lt;br /&gt;
==Examining the Fusion Rifle Reticle==&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Reticle Comparison'''&lt;br /&gt;
&lt;br /&gt;
What exactly are we looking at here? As explained by /u/Mercules904, the reticle contains two components — the crosshairs, which indicate the error angle where bolts may randomly project, and the segmented aim assist circle within which bolts can magnetize towards a target. This reticle is visible within the Last Rites story mission. I didn’t learn about this trick until just recently, so I was excited to jump into it with fusion rifle accuracy in mind.&lt;br /&gt;
&lt;br /&gt;
Here’s a simple graphic to help visualize what appears in the reticle. Imagine the error angle forming a cone that projects from the end of the barrel, and the aim assist circle projecting a cylinder until the aim assist falloff point. The reticle is a two-dimensional slice of these two elements at a certain, yet unknown distance. Very generally, the Range stat narrows the accuracy cone, and the Aim Assist stat increases the size of the aim assist circle. A fusion rifle is most effective where the accuracy cone is smaller than the aim assist circle.&lt;br /&gt;
&lt;br /&gt;
Aim assist falloff appears to be governed by zoom magnification; Compare the aim assist falloff between these two fusion rifles, configured with and without Rangefinder. Aim assist appears to fall off around 40 meters for regular fusion rifles, and 45 meters with Rangefinder. This coincides with the range where ammo crate markers are visible in [[Crucible]], and [[Patrol]] beacons are visible on Patrol.&lt;br /&gt;
&lt;br /&gt;
For most weapons, when a round is fired, the error angle grows (bloom) and aim assist degrades until the error angle reaches maximum bloom and the aim assist circle completely disappears. [[Bloom]] resets between shots, eventually returning to initial accuracy. The same mechanics are in action for fusion rifles, but produce unique behavior.&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Reticle Behavior'''&lt;br /&gt;
&lt;br /&gt;
[[Fusion]] rifles fire 7 bolts across 7 frames. You may notice in the frame-by-frame above that the accuracy cone reaches maximum bloom immediately and only appears to reset after all bolts are fired. It resets very quickly, in just two frames. My educated guess is the accuracy cone as it appears one frame after the last bolt fires actually represents the accuracy of all bolts after the first. (That is, accuracy resets to this amount before the next bolt is fired, returning to maximum bloom again, which is what we see when the frame renders.) Aim assist does degrade over subsequent bolts, but never completely vanishes. This is because bolt magnetism is extremely important to making fusion rifles feel consistent; if bolts were purely random, fusion rifles would be frustratingly inconsistent outside close range. The key takeaways are that the first bolt is the most accurate, all 6 subsequent bolts are equally accurate, and the region where bolts can magnetize shrinks between the first and the last bolt.&lt;br /&gt;
&lt;br /&gt;
So, with this mind, what do we look for in a reticle? We want our aim assist circle to be as large as possible, and our error angle to be equal in size to or smaller than the aim assist circle for the best consistency. This way, we can maximize the range of consistency and be sure that bolts will magnetize regardless of error angle so long as we stay on target within that range. Unsurprisingly, many popular fusion rifles like [[Saladin’s Vigil]], [[Plan C]], and [[Stellar Vestige]] meet this standard.&lt;br /&gt;
&lt;br /&gt;
==Accuracy Perks &amp;amp; Fusion Rifles==&lt;br /&gt;
&lt;br /&gt;
==Stats Summary==&lt;br /&gt;
&lt;br /&gt;
==Demonstrating Bolt Magnetism==&lt;br /&gt;
&lt;br /&gt;
==Maximizing Consistency==&lt;br /&gt;
&lt;br /&gt;
==Final Recommendations==&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84713</id>
		<title>How To Maximize Fusion Rifle Consistency</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84713"/>
				<updated>2017-05-03T07:08:45Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Examining the Fusion Rifle Reticle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''How To Maximize Fusion Rifle Consistency - Illustrating Range, Aim Assist, and Bolt Magnetism'''&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Previously, I had shared some observations regarding fusion rifle damage falloff and bolt speed. Those posts were far from conclusive, however, and the jury is still out on what exactly the Range stat does for fusions. After reading an informative post by /u/SevenMillion5, this comment by /u/ch4_meleon_, and the Massive Breakdown of Range, Accuracy, Aim Assist, and Stability by /u/Mercules904, I became determined to explore the question further. Analysis thus far has usually involved wall tests and lacked the presence of an actual Guardian target. This time I set out to observe fusion rifles as they behave with a target in front of them.&lt;br /&gt;
&lt;br /&gt;
In this analysis, I look at aim assist and bolt magnetism related to fusion rifle range. I also take a closer look at accuracy-enhancing perks like [[Hip Fire]], [[Hot Swap]], and [[Eye of the Storm]] as they relate to fusion rifles. This guide really contains no advice that hasn’t been stated elsewhere, but I hope to illustrate why we do the things that we do, and provide a clear picture for what to look for in a fusion rifle.&lt;br /&gt;
&lt;br /&gt;
==Examining the Fusion Rifle Reticle==&lt;br /&gt;
&lt;br /&gt;
'''Fusion Rifle Reticle Comparison'''&lt;br /&gt;
&lt;br /&gt;
What exactly are we looking at here? As explained by /u/Mercules904, the reticle contains two components — the crosshairs, which indicate the error angle where bolts may randomly project, and the segmented aim assist circle within which bolts can magnetize towards a target. This reticle is visible within the Last Rites story mission. I didn’t learn about this trick until just recently, so I was excited to jump into it with fusion rifle accuracy in mind.&lt;br /&gt;
&lt;br /&gt;
Here’s a simple graphic to help visualize what appears in the reticle. Imagine the error angle forming a cone that projects from the end of the barrel, and the aim assist circle projecting a cylinder until the aim assist falloff point. The reticle is a two-dimensional slice of these two elements at a certain, yet unknown distance. Very generally, the Range stat narrows the accuracy cone, and the Aim Assist stat increases the size of the aim assist circle. A fusion rifle is most effective where the accuracy cone is smaller than the aim assist circle.&lt;br /&gt;
&lt;br /&gt;
Aim assist falloff appears to be governed by zoom magnification; Compare the aim assist falloff between these two fusion rifles, configured with and without Rangefinder. Aim assist appears to fall off around 40 meters for regular fusion rifles, and 45 meters with Rangefinder. This coincides with the range where ammo crate markers are visible in [[Crucible]], and [[Patrol]] beacons are visible on Patrol.&lt;br /&gt;
&lt;br /&gt;
For most weapons, when a round is fired, the error angle grows (bloom) and aim assist degrades until the error angle reaches maximum bloom and the aim assist circle completely disappears. [[Bloom]] resets between shots, eventually returning to initial accuracy. The same mechanics are in action for fusion rifles, but produce unique behavior.&lt;br /&gt;
&lt;br /&gt;
==Accuracy Perks &amp;amp; Fusion Rifles==&lt;br /&gt;
&lt;br /&gt;
==Stats Summary==&lt;br /&gt;
&lt;br /&gt;
==Demonstrating Bolt Magnetism==&lt;br /&gt;
&lt;br /&gt;
==Maximizing Consistency==&lt;br /&gt;
&lt;br /&gt;
==Final Recommendations==&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84712</id>
		<title>How To Maximize Fusion Rifle Consistency</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=How_To_Maximize_Fusion_Rifle_Consistency&amp;diff=84712"/>
				<updated>2017-05-03T07:04:10Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''How To Maximize Fusion Rifle Consistency - Illustrating Range, Aim Assist, and Bolt Magnetism'''&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Previously, I had shared some observations regarding fusion rifle damage falloff and bolt speed. Those posts were far from conclusive, however, and the jury is still out on what exactly the Range stat does for fusions. After reading an informative post by /u/SevenMillion5, this comment by /u/ch4_meleon_, and the Massive Breakdown of Range, Accuracy, Aim Assist, and Stability by /u/Mercules904, I became determined to explore the question further. Analysis thus far has usually involved wall tests and lacked the presence of an actual Guardian target. This time I set out to observe fusion rifles as they behave with a target in front of them.&lt;br /&gt;
&lt;br /&gt;
In this analysis, I look at aim assist and bolt magnetism related to fusion rifle range. I also take a closer look at accuracy-enhancing perks like [[Hip Fire]], [[Hot Swap]], and [[Eye of the Storm]] as they relate to fusion rifles. This guide really contains no advice that hasn’t been stated elsewhere, but I hope to illustrate why we do the things that we do, and provide a clear picture for what to look for in a fusion rifle.&lt;br /&gt;
&lt;br /&gt;
==Examining the Fusion Rifle Reticle==&lt;br /&gt;
&lt;br /&gt;
==Accuracy Perks &amp;amp; Fusion Rifles==&lt;br /&gt;
&lt;br /&gt;
==Stats Summary==&lt;br /&gt;
&lt;br /&gt;
==Demonstrating Bolt Magnetism==&lt;br /&gt;
&lt;br /&gt;
==Maximizing Consistency==&lt;br /&gt;
&lt;br /&gt;
==Final Recommendations==&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=IF_MATERIA%7E&amp;diff=84656</id>
		<title>IF MATERIA~</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=IF_MATERIA%7E&amp;diff=84656"/>
				<updated>2017-04-22T01:38:51Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=if materia~ icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Machine Gun]]&lt;br /&gt;
|Slot=[[Heavy Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Rarity=[[Legendary]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Multiple]]&lt;br /&gt;
|Attack=380&lt;br /&gt;
|Impact=25&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=100&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=19&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=35&lt;br /&gt;
|Reload=47&lt;br /&gt;
|Magazine=70&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=15&lt;br /&gt;
|Recoil=80&lt;br /&gt;
|Aim Assist=80&lt;br /&gt;
|Equip Speed=55&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=Dropped in Wrath of the Machine HM&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=Diluvian 10/4x: Tossed upon the seas of war and ~SIVA&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[IF MATERIA~]] is a level 40 [[Legendary]] [[Machine Gun]]. It can be Dropped in [[Wrath of the Machine Heroic Mode]] [[raid]].&lt;br /&gt;
*IF MATERIA~ is a [[Year 3 Legendary Weapon]] released in [[Rise of Iron]] [[expansion]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Whirlwind&amp;amp;#x27;s Curse]] - This weapon does bonus damage against Fallen. Bonus Agility when this weapon is equipped. &lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon. &lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boosts to range and impact. More recoil. &lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil. &lt;br /&gt;
*[[Field Choke]] - More range and impact. Increased recoil.     &lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Triple Tap]] - Rapidly landing precision hits will return one round to the magazine.     &lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Extended Mag]] - A larger magazine. &lt;br /&gt;
*[[Speed Reload]] - Reload this weapon quickly. &lt;br /&gt;
*[[Braced Frame]] - Increased Stability Reduced Magazine Size     &lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Triple Double]] - When Triple Tap perk is triggered, an extra bullet is transferred from your reserves to the magazine.       &lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-to-Kill]]: 0.46s (7 crit and 1 body shots), 0.60s (10 body shots)&lt;br /&gt;
*26 damage per crit shot, 21 damage per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Very high mag size, reload speed, and recoil direction. Above average aim assist.&lt;br /&gt;
*Neutral - Average range.&lt;br /&gt;
*Cons - Very low stability. Below average inventory.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Linear Compensator]]&lt;br /&gt;
*[[Triple Tap]]&lt;br /&gt;
*[[Braced Frame]]&lt;br /&gt;
*[[Triple Double]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
Simultaneously one of the most entertaining and infuriating archetypes of machine guns, the lowest-impact subclass combines the love of mowing down dozens of enemies at a time with the recoil equivalent of riding a bull. After receiving a small buff a few patches back, these weapons were still feeling a bit unloved, at least until IF MATERIA~ came along. Linear Compensator makes the recoil almost completely vertical, and Braced Frame helps to keep it under control. Normally Braced Frame would be a drawback on a machine gun, but a high reload speed and interesting perk set guarantees you won't notice it at all. Triple Tap and Triple Double wouldn't be something you would expect to see on a high-RoF weapon, but the MATERIA shoots so fast you're bound to get three quick headshots almost every time you point it at a target and pull the trigger. Since you get two bullets back into the mag every time is activates, think of this weapon as a poor man's Super Good Advice (that's actually better), without it needing the exotic slot. Although it may not be the best in PvP, it absolutely shreds in PvE!&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Machine Guns]] [[Category:Heavy Weapons]] [[Category:Legendary]] [[Category:Rise of Iron]] [[Category:Year 3]] [[Category:Wrath of the Machine]] [[Category:Wrath of the Machine Heroic Mode]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=SOUND_AND_FURY%7E&amp;diff=84655</id>
		<title>SOUND AND FURY~</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=SOUND_AND_FURY%7E&amp;diff=84655"/>
				<updated>2017-04-22T01:36:55Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=sound and fury~ icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Rocket Launcher]]&lt;br /&gt;
|Slot=[[Heavy Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Rarity=[[Legendary]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Multiple]]&lt;br /&gt;
|Attack=365&lt;br /&gt;
|Impact=&lt;br /&gt;
|Blast Radius=68&lt;br /&gt;
|Rate of Fire=11&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=&lt;br /&gt;
|Velocity=75&lt;br /&gt;
|Stability=62&lt;br /&gt;
|Reload=72&lt;br /&gt;
|Magazine=2&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=20&lt;br /&gt;
|Recoil=66&lt;br /&gt;
|Aim Assist=36&lt;br /&gt;
|Equip Speed=40&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=Dropped in Wrath of the Machine&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=replicate caution replicate overheating replication destabilization imminent~ SUROS.&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[SOUND AND FURY~]] is a level 40 [[Legendary]] [[Rocket Launcher]]. It can be Dropped in [[Wrath of the Machine]] [[raid]].&lt;br /&gt;
*SOUND AND FURY~ is a [[Year 3 Legendary Weapon]] released in [[Rise of Iron]] [[expansion]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Whirlwind&amp;amp;#x27;s Curse]] - This weapon does bonus damage against Fallen. Bonus Agility when this weapon is equipped. &lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon. &lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boost to Velocity and decrease to Blast Radius. &lt;br /&gt;
*[[Hard Launch]] - More Velocity and Blast Radius. Increased recoil. &lt;br /&gt;
*[[Warhead Verniers]] - More Velocity and Blast Radius. Increased recoil.     &lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Spray and Play]] - Increases the reload speed of this weapon when its mag is empty.     &lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Javelin]] - Increases warhead velocity. &lt;br /&gt;
*[[Speed Reload]] - Reload this weapon quickly. &lt;br /&gt;
*[[Quickdraw]] - This weapon can be drawn unbelievably fast.     &lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Wait for It]] - Reloading this weapon when the mag is empty grants a larger than normal magazine.       &lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Above average RoF. High velocity, inventory, mag size, and reload speed.&lt;br /&gt;
*Neutral - None.&lt;br /&gt;
*Cons - Below average blast radius.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Warhead Verniers]] or [[Hard Launch]]&lt;br /&gt;
*[[Spray and Pray]]&lt;br /&gt;
*[[Javelin]]&lt;br /&gt;
*[[Wait for It]] &lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
If you're okay without Grenades and Horseshoes, Clusterbomb, or Tracking, then this may be an good launcher for you. The lack of those perks may turn off quite a few people, but the combination of Spray and Pray and Wait for It means you can easily be getting an extra rocket every magazine. Javelin boosts the already high velocity, and the only real drawback stat-wise is the below average blast radius. You could still do worse, however, and the high inventory level means you won't be struggling to carry as many rockets as you need. If you're someone who values quantity of rockets above all else, you might have found your match here. I mostly suggest using this launcher against ADDs or non-mobile bosses.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Rocket Launchers]] [[Category:Heavy Weapons]] [[Category:Legendary]] [[Category:Rise of Iron]] [[Category:Year 3]] [[Category:Wrath of the Machine]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=ZEAL_VECTOR%7E&amp;diff=84654</id>
		<title>ZEAL VECTOR~</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=ZEAL_VECTOR%7E&amp;diff=84654"/>
				<updated>2017-04-22T01:34:19Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=zeal vector~ icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Sidearm]]&lt;br /&gt;
|Slot=[[Special Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Rarity=[[Legendary]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Multiple]]&lt;br /&gt;
|Attack=380&lt;br /&gt;
|Impact=8&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=98&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=25&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=74&lt;br /&gt;
|Reload=88&lt;br /&gt;
|Magazine=15&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=12&lt;br /&gt;
|Recoil=95&lt;br /&gt;
|Aim Assist=55&lt;br /&gt;
|Equip Speed=75&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=Dropped in Wrath of the Machine HM&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=Pryderi-D: Long will ~replicate replicate replicate replicate replicate rep&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[ZEAL VECTOR~]] is a level 40 [[Legendary]] [[Sidearm]]. It can be Dropped in [[Wrath of the Machine Heroic Mode]] [[raid]].&lt;br /&gt;
*ZEAL VECTOR~ is a [[Year 3 Legendary Weapon]] released in [[Rise of Iron]] [[expansion]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Whirlwind&amp;amp;#x27;s Curse]] - This weapon does bonus damage against Fallen. Bonus Agility when this weapon is equipped. &lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon. &lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Smart Drift Control]] - Predictable and controllable recoil. Penalty to range. &lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil. &lt;br /&gt;
*[[Field Choke]] - More range and impact. Increased recoil.     &lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Reactive Reload]] - Reloading this weapon after a kill grants a damage bonus for a short time.     &lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Hand Loaded]] - This weapon is effective at an extended range. &lt;br /&gt;
*[[Speed Reload]] - Reload this weapon quickly. &lt;br /&gt;
*[[Quickdraw]] - This weapon can be drawn unbelievably fast.     &lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Quick Reaction]] - Gain increased Agility while the Reactive Reload perk is active.       &lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-to-Kill]]: 0.67s (1 crit 4 body), 0.83s (6 body)&lt;br /&gt;
*49 damage per crit shot, 39 damage per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Hitscan. High mag size.&lt;br /&gt;
*Neutral - Average reload speed.&lt;br /&gt;
*Cons - Very low range and aim assist. Below average stability.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Accurized Ballistics]]&lt;br /&gt;
*[[Reactive Reload]]&lt;br /&gt;
*[[Hand Loaded]] or [Quickdraw]]&lt;br /&gt;
*[[Quick Reaction]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
When I originally reviewed the ZEAL VECTOR~, I was not impressed. Stats wise, it's lacking in almost every necessary area. Range, stability, and aim assist are all poor. With that being said, it does have one thing that not many other sidearms do: The ability to decrease its times-to-kill with an impact increasing barrel perk. If you use Accurized Ballistics, you can actually drop the optimal TtK down to 0.50s (4 crits) and the body TtK down to 0.67s (5 body shots). Both of those are top of the line, and makes this gun much more attractive than I found it to be previously. As far as perks, Reactive Reload and Quick Reaction are an interesting combination, giving you boosts to both damage and agility when you reload after a kill. In reality, they're pretty niche bonuses, but players who use them correctly will definitely be rewarded. Due to the very low base range, I would stick with Hand Loaded in the middle column, but I know some players love Quickdraw, which is also an option. Overall, I find the perks to be slightly lackluster. Even with the barrel mod increasing impact enough to bring down the TtK, I'm just not seeing this gun as being top-tier for sidearms, especially with god-rolled Wormwoods around every corner.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Sidearms]] [[Category:Special Weapons]] [[Category:Legendary]] [[Category:Rise of Iron]] [[Category:Year 3]] [[Category:Wrath of the Machine]] [[Category:Wrath of the Machine Heroic Mode]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=ETHER_NOVA%7E&amp;diff=84653</id>
		<title>ETHER NOVA~</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=ETHER_NOVA%7E&amp;diff=84653"/>
				<updated>2017-04-22T01:31:24Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=ether nova~ icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Fusion Rifle]]&lt;br /&gt;
|Slot=[[Special Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Rarity=[[Legendary]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Multiple]]&lt;br /&gt;
|Attack=365&lt;br /&gt;
|Impact=74&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=&lt;br /&gt;
|Charge Rate=34&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=47&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=45&lt;br /&gt;
|Reload=83&lt;br /&gt;
|Magazine=5&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=15&lt;br /&gt;
|Recoil=47&lt;br /&gt;
|Aim Assist=75&lt;br /&gt;
|Equip Speed=85&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=Dropped in Wrath of the Machine&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=Thesan FR4: Hasten the ~SIVA replication~&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[ETHER NOVA~]] is a level 40 [[Legendary]] [[Fusion Rifle]]. It can be Dropped in [[Wrath of the Machine]] [[raid]].&lt;br /&gt;
*ETHER NOVA~ is a [[Year 3 Legendary Weapon]] released in [[Rise of Iron]] [[expansion]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Whirlwind&amp;amp;#x27;s Curse]] - This weapon does bonus damage against Fallen. Bonus Agility when this weapon is equipped. &lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon. &lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boosts to range and impact. More recoil. &lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil. &lt;br /&gt;
*[[Field Choke]] - More range and impact. Increased recoil.     &lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Army of One]] - Quick unassisted kills with this weapon reduce grenade and melee cooldown.     &lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Smallbore]] - Increased Range and Stability Slower Reload, Reduced Magazine Size &lt;br /&gt;
*[[Speed Reload]] - Reload this weapon quickly. &lt;br /&gt;
*[[Braced Frame]] - Increased Stability Reduced Magazine Size     &lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Two for One]] - Doubles the effectiveness of the Army of One perk.       &lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
*39 damage per bolt, 6 Bolts to Kill&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Very high charge rate and range. High reload speed and aim assist.&lt;br /&gt;
*Neutral - Average mag size.&lt;br /&gt;
*Cons - Needs 6 bolts to kill. Very low impact and recoil direction. Low stability.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Linear Compensator]]&lt;br /&gt;
*[[Army of One]]&lt;br /&gt;
*[[Braced Frame]]&lt;br /&gt;
*[[Two for One]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
Stuck in an archetype that's basically been an afterthought for fusion rifle users, the ETHER NOVA~ is a very fast charging, high range, fusion rifle that takes a skilled hand to wield. Although it doesn't do enough damage to be good at more than add clean-up in PvE, in close range Crucible battles it can dominate, provided you have the ammo. Needing six bolts to kill is a major drawback, however, so anything outside of optimal range is likely going to be a losing engagement. Linear Compensator will help to make the recoil more vertical, which makes tightening the bolt spread easier for any player. Army of One and Two for One (doubles the effectiveness of AoO) will help the lone wolf player get their melee and grenades back as quickly as possible, which harmonizes with the need to be up close and personal with this weapon. I would choose Braced Frame in the middle column, simply because the range is already quite high, and the stability is average, but for those who want the best of both worlds Smallbore is also a choice.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Fusion Rifles]] [[Category:Special Weapons]] [[Category:Legendary]] [[Category:Rise of Iron]] [[Category:Year 3]] [[Category:Wrath of the Machine]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=QUANTIPLASM%7E&amp;diff=84652</id>
		<title>QUANTIPLASM~</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=QUANTIPLASM%7E&amp;diff=84652"/>
				<updated>2017-04-22T01:27:49Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=quantiplasm~ icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Shotgun]]&lt;br /&gt;
|Slot=[[Special Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Rarity=[[Legendary]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Multiple]]&lt;br /&gt;
|Attack=380&lt;br /&gt;
|Impact=67&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=8&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=19&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=26&lt;br /&gt;
|Reload=33&lt;br /&gt;
|Magazine=5&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=12&lt;br /&gt;
|Recoil=66&lt;br /&gt;
|Aim Assist=22&lt;br /&gt;
|Equip Speed=30&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=Dropped in Wrath of the Machine&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=Dido-A: Wanderer, your journey will end with ~SIVA&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[QUANTIPLASM~]] is a level 40 [[Legendary]] [[Shotgun]]. It can be Dropped in [[Wrath of the Machine]] [[raid]].&lt;br /&gt;
*QUANTIPLASM~ is a [[Year 3 Legendary Weapon]] released in [[Rise of Iron]] [[expansion]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Whirlwind&amp;amp;#x27;s Curse]] - This weapon does bonus damage against Fallen. Bonus Agility when this weapon is equipped. &lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon. &lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boosts to range and impact. More recoil. &lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil. &lt;br /&gt;
*[[Field Choke]] - More range and impact. Increased recoil.     &lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Battle Runner]] - Kills with this weapon grant a brief boost to the sprint&amp;amp;#x27;s top speed.     &lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Hand Loaded]] - This weapon is effective at an extended range. &lt;br /&gt;
*[[Speed Reload]] - Reload this weapon quickly. &lt;br /&gt;
*[[Smallbore]] - Increased Range and Stability Slower Reload, Reduced Magazine Size     &lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Running Interference]] - Grants increased armor while the Battle Runner perk is active.       &lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
*23 damage per pellet&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - High range. Above average inventory size&lt;br /&gt;
*Neutral - Average mag size.&lt;br /&gt;
*Cons - Below average max range and reload speed. Very low stability, aim assist, and equip speed. Low RoF.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Linear Compensator]]&lt;br /&gt;
*[[Battle Runner]]&lt;br /&gt;
*[[Smallbore]]&lt;br /&gt;
*[[Running Interference]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
A member of the much sought-after Matador class of shotguns, the QUANTIPLASM~ by default should be one of the best options for shotguns in the game. Unfortunately, with the limited perks, the maximum range is below average, and the perks would probably be more appropriate on a faster RoF model of shotgun. That said, a run-n-gun playstyle could work well with this weapon in PvE, if you're careful, but the slow RoF can be a detriment to engaging multiple enemies in quick succession. Thankfully the special perk of Running Interference, which grants bonus armor when Battle Runner is active, can definitely help you to survive a little longer when charging down your next opponent. Linear Compensator will give you a good boost of range and impact, and Smallbore will help you hit it's maximum range, but you won't be competing with well-rolled Matador or Party Crashers anytime soon in PvP.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Shotguns]] [[Category:Special Weapons]] [[Category:Legendary]] [[Category:Rise of Iron]] [[Category:Year 3]] [[Category:Wrath of the Machine]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=EX_MACHINA%7E&amp;diff=84651</id>
		<title>EX MACHINA~</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=EX_MACHINA%7E&amp;diff=84651"/>
				<updated>2017-04-22T01:25:34Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=ex machina~ icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Sniper Rifle]]&lt;br /&gt;
|Slot=[[Special Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Rarity=[[Legendary]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Multiple]]&lt;br /&gt;
|Attack=380&lt;br /&gt;
|Impact=37&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=12&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=84&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=32&lt;br /&gt;
|Reload=52&lt;br /&gt;
|Magazine=3&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=50&lt;br /&gt;
|Recoil=66&lt;br /&gt;
|Aim Assist=35&lt;br /&gt;
|Equip Speed=22&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=Dropped in Wrath of the Machine HM&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=Eirene ~If (SIVA) return replicate // else if (!SIVA) run ascension()~&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[EX MACHINA~]] is a level 40 [[Legendary]] [[Sniper Rifle]]. It can be Dropped in [[Wrath of the Machine Heroic Mode]] [[raid]].&lt;br /&gt;
*EX MACHINA~ is a [[Year 3 Legendary Weapon]] released in [[Rise of Iron]] [[expansion]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Whirlwind&amp;amp;#x27;s Curse]] - This weapon does bonus damage against Fallen. Bonus Agility when this weapon is equipped. &lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon. &lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boosts to range and impact. More recoil. &lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil. &lt;br /&gt;
*[[Field Choke]] - More range and impact. Increased recoil.     &lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Spray and Play]] - Increases the reload speed of this weapon when its mag is empty.     &lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Hand Loaded]] - This weapon is effective at an extended range. &lt;br /&gt;
*[[Quickdraw]] - This weapon can be drawn unbelievably fast. &lt;br /&gt;
*[[Injection Mold]] - Increased Stability, Faster Handling Reduced Range     &lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Wait for It]] - Reloading this weapon when the mag is empty grants a larger than normal magazine.       &lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Body Shot Time-to-Kill]]: 1.00s (2 shots)&lt;br /&gt;
*463 damage per crit shot, 186 per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Can kill Supered Guardians with a headshot, and 1-armor Guardians with a body shot. High range and inventory.&lt;br /&gt;
*Neutral - None.&lt;br /&gt;
*Cons - Very low stability, reload speed, mag size, aim assist, and equip speed.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Linear Compensator]]&lt;br /&gt;
*[[Spray and Pray]]&lt;br /&gt;
*[[Quickdraw]] or [[Injection Mold]]&lt;br /&gt;
*[[Wait for It]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
Previously an extremely rare archetype of sniper rifles, Rise of Iron brought us three new examples of the very-high impact variety. EX MACHINA may not have fantastic base stats, but the combination of Spray and Pray and Wait for It (which gives you a larger magazine if you reload when empty) may make it a tremendous weapon for doing maximum damage to bosses. If you don't want to blow an Exotic slot on Black Spindle, and you haven't been lucky enough to get a Casket Mag/Triple Tap sniper from the Gunsmith or drops, then this is probably your best choice. Linear Compensator will give a nice bit of bonus damage to each shot, and Quickdraw and Injection Mold can both help with the rather slow handling speeds of the weapon.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Sniper Rifles]] [[Category:Special Weapons]] [[Category:Legendary]] [[Category:Rise of Iron]] [[Category:Year 3]] [[Category:Wrath of the Machine]] [[Category:Wrath of the Machine Heroic Mode]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=FEVER_AND_REMEDY%7E&amp;diff=84650</id>
		<title>FEVER AND REMEDY~</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=FEVER_AND_REMEDY%7E&amp;diff=84650"/>
				<updated>2017-04-22T01:22:57Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=fever and remedy~ icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Hand Cannon]]&lt;br /&gt;
|Slot=[[Primary Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Rarity=[[Legendary]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Kinetic]]&lt;br /&gt;
|Attack=380&lt;br /&gt;
|Impact=81&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=22&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=35&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=41&lt;br /&gt;
|Reload=43&lt;br /&gt;
|Magazine=11&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=15&lt;br /&gt;
|Recoil=85&lt;br /&gt;
|Aim Assist=65&lt;br /&gt;
|Equip Speed=50&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=Dropped in Wrath of the Machine HM&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=Judith-D: ~consumption~ strongly encouraged.&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[FEVER AND REMEDY~]] is a level 40 [[Legendary]] [[Hand Cannon]]. It can be Dropped in [[Wrath of the Machine Heroic Mode]] [[raid]].&lt;br /&gt;
*FEVER AND REMEDY~ is a [[Year 3 Legendary Weapon]] released in [[Rise of Iron]] [[expansion]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Whirlwind&amp;amp;#x27;s Curse]] - This weapon does bonus damage against Fallen. Bonus Agility when this weapon is equipped. &lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon. &lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Smart Drift Control]] - Predictable and controllable recoil. Penalty to range. &lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil. &lt;br /&gt;
*[[Field Choke]] - More range and impact. Increased recoil.     &lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Reactive Reload]] - Reloading this weapon after a kill grants a damage bonus for a short time.     &lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Hammer Forged]] - Improved range and accuracy. &lt;br /&gt;
*[[Speed Reload]] - Reload this weapon quickly. &lt;br /&gt;
*[[Reinforced Barrel]] - Increased Range Reduced Stability     &lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Quick Reaction]] - Gain increased Agility while the Reactive Reload perk is active.       &lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-to-Kill]]: 0.86s (1 crit shot and 2 body shots)&lt;br /&gt;
*86 damage per crit shot, 57 damage per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Very high mag size. Above average range, stability, and reload speed.&lt;br /&gt;
*Neutral - None.&lt;br /&gt;
*Cons - Below average aim assist and equip speed. Low recoil direction.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Accurized Ballistics]]&lt;br /&gt;
*[[Reactive Reload]]&lt;br /&gt;
*[[Hammer Forged]] or [[Reinforced Barrel]]&lt;br /&gt;
*[[Quick Reaction]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
Here we come to a weapon that is something of an enigma. Reactive Reload is generally considered more useful in PvP, and the fact that it comes with a barrel perk that boosts range and the choice of either Hammer Forged or Reinforced Barrel seems to cement the idea that this gun was designed with the Crucible in mind, despite being a raid weapon. Accurized Ballistics will take away some aim assist, but it will increase the impact and range enough to be very noticeable, especially with how drastic the damage drop off on HCs can be. Reactive Reload is fantastic for stringing kills together, and the signature perk increases your agility when it's active, making it easier than ever to find your next target. Hammer Forged is in competition with Reinforced Barrel in the third slot, and you'll have to decide if pushing out the damage drop off is worth the stability penalty. The recoil direction and aim assist aren't the best for a hand cannon, but they're nowhere near as low as the Eyasluna, and the high base range and stability more than make up for it. All in all, I think this gun is to use in casual PvP, but not seriously competitive with the limited perk selection. In PvE it loses out pretty easily to Fatebring and other weapons that can roll with explosive perks.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[file:fever and remedy1.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Hand Cannons]] [[Category:Primary Weapons]] [[Category:Legendary]] [[Category:Rise of Iron]] [[Category:Year 3]] [[Category:Wrath of the Machine]] [[Category:Wrath of the Machine Heroic Mode]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=STEEL_MEDULLA%7E&amp;diff=84649</id>
		<title>STEEL MEDULLA~</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=STEEL_MEDULLA%7E&amp;diff=84649"/>
				<updated>2017-04-22T01:20:25Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=steel medulla~ icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Pulse Rifle]]&lt;br /&gt;
|Slot=[[Primary Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Rarity=[[Legendary]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Kinetic]]&lt;br /&gt;
|Attack=380&lt;br /&gt;
|Impact=14&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=66&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=51&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=71&lt;br /&gt;
|Reload=73&lt;br /&gt;
|Magazine=33&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=17&lt;br /&gt;
|Recoil=80&lt;br /&gt;
|Aim Assist=36&lt;br /&gt;
|Equip Speed=54&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=Dropped in Wrath of the Machine HM&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=~replicate~ devastate your foes ~consume~ Herja ~repeat&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[STEEL MEDULLA~]] is a level 40 [[Legendary]] [[Pulse Rifle]]. It can be Dropped in [[Wrath of the Machine Heroic Mode]] [[raid]].&lt;br /&gt;
*STEEL MEDULLA~ is a [[Year 3 Legendary Weapon]] released in [[Rise of Iron]] [[expansion]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Whirlwind&amp;amp;#x27;s Curse]] - This weapon does bonus damage against Fallen. Bonus Agility when this weapon is equipped. &lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon. &lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[CQB Ballistics]] - Greatly reduced recoil. Significant penalty to range. &lt;br /&gt;
*[[Smart Drift Control]] - Predictable and controllable recoil. Penalty to range. &lt;br /&gt;
*[[Smooth Ballistics]] - Increased recoil. Boost to range.     &lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Full Auto]] - This weapon can be fired in full auto mode.     &lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[High Caliber Rounds]] - Oversize rounds built to stagger targets and leave them reeling. Their mass makes a weapon harder to handle. &lt;br /&gt;
*[[Speed Reload]] - Reload this weapon quickly. &lt;br /&gt;
*[[Hand-laid Stock]] - Increased Stability Reduced Range     &lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Sign of Four]] - Landing three bursts on a target causes the fourth burst to do extra damage.       &lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-to-Kill]]: 1.00s (2.25 bursts, 7 crit 2 body shots), 1.50s (3.25 bursts, 13 body shots)&lt;br /&gt;
*23 damage per crit shot, 16 damage per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - High range, stability, reload speed, and mag size. Very high recoil direction.&lt;br /&gt;
*Neutral - None.&lt;br /&gt;
*Cons - Very low aim assist.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Smooth Ballistics]]&lt;br /&gt;
*[[Full Auto]]&lt;br /&gt;
*[[Hand-laid Stock]]&lt;br /&gt;
*[[Sign of Four]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
Coming from arguably one of the best PvE pulse rifle archetypes in the game, I the Steel Medulla solidly competes with No Time To Explain for the best DPS pulse rifle against bosses. Smooth Ballistics helps to boost it's only low base stat, aim assist, and Full Auto makes sure your RoF is always maximized. Hand-laid Stock, although it will decrease a bit of range, will keep those burst patterns tight, which is perfect because the signature perk gives you increased damage on your fourth burst, as long as your first three hit the target. High recoil direction means that the burst pattern is easy to control, and high mag size and reload speed keeps the damage flowing.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[file:steel medulla1.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Pulse Rifles]] [[Category:Primary Weapons]] [[Category:Legendary]] [[Category:Rise of Iron]] [[Category:Year 3]] [[Category:Wrath of the Machine]] [[Category:Wrath of the Machine Heroic Mode]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=GENESIS_CHAIN%7E&amp;diff=84648</id>
		<title>GENESIS CHAIN~</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=GENESIS_CHAIN%7E&amp;diff=84648"/>
				<updated>2017-04-22T01:18:31Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=genesis chain~ icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Auto Rifle]]&lt;br /&gt;
|Slot=[[Primary Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Rarity=[[Legendary]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Kinetic]]&lt;br /&gt;
|Attack=365&lt;br /&gt;
|Impact=28&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=77&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=40&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=44&lt;br /&gt;
|Reload=73&lt;br /&gt;
|Magazine=59&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=15&lt;br /&gt;
|Recoil=75&lt;br /&gt;
|Aim Assist=55&lt;br /&gt;
|Equip Speed=45&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=Dropped in Wrath of the Machine&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=SUROS ARI-41 ~insert(SIVA in THIS(current projectile))&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[GENESIS CHAIN~]] is a level 40 [[Legendary]] [[Auto Rifle]]. It can be Dropped in [[Wrath of the Machine]] [[raid]].&lt;br /&gt;
*GENESIS CHAIN~ is a [[Year 3 Legendary Weapon]] released in [[Rise of Iron]] [[expansion]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Whirlwind&amp;amp;#x27;s Curse]] - This weapon does bonus damage against Fallen. Bonus Agility when this weapon is equipped. &lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon. &lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boosts to range and impact. More recoil. &lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil. &lt;br /&gt;
*[[Field Choke]] - More range and impact. Increased recoil.     &lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Focused Fire]] - When zoomed, this weapon fires slower, but causes additional damage.     &lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Speed Reload]] - Reload this weapon quickly. &lt;br /&gt;
*[[High Caliber Rounds]] - Oversize rounds built to stagger targets and leave them reeling. Their mass makes a weapon harder to handle. &lt;br /&gt;
*[[Hammer Forged]] - Improved range and accuracy.     &lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Focused Firefly]] - While Focused Fire is active, precision kills cause the target to explode.       &lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-to-Kill]]: 0.83s (5 crit 1 body), 1.17s (8 body)&lt;br /&gt;
*35 damage per crit shot, 27 damage per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Very high range. Above average reload speed. High recoil direction.&lt;br /&gt;
*Neutral - None.&lt;br /&gt;
*Cons - Below average stability, mag size, and aim assist.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Linear Compensator]]&lt;br /&gt;
*[[Focus Fire]]&lt;br /&gt;
*[[Hammer Forged]] or [[High Caliber Rounds]]&lt;br /&gt;
*[[Focused Firefly]] &lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
Another raid weapon with its perks aimed with laser precision at PvE, the GENESIS CHAIN~ is begging to be used as a minion clean-up machine. Focus Fire can combine perfectly with High Caliber Rounds to keep low level enemies flinching, or Hammer Forged can help you put a little extra space between yourself and your victims. Focused Firefly is actually a hilarious perk, allowing Firefly to activate as long as Focus Fire is running. This weapon joins the very small group of fully automatic guns that have Firefly, so I think it deserves a special, if not necessarily competitive place, in late game PvE. Somewhat surprisingly, this weapon is actually very good in PvP too, at least for an AR. The version of Focus Fire is has is slightly different than other ARs, so it boosts the damage a bit less, but also doesn't slow down the RoF as much. Thanks to this, it ends up with a very fast 0.83s optimal TtK, which makes it the only high impact AR I feel like is worth using&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[file:genesis chain1.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Auto Rifles]] [[Category:Primary Weapons]] [[Category:Legendary]] [[Category:Rise of Iron]] [[Category:Year 3]] [[Category:Wrath of the Machine]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=CHAOS_DOGMA%7E&amp;diff=84647</id>
		<title>CHAOS DOGMA~</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=CHAOS_DOGMA%7E&amp;diff=84647"/>
				<updated>2017-04-22T01:15:28Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=chaos dogma~ icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Scout Rifle]]&lt;br /&gt;
|Slot=[[Primary Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Rarity=[[Legendary]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Kinetic]]&lt;br /&gt;
|Attack=365&lt;br /&gt;
|Impact=61&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=27&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=82&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=32&lt;br /&gt;
|Reload=52&lt;br /&gt;
|Magazine=12&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=20&lt;br /&gt;
|Recoil=66&lt;br /&gt;
|Aim Assist=39&lt;br /&gt;
|Equip Speed=25&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=Dropped in Wrath of the Machine&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=~consume enhance replicate consume enhance replicate~ will drown your enemies—&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[CHAOS DOGMA~]] is a level 40 [[Legendary]] [[Scout Rifle]]. It can be Dropped in [[Wrath of the Machine]] [[raid]].&lt;br /&gt;
*CHAOS DOGMA~ is a [[Year 3 Legendary Weapon]] released in [[Rise of Iron]] [[expansion]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Whirlwind&amp;amp;#x27;s Curse]] - This weapon does bonus damage against Fallen. Bonus Agility when this weapon is equipped. &lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon. &lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boosts to range and impact. More recoil. &lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil. &lt;br /&gt;
*[[Field Choke]] - More range and impact. Increased recoil.     &lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Triple Tap]] - Rapidly landing precision hits will return one round to the magazine.     &lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Extended Mag]] - A larger magazine. &lt;br /&gt;
*[[Speed Reload]] - Reload this weapon quickly. &lt;br /&gt;
*[[Smallbore]] - Increased Range and Stability Slower Reload, Reduced Magazine Size     &lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Triple Double]] - When Triple Tap perk is triggered, an extra bullet is transferred from your reserves to the magazine.       &lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-to-Kill]]: 0.80s (2 crit 1 body), 1.20s (4 body shots)&lt;br /&gt;
*75 damage per crit shot, 50 per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Very fast Time-to-Kill. Very high range.&lt;br /&gt;
*Neutral - None.&lt;br /&gt;
*Cons - Very low stability and mag size. Low reload speed and aim assist.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Linear Compensator]]&lt;br /&gt;
*[[Triple Tap]]&lt;br /&gt;
*[[Smallbore]] (PvP), [[Extended Mag]] (PvE)&lt;br /&gt;
*[[Triple Double]] &lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
Although on paper this gun doesn't look great, in reality it's a beast. A member of the high-impact scout rifle archetype, think of this weapon as a Cocytus on steroids (which is exactly what it is, if by steroids you mean SIVA). Boasting a host of impact increasing barrel perks, you're going to be doing maximum damage per shot, and Triple Tap and Triple Double are going to help to make sure you're shooting for as long as possible. I think Smallbore is a fine choice in the middle tree in PvP, because boosts to stability and range will outweigh the drawback of losing a couple rounds, especially when you'll get those back the first time you activate the signature perks, while for PvE I'd go with Extended Mag. Triple Double pulls a second round from your reserves every time Triple Tap procs, so if you play your cards right, you can go a very long time without reloading. These perks have fantastic synergy with the purpose of the weapon as a DPS machine for boss fights, and that utility more than makes up for its overall lack of outstanding stats. One of the best things about this weapon is the ability to kill in 2 headshots and 1 body shot, or 4 body shots, in PvP, thanks to the barrel perks that increase impact just enough. That makes it significantly more forgiving than guns in the archetype normally are, and allows this weapon to be considered top tier, in my book.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[file:chaos dogma1.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Scout Rifles]] [[Category:Primary Weapons]] [[Category:Legendary]] [[Category:Rise of Iron]] [[Category:Year 3]] [[Category:Wrath of the Machine]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Doom_of_Chelchis_(Adept)&amp;diff=84530</id>
		<title>Doom of Chelchis (Adept)</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=Doom_of_Chelchis_(Adept)&amp;diff=84530"/>
				<updated>2017-04-16T06:22:38Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=doom of chelchis adept icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Scout Rifle]]&lt;br /&gt;
|Slot=[[Primary Weapon]]&lt;br /&gt;
|Level=??&lt;br /&gt;
|Rarity=[[Exotic]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Void]]&lt;br /&gt;
|Attack=320–400&lt;br /&gt;
|Impact=48–49&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=37&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=48–60&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=35–58&lt;br /&gt;
|Reload=40–48&lt;br /&gt;
|Magazine=18–20&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=20&lt;br /&gt;
|Recoil=80–100&lt;br /&gt;
|Aim Assist=55–65&lt;br /&gt;
|Equip Speed=65&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=[[King's Fall (Age of Triumph)]]&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=&amp;amp;quot;All is silent. Nothing answers me. The hunger comes.&amp;amp;quot; —Chelchis, Kell of Stone&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[Doom of Chelchis (Adept)]] is a level ?? [[Exotic]] [[Scout Rifle]]. It can be dropped from [[King's Fall (Age of Triumph)]].&lt;br /&gt;
*Doom of Chelchis (Adept) is a [[Year 3 Exotic Weapon]] released in [[Age of Triumph]] [[event]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Void Damage]] - This weapon causes Void Damage.&lt;br /&gt;
*[[Will of Light]] - This weapon deals bonus damage against Taken enemies.&lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon.&lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boosts to range and impact. More recoil.&lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil.&lt;br /&gt;
*[[Field Choke]] - More range and impact. Increased recoil.&lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Cocoon]] - When stowed for a short time, this weapon is automatically reloaded from your reserves.&lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Hand Loaded]] - This weapon is effective at an extended range.&lt;br /&gt;
*[[Lightweight]] - When held, this weapon grants +2 character Agility.&lt;br /&gt;
*[[Smallbore]] - Increased Range and Stability Slower Reload, Reduced Magazine Size&lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Full Auto]] - This weapon can be fired in full auto mode.&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-to-Kill]]: 1.00s (2 crit shots and 2 body shots)&lt;br /&gt;
*63 damage per crit shot, 42 per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Very high mag size.&lt;br /&gt;
*Neutral - Average aim assist.&lt;br /&gt;
*Cons - Very low range and reload speed. Low stability.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Linear Compensator]]&lt;br /&gt;
*[[Cocoon]]&lt;br /&gt;
*[[Perfect Balance]] (PvE) or [[Smallbore]] (PvP)&lt;br /&gt;
*[[Life Support]], [[Eye of the Storm]], [[Full Auto]], [[Rangefinder]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
A member of the mid-impact class of scouts, the Doom of Chelchis doesn't bring too much to the table besides a massive mag size. The perk options are average, nothing great, and the slow TtK means this weapon isn't really competitive in PvP, and if I'm being honest, I feel like it's outclassed pretty heavily in PvE by the VoC. Very low range, low stability, and average aim assist mean this gun just isn't something I recommend for many activities. Like all King's Fall weapons, it does do bonus damage to Taken enemies, so it isn't the worst option for the raid itself, and I'd want a variant with Life Support in that situation. Otherwise, I say stay away from it.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:doom of chelchis2.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Scout Rifles]] [[Category:Primary Weapons]] [[Category:Exotic]]  [[Category:Year 3]] [[Category:Rise of Iron]] [[Category:Age of Triumph]] [[Category:King's Fall (Age of Triumph)]] [[Category:Adept Weapons]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Doom_of_Chelchis_(Adept)&amp;diff=84529</id>
		<title>Doom of Chelchis (Adept)</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=Doom_of_Chelchis_(Adept)&amp;diff=84529"/>
				<updated>2017-04-16T06:20:37Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=doom of chelchis adept icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Scout Rifle]]&lt;br /&gt;
|Slot=[[Primary Weapon]]&lt;br /&gt;
|Level=??&lt;br /&gt;
|Rarity=[[Exotic]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Void]]&lt;br /&gt;
|Attack=320–400&lt;br /&gt;
|Impact=48–49&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=37&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=48–60&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=35–58&lt;br /&gt;
|Reload=40–48&lt;br /&gt;
|Magazine=18–20&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=20&lt;br /&gt;
|Recoil=80–100&lt;br /&gt;
|Aim Assist=55–65&lt;br /&gt;
|Equip Speed=65&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=[[King's Fall (Age of Triumph)]]&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=&amp;amp;quot;All is silent. Nothing answers me. The hunger comes.&amp;amp;quot; —Chelchis, Kell of Stone&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[Doom of Chelchis (Adept)]] is a level ?? [[Exotic]] [[Scout Rifle]]. It can be dropped from [[King's Fall (Age of Triumph)]].&lt;br /&gt;
*Doom of Chelchis (Adept) is a [[Year 3 Exotic Weapon]] released in [[Age of Triumph]] [[event]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Void Damage]] - This weapon causes Void Damage.&lt;br /&gt;
*[[Will of Light]] - This weapon deals bonus damage against Taken enemies.&lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon.&lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boosts to range and impact. More recoil.&lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil.&lt;br /&gt;
*[[Field Choke]] - More range and impact. Increased recoil.&lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Cocoon]] - When stowed for a short time, this weapon is automatically reloaded from your reserves.&lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Hand Loaded]] - This weapon is effective at an extended range.&lt;br /&gt;
*[[Lightweight]] - When held, this weapon grants +2 character Agility.&lt;br /&gt;
*[[Smallbore]] - Increased Range and Stability Slower Reload, Reduced Magazine Size&lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Full Auto]] - This weapon can be fired in full auto mode.&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-to-Kill]]: 1.00s (2 crit shots and 2 body shots)&lt;br /&gt;
*63 damage per crit shot, 42 per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Very high mag size.&lt;br /&gt;
*Neutral - Average aim assist.&lt;br /&gt;
*Cons - Very low range and reload speed. Low stability.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Linear Compensator]]&lt;br /&gt;
*[[Cocoon]]&lt;br /&gt;
*[[Perfect Balance]] (PvE) or [[Smallbore]] (PvP)&lt;br /&gt;
*[[Life Support]], [[Eye of the Storm]], [[Full Auto]], [[Rangefinder]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
A member of the mid-impact class of scouts, the Doom of Chelchis doesn't bring too much to the table besides a massive mag size. The perk options are average, nothing great, and the slow TtK means this weapon isn't really competitive in PvP, and if I'm being honest, I feel like it's outclassed pretty heavily in PvE by the VoC. Very low range, low stability, and average aim assist mean this gun just isn't something I recommend for many activities. Like all King's Fall weapons, it does do bonus damage to Taken enemies, so it isn't the worst option for the raid itself, and I'd want a variant with Life Support in that situation. Otherwise, I say stay away from it.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:doom of chelchis1.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Scout Rifles]] [[Category:Primary Weapons]] [[Category:Exotic]]  [[Category:Year 3]] [[Category:Rise of Iron]] [[Category:Age of Triumph]] [[Category:King's Fall (Age of Triumph)]] [[Category:Adept Weapons]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Oversoul_Edict_(Adept)&amp;diff=84528</id>
		<title>Oversoul Edict (Adept)</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=Oversoul_Edict_(Adept)&amp;diff=84528"/>
				<updated>2017-04-16T06:19:54Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=oversoul edict adept icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Pulse Rifle]]&lt;br /&gt;
|Slot=[[Primary Weapon]]&lt;br /&gt;
|Level=??&lt;br /&gt;
|Rarity=[[Exotic]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Arc]]&lt;br /&gt;
|Attack=320–400&lt;br /&gt;
|Impact=4&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=77&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=33–37&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=54–71&lt;br /&gt;
|Reload=61–64&lt;br /&gt;
|Magazine=30&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=17–20&lt;br /&gt;
|Recoil=59&lt;br /&gt;
|Aim Assist=82–87&lt;br /&gt;
|Equip Speed=60–64&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=[[Crota's End (Age of Triumph)]]&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=The shadow of the will of Crota burns like the deepest winter, hopeless and without end.&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[Oversoul Edict (Adept)]] is a level ?? [[Exotic]] [[Pulse Rifle]]. It can be dropped from [[Crota's End (Age of Triumph)]].&lt;br /&gt;
*Oversoul Edict (Adept) is a [[Year 3 Exotic Weapon]] released in [[Age of Triumph]] [[event]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Arc Damage]] - This weapon causes Arc Damage.&lt;br /&gt;
*[[Hive Disruptor]] - Increase damage to Hive Majors.&lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon.&lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Red Dot-OES]] - Agile sight. For smooth engagement in close quarters.&lt;br /&gt;
*[[Red Dot-OAS]] - Snapshot sight. Enhanced target acquisition.&lt;br /&gt;
*[[Red Dot-ORES]] - Flexible sight. Enhances handling, range, and recoil control.&lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Full Auto]] - This weapon can be fired in full auto mode.&lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Snapshot]] - Aiming this weapon is incredibly fast.&lt;br /&gt;
*[[Field Scout]] - Increases carried Ammo capacity.&lt;br /&gt;
*[[Fitted Stock]] - Increases weapon stability.&lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Dark Breaker]] - Projectiles will overpenetrate through Hive Knight Wall of Darkness.&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:oversoul edict adept1.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Pulse Rifles]] [[Category:Primary Weapons]] [[Category:Exotic]]  [[Category:Year 3]] [[Category:Rise of Iron]] [[Category:Age of Triumph]] [[Category:Crota's End (Age of Triumph)]] [[Category:Adept Weapons]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Fatebringer_(Adept)&amp;diff=84527</id>
		<title>Fatebringer (Adept)</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=Fatebringer_(Adept)&amp;diff=84527"/>
				<updated>2017-04-16T06:18:57Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=fatebringer adept icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Hand Cannon]]&lt;br /&gt;
|Slot=[[Primary Weapon]]&lt;br /&gt;
|Level=??&lt;br /&gt;
|Rarity=[[Exotic]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Arc]]&lt;br /&gt;
|Attack=320–400&lt;br /&gt;
|Impact=81&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=22&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=40&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=32–38&lt;br /&gt;
|Reload=33–43&lt;br /&gt;
|Magazine=12&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=15&lt;br /&gt;
|Recoil=95&lt;br /&gt;
|Aim Assist=61–66&lt;br /&gt;
|Equip Speed=36–51&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=[[Vault of Glass (Age of Triumph)]]&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=But where is your fate, and who brings it to you?&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[Fatebringer (Adept)]] is a level ?? [[Exotic]] [[Hand Cannon]]. It can be dropped from [[Vault of Glass (Age of Triumph)]].&lt;br /&gt;
*Fatebringer (Adept) is a [[Year 3 Exotic Weapon]] released in [[Age of Triumph]] [[event]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Arc Damage]] - This weapon causes Arc Damage.&lt;br /&gt;
*[[Oracle Disruptor]] - This weapon deals bonus damage to Oracles in the Vault of Glass.&lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon.&lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[SteadyHand IS]] - Stable sight. Optimized for excellent recoil control.&lt;br /&gt;
*[[SureShot IS]] - Snapshot sight. Excellent handling. Superb target acquisition.&lt;br /&gt;
*[[QuickDraw IS]] - Agile sight. Lightning-fast handling.&lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Firefly]] - Precision kills with this weapon cause the target to explode.&lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Field Scout]] - Increases carried Ammo capacity.&lt;br /&gt;
*[[Single Point Sling]] - Switch weapons faster. Move quicker while aiming.&lt;br /&gt;
*[[Explosive Rounds]] - Volatile payload explodes on impact, dealing a portion of the weapon&amp;amp;#x27;s damage in an area.&lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Outlaw]] - Precision kills with this weapon dramatically increase reload speed.&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:fatebringer adept1.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Hand Cannons]] [[Category:Primary Weapons]] [[Category:Exotic]]  [[Category:Year 3]] [[Category:Rise of Iron]] [[Category:Age of Triumph]] [[Category:Vault of Glass (Age of Triumph)]] [[Category:Adept Weapons]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Doom_of_Chelchis_(Adept)&amp;diff=84526</id>
		<title>Doom of Chelchis (Adept)</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=Doom_of_Chelchis_(Adept)&amp;diff=84526"/>
				<updated>2017-04-16T06:15:27Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=doom of chelchis adept icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Scout Rifle]]&lt;br /&gt;
|Slot=[[Primary Weapon]]&lt;br /&gt;
|Level=??&lt;br /&gt;
|Rarity=[[Exotic]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Void]]&lt;br /&gt;
|Attack=320–400&lt;br /&gt;
|Impact=48–49&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=37&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=48–60&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=35–58&lt;br /&gt;
|Reload=40–48&lt;br /&gt;
|Magazine=18–20&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=20&lt;br /&gt;
|Recoil=80–100&lt;br /&gt;
|Aim Assist=55–65&lt;br /&gt;
|Equip Speed=65&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=[[King's Fall (Age of Triumph)]]&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=&amp;amp;quot;All is silent. Nothing answers me. The hunger comes.&amp;amp;quot; —Chelchis, Kell of Stone&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[Doom of Chelchis (Adept)]] is a level ?? [[Exotic]] [[Scout Rifle]]. It can be dropped from [[King's Fall (Age of Triumph)]].&lt;br /&gt;
*Doom of Chelchis (Adept) is a [[Year 3 Exotic Weapon]] released in [[Age of Triumph]] [[event]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Void Damage]] - This weapon causes Void Damage.&lt;br /&gt;
*[[Will of Light]] - This weapon deals bonus damage against Taken enemies.&lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon.&lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boosts to range and impact. More recoil.&lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil.&lt;br /&gt;
*[[Field Choke]] - More range and impact. Increased recoil.&lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Cocoon]] - When stowed for a short time, this weapon is automatically reloaded from your reserves.&lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Hand Loaded]] - This weapon is effective at an extended range.&lt;br /&gt;
*[[Lightweight]] - When held, this weapon grants +2 character Agility.&lt;br /&gt;
*[[Smallbore]] - Increased Range and Stability Slower Reload, Reduced Magazine Size&lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Full Auto]] - This weapon can be fired in full auto mode.&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-to-Kill]]: 1.00s (2 crit shots and 2 body shots)&lt;br /&gt;
*63 damage per crit shot, 42 per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Very high mag size.&lt;br /&gt;
*Neutral - Average aim assist.&lt;br /&gt;
*Cons - Very low range and reload speed. Low stability.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Linear Compensator]]&lt;br /&gt;
*[[Cocoon]]&lt;br /&gt;
*[[Perfect Balance]] (PvE) or [[Smallbore]] (PvP)&lt;br /&gt;
*[[Life Support]], [[Eye of the Storm]], [[Full Auto]], [[Rangefinder]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
A member of the mid-impact class of scouts, the Doom of Chelchis doesn't bring too much to the table besides a massive mag size. The perk options are average, nothing great, and the slow TtK means this weapon isn't really competitive in PvP, and if I'm being honest, I feel like it's outclassed pretty heavily in PvE by the VoC. Very low range, low stability, and average aim assist mean this gun just isn't something I recommend for many activities. Like all King's Fall weapons, it does do bonus damage to Taken enemies, so it isn't the worst option for the raid itself, and I'd want a variant with Life Support in that situation. Otherwise, I say stay away from it.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:doom of chelchis2.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Scout Rifles]] [[Category:Primary Weapons]] [[Category:Exotic]]  [[Category:Year 3]] [[Category:Rise of Iron]] [[Category:Age of Triumph]] [[Category:King's Fall (Age of Triumph)]] [[Category:Adept Weapons]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Doom_of_Chelchis_(Adept)&amp;diff=84525</id>
		<title>Doom of Chelchis (Adept)</title>
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				<updated>2017-04-16T06:12:33Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Images */&lt;/p&gt;
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&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=doom of chelchis adept icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Scout Rifle]]&lt;br /&gt;
|Slot=[[Primary Weapon]]&lt;br /&gt;
|Level=??&lt;br /&gt;
|Rarity=[[Exotic]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Void]]&lt;br /&gt;
|Attack=320–400&lt;br /&gt;
|Impact=48–49&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=37&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=48–60&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=35–58&lt;br /&gt;
|Reload=40–48&lt;br /&gt;
|Magazine=18–20&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=20&lt;br /&gt;
|Recoil=80–100&lt;br /&gt;
|Aim Assist=55–65&lt;br /&gt;
|Equip Speed=65&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=[[King's Fall (Age of Triumph)]]&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=&amp;amp;quot;All is silent. Nothing answers me. The hunger comes.&amp;amp;quot; —Chelchis, Kell of Stone&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[Doom of Chelchis (Adept)]] is a level ?? [[Exotic]] [[Scout Rifle]]. It can be dropped from [[King's Fall (Age of Triumph)]].&lt;br /&gt;
*Doom of Chelchis (Adept) is a [[Year 3 Exotic Weapon]] released in [[Age of Triumph]] [[event]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Void Damage]] - This weapon causes Void Damage.&lt;br /&gt;
*[[Will of Light]] - This weapon deals bonus damage against Taken enemies.&lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon.&lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boosts to range and impact. More recoil.&lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil.&lt;br /&gt;
*[[Field Choke]] - More range and impact. Increased recoil.&lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Cocoon]] - When stowed for a short time, this weapon is automatically reloaded from your reserves.&lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Hand Loaded]] - This weapon is effective at an extended range.&lt;br /&gt;
*[[Lightweight]] - When held, this weapon grants +2 character Agility.&lt;br /&gt;
*[[Smallbore]] - Increased Range and Stability Slower Reload, Reduced Magazine Size&lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Full Auto]] - This weapon can be fired in full auto mode.&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-to-Kill]]: 1.00s (2 crit shots and 2 body shots)&lt;br /&gt;
*63 damage per crit shot, 42 per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Very high mag size.&lt;br /&gt;
*Neutral - Average aim assist.&lt;br /&gt;
*Cons - Very low range and reload speed. Low stability.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Linear Compensator]]&lt;br /&gt;
*[[Cocoon]]&lt;br /&gt;
*[[Perfect Balance]] (PvE) or [[Smallbore]] (PvP)&lt;br /&gt;
*[[Life Support]], [[Eye of the Storm]], [[Full Auto]], [[Rangefinder]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
A member of the mid-impact class of scouts, the Doom of Chelchis doesn't bring too much to the table besides a massive mag size. The perk options are average, nothing great, and the slow TtK means this weapon isn't really competitive in PvP, and if I'm being honest, I feel like it's outclassed pretty heavily in PvE by the VoC. Very low range, low stability, and average aim assist mean this gun just isn't something I recommend for many activities. Like all King's Fall weapons, it does do bonus damage to Taken enemies, so it isn't the worst option for the raid itself, and I'd want a variant with Life Support in that situation. Otherwise, I say stay away from it.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:doom of chelchis1.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Scout Rifles]] [[Category:Primary Weapons]] [[Category:Exotic]]  [[Category:Year 3]] [[Category:Rise of Iron]] [[Category:Age of Triumph]] [[Category:King's Fall (Age of Triumph)]] [[Category:Adept Weapons]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=File:Doom_of_chelchis_adept1.jpg&amp;diff=84524</id>
		<title>File:Doom of chelchis adept1.jpg</title>
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				<updated>2017-04-16T06:11:27Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: &lt;/p&gt;
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		<author><name>Bnxodesk</name></author>	</entry>

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		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=File:Fatebringer_adept1.jpg&amp;diff=84523</id>
		<title>File:Fatebringer adept1.jpg</title>
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				<updated>2017-04-16T06:11:03Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: &lt;/p&gt;
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		<author><name>Bnxodesk</name></author>	</entry>

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		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=File:Oversoul_edict_adept1.jpg&amp;diff=84522</id>
		<title>File:Oversoul edict adept1.jpg</title>
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				<updated>2017-04-16T06:10:23Z</updated>
		
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		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Necrochasm_(Year_3)&amp;diff=84521</id>
		<title>Necrochasm (Year 3)</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=Necrochasm_(Year_3)&amp;diff=84521"/>
				<updated>2017-04-15T09:38:02Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|Year= 3&lt;br /&gt;
|image=necrochasm year 3 icon1.jpg&lt;br /&gt;
|Type=[[Auto Rifle]]&lt;br /&gt;
|Slot=[[Primary Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Item Level=&lt;br /&gt;
|Rarity=[[Exotic]]&lt;br /&gt;
|Damage Type=[[Arc]]&lt;br /&gt;
|Attack=320 - 400&lt;br /&gt;
|Impact=2&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=100&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Range=19&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=46&lt;br /&gt;
|Reload=76&lt;br /&gt;
|Magazine=42&lt;br /&gt;
|Zoom=15&lt;br /&gt;
|Recoil=65&lt;br /&gt;
|Equip Speed=55&lt;br /&gt;
|Aim Assist=75&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Related NPC =&lt;br /&gt;
|Description= Eternity is very close. Can you feel yourself slipping?&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Necrochasm (Year 1)}}&lt;br /&gt;
[[Necrochasm (Year 3)]] is a level 40 [[Exotic]] [[Auto Rifle]]. Necrochasm is evolved from the [[Legendary]] Auto Rifle [[Eidolon Ally]] with the [[Essence of the Oversoul]], an item that is rewarded upon completion of the [[Crota's End (Age of Triumph)|reprised version of Crota's End]] if the [[Crux of Darkness]] quest has been flagged.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Intrinsic Perks===&lt;br /&gt;
*[[Arc Damage]] - This weapon causes Arc damage.&lt;br /&gt;
*[[Cascade]] - Melee kills automatically reload a portion of this weapon's magazine.&lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon.&lt;br /&gt;
&lt;br /&gt;
===Exotic Perks===&lt;br /&gt;
*[[Cursebringer]] - Kills with this weapon trigger a Cursed Thrall explosion.&lt;br /&gt;
&lt;br /&gt;
===Primary Perks===&lt;br /&gt;
*[[Zen Moment]] - Causing damage with this weapon increases its stability.&lt;br /&gt;
&lt;br /&gt;
===Selectable Perk 1===&lt;br /&gt;
*[[CQB Ballistics]] - Greatly reduced recoil. Significant penalty to range.&lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil.&lt;br /&gt;
*[[Aggressive Ballistics]] - More predictable recoil. Enhanced impact. Shorter range and more recoil.&lt;br /&gt;
&lt;br /&gt;
===Selectable Perk 2===&lt;br /&gt;
*[[Fitted Stock]] - Increases weapon stability.&lt;br /&gt;
*[[Single Point Sling]] - Switch weapons faster. Move quicker while aiming.&lt;br /&gt;
*[[Flared Magwell]] - Reload this weapon even faster.&lt;br /&gt;
&lt;br /&gt;
===Ornaments===&lt;br /&gt;
*[[Devourer of Moons]]&lt;br /&gt;
&lt;br /&gt;
==How to Obtain==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; border-style: solid; border-width: 2px; border-color: #CEAE33&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background: #CEAE33; color: #FFFFFF; padding:2px&amp;quot;|Necrochasm (Year 3)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot;| [[file: Exotic quest icon2.png|75px|link=Crux of Darkness]]&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot;| '''[[Crux of Darkness]]'''&amp;lt;br&amp;gt;''Quest''&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot;| Quest is flagged upon obtaining a [[Husk of the Pit]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-to-Kill]]: 0.87s (13 crit shots and 1 body shot), 1.07s (17 body shots)&lt;br /&gt;
*15 damage per crit shot, 12 per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Very fast TtK with body shots (1.07s, 17 body shots to kill). Very high stability. High reload speed, mag size, and aim assist.&lt;br /&gt;
*Neutral - Average recoil direction.&lt;br /&gt;
*Cons - Low range.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Accurized Ballistics]]&lt;br /&gt;
*[[Zen Moment]]&lt;br /&gt;
*[[Fitted Stock]]&lt;br /&gt;
*[[Cursebringer]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
Perhaps my new favorite gun for Crucible usage on smaller maps, the Nechrochasm is close to what I hoped it would be when it was first released. Thanks to coming out of the box with high stability and aim assist, and even an average recoil direction, it handles very easily compared to most 100/2 ARs. On top of this, the combination of Zen Moment and Fitted Stock means I have no problem running Accurized Ballistics for the bonus range and damage, both of which combine to give it a surprisingly long reach. I stay away from Aggressive, even though it decreases the time-to-kill, simply because it kills aim assist, range, and stability and I don't think it's worth it. Similarly. CQB Ballistics, while it makes the gun more stable, just isn't worth giving up the extra range and impact from Acc Balls. Now that the Cursebringer perk procs on all kills and not just headshots, I spray away and pick up collaterals and assists like it's my job, and I love it. I almost don't want to recommend this weapon because I hate the idea of exposing the secret of this golden nugget, but I feel an obligation to share the joy with the world. Definitely give it a shot, and let the screams of the cursed thralls surround your enemies.&lt;br /&gt;
&lt;br /&gt;
===PvE===&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:necrochasm1.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
==Grimoire Cards==&lt;br /&gt;
[[file: Necrochasm grimoire card1.jpg|135px|link=Necrochasm (Grimoire Card)|Necrochasm]]&lt;br /&gt;
&lt;br /&gt;
===Related Links===&lt;br /&gt;
*[[Exotic Weapons]]&lt;br /&gt;
*[[Auto Rifles]]&lt;br /&gt;
*[[Crota's End (Age of Triumph)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Exotic]] [[Category: Auto Rifles]] [[Category: Year 3]] [[Category: Age of Triumph]] [[Category:Crota's End (Age of Triumph)]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=File:Necrochasm2.jpg&amp;diff=84520</id>
		<title>File:Necrochasm2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=File:Necrochasm2.jpg&amp;diff=84520"/>
				<updated>2017-04-15T09:35:09Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: &lt;/p&gt;
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		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Necrochasm_(Year_3)&amp;diff=84519</id>
		<title>Necrochasm (Year 3)</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=Necrochasm_(Year_3)&amp;diff=84519"/>
				<updated>2017-04-15T09:31:22Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|Year= 3&lt;br /&gt;
|image=necrochasm year 3 icon1.jpg&lt;br /&gt;
|Type=[[Auto Rifle]]&lt;br /&gt;
|Slot=[[Primary Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Item Level=&lt;br /&gt;
|Rarity=[[Exotic]]&lt;br /&gt;
|Damage Type=[[Arc]]&lt;br /&gt;
|Attack=320 - 400&lt;br /&gt;
|Impact=2&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=100&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Range=19&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=46&lt;br /&gt;
|Reload=76&lt;br /&gt;
|Magazine=42&lt;br /&gt;
|Zoom=15&lt;br /&gt;
|Recoil=65&lt;br /&gt;
|Equip Speed=55&lt;br /&gt;
|Aim Assist=75&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Related NPC =&lt;br /&gt;
|Description= Eternity is very close. Can you feel yourself slipping?&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Necrochasm (Year 1)}}&lt;br /&gt;
[[Necrochasm (Year 3)]] is a level 40 [[Exotic]] [[Auto Rifle]]. Necrochasm is evolved from the [[Legendary]] Auto Rifle [[Eidolon Ally]] with the [[Essence of the Oversoul]], an item that is rewarded upon completion of the [[Crota's End (Age of Triumph)|reprised version of Crota's End]] if the [[Crux of Darkness]] quest has been flagged.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Intrinsic Perks===&lt;br /&gt;
*[[Arc Damage]] - This weapon causes Arc damage.&lt;br /&gt;
*[[Cascade]] - Melee kills automatically reload a portion of this weapon's magazine.&lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon.&lt;br /&gt;
&lt;br /&gt;
===Exotic Perks===&lt;br /&gt;
*[[Cursebringer]] - Kills with this weapon trigger a Cursed Thrall explosion.&lt;br /&gt;
&lt;br /&gt;
===Primary Perks===&lt;br /&gt;
*[[Zen Moment]] - Causing damage with this weapon increases its stability.&lt;br /&gt;
&lt;br /&gt;
===Selectable Perk 1===&lt;br /&gt;
*[[CQB Ballistics]] - Greatly reduced recoil. Significant penalty to range.&lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil.&lt;br /&gt;
*[[Aggressive Ballistics]] - More predictable recoil. Enhanced impact. Shorter range and more recoil.&lt;br /&gt;
&lt;br /&gt;
===Selectable Perk 2===&lt;br /&gt;
*[[Fitted Stock]] - Increases weapon stability.&lt;br /&gt;
*[[Single Point Sling]] - Switch weapons faster. Move quicker while aiming.&lt;br /&gt;
*[[Flared Magwell]] - Reload this weapon even faster.&lt;br /&gt;
&lt;br /&gt;
===Ornaments===&lt;br /&gt;
*[[Devourer of Moons]]&lt;br /&gt;
&lt;br /&gt;
==How to Obtain==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; border-style: solid; border-width: 2px; border-color: #CEAE33&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background: #CEAE33; color: #FFFFFF; padding:2px&amp;quot;|Necrochasm (Year 3)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot;| [[file: Exotic quest icon2.png|75px|link=Crux of Darkness]]&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot;| '''[[Crux of Darkness]]'''&amp;lt;br&amp;gt;''Quest''&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot;| Quest is flagged upon obtaining a [[Husk of the Pit]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-to-Kill]]: 0.87s (13 crit shots and 1 body shot), 1.07s (17 body shots)&lt;br /&gt;
*15 damage per crit shot, 12 per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Very fast TtK with body shots (1.07s, 17 body shots to kill). Very high stability. High reload speed, mag size, and aim assist.&lt;br /&gt;
*Neutral - Average recoil direction.&lt;br /&gt;
*Cons - Low range.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Accurized Ballistics]]&lt;br /&gt;
*[[Zen Moment]]&lt;br /&gt;
*[[Fitted Stock]]&lt;br /&gt;
*[[Cursebringer]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
Perhaps my new favorite gun for Crucible usage on smaller maps, the Nechrochasm is close to what I hoped it would be when it was first released. Thanks to coming out of the box with high stability and aim assist, and even an average recoil direction, it handles very easily compared to most 100/2 ARs. On top of this, the combination of Zen Moment and Fitted Stock means I have no problem running Accurized Ballistics for the bonus range and damage, both of which combine to give it a surprisingly long reach. I stay away from Aggressive, even though it decreases the time-to-kill, simply because it kills aim assist, range, and stability and I don't think it's worth it. Similarly. CQB Ballistics, while it makes the gun more stable, just isn't worth giving up the extra range and impact from Acc Balls. Now that the Cursebringer perk procs on all kills and not just headshots, I spray away and pick up collaterals and assists like it's my job, and I love it. I almost don't want to recommend this weapon because I hate the idea of exposing the secret of this golden nugget, but I feel an obligation to share the joy with the world. Definitely give it a shot, and let the screams of the cursed thralls surround your enemies.&lt;br /&gt;
&lt;br /&gt;
===PvE===&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:necrochasm2.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
==Grimoire Cards==&lt;br /&gt;
[[file: Necrochasm grimoire card1.jpg|135px|link=Necrochasm (Grimoire Card)|Necrochasm]]&lt;br /&gt;
&lt;br /&gt;
===Related Links===&lt;br /&gt;
*[[Exotic Weapons]]&lt;br /&gt;
*[[Auto Rifles]]&lt;br /&gt;
*[[Crota's End (Age of Triumph)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Exotic]] [[Category: Auto Rifles]] [[Category: Year 3]] [[Category: Age of Triumph]] [[Category:Crota's End (Age of Triumph)]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=File:Necrochasm1.jpg&amp;diff=84518</id>
		<title>File:Necrochasm1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=File:Necrochasm1.jpg&amp;diff=84518"/>
				<updated>2017-04-15T03:21:35Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: Bnxodesk uploaded a new version of File:Necrochasm1.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=File:Necrochasm1.jpg&amp;diff=84517</id>
		<title>File:Necrochasm1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=File:Necrochasm1.jpg&amp;diff=84517"/>
				<updated>2017-04-15T03:21:13Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: Bnxodesk uploaded a new version of File:Necrochasm1.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=File:Necrochasm1.jpg&amp;diff=84516</id>
		<title>File:Necrochasm1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=File:Necrochasm1.jpg&amp;diff=84516"/>
				<updated>2017-04-15T03:18:36Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: Bnxodesk uploaded a new version of File:Necrochasm1.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Vex_Mythoclast_(Year_3)&amp;diff=84515</id>
		<title>Vex Mythoclast (Year 3)</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=Vex_Mythoclast_(Year_3)&amp;diff=84515"/>
				<updated>2017-04-15T03:17:43Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|Year= 3&lt;br /&gt;
|image=Vex mythoclast year 3 icon1.jpg&lt;br /&gt;
|Type=[[Fusion Rifle]]&lt;br /&gt;
|Slot=[[Primary Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Item Level=&lt;br /&gt;
|Rarity=[[Exotic]]&lt;br /&gt;
|Damage Type=[[Solar]]&lt;br /&gt;
|Attack=320 - 360&lt;br /&gt;
|Impact=35&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=&lt;br /&gt;
|Charge Rate=40&lt;br /&gt;
|Range=49&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=50&lt;br /&gt;
|Reload=72&lt;br /&gt;
|Magazine=21 - 32&lt;br /&gt;
|Zoom=15&lt;br /&gt;
|Recoil=80 - 100&lt;br /&gt;
|Equip Speed=35 - 50&lt;br /&gt;
|Aim Assist=85 - 100&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Related NPC =&lt;br /&gt;
|Description= ...a causal loop within the weapon's mechanism, suggesting that the firing process somehow binds space and time into…&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Vex Mythoclast (Year 1)}}&lt;br /&gt;
[[Vex Mythoclast (Year 3)]] is a level 40 [[Exotic]] [[Fusion Rifle]] that can be equipped in the player's Primary Weapon slot. It is a possible drop from [[Atheon]] in the [[Vault of Glass (Age of Triumph)|reprised version of the Vault of Glass]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
&lt;br /&gt;
===Intrinsic Perks===&lt;br /&gt;
*[[Solar Damage]] - This weapon causes Arc damage.&lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon.&lt;br /&gt;
&lt;br /&gt;
===Exotic Perks===&lt;br /&gt;
*[[Timeless Mythoclast]] - This weapon has no charge time. It fires a single bolt with each trigger pull.&lt;br /&gt;
&lt;br /&gt;
===Primary Perks===&lt;br /&gt;
*[[Zen Moment]] - Causing damage with this weapon increases its stability.&lt;br /&gt;
*[[Crowd Control]] - Kills with this weapon grant bonus damage for a short time.&lt;br /&gt;
&lt;br /&gt;
===Selectable Perk 1===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boosts to range and impact. More recoil.&lt;br /&gt;
*[[Aggressive Ballistics]] - More predictable recoil. Enhanced impact. Shorter range and more recoil.&lt;br /&gt;
*[[Smart Drift Control]] - Predictable and controllable recoil. Penalty to range.&lt;br /&gt;
&lt;br /&gt;
===Selectable Perk 2===&lt;br /&gt;
*[[Extended Mag]] - A larger magazine.&lt;br /&gt;
*[[Send It]] - Increases range and accuracy. Harder to handle. Decreases carried Ammo capacity.&lt;br /&gt;
*[[Lightweight]] - When held, this weapon grants +2 character Agility.&lt;br /&gt;
&lt;br /&gt;
===Ornaments===&lt;br /&gt;
*[[Chronoshot]]&lt;br /&gt;
&lt;br /&gt;
==How to Obtain==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; border-style: solid; border-width: 2px; border-color: #CEAE33&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background: #CEAE33; color: #FFFFFF; padding:2px&amp;quot;|Vex Mythoclast (Year 3)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot;| [[file: Raid source icon1.png|75px|link=Vault of Glass (Age of Triumph)]]&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot;| '''[[Vault of Glass (Age of Triumph)|Vault of Glass]]'''&amp;lt;br&amp;gt;''Raid''&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot;| Possible drop from Atheon encounter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:vex mythoclast1.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
==Grimoire Cards==&lt;br /&gt;
[[file: Vex mythoclast grimoire card1.jpg|135px|link=Vex Mythoclast (Grimoire Card)]]&lt;br /&gt;
&lt;br /&gt;
===Related Links===&lt;br /&gt;
*[[Exotic Weapons]]&lt;br /&gt;
*[[Fusion Rifles]]&lt;br /&gt;
*[[Vault of Glass (Age of Triumph)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Exotic]] [[Category: Fusion Rifles]] [[Category: Year 3]] [[Category: Age of Triumph]] [[Category:Vault of Glass (Age of Triumph)]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=File:Vex_mythoclast1.jpg&amp;diff=84514</id>
		<title>File:Vex mythoclast1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=File:Vex_mythoclast1.jpg&amp;diff=84514"/>
				<updated>2017-04-15T03:15:57Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: Bnxodesk uploaded a new version of File:Vex mythoclast1.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=File:Necrochasm1.jpg&amp;diff=84513</id>
		<title>File:Necrochasm1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=File:Necrochasm1.jpg&amp;diff=84513"/>
				<updated>2017-04-15T03:15:02Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: Bnxodesk uploaded a new version of File:Necrochasm1.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Necrochasm_(Year_3)&amp;diff=84512</id>
		<title>Necrochasm (Year 3)</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=Necrochasm_(Year_3)&amp;diff=84512"/>
				<updated>2017-04-15T03:13:45Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|Year= 3&lt;br /&gt;
|image=necrochasm year 3 icon1.jpg&lt;br /&gt;
|Type=[[Auto Rifle]]&lt;br /&gt;
|Slot=[[Primary Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Item Level=&lt;br /&gt;
|Rarity=[[Exotic]]&lt;br /&gt;
|Damage Type=[[Arc]]&lt;br /&gt;
|Attack=320 - 400&lt;br /&gt;
|Impact=2&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=100&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Range=19&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=46&lt;br /&gt;
|Reload=76&lt;br /&gt;
|Magazine=42&lt;br /&gt;
|Zoom=15&lt;br /&gt;
|Recoil=65&lt;br /&gt;
|Equip Speed=55&lt;br /&gt;
|Aim Assist=75&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Related NPC =&lt;br /&gt;
|Description= Eternity is very close. Can you feel yourself slipping?&lt;br /&gt;
}}&lt;br /&gt;
{{see also|Necrochasm (Year 1)}}&lt;br /&gt;
[[Necrochasm (Year 3)]] is a level 40 [[Exotic]] [[Auto Rifle]]. Necrochasm is evolved from the [[Legendary]] Auto Rifle [[Eidolon Ally]] with the [[Essence of the Oversoul]], an item that is rewarded upon completion of the [[Crota's End (Age of Triumph)|reprised version of Crota's End]] if the [[Crux of Darkness]] quest has been flagged.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Intrinsic Perks===&lt;br /&gt;
*[[Arc Damage]] - This weapon causes Arc damage.&lt;br /&gt;
*[[Cascade]] - Melee kills automatically reload a portion of this weapon's magazine.&lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon.&lt;br /&gt;
&lt;br /&gt;
===Exotic Perks===&lt;br /&gt;
*[[Cursebringer]] - Kills with this weapon trigger a Cursed Thrall explosion.&lt;br /&gt;
&lt;br /&gt;
===Primary Perks===&lt;br /&gt;
*[[Zen Moment]] - Causing damage with this weapon increases its stability.&lt;br /&gt;
&lt;br /&gt;
===Selectable Perk 1===&lt;br /&gt;
*[[CQB Ballistics]] - Greatly reduced recoil. Significant penalty to range.&lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil.&lt;br /&gt;
*[[Aggressive Ballistics]] - More predictable recoil. Enhanced impact. Shorter range and more recoil.&lt;br /&gt;
&lt;br /&gt;
===Selectable Perk 2===&lt;br /&gt;
*[[Fitted Stock]] - Increases weapon stability.&lt;br /&gt;
*[[Single Point Sling]] - Switch weapons faster. Move quicker while aiming.&lt;br /&gt;
*[[Flared Magwell]] - Reload this weapon even faster.&lt;br /&gt;
&lt;br /&gt;
===Ornaments===&lt;br /&gt;
*[[Devourer of Moons]]&lt;br /&gt;
&lt;br /&gt;
==How to Obtain==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; border-style: solid; border-width: 2px; border-color: #CEAE33&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background: #CEAE33; color: #FFFFFF; padding:2px&amp;quot;|Necrochasm (Year 3)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot;| [[file: Exotic quest icon2.png|75px|link=Crux of Darkness]]&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot;| '''[[Crux of Darkness]]'''&amp;lt;br&amp;gt;''Quest''&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot;| Quest is flagged upon obtaining a [[Husk of the Pit]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-to-Kill]]: 0.87s (13 crit shots and 1 body shot), 1.07s (17 body shots)&lt;br /&gt;
*15 damage per crit shot, 12 per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Very fast TtK with body shots (1.07s, 17 body shots to kill). Very high stability. High reload speed, mag size, and aim assist.&lt;br /&gt;
*Neutral - Average recoil direction.&lt;br /&gt;
*Cons - Low range.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Accurized Ballistics]]&lt;br /&gt;
*[[Zen Moment]]&lt;br /&gt;
*[[Fitted Stock]]&lt;br /&gt;
*[[Cursebringer]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
Perhaps my new favorite gun for Crucible usage on smaller maps, the Nechrochasm is close to what I hoped it would be when it was first released. Thanks to coming out of the box with high stability and aim assist, and even an average recoil direction, it handles very easily compared to most 100/2 ARs. On top of this, the combination of Zen Moment and Fitted Stock means I have no problem running Accurized Ballistics for the bonus range and damage, both of which combine to give it a surprisingly long reach. I stay away from Aggressive, even though it decreases the time-to-kill, simply because it kills aim assist, range, and stability and I don't think it's worth it. Similarly. CQB Ballistics, while it makes the gun more stable, just isn't worth giving up the extra range and impact from Acc Balls. Now that the Cursebringer perk procs on all kills and not just headshots, I spray away and pick up collaterals and assists like it's my job, and I love it. I almost don't want to recommend this weapon because I hate the idea of exposing the secret of this golden nugget, but I feel an obligation to share the joy with the world. Definitely give it a shot, and let the screams of the cursed thralls surround your enemies.&lt;br /&gt;
&lt;br /&gt;
===PvE===&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:necrochasm1.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
==Grimoire Cards==&lt;br /&gt;
[[file: Necrochasm grimoire card1.jpg|135px|link=Necrochasm (Grimoire Card)|Necrochasm]]&lt;br /&gt;
&lt;br /&gt;
===Related Links===&lt;br /&gt;
*[[Exotic Weapons]]&lt;br /&gt;
*[[Auto Rifles]]&lt;br /&gt;
*[[Crota's End (Age of Triumph)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Exotic]] [[Category: Auto Rifles]] [[Category: Year 3]] [[Category: Age of Triumph]] [[Category:Crota's End (Age of Triumph)]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Qullim%27s_Terminus&amp;diff=84511</id>
		<title>Qullim's Terminus</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=Qullim%27s_Terminus&amp;diff=84511"/>
				<updated>2017-04-15T03:05:47Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=qullims terminus icon1.jpg&lt;br /&gt;
|Year=&lt;br /&gt;
|Type=[[Machine Gun]]&lt;br /&gt;
|Slot=[[Heavy Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Rarity=[[Legendary]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Solar]]&lt;br /&gt;
|Attack=300-335 &lt;br /&gt;
|Impact=53&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=66&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=15&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=60&lt;br /&gt;
|Reload=16&lt;br /&gt;
|Magazine=58&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=15&lt;br /&gt;
|Recoil=75&lt;br /&gt;
|Aim Assist=65&lt;br /&gt;
|Equip Speed=54&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=&amp;amp;quot;If only...if only we had heeded the Queen...&amp;amp;quot;&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[Qullim's Terminus]] is a level 40 [[Legendary]] [[Machine Gun]]. It is dropped from [[King's Fall]] [[raid]]. &lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Will of Light]] - This weapon deals bonus damage against Taken enemies. &lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon. &lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boosts to range and Impact. More recoil. &lt;br /&gt;
*[[Accurized Ballistics]] - More range and Impact. Increased recoil. &lt;br /&gt;
*[[Field Choke]] - More range and Impact. Increased recoil.     &lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Cocoon]] - When stowed for a short time, this weapon is automatically reloaded from your reserves.     &lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Extended Mag]] - A larger magazine. &lt;br /&gt;
*[[Lightweight]] - When held, this weapon grants +2 character Agility. &lt;br /&gt;
*[[Smallbore]] - Increased Range and Stability Slower Reload, Reduced Magazine Size     &lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*'''Random''': [[Life Leech]] or [[Army of One]] or [[Eye of the Storm]] or [[Persistence]]&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-to-Kill]]: 0.50s (1 crit shot and 3 body shots), 0.66s (5 body shots)&lt;br /&gt;
*62 damage per crit shot, 50 damage per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Above average inventory and recoil direction.&lt;br /&gt;
*Neutral - Average stability.&lt;br /&gt;
*Cons - Below average range and aim assist. Very low mag size and reload speed.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Linear Compensator]]&lt;br /&gt;
*[[Cocoon]]&lt;br /&gt;
*[[Extended Mag]]&lt;br /&gt;
*[[Persistence]], [[Eye of the Storm]], [[Army of One]], [[Leech Life]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
At one point in time perhaps the most popular gun from this raid, Qullim's Terminus has actually withstood the test of time pretty well, and is still an excellent choice for a heavy weapon. Good inventory and recoil direction with decent stability help to boost this weapon's appeal, and Cocoon works on this weapon exceptionally well, allowing you to totally bypass the slow reload speed and never have a down moment. The range and aim assist aren't great, but the ability to roll Persistence and Extended Mag outweigh those drawbacks, in my opinion. If you don't get Persistence then Eye of the Storm is a passable substitute, and Army of One isn't terrible either. In addition to all this, since it comes with barrel perks that increase impact, you're going to be hitting optimal TtK in 4 body shots at close ranges. Definitely recommend this weapon to anyone for PvP or PvE.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Machine Guns]] [[Category:Heavy Weapons]] [[Category:Legendary]] [[Category:The Taken King]] [[Category:Year 2]] [[Category:King's Fall]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Elulim%27s_Frenzy&amp;diff=84510</id>
		<title>Elulim's Frenzy</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=Elulim%27s_Frenzy&amp;diff=84510"/>
				<updated>2017-04-15T03:03:07Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=elulims frenzy icon1.jpg&lt;br /&gt;
|Year=&lt;br /&gt;
|Type=[[Rocket Launcher]]&lt;br /&gt;
|Slot=[[Heavy Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Rarity=[[Legendary]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Void]]&lt;br /&gt;
|Attack=300-335 &lt;br /&gt;
|Impact=&lt;br /&gt;
|Blast Radius=96&lt;br /&gt;
|Rate of Fire=18&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=&lt;br /&gt;
|Velocity=41&lt;br /&gt;
|Stability=58&lt;br /&gt;
|Reload=38&lt;br /&gt;
|Magazine=2&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=20&lt;br /&gt;
|Recoil=80&lt;br /&gt;
|Aim Assist=29&lt;br /&gt;
|Equip Speed=39&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=&amp;amp;quot;Hungry...hungry...so hungry!&amp;amp;quot; —Elulim of the Eimin-Tin&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[Elulim's Frenzy]] is a level 40 [[Legendary]] [[Rocket Launcher]]. It is dropped from [[King's Fall]] [[raid]]. &lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Will of Light]] - This weapon deals bonus damage against Taken enemies. &lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon. &lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boost to Velocity and decrease to Blast Radius. &lt;br /&gt;
*[[Hard Launch]] - More Velocity and Blast Radius. Increased recoil. &lt;br /&gt;
*[[Warhead Verniers]] - More Velocity and Blast Radius. Increased recoil.     &lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Cocoon]] - When stowed for a short time, this weapon is automatically reloaded from your reserves.     &lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Javelin]] - Increases warhead velocity. &lt;br /&gt;
*[[Lightweight]] - When held, this weapon grants +2 character Agility. &lt;br /&gt;
*[[Quickdraw]] - This weapon can be drawn unbelievably fast.     &lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*'''Random''': [[Tripod]] or [[Cluster Bomb]] or [[Army of One]] or [[Tracking]]&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - High RoF and inventory. Very high blast radius.&lt;br /&gt;
*Neutral - Average mag size.&lt;br /&gt;
*Cons - Very low reload speed. Low velocity.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*Your choice of [[barrel perk]], depending on whether you want to sacrifice blast radius for velocity&lt;br /&gt;
*[[Cocoon]]&lt;br /&gt;
*[[Javelin]]&lt;br /&gt;
*[[Tripod]], [[Cluster Bombs]] (PvP), [[Tracking]] (PvE)&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
A rocket launcher I constantly find myself describing as middle of the pack, Elulim's Frenzy just doesn't really have what it takes to be a great weapon. That being said, Cocoon does have a greater effect here than on any of the previously mentioned weapons, at least for PvE. The base stats are decent, with fast RoF and great blast radius, but the velocity is lacking. Javelin is for sure the preferred perk in the middle slot to help make up for this, and then in the last slot we have three usable options. Tripod would probably be the first choice for those who will use this gun against slower or non mobile bosses, as it will allow you to blast off three shots, switch to another weapon for a few seconds to maintain DPS, and then switch back and continue launching. If you don't get Tripod, Cluster Bombs is your best option for PvP, but honestly I don't recommend this gun in the Crucible. Tracking is a high tier perk for launchers in PvE, so if you get it there's no reason to be upset.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Rocket Launchers]] [[Category:Heavy Weapons]] [[Category:Legendary]] [[Category:The Taken King]] [[Category:Year 2]] [[Category:King's Fall]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Midha%27s_Reckoning&amp;diff=84509</id>
		<title>Midha's Reckoning</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=Midha%27s_Reckoning&amp;diff=84509"/>
				<updated>2017-04-15T03:00:35Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=midhas reckoning icon1.jpg&lt;br /&gt;
|Year=&lt;br /&gt;
|Type=[[Fusion Rifle]]&lt;br /&gt;
|Slot=[[Special Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Rarity=[[Legendary]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Void]]&lt;br /&gt;
|Attack=300-335 &lt;br /&gt;
|Impact=94&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=&lt;br /&gt;
|Charge Rate=16&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=41&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=20&lt;br /&gt;
|Reload=45&lt;br /&gt;
|Magazine=5&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=15&lt;br /&gt;
|Recoil=80&lt;br /&gt;
|Aim Assist=39&lt;br /&gt;
|Equip Speed=49&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=&amp;amp;quot;I see now that everything dies. Even...even memory.&amp;amp;quot; —Midha, Consort of Stars&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[Midha's Reckoning]] is a level 40 [[Legendary]] [[Fusion Rifle]]. It is dropped from [[King's Fall]] [[raid]]. &lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Will of Light]] - This weapon deals bonus damage against Taken enemies. &lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon. &lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boosts to range and Impact. More recoil. &lt;br /&gt;
*[[Accurized Ballistics]] - More range and Impact. Increased recoil. &lt;br /&gt;
*[[Field Choke]] - More range and Impact. Increased recoil.     &lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Cocoon]] - When stowed for a short time, this weapon is automatically reloaded from your reserves.     &lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Fitted Stock]] - Increases weapon stability. &lt;br /&gt;
*[[Lightweight]] - When held, this weapon grants +2 character Agility. &lt;br /&gt;
*[[Braced Frame]] - Increased Stability Reduced Magazine Size     &lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*'''Random''': [[Hip Fire]] or [[Life Support]] or [[Surrounded]] or [[Hot Swap]]&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
===PvP===&lt;br /&gt;
*50 damage per bolt, 4 bolts to kill&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - 4 bolts to kill. Very high damage per bolt and recoil direction. High impact. Above average range and mag size.&lt;br /&gt;
*Neutral - None.&lt;br /&gt;
*Cons - Very low stability, reload speed, and aim assist.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Linear Compensator]]&lt;br /&gt;
*[[Cocoon]]&lt;br /&gt;
*[[Braced Frame]]&lt;br /&gt;
*[[Hip Fire]], [[Life Support]], [[Hot Swap]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
If this was back when TTK had first released, I would have been all over hyping up this weapon. Back then 4 bolt killing fusions were significantly more rare, and one with Braced Frame to boost stability was even more hard to find. Now, however, with the boost to base stability for fusions, and the release of our one true voop savior, Sally V, Midha's just has a little harder time stacking up. The range is okay, but not great considering the archetype, and Braced Frame has fallen out of the tier rankings slightly since people have learned how to manually control the bolt spread. Unfortunately there is no way to boost range, so we're out of look for any experts who don't need stability there. Linear Comp will help with the recoil direction, making it even easier to control, but the base is already high so it won't be a night and day difference. In the last column Hip Fire is a nice perk for fusions, but once again we're offered the possibility of Hot Swap, and once again I feel compelled to say that I haven't been able to prove an effect for this perk. Overall, if you haven't been lucky enough to get a Sally V, or you're new to fusions and want to try out a decent 4-bolt killer, then I do recommend this weapon. If you've already got a Darkblade's Spite or Sally V you love, no reason to chase this.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Fusion Rifles]] [[Category:Special Weapons]] [[Category:Legendary]] [[Category:The Taken King]] [[Category:Year 2]] [[Category:King's Fall]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Silence_of_A%27arn&amp;diff=84508</id>
		<title>Silence of A'arn</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=Silence_of_A%27arn&amp;diff=84508"/>
				<updated>2017-04-15T02:58:24Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=silence of aarn icon1.jpg&lt;br /&gt;
|Year=&lt;br /&gt;
|Type=[[Shotgun]]&lt;br /&gt;
|Slot=[[Special Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Rarity=[[Legendary]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Solar]]&lt;br /&gt;
|Attack=300-335 &lt;br /&gt;
|Impact=61&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=14&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=13&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=45&lt;br /&gt;
|Reload=20&lt;br /&gt;
|Magazine=6&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=12&lt;br /&gt;
|Recoil=75&lt;br /&gt;
|Aim Assist=40&lt;br /&gt;
|Equip Speed=64&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=&amp;amp;quot;Without victory, we cannot go home!&amp;amp;quot; —Primus A&amp;amp;#x27;arn&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[Silence of A'arn]] is a level 40 [[Legendary]] [[Shotgun]]. It is dropped from [[King's Fall]] [[raid]]. &lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Will of Light]] - This weapon deals bonus damage against Taken enemies. &lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon. &lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boosts to range and Impact. More recoil. &lt;br /&gt;
*[[Accurized Ballistics]] - More range and Impact. Increased recoil. &lt;br /&gt;
*[[Field Choke]] - More range and Impact. Increased recoil.     &lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Cocoon]] - When stowed for a short time, this weapon is automatically reloaded from your reserves.     &lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Hand Loaded]] - This weapon is effective at an extended range. &lt;br /&gt;
*[[Lightweight]] - When held, this weapon grants +2 character Agility. &lt;br /&gt;
*[[Hand-laid Stock]] - Increased Stability Reduced Range     &lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*'''Random''': [[Life Leech]] or [[Surrounded]] or [[Army of One]] or [[Close and/or Personal]]&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-Between-Shots]]: 1.03s&lt;br /&gt;
*21 damage per pellet, 252 total&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Very high mag size. High inventory and equip speed.&lt;br /&gt;
*Neutral - None.&lt;br /&gt;
*Cons - Below average range and stability. Very low max range, reload speed, and aim assist.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Linear Compensator]]&lt;br /&gt;
*[[Cocoon]]&lt;br /&gt;
*[[Hand Loaded]]&lt;br /&gt;
*[[Close]] and/or [[Personal]], [[Army of One]], [[Leech Life]] (PvE), [[Surrounded]] (PvP)&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
Although by default it almost looks like this weapon could be considered decent, don't get tricked! The range is horrible with almost no way to fix it, so it's never going to be something you want to use in PvP. In PvE, the only saving graces are Cocoon and the ability to roll a couple interesting perks in the final slot, including Leech Life which gives you a portion of health back and starts regen after getting a triple kill, and Close and/or Personal which boosts melee damage after doing damage with this weapon. Decent inventory means you can at least carry a nice amount of ammo, and fast equip speed pairs well with Cocoon, but everything else drags the gun down to basically being a wash.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Shotguns]] [[Category:Special Weapons]] [[Category:Legendary]] [[Category:The Taken King]] [[Category:Year 2]] [[Category:King's Fall]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Defiance_of_Yasmin&amp;diff=84507</id>
		<title>Defiance of Yasmin</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=Defiance_of_Yasmin&amp;diff=84507"/>
				<updated>2017-04-15T02:53:20Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=defiance of yasmin icon1.jpg&lt;br /&gt;
|Year=&lt;br /&gt;
|Type=[[Sniper Rifle]]&lt;br /&gt;
|Slot=[[Special Weapon]]&lt;br /&gt;
|Level=40&lt;br /&gt;
|Rarity=[[Legendary]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Arc]]&lt;br /&gt;
|Attack=300-335 &lt;br /&gt;
|Impact=22&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=26&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=66&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=57&lt;br /&gt;
|Reload=41&lt;br /&gt;
|Magazine=4&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=40&lt;br /&gt;
|Recoil=60&lt;br /&gt;
|Aim Assist=69&lt;br /&gt;
|Equip Speed=59&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=&amp;amp;quot;Shields up! Protect the Queen! Brace for impact! Save the Queen—&amp;amp;quot; —Paladin Yasmin Eld&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[Defiance of Yasmin]] is a level 40 [[Legendary]] [[Sniper Rifle]]. It is dropped from [[King's Fall]] [[raid]]. &lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Will of Light]] - This weapon deals bonus damage against Taken enemies. &lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon. &lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boosts to range and Impact. More recoil. &lt;br /&gt;
*[[Accurized Ballistics]] - More range and Impact. Increased recoil. &lt;br /&gt;
*[[Field Choke]] - More range and Impact. Increased recoil.     &lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Cocoon]] - When stowed for a short time, this weapon is automatically reloaded from your reserves.     &lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Hand Loaded]] - This weapon is effective at an extended range. &lt;br /&gt;
*[[Lightweight]] - When held, this weapon grants +2 character Agility. &lt;br /&gt;
*[[Injection Mold]] - Increased Stability, Faster Handling Reduced Range     &lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*'''Random''': [[Perfectionist]] or [[Firefly]] or [[Life Support]] or [[Hot Swap]]&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-Between-Shots]]: 0.68s&lt;br /&gt;
*342 damage per crit shot, 137 per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Low zoom scope. Can revive snipe. Above average stability and aim assist. High equip speed. Very high inventory size.&lt;br /&gt;
*Neutral - Average mag size.&lt;br /&gt;
*Cons - Low range. Very low reload speed. Can't kill most Supered enemies with 1 crit shot.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Linear Compensator]]&lt;br /&gt;
*[[Cocoon]]&lt;br /&gt;
*[[Injection Mold]]&lt;br /&gt;
*[[Life Support]], [[Hot Swap]], [[Firefly]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
Finally we get to a weapon I can wholeheartedly recommend from this raid! In actuality, this is one of my favorite snipers in the game. A member of the mid-impact archetype, it can revive snipe, although it is unable to kill most Guardian enemies out of their armored supers. The aim assist is quite high by default, and you get to couple that with good stability, and high equip speed and inventory size. On top of this, it has a very open sight picture and low zoom, around 5x, which makes quickscopes and close distance engagements much easier. Overall, the only real drawbacks to this weapon are the low range and reload speed, but with Cocoon the latter of those is nullified, and with the current map selection in PvP, the low range won't affect you much either. Perk-wise Linear Comp is the first selection, followed by Injection Mold in the third slot for the faster ADS and equip speeds. In the last column I like Life Support, but some people absolutely swear by Hot Swap, although I've never been able to prove what kind of effect it actually has. Either way you'll get a great weapon, so I highly recommend trying to get one of these if you love sniping, or even just want to give it a shot.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Sniper Rifles]] [[Category:Special Weapons]] [[Category:Legendary]] [[Category:The Taken King]] [[Category:Year 2]] [[Category:King's Fall]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Anguish_of_Drystan_(Adept)&amp;diff=84506</id>
		<title>Anguish of Drystan (Adept)</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=Anguish_of_Drystan_(Adept)&amp;diff=84506"/>
				<updated>2017-04-15T02:49:06Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=anguish of drystan adept icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Auto Rifle]]&lt;br /&gt;
|Slot=[[Primary Weapon]]&lt;br /&gt;
|Level=??&lt;br /&gt;
|Rarity=[[Exotic]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Arc]]&lt;br /&gt;
|Attack=320–400&lt;br /&gt;
|Impact=28–29&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=77&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=21–24&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=49–96&lt;br /&gt;
|Reload=54&lt;br /&gt;
|Magazine=51–63&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=15&lt;br /&gt;
|Recoil=85–105&lt;br /&gt;
|Aim Assist=45–55&lt;br /&gt;
|Equip Speed=90&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=[[King's Fall (Age of Triumph)]]&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=&amp;amp;quot;Engines dead. Do we still have Earth signal? Tell them we were wrong!&amp;amp;quot; —Capt. Drystan Cor, First Fleet&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[Anguish of Drystan (Adept)]] is a level ?? [[Exotic]] [[Auto Rifle]]. It can be dropped from [[King's Fall (Age of Triumph)]].&lt;br /&gt;
*Anguish of Drystan (Adept) is a [[Year 3 Exotic Weapon]] released in [[Age of Triumph]] [[event]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Will of Light]] - This weapon deals bonus damage against Taken enemies.&lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon.&lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boosts to range and impact. More recoil.&lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil.&lt;br /&gt;
*[[Field Choke]] - More range and impact. Increased recoil.&lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Cocoon]] - When stowed for a short time, this weapon is automatically reloaded from your reserves.&lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Fitted Stock]] - Increases weapon stability.&lt;br /&gt;
*[[Lightweight]] - When held, this weapon grants +2 character Agility.&lt;br /&gt;
*[[Braced Frame]] - Increased Stability Reduced Magazine Size&lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Crowd Control]] - Kills with this weapon grant bonus damage for a short time.&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-to-Kill]]: 0.93s (5 crit shots and 3 body shots), 1.20s (10 body shots)&lt;br /&gt;
*28 damage per crit shot, 22 damage per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Very high recoil direction. Above average stability.&lt;br /&gt;
*Neutral - None.&lt;br /&gt;
*Cons - Below average range and mag size. Very low reload speed. Low aim assist.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Linear Compensator]]&lt;br /&gt;
*[[Cocoon]]&lt;br /&gt;
*[[Braced Frame]]&lt;br /&gt;
*[[Life Support]], [[Crowd Control]], [[Eye of the Storm]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
Really trying to take the title of worst weapon in the game from Bane, the Anguish of Drystan is an aptly named competitor. With the only positives to this weapon being the easy to control recoil thanks to high recoil direction and decent stability, I once again cannot fathom an opportunity where this weapon would shine. Below average range, which really hurts for a weapon in this archetype, combined with poor aim assist just means this weapon is mostly causing Anguish to the user, instead of enemies. Linear Comp, as almost always, is the best choice for the barrel perk thanks to the increased impact, range, and recoil direction. Braced Frame is the best perk in the middle column, but it will drop your mag size down to 26, which is pretty low overall, but average for the impact class. In the last column Life Support, Crowd Control, and Eye of the Storm are all usable, but nothing is going to salvage this weapon.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Auto Rifles]] [[Category:Primary Weapons]] [[Category:Exotic]]  [[Category:Year 3]] [[Category:Rise of Iron]] [[Category:Age of Triumph]] [[Category:King's Fall (Age of Triumph)]] [[Category:Adept Weapons]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Zaouli%27s_Bane_(Adept)&amp;diff=84505</id>
		<title>Zaouli's Bane (Adept)</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=Zaouli%27s_Bane_(Adept)&amp;diff=84505"/>
				<updated>2017-04-15T02:45:53Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=zaoulis bane adept icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Hand Cannon]]&lt;br /&gt;
|Slot=[[Primary Weapon]]&lt;br /&gt;
|Level=??&lt;br /&gt;
|Rarity=[[Exotic]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Void]]&lt;br /&gt;
|Attack=320–400&lt;br /&gt;
|Impact=68–70&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=32&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=9–42&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=11–54&lt;br /&gt;
|Reload=29&lt;br /&gt;
|Magazine=11&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=15&lt;br /&gt;
|Recoil=90–110&lt;br /&gt;
|Aim Assist=80–90&lt;br /&gt;
|Equip Speed=95&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=[[King's Fall (Age of Triumph)]]&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=As the teeth rend and tear, my consolation is that the child lives.&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[Zaouli's Bane (Adept)]] is a level ?? [[Exotic]] [[Hand Cannon]]. It can be dropped from [[King's Fall (Age of Triumph)]].&lt;br /&gt;
*Zaouli's Bane (Adept) is a [[Year 3 Exotic Weapon]] released in [[Age of Triumph]] [[event]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Void Damage]] - This weapon causes Void Damage.&lt;br /&gt;
*[[Will of Light]] - This weapon deals bonus damage against Taken enemies.&lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon.&lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Smart Drift Control]] - Predictable and controllable recoil. Penalty to range.&lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil.&lt;br /&gt;
*[[Field Choke]] - More range and impact. Increased recoil.&lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Cocoon]] - When stowed for a short time, this weapon is automatically reloaded from your reserves.&lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Hand Loaded]] - This weapon is effective at an extended range.&lt;br /&gt;
*[[Lightweight]] - When held, this weapon grants +2 character Agility.&lt;br /&gt;
*[[Reinforced Barrel]] - Increased Range Reduced Stability&lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Life Leech]] - Three rapid kills with this weapon heals a small amount and starts health regeneration&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-to-Kill]]: 0.80s (2 crit shots and 1 body shot), 1.20s (4 body shots)&lt;br /&gt;
*77 damage per crit shot, 51 damage per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Very high mag size, aim assist, and equip speed. High stability.&lt;br /&gt;
*Neutral - Average recoil direction.&lt;br /&gt;
*Cons - Very low range and reload speed.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Accurized Ballistics]]&lt;br /&gt;
*[[Cocoon]]&lt;br /&gt;
*[[Hand Loaded or Reinforced Barrel]]&lt;br /&gt;
*[[Firefly]], [[Life Leech]] (PvE), [[Hip Fire]] (PvP)&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
In my opinion, this is one of the worst weapons in the game. I can't imagine a scenario in which this gun wouldn't be outclassed by almost any other primary option. On paper the stats look alright, with great mag size, aim assist, and equip speed, along with high stability and decent recoil direction, but the abysmal range and leaves a lot to be desired. Once again, definitely not a weapon I would use in PvP, but even in PvE I'd stay away. Hand Loaded doesn't do enough to bring the range out to fair play levels, and Reinforced Barrel helps but destroys the stability that is almost necessary to take advantage of the higher RoF of this impact archetype. Firefly isn't a unique perk at this point in time, with Fatebringer coming back, and Cocoon, instead of being a nice little bonus, becomes almost necessary to use thanks to the horrendous reload speed. This was one of the first weapons I got from the original King's Fall raid, and, although I used it at the time, as soon as I got something better I sharded it and never looked back. i suggest you do the same.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Hand Cannons]] [[Category:Primary Weapons]] [[Category:Exotic]]  [[Category:Year 3]] [[Category:Rise of Iron]] [[Category:Age of Triumph]] [[Category:King's Fall (Age of Triumph)]] [[Category:Adept Weapons]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Smite_of_Merain_(Adept)&amp;diff=84504</id>
		<title>Smite of Merain (Adept)</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=Smite_of_Merain_(Adept)&amp;diff=84504"/>
				<updated>2017-04-15T02:43:08Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=smite of merain adept icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Pulse Rifle]]&lt;br /&gt;
|Slot=[[Primary Weapon]]&lt;br /&gt;
|Level=??&lt;br /&gt;
|Rarity=[[Exotic]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Solar]]&lt;br /&gt;
|Attack=320–400&lt;br /&gt;
|Impact=14–15&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=66&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=41–68&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=43–66&lt;br /&gt;
|Reload=51&lt;br /&gt;
|Magazine=30&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=17&lt;br /&gt;
|Recoil=80–100&lt;br /&gt;
|Aim Assist=11–21&lt;br /&gt;
|Equip Speed=36&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=[[King's Fall (Age of Triumph)]]&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=Barrel etching: &amp;amp;quot;He parted them like a sea, which closed upon him again.&amp;amp;quot;&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[Smite of Merain (Adept)]] is a level ?? [[Exotic]] [[Pulse Rifle]]. It can be dropped from [[King's Fall (Age of Triumph)]].&lt;br /&gt;
*Smite of Merain (Adept) is a [[Year 3 Exotic Weapon]] released in [[Age of Triumph]] [[event]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Solar Damage]] - This weapon causes Solar Damage.&lt;br /&gt;
*[[Will of Light]] - This weapon deals bonus damage against Taken enemies.&lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon.&lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boosts to range and impact. More recoil.&lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil.&lt;br /&gt;
*[[Field Choke]] - More range and impact. Increased recoil.&lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Cocoon]] - When stowed for a short time, this weapon is automatically reloaded from your reserves.&lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Hand Loaded]] - This weapon is effective at an extended range.&lt;br /&gt;
*[[Lightweight]] - When held, this weapon grants +2 character Agility.&lt;br /&gt;
*[[Reinforced Barrel]] - Increased Range Reduced Stability&lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Firefly]] - Precision kills with this weapon cause the target to explode.&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-to-Kill]]: 1.00s (2.33 bursts. 6 crit shots and 1 body shot), 1.50 (10 body shots)&lt;br /&gt;
*31 damage per crit shot, 21 damage per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Above average range. High mag size. Very high recoil direction.&lt;br /&gt;
*Neutral - None.&lt;br /&gt;
*Cons - Below average stability. Very low reload speed and aim assist.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Linear Compensator]]&lt;br /&gt;
*[[Cocoon]]&lt;br /&gt;
*[[Hand Loaded]]&lt;br /&gt;
*[[Firefly]], [[Life Support]], [[Glass Half Full]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
Now here's a weapon that, although it seems to be lacking stat-wise, I'm actually excited to get my hands on. As the only pulse rifle in the game with Firefly, that alone would be enough to make me consider giving it a shot, but the adept version also comes with Solar damage, and it's got a large magazine size and easy to control recoil. Stay away from it in any type of competitive PvP mode, but if you're looking for a great PvE weapon for clearing adds, this will be it. It's not quite as unwieldy at close range as a scout, and its got much better reach than a hand cannon, so you kinda get to sit in the nice middle ground. Definitely recommend giving this weapon a shot, if only for its unique gameplay. One thing that may hurt a bit is the atrocious aim assist, but that's not so important in PvE anyways. As far as perks, Linear Comp makes the recoil perfectly vertical, Hand Loaded helps to boost the already decent range, and we've already discussed Firefly.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Pulse Rifles]] [[Category:Primary Weapons]] [[Category:Exotic]]  [[Category:Year 3]] [[Category:Rise of Iron]] [[Category:Age of Triumph]] [[Category:King's Fall (Age of Triumph)]] [[Category:Adept Weapons]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=Doom_of_Chelchis_(Adept)&amp;diff=84502</id>
		<title>Doom of Chelchis (Adept)</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=Doom_of_Chelchis_(Adept)&amp;diff=84502"/>
				<updated>2017-04-15T02:40:06Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Infobox&lt;br /&gt;
|image=doom of chelchis adept icon1.jpg&lt;br /&gt;
|Year=3&lt;br /&gt;
|Type=[[Scout Rifle]]&lt;br /&gt;
|Slot=[[Primary Weapon]]&lt;br /&gt;
|Level=??&lt;br /&gt;
|Rarity=[[Exotic]]&lt;br /&gt;
|Faction=&lt;br /&gt;
|Damage Type=[[Void]]&lt;br /&gt;
|Attack=320–400&lt;br /&gt;
|Impact=48–49&lt;br /&gt;
|Blast Radius=&lt;br /&gt;
|Rate of Fire=37&lt;br /&gt;
|Charge Rate=&lt;br /&gt;
|Speed=&lt;br /&gt;
|Range=48–60&lt;br /&gt;
|Velocity=&lt;br /&gt;
|Stability=35–58&lt;br /&gt;
|Reload=40–48&lt;br /&gt;
|Magazine=18–20&lt;br /&gt;
|Efficiency=&lt;br /&gt;
|Defense=&lt;br /&gt;
|Energy=&lt;br /&gt;
|Zoom=20&lt;br /&gt;
|Recoil=80–100&lt;br /&gt;
|Aim Assist=55–65&lt;br /&gt;
|Equip Speed=65&lt;br /&gt;
|Sights=&lt;br /&gt;
|Perk 1=&lt;br /&gt;
|Perk 2=&lt;br /&gt;
|Perk 3=&lt;br /&gt;
|Optional Perks=&lt;br /&gt;
|Acquired by=[[King's Fall (Age of Triumph)]]&lt;br /&gt;
|Vendor=&lt;br /&gt;
|Cost=&lt;br /&gt;
|Requirement=&lt;br /&gt;
|Description=&amp;amp;quot;All is silent. Nothing answers me. The hunger comes.&amp;amp;quot; —Chelchis, Kell of Stone&lt;br /&gt;
|Extra=&lt;br /&gt;
}}&lt;br /&gt;
[[Doom of Chelchis (Adept)]] is a level ?? [[Exotic]] [[Scout Rifle]]. It can be dropped from [[King's Fall (Age of Triumph)]].&lt;br /&gt;
*Doom of Chelchis (Adept) is a [[Year 3 Exotic Weapon]] released in [[Age of Triumph]] [[event]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Perks==&lt;br /&gt;
===Column 1===&lt;br /&gt;
*[[Void Damage]] - This weapon causes Void Damage.&lt;br /&gt;
*[[Will of Light]] - This weapon deals bonus damage against Taken enemies.&lt;br /&gt;
*[[Infuse]] - Consume a more powerful Weapon to boost the Attack value of this Weapon.&lt;br /&gt;
&lt;br /&gt;
===Column 2===&lt;br /&gt;
*[[Linear Compensator]] - More predictable recoil. Slight boosts to range and impact. More recoil.&lt;br /&gt;
*[[Accurized Ballistics]] - More range and impact. Increased recoil.&lt;br /&gt;
*[[Field Choke]] - More range and impact. Increased recoil.&lt;br /&gt;
&lt;br /&gt;
===Column 3===&lt;br /&gt;
*[[Cocoon]] - When stowed for a short time, this weapon is automatically reloaded from your reserves.&lt;br /&gt;
&lt;br /&gt;
===Column 4===&lt;br /&gt;
*[[Hand Loaded]] - This weapon is effective at an extended range.&lt;br /&gt;
*[[Lightweight]] - When held, this weapon grants +2 character Agility.&lt;br /&gt;
*[[Smallbore]] - Increased Range and Stability Slower Reload, Reduced Magazine Size&lt;br /&gt;
&lt;br /&gt;
===Column 5===&lt;br /&gt;
*[[Full Auto]] - This weapon can be fired in full auto mode.&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
===PvP===&lt;br /&gt;
*[[Time-to-Kill]]: 1.00s (2 crit shots and 2 body shots)&lt;br /&gt;
*63 damage per crit shot, 42 per body shot&lt;br /&gt;
&lt;br /&gt;
'''Pros and Cons'''&lt;br /&gt;
*Pros - Very high mag size.&lt;br /&gt;
*Neutral - Average aim assist.&lt;br /&gt;
*Cons - Very low range and reload speed. Low stability.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Perks'''&lt;br /&gt;
*[[Linear Compensator]]&lt;br /&gt;
*[[Cocoon]]&lt;br /&gt;
*[[Perfect Balance]] (PvE) or [[Smallbore]] (PvP)&lt;br /&gt;
*[[Life Support]], [[Eye of the Storm]], [[Full Auto]], [[Rangefinder]]&lt;br /&gt;
&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
A member of the mid-impact class of scouts, the Doom of Chelchis doesn't bring too much to the table besides a massive mag size. The perk options are average, nothing great, and the slow TtK means this weapon isn't really competitive in PvP, and if I'm being honest, I feel like it's outclassed pretty heavily in PvE by the VoC. Very low range, low stability, and average aim assist mean this gun just isn't something I recommend for many activities. Like all King's Fall weapons, it does do bonus damage to Taken enemies, so it isn't the worst option for the raid itself, and I'd want a variant with Life Support in that situation. Otherwise, I say stay away from it.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Scout Rifles]] [[Category:Primary Weapons]] [[Category:Exotic]]  [[Category:Year 3]] [[Category:Rise of Iron]] [[Category:Age of Triumph]] [[Category:King's Fall (Age of Triumph)]] [[Category:Adept Weapons]]&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=File:Necrochasm1.jpg&amp;diff=84482</id>
		<title>File:Necrochasm1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=File:Necrochasm1.jpg&amp;diff=84482"/>
				<updated>2017-04-13T06:22:06Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

	<entry>
		<id>https://www.destinygamewiki.com/mediawiki/index.php?title=King%27s_Fall_(Age_of_Triumph)&amp;diff=84481</id>
		<title>King's Fall (Age of Triumph)</title>
		<link rel="alternate" type="text/html" href="https://www.destinygamewiki.com/mediawiki/index.php?title=King%27s_Fall_(Age_of_Triumph)&amp;diff=84481"/>
				<updated>2017-04-13T06:09:08Z</updated>
		
		<summary type="html">&lt;p&gt;Bnxodesk: /* Weapon Loadout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Activity Infobox&lt;br /&gt;
|image= &lt;br /&gt;
|Type=[[Raid]]&lt;br /&gt;
|Location=[[Dreadnaught]]&lt;br /&gt;
|Players=6&lt;br /&gt;
|Tier 1 Level=390&lt;br /&gt;
|Tier 2 Level=&lt;br /&gt;
|Tier 3 Level= &lt;br /&gt;
|Bronze Tier=&lt;br /&gt;
|Silver Tier=&lt;br /&gt;
|Gold Tier=&lt;br /&gt;
|Description=&lt;br /&gt;
}}&lt;br /&gt;
{{TOCRIGHT}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[King's Fall (Age of Triumph)]] is the [[Light]] [[Level]] 390 version of [[King's Fall]] released in [[Age of Triumph]].&lt;br /&gt;
&lt;br /&gt;
==Challenge Modes==&lt;br /&gt;
===[[Warpriest Challenge]]===&lt;br /&gt;
&lt;br /&gt;
===[[Golgoroth Challenge]]===&lt;br /&gt;
&lt;br /&gt;
===[[Oryx Challenge]]===&lt;br /&gt;
&lt;br /&gt;
==Loot Table==&lt;br /&gt;
{{See also|#Loot}}&lt;br /&gt;
===Chest After the Beginning===&lt;br /&gt;
*[[Knuckles of Eao]]&lt;br /&gt;
&lt;br /&gt;
===Chest at the Left Side of the Ship Part===&lt;br /&gt;
*Ammo Synthesis&lt;br /&gt;
*[[Legendary Engram]]&lt;br /&gt;
*Chance for [[Artifact]]&lt;br /&gt;
*Chance for [[Exotic]]&lt;br /&gt;
&lt;br /&gt;
===Totems===&lt;br /&gt;
*[[Class Item]]&lt;br /&gt;
*[[Ghost Shell]]&lt;br /&gt;
*Ammo Synthesis&lt;br /&gt;
 &lt;br /&gt;
===Warpriest===&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
*[[Harrowed Defiance of Yasmin]]&lt;br /&gt;
*[[Harrowed Silence of A'arn]]&lt;br /&gt;
&lt;br /&gt;
'''Armor'''&lt;br /&gt;
*[[Leg Armor]]&lt;br /&gt;
*[[Gauntlets]]&lt;br /&gt;
 &lt;br /&gt;
'''Warpriest Challenge'''&lt;br /&gt;
 &lt;br /&gt;
*[[Smite of Merain (Adept)]]&lt;br /&gt;
*[[Doom of Chelchis (Adept)]]&lt;br /&gt;
*[[Zaouli's Bane (Adept)]]&lt;br /&gt;
*[[Anguish of Drystan (Adept)]]&lt;br /&gt;
*[[Age of Triumph Ornament]]&lt;br /&gt;
&lt;br /&gt;
===Maze Chest===&lt;br /&gt;
*Chance for [[Artifact]]&lt;br /&gt;
*Chance for [[Exotic]]&lt;br /&gt;
&lt;br /&gt;
===Golgoroth===&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
*[[Harrowed Midha's Reckoning]]&lt;br /&gt;
*[[Harrowed Smite of Merain]]&lt;br /&gt;
*[[Harrowed Zaouli's Bane]]&lt;br /&gt;
*[[Harrowed Anguish of Drystan]]&lt;br /&gt;
*[[Harrowed Doom of Chelchis]]&lt;br /&gt;
&lt;br /&gt;
'''Armor'''&lt;br /&gt;
*[[Chest Armor]]&lt;br /&gt;
 &lt;br /&gt;
'''Golgoroth Challenge'''&lt;br /&gt;
 &lt;br /&gt;
*[[Smite of Merain (Adept)]]&lt;br /&gt;
*[[Doom of Chelchis (Adept)]]&lt;br /&gt;
*[[Zaouli's Bane (Adept)]]&lt;br /&gt;
*[[Anguish of Drystan (Adept)]]&lt;br /&gt;
*[[Age of Triumph Ornament]]&lt;br /&gt;
 &lt;br /&gt;
===Jumping Puzzle Chest===&lt;br /&gt;
 &lt;br /&gt;
*Ammo Synthesis&lt;br /&gt;
*Chance for [[Artifact]]&lt;br /&gt;
*Chance for [[Exotic]]&lt;br /&gt;
&lt;br /&gt;
===Daughters===&lt;br /&gt;
*[[Class Item]]&lt;br /&gt;
*[[Ghost Shell]]&lt;br /&gt;
*Chance for [[Exotic]]&lt;br /&gt;
&lt;br /&gt;
===Oryx=== &lt;br /&gt;
'''Weapons'''&lt;br /&gt;
*[[Harrowed Qullim's Terminus]]&lt;br /&gt;
*[[Harrowed Elulim's Frenzy]]&lt;br /&gt;
&lt;br /&gt;
'''Armor'''&lt;br /&gt;
*[[Helmets]]&lt;br /&gt;
*[[Class Item]]&lt;br /&gt;
&lt;br /&gt;
'''Other Items'''&lt;br /&gt;
*[[Sparrow]]&lt;br /&gt;
*[[Shader]]&lt;br /&gt;
&lt;br /&gt;
'''Oryx Challenge'''&lt;br /&gt;
*[[Smite of Merain (Adept)]]&lt;br /&gt;
*[[Doom of Chelchis (Adept)]]&lt;br /&gt;
*[[Zaouli's Bane (Adept)]]&lt;br /&gt;
*[[Anguish of Drystan (Adept)]]&lt;br /&gt;
*[[Age of Triumph Ornament]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Loadout==&lt;br /&gt;
===Relics===&lt;br /&gt;
'''Primary:''' if you're running either side, your main antagonist will be the Taken phalanxes which attempt to knock you around when the glass walls come up. I've had success with every weapon type here, so I imagine you'll use items here that match your choices for the below sections. Personally, I'm a fan of Pulse Rifles. If you have a weapon with Outlaw, that's perfect for much of the raid as you'll be making a lot of crit kills.&lt;br /&gt;
* Avoid: nothing, really. Low impact pulses, low-impact scouts and low impact hand cannons won't be too user friendly, but whatever floats your boat.&lt;br /&gt;
&lt;br /&gt;
'''Secondary''': this will be your go-to method of breaking down the glass walls. Personally I just use Black Spindle and 2-shot the buggars (as my raid loadout only changes once, after Golgy), but shotguns will work really well if that's what you're worried about. I was with someone today who was using a Wormwood on the things from a distance that worked wonders, so don't rule out sidearms if you can't be bothered to change from your Crucible loadout before you start...&lt;br /&gt;
* Avoid: fusion rifles. I'll be saying this a lot...&lt;br /&gt;
&lt;br /&gt;
'''Heavy''': Machine Guns are super against the mobs in the middle. Rockets will clear them out very handily too, although I wouldn't get too attached to your Rocket Launcher...&lt;br /&gt;
* Avoid: swords I suppose? I'm sure someone has found a use for them.&lt;br /&gt;
&lt;br /&gt;
===Ships Jumping Puzzle===&lt;br /&gt;
* Avoid: warlocks&lt;br /&gt;
&lt;br /&gt;
===Totems===&lt;br /&gt;
'''Primary''': here's where things get technical. Your foes will be a mix of Acolytes, Thrall, Wizards and Knights. On either side, you want to be operating at maximum efficiency on mob duty, otherwise you'll be overwhelmed by Acolytes. This means one-shotting the bastards as they jog out of the doors. At the moment, at 400 light on the 310 raid, a mid-high impact such as sigh Hung Jury or Doom of Chelchis will one-shot them. In the old days, you needed something like Cocytus or Colovance's Duty to do that.&lt;br /&gt;
&lt;br /&gt;
HOWEVER. On Crota's End, you'll have noticed that Scouts can not one-shot 390 light Acolytes (NB not tested with Chaos Dogma or a Badger CCL with Explosive Rounds. They might do the trick?). What this means is that every time you see an Acolyte, you will need to pull the trigger twice to kill it, no matter your flavor of Scout. Whilst you're faffing around with that on Totems, another one has run out the door and is shooting little bits of black hole at you, or the Boomer has spawned, etc etc.&lt;br /&gt;
What will consistently one-shot Acolytes are Pulse Rifles (think mid-high impact archetype). Steel Medulla would be great because of the extra agility (always nice), and a Firefly Smite of Merain will be your best friend. Hand Cannons will also do the job, but you'll be two-shotting any Acolyte further than three meters away, so unfortunately they're out of the question unless your range stat is very high.&lt;br /&gt;
*Avoid: High impact Scouts. Mid-high do the same job and they do it faster (they're still a goddamn liability though). Auto Rifles might work, but generally they're a bit of a liability unless they're called Genesis Chain (awesome weapon, works great on Acolytes and Thrall). Hand Cannons are out because Bungie gutted range, and also because a big problem many people run into on Totems is running out of primary ammo - HCs have such a low reserve that this almost becomes a guarantee.&lt;br /&gt;
&lt;br /&gt;
'''Special''': A Sniper Rifle. We'll see how much impact you need to one-shot Boomers at 390, but I'm going to say play it safe and go for a 1KYS archetype upwards. I just use my Spindle. Crucible vendor is currently selling a good Event Horizon, Solar no less, so you literally have no excuse not to be prepared for this raid with decent precision damage weapons. &amp;quot;Oh but juliett, I don't have a good sniper!&amp;quot; is not on the list of acceptable things to say next week as I'm glaring at the fusion rifles on your loadout. Solar is preferred because it can burn down Wizard shields.&lt;br /&gt;
* Avoid: fusion rifles. Shotguns can have a small role as long as no more than one or two people have them - there are some mean ass yellow bar Knights in this fight. Swordbreaker perhaps? Otherwise, don't bother. Sidearms, similarly useless because of ranged battles.&lt;br /&gt;
&lt;br /&gt;
'''Heavy''': Machine Guns in Solar flavor will be a great asset to your team, as you can use them to quickly burn down Wizards and control the mobs that spawn in the center. Quillim's Teminus is an excellent choice. Razelighter might be a sensible choice if you're struggling with those yellow bars.&lt;br /&gt;
* Avoid: Rocket Launchers unless you're being REALLY stubborn about them. I guess they could be used here, but honestly don't get in the habit of carrying a Rocket Launcher into KF.&lt;br /&gt;
&lt;br /&gt;
===Warpriest===&lt;br /&gt;
'''Primary''': as above, Scout Rifles are going to make you work for those Acolyte kills. The absolute last thing you want as the Aura holder is for you to put one shot into an Acolyte, and for it to duck back into cover, killing you and likely causing a wipe - remember, the Acolytes take cover when you ADS at them, and the longer you ADS, the more you're fucked. You want weapons that can consistently kill Acolytes with a single trigger pull from any distance. AKA mid-high impact Pulse Rifles. This is also because Ogrelytes are a very real possibility, and you don't want those ducking back into cover after you hit them once.&lt;br /&gt;
* Avoid: anything with Firefly or Explosive Rounds. These can cause the Aura holder to accidentally kill more than one mob at a time, which will eat through your Aura stacks. Exotic weapons - you need your special/heavy to be exotic.&lt;br /&gt;
&lt;br /&gt;
'''Special''': Black Spindle, Ex Machina, vendor Event Horizon or your favorite PvE god-roll sniper. Nothing else will do. You will need to be pumping as many rounds as possible into the boss.&lt;br /&gt;
* Avoid: everything else. Using your primary against the boss because you think Chaos Dogma is somehow better than a sniper at boss DPS.&lt;br /&gt;
&lt;br /&gt;
'''Heavy''': either a decent Solar Machine Gun for Wizard duty, or your trusty Sleeper Simulant. I actually don't know which is better, Sleeper or Spindle, but there's nothing more satisfying than the synchronised thump of six Spindles laying into Warpriest. Your mileage may vary, please let me know in the comments if you think Sleeper is better here.&lt;br /&gt;
&lt;br /&gt;
===Golgoroth===&lt;br /&gt;
'''Primary''': same notes as before on Pulse Rifles v Scouts. Up to you, but I recommend a decent Pulse. The main threats here are Acolytes and Taken Thrall, so use what makes those manageable. The gaze-holder should use a weapon with Outlaw, as Golgy's spitballs count as precision kills when destroyed - having speedy reloads really helps.&lt;br /&gt;
* Avoid: exotics, high impact Scouts, Auto Rifles that aren't Genesis Chain, etc. YMMV with Hand Cannons, you might find it tricky grabbing the gaze.&lt;br /&gt;
&lt;br /&gt;
'''Special''': Black Spindle. Practically compulsory. If not, that vendor Event Horizon is sitting there calling out for you. I'd use my Triple Tap / Casket Mag 1KYS if I wasn't running Spindle. You get the idea.&lt;br /&gt;
* Avoid: literally anything else. You have no excuse, you've been warned. Don't use your primary.&lt;br /&gt;
&lt;br /&gt;
'''Heavy''': A decent machine gun to pump into his little tummy once your sniper runs dry. Hopefully you got an HQT to drop from Warpriest - upgrade it.&lt;br /&gt;
* Avoid: for the love of God, NO ROCKET LAUNCHERS. Golgy DPS is dependent on Crit damage, which you can't do not matter how much you wish you can. Rockets are useless in this fight. Don't use Sleeper Simulant. Golgoroth is bugged somehow, and It does about the same damage as a Sniper shot, it is not worth the firing/reload time. If you see anyone using Sleeper on this fight, pass the knowledge on. Maybe they'll fix it, but it was still the case yesterday and today on my 3x runs this week.&lt;br /&gt;
&lt;br /&gt;
===The Dickwall===&lt;br /&gt;
'''Primary''': many people opt for Touch of Malice, as it does really reliable high damage when you're in an immunity Aura (like you'll be for all your DPS in this fight). When it's in Final Round mode, it should also one-shot the Taken Vandals that spawn at 43 seconds. Don't use it on the Taken Acolytes or Taken Centurions unless you're immune - just use grenades, supers and heavy ammo. If you don't have it, use whatever's comfortable for you vs Taken enemies.&lt;br /&gt;
* Avoid: telling people not to use ToM. Above all, it's reliable and risk-free DPS whilst in the Aura. Also, don't tether the Daughter because it makes her cover her face with her hands.&lt;br /&gt;
&lt;br /&gt;
'''Special''': A backup sniper rifle just in case you don't fancy ToM-ing your vandal, or a good sniper rifle as above if you don't have ToM.&lt;br /&gt;
* Avoid: fusion rifles, shotguns, sidearms for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
'''Heavy''': A Machine Gun for mob cleanup is always handy. If you're really bloody-minded you can use a Rocket Launcher to clear the mobs as they spawn, but take note that you'll be making yourself look silly.&lt;br /&gt;
* Avoid: Sleeper Sim - it does good damage, but you'll probably miss because your fool of a Nightstalker tethered the boss. Risk is too high for the reward.&lt;br /&gt;
&lt;br /&gt;
===Oryx===&lt;br /&gt;
'''Primary''': I use Touch of Malice, as I personally find that a team of a few ToMs is the most reliable way of staggering Oryx (no need for Heavy ammo or Super energy). You might have your exotic slot taken up by Sleeper Sim, so in that case I'd recommend a Scout or Pulse that can take out groups of Taken foes in short order. Some people switch to another Primary like Red Death for the Thunderdome sections, but personally I think spending time in your menus for anything other than Synths is a recipe for an accidental death and then a wipe. Hopefully you'll get lucky with an HQT with Leech Life, so you can farm the teams of Taken Thrall for HP. Or, just do the same with ToM which has the same thing built in...&lt;br /&gt;
* Avoid: No Land Beyond.&lt;br /&gt;
&lt;br /&gt;
'''Special''': A decent sniper as above to tackle the Shade of Oryx which spawns in the Thunderdome. Triple Tap, Casket Mag etc etc. This will double up as your backup for helping the middle teams kill Ogres, and for killing your Light Eater knight from a distance. A technical note - at 320 light on the 310 raid, a single 1KYS shot was NOT enough to one-shot these special Knights. Unfortunately the only thing that could was Black Spindle, and we couldn't afford to waste an exotic slot there. Nowadays, we have access to Event Horizon and Ex Machina, both of which should do the job. Who knows, maybe 1KYS will be enough for the Knights at 390, but I somewhat doubt it - be prepared.&lt;br /&gt;
* Avoid: anything not sniper-shaped.&lt;br /&gt;
&lt;br /&gt;
'''Heavy''': A decent machine gun to clean up mobs should you wish to avoid damaging yourself with ToM. As noted above, a Leech Life HQT is the best option here. It also serves to lay down DPS on Ogres. Sleeper Simulant should be your go-to heavy for the center team, as Blessing cheese is firmly in the past. It should melt those Ogres in short order. Precision damage is king in this raid. Some teams might consider running 6x Sleeper instead of ToM, which is totally understandable - Tuesday pending, I might switch to endorsing that strategy if Ogres become a PITA. The Aura holder might consider using Razelighter against the yellow bar Knight, but personally I just ToM him down or Nova Bomb as I walk back to the middle. Doesn't seem worth wasting your exotic slot on, but YMMV.&lt;br /&gt;
* Avoid: you guessed it, Rocket Launchers.&lt;br /&gt;
&lt;br /&gt;
==Strategy Guide==&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|#Loot Table}}&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Exotic Weapons====&lt;br /&gt;
{{#ask: [[Category:Weapons]] [[Category:Exotic]] [[Category:King's Fall (Age of Triumph)]]&lt;br /&gt;
| ?Type&lt;br /&gt;
| ?Damage Type&lt;br /&gt;
| ?Attack#-&lt;br /&gt;
| ?Impact#-&lt;br /&gt;
| ?Rate of Fire#-&lt;br /&gt;
| ?Range#-&lt;br /&gt;
| ?Stability#-&lt;br /&gt;
| ?Reload#-&lt;br /&gt;
| ?Magazine#-&lt;br /&gt;
| headers = plain&lt;br /&gt;
| mainlabel = Weapon&lt;br /&gt;
| sort = Type&lt;br /&gt;
| link = all&lt;br /&gt;
| class= sortable wikitable smwtable&lt;br /&gt;
| limit = 9999&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Legendary Weapons====&lt;br /&gt;
{{#ask: [[Category:Weapons]] [[Category:Legendary]] [[Category:King's Fall (Age of Triumph)]]&lt;br /&gt;
| ?Type&lt;br /&gt;
| ?Damage Type&lt;br /&gt;
| ?Attack#-&lt;br /&gt;
| ?Impact#-&lt;br /&gt;
| ?Rate of Fire#-&lt;br /&gt;
| ?Range#-&lt;br /&gt;
| ?Stability#-&lt;br /&gt;
| ?Reload#-&lt;br /&gt;
| ?Magazine#-&lt;br /&gt;
| headers = plain&lt;br /&gt;
| mainlabel = Weapon&lt;br /&gt;
| sort = Type&lt;br /&gt;
| link = all&lt;br /&gt;
| class= sortable wikitable smwtable&lt;br /&gt;
| limit = 9999&lt;br /&gt;
}}&lt;br /&gt;
===Armor===&lt;br /&gt;
====Titan Armor====&lt;br /&gt;
{{#ask: [[Category:Armor]] [[Category:Titan Armor]] [[Category:King's Fall (Age of Triumph)]]&lt;br /&gt;
| ?Type&lt;br /&gt;
| ?Defense#-&lt;br /&gt;
| ?Discipline#-&lt;br /&gt;
| ?Intellect#-&lt;br /&gt;
| ?Strength#-&lt;br /&gt;
| headers = plain&lt;br /&gt;
| link = all&lt;br /&gt;
| limit = 9999&lt;br /&gt;
| class= sortable wikitable smwtable&lt;br /&gt;
}}&lt;br /&gt;
====Hunter Armor====&lt;br /&gt;
{{#ask: [[Category:Armor]] [[Category:Hunter Armor]] [[Category:King's Fall (Age of Triumph)]]&lt;br /&gt;
| ?Type&lt;br /&gt;
| ?Defense#-&lt;br /&gt;
| ?Discipline#-&lt;br /&gt;
| ?Intellect#-&lt;br /&gt;
| ?Strength#-&lt;br /&gt;
| headers = plain&lt;br /&gt;
| link = all&lt;br /&gt;
| limit = 9999&lt;br /&gt;
| class= sortable wikitable smwtable&lt;br /&gt;
}}&lt;br /&gt;
====Warlock Armor====&lt;br /&gt;
{{#ask: [[Category:Armor]] [[Category:Warlock Armor]] [[Category:King's Fall (Age of Triumph)]]&lt;br /&gt;
| ?Type&lt;br /&gt;
| ?Defense#-&lt;br /&gt;
| ?Discipline#-&lt;br /&gt;
| ?Intellect#-&lt;br /&gt;
| ?Strength#-&lt;br /&gt;
| headers = plain&lt;br /&gt;
| link = all&lt;br /&gt;
| limit = 9999&lt;br /&gt;
| class= sortable wikitable smwtable&lt;br /&gt;
}}&lt;br /&gt;
===Other Items===&lt;br /&gt;
====Artifacts====&lt;br /&gt;
*[[Claw of Command (Year 3)]] - [[Titan Artifact]]&lt;br /&gt;
*[[Sootpearl (Year 3)]] - [[Titan Artifact]]&lt;br /&gt;
*[[Fist of Eight Moons (Year 3)]] - [[Hunter Artifact]]&lt;br /&gt;
*[[Thrallskin Drum (Year 3)]] - [[Hunter Artifact]]&lt;br /&gt;
*[[Leaf of the Bleeding Tree (Year 3)]] - [[Warlock Artifact]]&lt;br /&gt;
*[[Numinous Web (Year 3)]] - [[Warlock Artifact]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;/div&gt;</summary>
		<author><name>Bnxodesk</name></author>	</entry>

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