[MOTE] Public Destiny 2 Gambit Team Builds

Team Builds

We have five team designs that we use in our “sweaty” stacks. Team Warmind with three variations: Warmind Dark Ice, Warmind Fire and Ice and Warmind Fire. And then two more that I call Radiant Prime and Radiant Friends. I’d say that the degree of structure, effectiveness and requirements go in that order, in other words, Radiant Friends has more choice in subclasses and weapons than Warmind Fire and Ice and Warmind Dark Ice is entirely prescriptive. For each, we have an infographic and links to each role, class and subclass.

We will start with the most accessible: Radiant Friends.

Radiant Friends

This team goes completely open in the class, subclass and weapon choice, it’s simply making sure that everyone is helping everyone stay Charged with Light and at least having a 20% buff in High-Energy Fire. These mods are common and frequently drop, even on new accounts with <100 hours played.

Radiant Prime

The Radiant Prime team is the closest we have to a simple recreation of a typical Gambit Prime load-out.

Individual players can exchange the Stacks on Stacks mod with either Supercharged, Extra Reserves, High-energy Fire or Lucent Blade.

The Killector’s job is to collect motes, clear the bank and kill the primeval. This role is restricted to a Titan Sentinel subclass and a sword. The build is strong enough that they can solo reap a wave and solo kill a primeval within one invade timer.

Season of the Chosen Update
Killector with a lightweight shotgun, Jötunn and Falling Guillotine.

The Heavy-Handed Ice Reaper is a Warlock wearing Nezarec’s Sin, maining Telesto and with the Shadebinder subclass. The combination of a Warlock stasis for crowd control and warmind cells is very powerful. This particular Warlock build is strong enough that killing a wave will grant their super for the next.

Heavy-handed Ice Reaper with a slug shotgun, Telesto and Falling Guillotine.

[MOTE] Clan Preferred Destiny 2 Gambit Team Builds

Warmind Builds

These builds have added Warmind Cells, these mods came into the game at a later point than the Charge with Lights mods so these builds will last more seasons (update: sunsetting is sunset).

Warmind Cells are great as long as everyone on the team can generate Warmind Cells when they destroy them and maximizing the damage and its range upon explosion. Warmind Cells last for 20 seconds, you can infinitely hold them (throwing a cell is your ADS button) and while holding them you can perform everything in the game except your super and the Power of Rasputin buff does not transmit through a titan bubble.

These builds have the benefit in the Invader can help reap from range while posted for anti-invade and the Killector can simply shotgun Warmind Cells while collecting or hit them with Jötunn from range (usually the bank).

Warmind Fire and Ice

The Warmind Fire and Ice Team build.

There are four roles in this team: the High-Energy Invader, the Heavy-Handed Ice Reaper, the Warmind Fire Reaper and the Killector.

The Killector’s job is to collect motes, pop Warmind Cells, clear the bank and kill the primeval. This role is restricted to a Titan Sentinel subclass and a sword. The build is strong enough that they can solo reap a wave and solo kill a primeval within one invade timer.

Let’s start with a demo of a Killector running a legendary sword with the team suggested Power of Rasputin and Warmind’s Protection.

The Heavy-Handed Ice Reaper is a Warlock wearing Nezarec’s Sin, maining Telesto and with the Shadebinder subclass. The combination of a Warlock stasis for crowd control and warmind cells is very powerful. This particular Warlock build is strong enough that killing a wave will grant their super for the next.

Heavy-handed Ice Reaper with a slug shotgun, Telesto and Falling Guillotine.

The Warmind Fire Reaper has six class and subclass variations where there are exotic armor and weapons that add to the overall team build and to the individual’s capabilities (for example, St0mp-EE5 does nothing for a team):

  1. The Transversive Grace Warlock
  2. The Burning Skybracer Warlock
  3. The Phoenix Grace Warlock
  4. The Ashen Maul Titan
  5. The Phoenix Breaker Titan
  6. The Starfire Protocol Warlock
  7. The Severanced Maul Titan [Tested. There wasn’t a single instant of an explosive hammer generating a warmind well in 15 minutes of solo reaping and only one example of a finisher on a major. Neutral at best and not currently recommended.]
  8. The Ophidian Hunter running Way of the Outlaw’s Proximity Explosive Knife.  [Tested. No synergy.]
  9. The Bombardier Hunter just constantly dodging, might even want to be smoke bomb invisible. [Tested. Terrible. The range of the little bomb is small and does very little damage.]
  10. The Khepri’s Horn Titan with maximum resilience. [Tested. Terrible]

The High-Energy Invader isn’t restricted to class or subclass and we ask that they use a weapon capable of generating warming cells while being able to shoot any Warmind cells from range while posted in a defensive position against an invader.

Warmind Fire

This team is simply a variation were there are two Warmind Fire Reapers with different weapon choices.

The Warmind Fire Team build.

Warmind Dark Ice

This team build is specific and contains every global debuff, global buff, and stackable buffs from armor mods, weapon perks, gear perks while maximizing the presence of high dps weapons.

The Warmind Dark Ice Team build.

Every team member is capable of generating Warmind Cells, can safely and maximally detonate them, and both reapers can carry Warmind Cells to new locations.

The Global Buff for primeval DPS is Weapons of Light from the Titan’s Ward of Dawn (35%) and the Global Debuff is Tether Debuff Anchor (30%) from the Hunter’s top tree Nightstalker subclass.

Power of Rasputin is a 10% buff on top. Taken Spec is another 10% buff and still works in Gambit (confirmed).

Disruption break on the SMG is a 50% buff to Whitherhoard damage.

Rotation and usage example for a Disruption Break energy weapon and whitherhoard.

The Warlock has an effectively constant 25% Global Buff from Whisper of Hedrons (shows as “Damage Boost” and an up to 100% buff when destroying frozen targets near them with Whisper of Fissures.

Then there is the Arc Shockwave from Vesper of Radius as a damage source.

Vesper Disrupted Warlock build

And the alternative Necrotic Grip also has Grasp of the Devourer which does a poison damage over time and it’s modifier can stack up to ten times for a 390% increase from initial.

Fully stacked on primeval, it takes two sword wielders less than 9 seconds to kill the Primeval.

Aeon Warmind Dark Ice

Here is our recommendation for a Season of the Chosen Aeon Warmind Team build. As in all the team builds this one has every available and stackable buff and debuff in the game. This is an effective, consistent, hard-to-kill team. For the primeval kill, you want the primeval in chains of duskfield grenades, half in the bubble, the well in the bubble and when you load them up with anarchy, grenades, double witherhoard and start swording/slug shotgunning the primeval, it disappears in a time frame where you are safe.

Aeon Warmind Team Build

[MOTE] Gambit Team Compositions and Commentary about Season of the Hunt

A post-mortem and commentary on Gambit Prime

People wax nostalgic for Gambit Prime while complaining about the current mode (at least in the bubble that I play in). I’ve been the founder and one of the leaders of what is the oldest surviving “Gambit Prime sweat clan” that at its peak was full with a waiting list and we only lost to each other or people we knew. If you bump into players that are in a gambit oriented clan and they play well, they’re even probably former members.

Personally I’ve played more prime matches than most (12k+), and played double digit accounts to the Reckoner title (eventually I got it to down to about 28 hours played to do). I have played Destiny 2 on PC since the day it was released, and I’m glad that Gambit Prime is done. The truth is that it was a solved meta encased in armor sets with distinct capabilities, with many of the top players and teams stuck to the same classes, subclasses and playstyles and where winning came to down to (1) not making mistakes on the reap and (2) strong invading and anti-invading.

My assessment of the current mode is straightforward: it is a stripped down version of Gambit Prime on the same maps, with easier waves of less variable mobs, a heavy invader nerf and a smaller Primeval that lacks any challenging gating mechanics while at the same time a match can spin out of control from simple mistakes that a team simply can’t recover from as long as the other side keeps up their momentum. There aren’t mechanisms or sufficient time to stop them. On the positive side, in this stripped down version, I see fundamentals that could be tuned in straightforward ways and a core mechanic that would allow Bungie to do interesting variations and the elimination of the sets has allowed us to experiment in ways where we’re playing matches even faster than prime. Great!

Motivation

I play this game and games in general for a social and team aspect while looking for broader lessons that I can apply to other parts of my life. Yes, I understand, it’s “playing video games” but that doesn’t mean there can’t be a more noble goal for the time spent. It’s likely the same personal reasons why I led a WoW guild from Vanilla through Wrath of the Lich King. I enjoy it when a certain team composition, attitude and set of behaviors is what is required to win, and I also believe that a high level of team play and being able to be socially competent and communicate well are the best lessons that younger people can learn while gaming.

Principles

There is a lot discussion and content around individual builds and play styles: a trials or control loadout for a hunter will work while invading solo and any AoE PvE build will work while reaping; however, solo play will never “win” against a stacked, coordinated and communicating team, and the reason why “win” is in quotes is because that stacked team lost: your winning was simply a consequence of their mistakes. A great team will have 2.5-3x the DPS output of a random team and can complete an entire match in 2 to 2.5 minutes, 1.5 minutes of which you have an invader on the enemy’s side and a bank they cannot clear, and 6-8 seconds of which is that team killing their primeval.

Solo builds and play styles are not team builds and play styles where there are armor mods, perks and weapons that are both about yourself and the team. While you play, you let your team mates do their role because when you don’t, it leads to ammo starvation, motes not picking up and abilities not being regenerated.

Generally, I keep this type of material in the clan area of our own discord and in a limited number of teams; I thought we’d share it more broadly because I feel that I read more negative things about the game and this and other game modes than I read or hear positive. The concepts are going to be public this season and we’ve posted different individual builds on YouTube. I will post all the builds in the Guides section of the web site: we have two “starter” team builds publicly available and then other’s will be available for [MOTE] clan members to log in and view. As I’ve told our own clan mates, “whatever the new Gambit will be, I do know that we’ll work to be the best at it and we’ll have fun together while we do it.”

When designing some of our teams and playstyles, there a few principles and some clues from the type of perks that were present on Gambit Prime armor and other game modes. Team builds need to maximize abilities uptime (there should always be one present and its use should regenerate another), special and heavy ammo must be preserved while almost being exclusively used, there has to be benefits and capabilities in the build that wouldn’t be possible as a solo player and we must continue to couple a blocker and drain mechanic with an invader.

I also wanted more variety: we should design team builds that allow people to play their desired and multiple classes and sub-classes and there should be different rotations and weapon choices while never compromising on the game.

Find out more in Guides.

Season of Arrivals: League and Tournament

We will be moving from a one day tournament to league play that defines the brackets for Gold, Silver and Bronze in a playoff tournament.

We are starting early this season and this has benefits: flexibility in scheduling, consistent blocks of time and plenty of competitive opportunities while being reasonable (about 32-40 games over about a month). We will stay close to the in-game public mode.

After registering interest at our main discord, your team will be given access to the league discord.

Calendar

Each team will be playing four games against each other team from Friday, July 17/18 to August 22/23rd, 2020 (this is a 6 week period of time).

The playoff tournament will be August 28-29th and Sept 4-5th, 2020.

This provides us plenty of time as the last full day of the season is Sunday Sept 20th/Monday Sept 21st.

Allowances

  • All weapons and armor are legal.

Restrictions

  • Scorn is banned.
  • Scorn combined with Deep Six is banned (with one exception).
  • Players are locked into their weapon, armor selections, classes and sub-classes for each and all games. If you are found to have violated this for a game, the points will be reversed and each team member will have to acknowledge their understanding of the rule. A second violation will be double points and a third will lead to a disqualification from the season’s league play.
  • Because of the flexibility in scheduling league play, no team member substitutions or replacements are allowed because they would disqualify earlier matches.

Requirements

  • Be known and of good standing in discord.gg/gambit
  • Record/stream game play: at least one per team. Ideally we’d be able to capture a reaper and the invader view from each team in each game.

League Structure

Each team will be playing four games against each other team. For example, 8 teams total will mean that each team plays 32 games over about a month of league play. The invaders will host two games each.

  1. Maps and Enemies
    • Emerald Coast: Cabal
    • Legion’s Folly: Vex
    • New Arcadia: Hive
    • Deep Six: Fallen
  2. Game Settings
    • Game type: Gambit Prime
    • Encounter Variants: Random
    • Value Targets: HVTS and CUTS enabled
    • Invasion: Power OFF; nameplates on
  3. Point System: a double point bracket to make sure there’s a quantitative basis for competitive brackets in the playoffs.
    • Won: A1 point
    • Lost: A0 points
    • Primeval is dead, no primeval on the other side: B4 points winning team, B1 point losing team
    • Primeval is dead, primeval is present on the other side: B3 points winning team, B2 points losing team
    • The reporting will be “won, primeval was up on the other side. Team 1: A1,B3. Team 2: A0,B2”
  4. Tie Breaker/Dispute Format (to clarify: this is largely a joke)
    1. Deep Six: Scorn
    2. Game type: Gambit Prime
    3. Encounter Variants: Variant C
    4. Value Targets: HVTS and CUTS disabled
    5. Invasion: Power ON; nameplates off

Playoffs

Playoffs will be the top 4 teams from league play sorted by both point systems and will be best of 7 matches.

  • Gold/Silver: 1st vs 2nd
  • Bronze: 3rd vs 4th
  • Prizes: Exotic, Pinnacle or Legendary roles in the discord.

Scheduling

We will be scheduling each team vs team in the league discord. It is best if your team “anchors” in either US, Europe or Asia time zones. Each team will be playing four games against each other team from Friday, July 17/18 to August 22/23rd, 2020.

The playoff tournament will be August 28-29th and Sept 4-5th, 2020.

A good resource is World Time Buddy.

Asia/US suggested time slot

LOS ANGELES, United States, California
5:00p Fri, Jul 17 2020
9:00p Fri, Jul 17 2020

NEW YORK, United States, New York
8:00p Fri, Jul 17 2020
12:00a Sat, Jul 18 2020

SEOUL, South Korea
9:00a Sat, Jul 18 2020
1:00p Sat, Jul 18 2020

US/Europe suggested time slot

LOS ANGELES, United States, California
10:00a Sat, Jul 18 2020
3:00p Sat, Jul 18 2020

NEW YORK, United States, New York
1:00p Sat, Jul 18 2020
6:00p Sat, Jul 18 2020

COPENHAGEN, Denmark
7:00p Sat, Jul 18 2020
12:00a Sat, Jul 18 2020

Europe/Asia suggested time slot

COPENHAGEN, Denmark
12:00p Sat, Jul 18 2020
5:00p Sat, Jul 18 2020

SEOUL, South Korea
7:00p Sat, Jul 18 2020
12:00a Sat, Jul 18 2020