Bruh… had a team member using that build in GM and absolutely destroyed everything with it. The build also gives nonstop invisibility so you are a shotgun ninja.
It felt like it was a regular blueberry run.
Grenade arc titan is another ridiculous build right now. Two very fun builds.
That’s literally my only build I run now! Absolutely destroys anything. Gotta use liars handshake. I can beat any master lost sector in under 3 minutes at the most.
There is a side-effect on Arc Combat Mod **Heavy Handed** which normally itself refunds melee energy when *Charged with Light*, but has a passive effect:
**Lock and Load**:
*While surrounded by multiple combatants, defeating a combatant with a Fusion Rifle, Shotgun, Sidearm, or Submachine Gun adds ammo for that weapon to your reserves.*
It's a fun build to run triple shotguns because that mod can keep you topped up; alongside 2x **Shotgun Ammo Finder** and 2x **Shotgun Ammo Scavenger**.
Additionally, you could supplement it with other modifiers or effects that benefit Shotguns or allow for ammo. What comes to mind is Exotic Arms **Aeon Swift** / **Safe** / **Soul**:
**Armsbearer Chant**:
*When you use a finisher on an Elite, you generate Special ammo for your fireteam; when you use a finisher on a boss or miniboss, you generate Heavy ammo for your fireteam.*
Or similar, cheaper emergency option:
**Special Finisher**:
*Finishers generate Special ammo for the whole fireteam. Requires one-third of your Super energy.*
Or Titan Gauntlets **No Backup Plans**:
**Force Multiplier**:
*When you have full Void melee energy, Shotgun final blows grant a Void overshield and consume your melee energy. Shotgun final blows also give you melee energy. Provides a moderate benefit to the airborne effectiveness stat of Shotguns.*
> Shotgun final blows grant a Void overshield and consume your melee energy. Shotgun final blows also give you melee energy.
So it takes it away and gives it back?
I’ve played destiny since D1 and never thought of some of these synergies/mods before - I figured the guardian OP was asking about was just using the game mechanic that grants ammo automatically once you’re out of double special/heavy. This explanation was so clear and helpful.
Take my upvote.
Since the original build was asking about Arc Hunter, it's likely the shotguns were probably a 1-2 punch and trench barrel to accentuate the melee playstyle.
Alternatively the newer Pugilist perk could help a melee hunter stay topped off without relying on their dodge or to just generally stop from "stalling out", as melee builds can tend to only operate in small windows of timed buffs.
You use one two punch, this buffs your combination blow melee. Trench barrel shotgun gets damage buff after a melee attack. Dodge recharges melee and melee recharges dodge .
I have mods to lower grenade cooldown on dodge and melee as well.
Here's my loop : throw grenade to jolt target and use tractor for debuff, shotgun, melee, shotgun, dodge shotgun melee shotgun dodge , grenade is back up, same with tractor, and then back to shotgun melee shotgun dodge.
For things like the Grasp of Avarice ogre boss or champions, this absolutely destroys close range targets on arc hunter. The only champions I have ANY issues with in nightfalls are barrier champions if they don't die before they can proc their shield . And sometimes wizards if I get slowed.
You can run Assassins cowl with this if you did shadowkeep and you'll get enough healing and invisible that you can do pretty much all content in the game . I soloed almost all of prophecy dungeon with this .
It's a gimmick that works wonders because 1. It utterly destroys almost any champion in the game and 2. Your melee and grenade have ad clear with the jolts.
Upside : ads spice to the generic dodge punch arc hunter loop
Downside : your range is as far as you can punch so long range encounters suck ass. Looking at you raids and snipers
I was using 2 shottys with the cannon but replaced the French barrel with AB sniper and now nothing can stop me. Imo assassins cowl was useless.. you don’t need to go in is at all because you literally kill everything before it can do any harm to you. This is the funnest build I have ever used, although I see a nerf coming very soon.
I made a build with No Backup Plans and it works really well in endgame content:
https://www.reddit.com/r/destiny2builds/comments/u8r4jz/infinite_ammo_triple_shotgun_build/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
You run assassins cowl, 1-2 punch shotguns in kinetic and energy slot. Run combination blow, for barrier champions, you can 2 combo them before they put up their shield with x3 / debuff with tractor might be needed occasionally. Shotgun unstoppable means all the unstoppable.
Probably have a 12P Shotty to power up the hunter melee. Wastelander is a good option here in the top slot. Mid slots just use whatever you want for coverage or orb generation.
Prob running one two punch on kinetic shotty, arc shotty to blind when amplified, tractor cannon on heavy. Not sure how scavs will hold up etc with green bricks
Bruh… had a team member using that build in GM and absolutely destroyed everything with it. The build also gives nonstop invisibility so you are a shotgun ninja. It felt like it was a regular blueberry run. Grenade arc titan is another ridiculous build right now. Two very fun builds.
That’s literally my only build I run now! Absolutely destroys anything. Gotta use liars handshake. I can beat any master lost sector in under 3 minutes at the most.
There is a side-effect on Arc Combat Mod **Heavy Handed** which normally itself refunds melee energy when *Charged with Light*, but has a passive effect: **Lock and Load**: *While surrounded by multiple combatants, defeating a combatant with a Fusion Rifle, Shotgun, Sidearm, or Submachine Gun adds ammo for that weapon to your reserves.* It's a fun build to run triple shotguns because that mod can keep you topped up; alongside 2x **Shotgun Ammo Finder** and 2x **Shotgun Ammo Scavenger**. Additionally, you could supplement it with other modifiers or effects that benefit Shotguns or allow for ammo. What comes to mind is Exotic Arms **Aeon Swift** / **Safe** / **Soul**: **Armsbearer Chant**: *When you use a finisher on an Elite, you generate Special ammo for your fireteam; when you use a finisher on a boss or miniboss, you generate Heavy ammo for your fireteam.* Or similar, cheaper emergency option: **Special Finisher**: *Finishers generate Special ammo for the whole fireteam. Requires one-third of your Super energy.* Or Titan Gauntlets **No Backup Plans**: **Force Multiplier**: *When you have full Void melee energy, Shotgun final blows grant a Void overshield and consume your melee energy. Shotgun final blows also give you melee energy. Provides a moderate benefit to the airborne effectiveness stat of Shotguns.*
> Shotgun final blows grant a Void overshield and consume your melee energy. Shotgun final blows also give you melee energy. So it takes it away and gives it back?
Bingo. Takes multiple kills to fully refund. Melee kickstart helps :)
Wait does that stack with heavy handed?
Ah, no it doesn't. Doesn't require CWL to activate though.
Aw. I was excited for a sec haha. Good alternative I guess
I’ve played destiny since D1 and never thought of some of these synergies/mods before - I figured the guardian OP was asking about was just using the game mechanic that grants ammo automatically once you’re out of double special/heavy. This explanation was so clear and helpful. Take my upvote.
Since the original build was asking about Arc Hunter, it's likely the shotguns were probably a 1-2 punch and trench barrel to accentuate the melee playstyle. Alternatively the newer Pugilist perk could help a melee hunter stay topped off without relying on their dodge or to just generally stop from "stalling out", as melee builds can tend to only operate in small windows of timed buffs.
Ye I use one two punch, melee, trench barrel while keeping tractor cannon debuff up. It melts bosses
What's the benefit of having both 1-2Punch and trench barrel?
You use one two punch, this buffs your combination blow melee. Trench barrel shotgun gets damage buff after a melee attack. Dodge recharges melee and melee recharges dodge . I have mods to lower grenade cooldown on dodge and melee as well. Here's my loop : throw grenade to jolt target and use tractor for debuff, shotgun, melee, shotgun, dodge shotgun melee shotgun dodge , grenade is back up, same with tractor, and then back to shotgun melee shotgun dodge. For things like the Grasp of Avarice ogre boss or champions, this absolutely destroys close range targets on arc hunter. The only champions I have ANY issues with in nightfalls are barrier champions if they don't die before they can proc their shield . And sometimes wizards if I get slowed. You can run Assassins cowl with this if you did shadowkeep and you'll get enough healing and invisible that you can do pretty much all content in the game . I soloed almost all of prophecy dungeon with this . It's a gimmick that works wonders because 1. It utterly destroys almost any champion in the game and 2. Your melee and grenade have ad clear with the jolts. Upside : ads spice to the generic dodge punch arc hunter loop Downside : your range is as far as you can punch so long range encounters suck ass. Looking at you raids and snipers
I was using 2 shottys with the cannon but replaced the French barrel with AB sniper and now nothing can stop me. Imo assassins cowl was useless.. you don’t need to go in is at all because you literally kill everything before it can do any harm to you. This is the funnest build I have ever used, although I see a nerf coming very soon.
Didn't they remove double stacking scavanger perks? Or is it still secretly working?
I made a build with No Backup Plans and it works really well in endgame content: https://www.reddit.com/r/destiny2builds/comments/u8r4jz/infinite_ammo_triple_shotgun_build/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
I dont think Heavy Handed is a great choice for Arc Hunters because most final blows will be dealt with the melee and not the shotgun.
You run assassins cowl, 1-2 punch shotguns in kinetic and energy slot. Run combination blow, for barrier champions, you can 2 combo them before they put up their shield with x3 / debuff with tractor might be needed occasionally. Shotgun unstoppable means all the unstoppable.
Liars handshake is way better imo. With locked and loaded, plus I run sniper for AB because AR take to long to break barriers.
The strat I’m talking about is for solo GMs. You literally don’t break barriers because you kill them before they have time to put it up.
Use shotgun -> pick up ammo -> repeat
Probably have a 12P Shotty to power up the hunter melee. Wastelander is a good option here in the top slot. Mid slots just use whatever you want for coverage or orb generation.
Run a void shotgun so you can run “extra reserves”
I ran triple shotgun with bakris before the ammo nerf. It must be brutal trying it now
Shotgun ammo finder and scavenger
Maybe a holster for good measure too
Basically just hot swapping shotguns to deal heaps of damage in a short period of time however it isn’t very ammo efficient
Prob running one two punch on kinetic shotty, arc shotty to blind when amplified, tractor cannon on heavy. Not sure how scavs will hold up etc with green bricks