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Pre-Beyond Light armour sorting guide

If you’re anything like me, you'll currently have a Vault that's stuffed with randomly accumulated bits of armour you've been telling yourself you'll get round to sorting sometime, but then log into DIM and get overwhelmed by the 500-odd pieces of gear. It's not too hard for you to sort out reasonable stat rolls and distributions (that bit’s easy to work out, because numbers) but, with the variety of mods available and limitations where they can slot, still have problems sorting out what to keep and what to shard.
I thought I'd share my thought process in sorting out what to keep going into the new season. All of the information about mods and armour sets has been taken from Destiny Sets, where you can also find a description of what each mod does - also credit to the Destiny Item Manager for the ability to filter into sets.
First, the mod categories, by season:
Season 1 (Vanilla Destiny 2), Season 2 (Curse of Osiris) and Season 3 (Warmind)
  • None - this was pre-Armour 2.0
Season 4 (Outlaw): Taken/Dreaming City mods
  • Universal mods: Taken Armaments, Taken Barrier, Taken Invigoration, Taken Repurposing
Season 5 (Forge): Fallen mods
  • Universal mods: Fallen Armaments, Fallen Barrier, Fallen Invigoration, Fallen Repurposing
Season 6 (Drifter)
  • None - we had Gambit Prime armour sets and perks instead
Season 7 (Opulence): Hive and Leviathan mods
  • Universal mods: Energised, Giving Hand, Hive Armaments, Hive Barrier, Hive Invigoration, Hive Repurposing, Power Overwhelming, Shielding Hand, Striking Hand
  • Arc mods: Empowering Largesse, Emperor’s Shock
  • Solar mods: Radian Largesse, Emperor’s Blaze
  • Void mods: Embraced Largesse, Emperor’s Balance
Season 8 (Undying): Dreambane and Garden of Salvation mods
  • Universal mods: Dreambane; Relay Defender, Enhanced Relay Defender
  • Arc mods: Nightmare Banisher, Enhanced Nightmare Banisher, Supreme Nightmare Banisher, Resistant Tether, Enhanced Resistant Tether
  • Solar mods: Nightmare Breaker, Enhanced Nightmare Breaker, Supreme Nightmare Breaker, Voltaic Ammo Collector, Enhanced Voltaic Ammo Collector
  • Void mods: Nightmare Crusher, Enhanced Nightmare Crusher, Supreme Nightmare Crusher, Voltaic Mote Collector, Enhanced Voltaic Mote Collector
Season 9 (Dawn): Charged with light mods 1
  • Universal mods: Empowered Finish, High-Energy Fire, Shield Break Charge, Taking Charge
  • Arc mods: Heavy Handed, Powerful Friends, Quick Charge, Striking Light
  • Solar mods: Blast Radius, Charged Up, Firepower, Heal Thyself
  • Void mods: Extra Reserves, Precisely Charged, Protective Light, Stacks on Stacks
Season 10 (Worthy): Warmind mods
  • Universal mods: Global Reach
  • Arc mods: Blessing of Rasputin, Chosen of the Warmind, Modular Lightning, Sheltering Energy, Strength of Rasputin, Warmind’s Light
  • Solar mods: Burning Cells, Fireteam Medic, Incinerating Light, Light of the Fire, Rage of the Warmind, Wrath of Rasputin
  • Void mods: Cellular Suppression, Grasp of the Warmind, Light from Darkness, Power of Rasputin, Warmind’s Longevity, Warmind’s Protection
Season 11 (Arrivals): Charged with light mods 2
  • Universal mods: None
  • Arc mods: Lucent Blade, Radiant Light, Reactive Pulse, Swift Charge
  • Solar mods: Argent Ordinance, Kindling the Flame, Supercharged, Sustained Charge
  • Void mods: Charge Harvester, Energy Converter, Precision Charge, Surprise Attack
And, now the main activity and season pass armour sets, power cap, and the mods you can slot into them (Iron Banner and Trials of Osiris armour mods slots depend on the season that you dropped them in, so will need to be checked individually):
Seasons 4 and 5
  • Dreaming City armour (1060)
  • Forge armour (1060)
  • Last Wish Raid armour (1360)
  • Scourge of the Past Raid armour (1360)
Seasons 7 and 8
  • Menagerie armour (1060)
  • Leviathan Raid and Raid Lair armour (1360)
  • Crown of Sorrow Raid armour (1360)
Seasons 7, 8 and 9
  • Substitutional Alloy armour (1060)
  • Dreambane armour (1060)
  • Garden of Salvation Raid armour (1360)
Seasons 8, 9 and 10
  • Righteous armour (1260)
Seasons 9, 10 and 11
  • Seventh Seraph armour (1310)
  • Escalation Protocol armour (1310)
Seasons 9, 10, 11 and 12
  • Holdfast armour (1360)
  • Prophecy Dungeon armour (1360)
  • Solstice armour (1360)
There are also open world armour sets that have dropped in season, obviously (I've got a good roll on some 1260 power capped Devastation Complex Titan gauntlets, for example), but too many for my purposes here. But hang on as, if you have any, they'll get picked up in the DIM filters later anyway...
Looking at these two list sets, I've focused my building armour sets around:
  • Last Wish/Scourge of the Past armour, for the Season 4 and 5 mods - Forge and Dreaming City armour will probably still be usable outside of pinnacle activities for a while
  • Garden of Salvation armour, for the Seasons 7. 8 and 9 mods - again, Dreambane and Substitutional Alloy armour will probably be okay for strikes and patrols
  • Holdfast/Prophecy/Solstice Dungeon armour, for Seasons 9, 10, 11 and 12 mods
Arrivals armour has access to both sets of Charged with Light mods, so can slot mods from seasons 9, 10, 11 and 12. This would probably be the choice for PvP, as the mods from other seasons don’t have any impact on PvP play.
Think of all of the gear you have in these groups as candidates for single sets of armour, so don’t think about keeping your best Scourge set, your best Last Wish set etc. Mix and match – that’s what shaders and universal ornaments were made for!
Using DIM, you can construct a filter “(modslot:outlaw or modslot:forge)” - the brackets are important if you're adding additional filters to the end - to highlight the set that covers the Seasons 4 and 5 mods.
The other sets would use the filter “modslot:undying” for Seasons 7, 8 and 9, and “modslot:arrival” for 9, 10, 11 and 12.
It's worth adding "and sunsetsafter:>=12" to the filter, to make sure you've got armour that can make it past the end of this Season. If you're only looking for 1360 armour, just change this value to 14. You can also add the term “and is:titan” at the end to just look at your Titan gear, “and is:warlock” and “and is:hunter” to look at Warlock and Hunter gear to focus in if you’ve got a lot in your inventory. Your final filter will looks something like:
(modslot:outlaw or modslot:forge) and sunsetsafter:>=12 and is:titan 
or
modslot:undying and sunsetsafter:>=14 and is:hunter 
You’ll still need to check stat rolls and distributions for your preferred play style(s). For PvE, I tend to choose high recovery, discipline and one other (mobility for Hunter, Strength for Titan, Intellect for Warlock) as orbs of light are recharging my super most of the time, so it's less of an issue for me.
For PvP, as well as the Season of Arrivals armour set, you might need to spec a bit into Resilience and Intellect as well, but I can’t really say much, as I don’t spend a lot of time in Crucible, not being keen on the feeling that I’m the thing that’s being farmed by the tryhards, sweats and streamers.
Elemental affinity also has a role with mods, but it's easy enough to change one that you haven't masterworked up too much so I'd suggest that's something to do when you've got to this point, depending on which mods you're looking to use.
Also, there’s really no reason to keep Menagerie, Leviathan and Crown of Sorrow armour unless you’re still looking for Tribute Hall statues, as you can cover the mods they can slot with the Seasons 7, 8 and 9 armour. To find those items to tag as junk (or save a single set for use now for the Tribute Hall Triumphs), you can use “(source:crownofsorrow or source:leviathan or source:sos or source:eow or source:menagerie)”.
There are a couple of other sets you might still need to keep, if you’re still after specific triumphs and titles: Forge armour (“source:blackarmory”) for Blacksmith, and the various flavours of Gambit Prime armour (“source:gambitprime”) for Reckoner.
There's not much point in keeping Righteous, Seventh Seraph or Escalation Protocol armour either - "(modslot:worthy or modslot:dawn)" - as they can all be efficiently covered by other sets.
I hope that gives you a thought process to help clear through your Vault ready for the new stuff in Beyond Light. With a bit of luck, the Gunsmith materials you get will drop you a god-rolled Truthteller!

EDIT: removed Dreambane armour from list of Seasons 7, 8 and 9 armour as it's capped at 1060 and included "and powerlimit:1360" as a suggestion to add to the filter.
EDIT 2: removed references to the Season of the Worthy armour for PvP, as the Season of Arrivals armour can use all Charged with Light mods.
EDIT 3: changed powerlimit filter to sunsetsafter
EDIT 4: added power caps to armour sets
EDIT 5: Added detail of which mods dropped in which season
EDIT 6: this post aged well, didn’t it..? 🙄
submitted by Butlins12 to DestinyTheGame

We need a Season of the Tower.

I know Bungie likely has the next season in the bag, but we need to have a talk. Not this next season, but the one after that needs to be reconsidered. Bungie needs to come out and say "We hear you guys, you aren't satisfied with the core of the game, and we're going to fix that." I think Bungie has been doing well with the Seasons as far as stories, lore, characters, and locations go. But that only goes so far, especially when all that gets experienced in small doses over weeks. However, I think most people can agree that a good lootegrinder game needs a good core gameplay loop to be engaging long-term, and let's face it: Right now, Destiny 2 does NOT have a good core loop.
We need a season that focuses entirely on fixing that problem.
  • Complete vendor refresh. Unique set of armor for each core activity, and each in-game location. Each location's set can be earned via activities in that location.
  • New maps, new strikes. Strike specific loot, even if it's only 1 gun/armor piece per strike. I also think adding in curated weapon rolls as random Strike rewards is a good move.
  • Seasonal gimmick should be entirely activity agnostic. In fact, if they properly reworked the reward structure of the game, running the core content SHOULD be the seasonal activity. Barring that, it should be much like their current trends, where you can narrow down and semi-curate the rolls you want.
  • World loot pool update. At least 3 new armor sets for the world loot pool, and bring back retired gear with new rolls. If they can make it work based on location, even better. You should do content in a destination you want the armor for.
  • Sunrise all gear that is currently obtainable in the game. Until content goes in the vault, it should be current power level, full stop. Pinnacle weapons should rotate out each year, like the current sunsetting model. That way, they can retain unique and powerful feel without being the only guns you'll ever use.
  • If they must do a seasonal gimmick, I recommend refreshing the Forges. Thematically, it makes sense. If war is coming, we need to build up our arsenals and prepare. Everyone loved Black Armory gear anyway, so Light Armory or BL 2.0 would be a guaranteed success. Make it so we can obtain old gear with new rolls through this system.
Bungie has good underlying systems, now that Armor 2.0 has the kinks worked out of it. They've been doing well with gimmicks where you can narrow down the rolls you want, but it needs to be bigger. We need an update to strengthen the core of this game, badly. It will not only pay off now, but it'll pay dividends later when people can come back and play this very strong core of the game when the Seasonal content gets stale.
Thanks for coming to my TED talk.
submitted by TimeGlitches to DestinyTheGame

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