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Destiny 2

Discuss all things Destiny 2.
Edited by jhermannITJ: 9/7/2026 8:23:17 AM
4

Oscar the Trashcan... a prismatic Getaway stinker!

Ain't I 😜? Ain't I a stinker 🫶? I'm excited to share it with you. I won't say definitively it's the strongest Getaway kit, but it's definitely a contender. The weapons are kinda' important, though there is potential for greater flexibility. Though for this write up I'll give 2 roaming variations, that aren't terrible for focused DPS either & 2 for focused DPS... one of which requires an artifact sub, roaming kits will have slightly different surges too. The journey took me all over the place respective stat distribution and various kit configurations. I had a well-rounded kit to start, but I wanted to try some different spikes... I did that, but ended up landing away from buffing my super dps at all... and I sacrificed some weapons stat, and focused grenade... but also wanted to make sure I had great class regen. I'll explain the reasons for everything. Stats: 0 Health 35 Melee 180 Grenade 75 Super 55 (75) Class 140 Weapons Song of Flame Pheonix Dive Arcane Needle Storm Grenade Aspects: Weaver's Call - this aspect creates threadlings from dealing dmg and final blows & your class ability creates threadlings. This is a crazy debuff engine as you'll see. Feed the Void - and on Lock it's strong devour, any ability kills proc devour... subsequent kills reproc and grant grenade regen. Facets: Dominance: Jolt on my Arc Soul Courage: Arc, Solar, Void abilities do more dmg Protection: Resist within 15 meters Purpose: Orbs give Restoration Hope: Buffs boost class regen rate x1 40%, x2 60% Artifact: (Tablet of Ruin) To Shreds: 1. Dealing sustained dmg to severed targets unravels them. 2. Defeating Severed Targets creates a hot spot of strand energy for you AND your allies for Woven Mail for 10 secs. There's no cooldown on this... you'll see those green glowing dots everywhere. It's functionally unlimited Woven Mail for you and your entire team. ⚠️Alternative⚠️- For the Fire & Forget focused dps loadout you'd swap To Shreds with Particle Reconstruction. This for a checkpoint rotation scenario. And for both focused DPS variants you'd want to swap one or both surges to stasis from strand & arc. I still split them... so I swap strand to stasis. Harsh Refraction - Trace Rifles do increased dmg to enemies with aligned debuffs. Coldheart. And the reason I love it in this kit, is... it already buffs itself. You'll always be jolting and blinding everything... so harsh refraction will always be proc'd. It also makes ionic traces for regen. And it reloads itself and overflows. It reloads and overflows stowed. While you're moving... it works even faster. Flashover: This kit makes hellah Bolt Charge, this adds Amplify redundancy and increases my lightning strikes dmg. Horde Shuttle: What if every enemy, at base, did 40% less dmg? That's what this artifact perk essentially does for this kit. Anything a threadling can reach, gets Severed. And ALL DMG I do spawns threadlings... anything unraveling spawn x2 threadling. And most enemies will be unraveling. And my class ability creates threadlings. Dmg'ing unraveling targets spawns threadlings. Threadlings Sever on hit. This means that almost every enemy I kill, one per mob for sure... leaves a hotspot for Woven Mail and a Tangle to proc unraveling rnds on my smg. My threadlings buff my Arc Soul, and my Super... yes, my super because of how the cadence cycles. Photonic Flare: Defeating Exhausted or Severed targets with Arc dmg creates blinding bursts. So now my Arc Soul Jolts and Blinds targets. Coldheart creates a blinding burst almost every enemy I kill. Unraveling Orbs: Grants unraveling rnds to strand weapons whenever you pick up an orb or tangle. Dielectric: Defeating Arc Debuffed targets grants Bolt Charge and makes orbs. And everything around you will be blind, jolted, or both. Armor and Armor Mods - 2-piece First Ascent (Pale Heart) 2-piece Smoke Jumper Helmet - Ashes to Assets, and here's where I gets tricksy, no siphons x2 Dynamo (the thing about Dynamo it benefits Lock the most and has no cooldown - they get a x2 multiplier). It's 8% Super every time I phoenix dive within range of 3 enemies to proc. 75 Super Stat is extremely deceptive. Gloves - The main driver of our orb factory. 1 for 2 approximately with everything together, a little better. My last Onslaught run I had like 500 kills and 298 orbs. 298 orbs for under 500 kills. x3 Firepower - I dispute the information that's out there. No way it's 1 sec. It never stops. You'll see the notifications... it can produce multiple orbs at once and in succession without any delay. Chest - 3 resist mods of your choice (Never run Sniper). I run Concussive and 2 affinities, if it's a heavy threat... I'll dbl them up sometimes. It depends. Like void threat + scorn crossbow = x2 void resist. But some enemy aggro doesn't need x2... so that's what I gauge my decision on, is there an enemy that with heavy threat will basically one shot me like a Scorn crossbow? Boots - Stacks on Stacks, 2 Surges Strand & Arc for roaming, Arc and Stasis or x2 Stasis for focused DPS. I like to split. I think Coldheart deserves that 10% even in most checkpoint situations. Class - Class Font, Powerful Attraction, Time Dilation. A standard composition. Our class stat is now 75. With Pheonix Dive that's already pretty quick. Hope cranks that. You'll always have 2 buffs. That means you'll always have 60% increased class regeneration. Weapons: (The first 2 are anchors, they're not necessarily set in stone, but kinetic slot needs strand, energy arc... for the kit to work right). Side note: You want these weapons though. Kinetic: Man, I'm so impressed with the glow up for this weapon... It used to kinda suck, tbh. S-tier now. Synchronic Roulette - I'd recommend Appended, Attrition Orbs, Chaos Reshaped. I run it with Backup Mag. Mine has a stability masterwork, but I wish it was reload... & the barrel can really be anything. The extra ammo is so nice. 37 with appended and backup. Up from 24 at base... makes a huge difference. This smg is acquired on Neomuna. It heals you, makes orbs, and has a 35% dmg buff before surges, before unraveling rnds, before 15% & 6% from your weapons stat, before the Transcendence buff, before Radiant & SoF. It also shoots tracking missiles... that inherit alot of those buffs. Energy: This is our second heavy weapon. Functionally this kit effectively has one special weapon and 2 heavy weapons. Coldheart: It blinds, it buffs itself, arc soul buffs it. 80% by itself. 6% from my weapons stat. 35% from Harsh Refraction. 10% from Arc surge. 5% whilst Transcendent. Heavy: I'm providing 4 weapons. 2 for roaming, 2 for focused DPS... 1 of those for checkpoint farming bosses. They're all Stasis. Roaming - Ulterior Observation... love it, unstopp, armor piercing, demo, binary orbit. Binary Orbit is 25% and proc's & banks stowed. I run backup mag. Slammer... Eager Edge & Chaos Reshaped. Movement and physics chunking. Heavy attack activates EE, if you sandwich an enemy against a piece of architecture... then EE heavy with Chaos proc'd deletes it. Chaos Reshaped procs stowed and banks healing for ready or when kept out. So, getting extra healing is as simple as switching weapons as you play. Chaos Reshaped is 35%. Focused: (Note - this where you would switch surges and for Fire & Forget swap To Shreds with Particle Reconstruction). Dimensional Hydro - the stasis wave frame heavy GL, for anything grounded. It's craft'able. I have Envious Vorpal on mine. These heavy wave frames are melting bosses now. Fire & Forget - options here, also craft'able. I like Field Prep Chill Clip with backup mag. I play solo a lot. Though for a checkpoint rotation, with a team... Firing Line if you can hit your crits or have a div in the group. I'm not done yet, we're going to get into the weeds about everything this kit does in a moment... Let's talk about what this kit does in full. Bees and Bugs - It's like a thorns build in an ARPG. Because tic dmg and AOE CC and debuff surrounds you. Your threadlings track and unravel chains... + Joting and Blind. Certainly, the unraveling effects will be more potent firing your smg, but every weapon synergizes and can be used in conjunction swapping between them at your whim without losing any real efficacy holistically. Bees are the unraveling. Unraveling procs when severed enemies die. And it can be applied directly with unraveling rnds. Bugs are your threadlings. And Weaver's call makes it so they spawn from kills and any dmg you do. Your phoenix dive creates 5 of them per proc. In addition to Weaver's proc... more threadlings spawn from enemies affected by unravel. You'll be able to spam your Pheonix Dive every couple seconds. And then you have essentially x2 threadling production combining Weaver's & Horde Shuttle. And Horde Shuttle creates a functional universal debuff for everything around you. That universal debuff, essentially creating a universal buff source for you and your allies with To Shreds. To Shreds further increases the redundancy and chaining of unravel tic dps... that works with ANY dmg output. All your weapons and abilities. Which means your threadlings unravel and sever on Hit. Coldheart unravels on hit. Your SMG unravels on hit whether you have unraveling rnds or not... chances are you'll always have them. That means your heavy unravels on hit. Against severed enemies. And anything your threadlings hit will be severed. Do you see how that is a never-ending loop? Sever, Unravel, Woven Mail, Tangles. And Blind... and mutha truckin 🚛 honk honk awooga BLIND! Because everything is severed. You have Coldheart, and an Arc Soul buffed by Courage, 180 Grenade, and Jolt. If any of my Arc dmg kills a severed enemy it creates a blinding AoE burst. That procs Harsh Refraction alongside Jolt.

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  • Looks good, only criticism is the Armor Set choices. 4 Piece Luminopotent or 4 Piece Coda would probably provide more uptime to the build. I know the DR is appealing on paper, but if you really want consistent DR, then just roll out the 4 piece Exodus set. Best in the game for neutral game DR. Other tip here- x2 Dynamo+ x2 Distribution. A Class Font is mostly useless. The scalar potential of Class as a stat isn't worth it. At 55 Class, you have 100% Mod efficacy, just not cooldown speed. So with 50 Class, with x2 of each, you gain 11% of your Super per Phoenix Dive. If you want to technical here, you are gaining your Super with 2 fewer Phoenix Dive activations. Now if you really want to abuse this, then go for 100 Class. The scalar effect of the Armor Mods kicks in over 50, so you're actually gaining 14% of your Super per Dive.

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