In case you’re struggling to remain alive in end-game content material like Grandmaster Nightfalls, this infinite Hunter invisibility construct will kind you proper out.
In case you’ve dipped your toes into the Heist Battleground: Mars Grandmaster Dusk, you’ll know simply how tough end-game content material in Future 2 can get. That boss room, and loads of different encounters in Future 2 Grandmaster Nightfalls, can get bushy. Whereas there are just a few unbelievable builds to take care of the issues at hand, Hunters have a construct that may save the day and stop your staff from wiping on the most important occasions. I’m going to point out you how one can configure your Nightstalker subclass for infinite invisibility as a Hunter.
Descriptions of Talents, Elements, Fragments, mods, and particular percentages listed on this information are partially courtesy of Gentle.gg.
Infinite invisibility subclass configuration
Proper out of the gate we’re going for the Hunter subclass tied to the Void ingredient referred to as Nightstalker. To realize infinite invisibility, We’ll must make some very particular selections with our subclass configuration. They are going to be famous within the desk under:
Means kind | Means identify | Description | Essential or non-compulsory |
---|---|---|---|
Tremendous Means | Shadowshot: Deadfall | The Void Anchors fired from Shadowshot develop into traps and watch for prey. Void Anchors have elevated vary and last more. | Non-compulsory |
Class Means | Marksman’s Dodge | Dodge to carry out an evasive maneuver with a gentle hand. Dodging routinely reloads your weapon. | Essential |
Motion Means | Triple Soar | Whereas airborne, maintain your air management with a second or third leap. Not important, however that is the leap most Hunters go for. | Non-compulsory |
Void Melee | Snare Bomb | Throw a Smoke Bomb, which attaches to surfaces and pings enemy radar. Weakens targets on detonation. | Essential |
Void Grenade | Vortex Grenade | A grenade that creates a Vortex that pulls targets inward and frequently damages these trapped inside. | Non-compulsory |
Void Side | Vanishing Step | Dodging makes you invisible. That is important as your dodge itself not longer makes you invisible. This fragment causes the invisibility. | Essential |
Void Side | Trapper’s Ambush | Activate Quickfall to spend your melee cost and dive to the bottom. You and close by allies develop into invisible. | Essential |
Void Fragment | Echo of Persistence | Void buffs utilized to you (Invisibility, Overshield, and Devour) have elevated period. This helps get to that 11-second invisibility. | Essential |
Void Fragment | Echo of Obscurity | Finisher last blows grant Invisibility. Yet one more strategy to acquire invisibility, however you do not want it. The +10 Restoration is good. | Non-compulsory |
Void Fragment | Echo of Leeching | Melee last blows begin well being regeneration for you and close by allies. Included for the +10 Resilience solely. | Non-compulsory |
Infinite invisibility stat distribution
Ideally, you wish to have 100 Power to get your melee again as quick as attainable, however you’d even be clever to take the 100 Resilience for the 30 % harm discount. Your third precedence ought to be your Mobility, which is instantly tied to how shortly you get your Marksman’s Dodge again. Under are the stats I used to be working with this construct. Understand that these stats included armor mods, Fragment bonuses, and even some Artifice armor for the additional stat increase.
- Mobility: 70
- Resilience: 101
- Restoration: 33
- Self-discipline: 49
- Mind: 29
- Power: 101
Whereas Resilience is all the time vital, prioritize 100 Power and 100 Mobility if you happen to should so as to get infinite invisibility, though you should not must. In case you’re going to be invisible the whole time, Resilience turns into much less of a problem, however I nearly by no means depart the Tower with out 100 Resilience. In case you should sacrifice a little bit of Resilience to get your Mobility and Power to the place they must be, accomplish that, however I’d advise farming some Artifice armor if you happen to get the chance. The dream here’s a triple 100 stat distribution between Mobility, Resilience, and Power.
Infinite invisibility armor mods
There’s just one essential Armor Mod that we want right here, however in any other case you possibly can swap these out and in as you want. All of them assist get our Marksman’s Dodge and Snare Bomb (Quickfall) again sooner, so nothing is ineffective. It simply is not required both.
Mod kind | Mod identify | Description | Essential or non-compulsory |
---|---|---|---|
Arms Armor Mod | Momentum Switch | Inflicting harm with a grenade reduces your melee cooldown. You get a 20% discount in your melee cooldown for one mod, and 25% for 2. | Non-compulsory |
Arms Armor Mod | Bolstering Detonation | Grants class capability power while you trigger harm with a grenade. You get 20% power for one mod, and 25% power for 2. | Non-compulsory |
Leg Armor Mod | Invigoration | Reduces melee cooldown every time you choose up an Orb of Energy. You get a ten% discount for one mod, 13% for 2, and 15% for 3. | Non-compulsory |
Class Merchandise Mod | Reaper | After dodging, your subsequent weapon last blow spawns an Orb. Helpful for rising the efficiency of Utility Kickstart under. | Non-compulsory |
Class Merchandise Mod | Utility Kickstart | Grants Class Means power. Consumes Armor Cost stacks. One mod and three stacks provides 31% Class Means power on dodge. | Essential |
Infinite invisibility Unique Armor
We’re going with Graviton Forfeit (Essential), an Unique Helmet for Hunters. This piece has the Vanishing Shadow Armor Perk, which is essential to this infinite invisibility construct.
Whereas many invisibility builds give attention to Omnioculus, which supplies harm resistance whilst you’re invisible, we’re choosing the selection to by no means depart invisibility. Graviton Forfeit provides us prolonged invisibility, and recharges our melee sooner whereas we’re invisible, giving us our Snare Bomb again as shortly as attainable.
The way it all works
If we rewind all the best way again to the subclass configuration, the Marksman’s Doge is our first important alternative. Marksman’s Doge has a shorter cooldown than Gambler’s Dodge, which is the one means that we are able to reliably stay invisible infinitely. The Vanishing Step Side permits us to develop into invisible once we use our Marksman’s Dodge.
The Trapper’s Ambush Side provides us Quickfall, which permits us to spend our Snare Bomb melee whereas we’re airborne to dive on to the bottom, making ourselves and close by allies invisible. Whenever you think about Echo of Persistence and Graviton Forfeit, Quickfall provides us a whopping 11 seconds of invisibility.
Once we get into Armor Mods, Momentum Switch goes to present us our melee again sooner once we trigger harm with a grenade, which isn’t essential, however is useful in case your infinite invisibility loop is disrupted. Bolstering Detonation goes to grant Class Means power once we trigger harm with a grenade, which is once more non-compulsory. The Leg Armor Mod Invigoration can also be non-compulsory, as we are able to preserve our invisibility loop with out it. Reaper can also be non-compulsory however will permit us to generate an Orb of Energy each time we get a kill after utilizing our Marksman’s Dodge.
The one essential Armor Mod is Utility Kickstart, and that’s as a result of once we use our Marksman’s Dodge, a single Utility Kickstart mod with zero Armor Prices provides us 13 % of our Marksman’s Dodge again. For each extra Utility Kickstart mod we’ve got outfitted, or Armor Cost we’re holding onto, we get extra power again. For instance, with one Utility Kickstart mod and three stacks of Armor Prices, utilizing your Marksman’s Dodge would instantly refund 31 % of its power. With three Utility Kickstart mods and a full six stacks of Armor Prices (which is feasible), dodging would instantly provide you with 48.7 % of your Marksman’s Dodge again, however we’ve got no must get that loopy.
With all of the configuration out of the best way, the gameplay loop right here is that you just leap into the air and activate your Quickfall, diving to the bottom and changing into invisible. In case you have finished what I outlined right here, this gives you about 10.5 (it would look like 11) seconds of invisibility. You run round like a great Hunter, then activate your Marksman’s Dodge simply earlier than your invisibility counter (left aspect of your display screen) expires. Dodging gives you about 8.5 (it would look like 9) seconds of invisibility, however this will go larger if you happen to’re utilizing your Marksman’s Dodge earlier than your earlier invisibility results have expired.
You’ve simply created 19-20 seconds of invisibility, and your Snare Bomb melee with 100 Power will recharge in 45 seconds. However, remember the fact that our melee recharges sooner whereas we’re invisible as a result of Graviton Forfeit. The truth is, it’s 400 % in PvE with no enemies round, and 800 % in PvE with enemies inside 15 meters. We’re getting our Snare Bomb again in 11.25 seconds within the worst-case situation. It’s nutty, Guardians.
With this construct, you possibly can keep infinite invisibility if you happen to bear in mind the gameplay loop. Merely head to the EDZ and cargo in at Trostland, then run across the church and observe by no means letting your invisibility expire. Bear in mind to make use of your Quickfall first, then comply with with a Marksman’s Dodge, then Quickfall, then dodge, and on we go eternally. That is how my staff and I made it by way of the boss room on the Heist Battleground: Mars Grandmaster Dusk. I’m unsure the Hive ever noticed me, actually.
There you have got it, Guardians, an infinite Hunter invisibility construct that doesn’t depend upon the seasonal artifact, so you should use this any time until Bungie swings the nerf hammer at it. You can even discover extra killer builds by visiting our Future 2 technique information.