Reghusk’s Pledge god rolls and how to get them in Destiny 2

The Reghusk's Pledge Iron Banner auto rifle.

Iron Banner is back in Destiny 2 after a long, long, long absence, bringing the Reghusk’s Pledge Void auto rifle as its reward. This auto rifle has plenty of Void in its god roll, making it a great option if you use the purple element in your builds.

Even if you don’t have Void, however, one of its synergies is self-sufficient, so you can get overshields on kills on any subclass, with some good add-clear while you’re at it. Here are our god rolls for Reghusk’s Pledge in Destiny 2, based on the perks listed by light.gg.

Reghusk’s Pledge PvE god rolls in Destiny 2

  • Barrel: Arrowhead Brake, Fluted Barrel, or Corkscrew Rifling
  • Mag: Appended Mag, Tactical Mag, or Flared Magwell
  • First perk: Destabilizing Rounds or Demoralize
  • Honorable mention: Rewind Rounds
  • Second perk: Repulsor Brace, Attrition Orbs, or Golden Tricorn

The highlight of Reghusk’s Pledge is its Void flavor, bringing with it two excellent elemental perks on column three: Destabilizing Rounds and Demoralize. Both are perfect for an add-clear weapon: one will make enemies Volatile upon getting a kill, letting you chain explosions on your foes. The other creates a weakening burst when you get a precision kill, so affected enemies are easier to kill.

Rewind Rounds takes the third spot on our podium. This would be a top-tier pick if it didn’t contend with the elemental synergy—for instance, a Rewind Rounds + Kinetic Tremors roll on a Kinetic AR—but as it stands, getting it requires giving up the two Void-aligned perks here, which bring more to the table. That said, there is a case for Rewind Rounds paired with Attrition Orbs, especially given the state of primaries in the post-Edge of Fate sandbox. You’d use Attrition Orbs to fuel your energy regen, while Rewind Rounds would let you continue firing and maintain your orb generation.

The rest of the picks here aren’t particularly impressive. Dynamic Sway Reduction and Built to Blast are PvP-focused, Impromptu Ammunition can be decent but not revolutionary, and if you’re using a melee build, you may not be using an auto rifle, so Proximity Power feels odd in a weapon more suited to mid-range encounters.

The fourth column brings three good choices. Repulsor Brace is the natural pairing if you have Destabilizing Rounds or Demoralize. You get constant overshields with this combo, since everything will be debuffed anyway. Golden Tricorn brings a strong boost to weapon damage at max stacks, which can help make Reghusk feel better. That said, most of a guardian’s firepower probably comes from abilities in the post-Edge of Fate sandbox, so you’re not missing out terribly if you don’t get this damage boost.

The state of primary weapons is also why Attrition Orbs takes a prominent spot in our god roll, potentially even beating Golden Tricorn, depending on your build. Orbs of Power fuel your abilities, give you some health, and can even provide damage reduction (for instance, with the two-piece Smoke Jumper set bonus), so creating them is essential.

Kill Clip and Swashbuckler show up, though you’d be better off with Golden Tricorn than with either of them for PvE, and the remaining two perks (Target Lock and Zen Moment) are better suited for the Crucible.

Reghusk’s Pledge PvE god rolls in Destiny 2

  • Barrel: Hammer-Forged Rifling, Arrowhead Brake, Fluted Barrel, or Corkscrew Rifling
  • Mag: Accurized Rounds
  • First perk: Dynamic Sway Reduction
  • Second perk: Kill Clip or Zen Moment

Our PvP god roll is more straightforward. We opted for range and handling through the weapon’s parts, while Dynamic Sway Reduction easily takes the third column. It’s the most consistent perk you’ll see here for the Crucible.

The fourth column depends more on your playstyle and preference. Kill Clip grants you bonus damage after a kill, while Zen Moment makes it even easier to land shots on your enemies after hitting them. Target Lock ramps up the weapon’s damage as you hit, but it’s nowhere near as strong as it used to be. Ultimately, though, this one is up to personal preference.

How to get Reghusk’s Pledge in Destiny 2

Reghusk’s Pledge has a chance of dropping at the end of Iron Banner matches regardless of mode, so pick your poison between Control and Eruption. Iron Banner is only available for a limited time; however, it only runs for a week in its first appearance in Renegades, so get it before April 21 or wait until Lord Saladin shows up again—whenever that might be.

The post Reghusk’s Pledge god rolls and how to get them in Destiny 2 appeared first on Destructoid.

Players exploring the world of Windrose

Windrose‘s map might appear pretty small at first, but it expands quickly once you explore new areas. After a certain point, traveling from one point to another will take a lot of time, whether you travel the distance on land or by ship.

Thankfully, there’s a pretty elaborate fast travel system that’s been added from the demo to the early access version.

How does fast travel work in Windrose

If you’ve played the demo of Windrose, you’ll be pretty well aware of the system in place. If you’re someone completely new, read on. Once you’ve completed the first quest and started How My Shore Adventure Began (can’t miss as it’s part of the main story), you’ll be able to smelt your first copper ingot.

Once you know how to get Copper Ingot, you’ll be able to make a Fast Travel Bell using the Workbench. You’ll need 10 Copper Ingots and three Ropes to create a bell. Incidentally, you can also get Fast Travel Bell as random loot.

To set up a network, you’ll also need to create a Fast Travel Point. You can do that from the build menu. To create a Fast Travel Point, you’ll need 20 Wood and one Fast Travel Bell.

Before you can fast travel, you’ll need at least two points in two different locations. You can create two points on the same island, but they have to be distant from one another. Fast Travel Points can only be placed near water.

When you’re on your ship, you can fast travel from any location by selecting the point. This works as long as you’re not being chased by an enemy or in active combat. If you’re walking on foot, you’ll have to travel to a Fast Travel Point manually. I am unsure as to why the system works like this, but it is what it is.

Additionally, you can also find random Fast Travel Points existing in several locations. The different faction islands also have them, and you can use those after activating them by manually traveling to those locations. Once done, those travel points will be automatically added to your network.

The post How to fast travel in Windrose appeared first on Destructoid.

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