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Destiny 2 - Fallen Saber Grandmaster Nightfall Notes

For Season of the Splicer (Summer 2021), seasonal mods are: Barrier Auto or Scout Rifle, Unstoppable Pistol or Grenade Launcher (not needed), Overload Submachine Gun or Hand Cannon. 

Champions are Barrier and Overload, and solar damage is increased.
Elemental enemies shields are mostly arc and void (maybe no solar shields).

Team Loadout:

* Titan with Ursa Furiosa (Void middle tree Banner Shield)
 Scout Rifle with Explosive Payload (Nightwatch, Hung Jury)
 Submachine Gun - Riskrunner (Exotic Arc Submachine Gun)
 Rocket Launcher (void) - Tomorrow's Answer, Royal Entry, Hezen Vengance
 (When Titan uses banner shield, be aware of where the power orbs will fall, for faster supers).

 * Warlock with Radiant Well / Phoenix Protocol
 Night Watch Scout
 Truth Teller Grenade Launcher (void) w/ Blinding Grenades
 Anarchy

* Warlock with Shade Binder (Turret Grenade, Winter's wrath) / [Verity's Brow] or Eye Of Another World (something for faster stasis grenades)
 Scout or Auto?
 Le Monarque (Exotic Poison Bow)
 Heavy Machine Gun (more for ad clear than boss damage)
 
Mods:
 
Helmet:Ammo Finders
  Feet: Ammo Scavenger
  Gloves: Anti-Barrier, Overload
  Chest: Concussive Dampener or Arc Resist, Sniper Resist
  Optional: Shield Break Charge, Taking Charge, Protective Light

All Encounters

 

Encounter 1 Location Labels



Encounter 1: Falling WarSat
   (try not to use purple ammo here!)
 * Chill at the pipe to left of the road until Satellite lands [Location A]
 * Once you start scanning [B], feel free to leave the circle for Ad clear and survival
 * When Fallen ships come in at [C], snipe turrets at front of ship before Ads drop
 * Blind the ship, fall back to the hills for cover if needed.
 * Clear ads until right before 38% (stop at 34%) when other ships come
   This allows you to deal with the Champion without more ads dropping behind you.
   Go over the hill (road back towards spawn [A]), use rocks, etc for cover.
 * After overload is dead, walk into circle and progress to 39% transmitted, back out.
   (Use the plates around the sat for cover, stand on the "entry Road" side)
 * 2 ships come in.  Coordinate who will take out "front" and "back" ship turrets.
   Several enemy will take the hilltop "platform" [E], take them out quickly.
   Fall back to the road [C] for cover.
   After most enemies are dead, you can step into the circle up to 58%.
   Shade binder Warlock can pop super to freeze targets for the clear.
 * Back to the Warsat circle [B], progress to about 80%, when another ship comes in by the road [C] (same drop point as 1st ship).
   Kill turrets then blind the ship.
 * Step out of the circle when enemies drop, around 89%.  Overload champ will push.
   Back off and stun/kill champ.
   The team used heavy machine gun a few times for ad clear here.


Encounter 2: Coolant Vent Room
 Don't go into room too far at first. Be ready to retreat into the entry tunnel.
 Try not to throw stasis turret where it will block shots.
 Barrier and Overload champs will appear.
 Tracer shanks show up during the first fight.
 * Stay behind boxes and use those blinding grenades, OR run in and to the left into the side hallway and fight from there (grandmaster strategy)!
 * After all ads are clear, collect ammo, all but one player go to hallway.
   Anarchy trap (2 grenades) inside the entry hallway as overload champs will push you!
   Champ MAY appear inside the hallway, even behind you.  A stasis turret might be good here as well.
 * Shoot cooling vent at end of hall from range.
   2 Overload captains will appear.


Encounter 3: Arc hallway (where you dunk an orb to shut down the arc streams).
The most troubling enemies here are the exploder shanks, that appear from 2 or 3 spawn points.
 One team tried a strategy of Well of Radiance at the dunk spot, accidentally popped the Well midway down the hall.  For several Master runs, our team had one team member watching from side of the entryway, one between arc streams at the entry, a stasis turret out, and one runner who just followed an arc stream back!  Jump for speed.
Remember, before grabbing the orb, Warlock should drop a stasis turret close to the entry point to freeze the shanks.
Orb carrier can drop, shoot and pick up the orb (only for a few seconds), but shouldn't need to, as the jump/run worked well.


Encounter 4: The Elbow/Ramp room
The most powerful enemies will come from a hallway beyond the ramp.  You will face Overload captains and a Barrier Servitor at start. There will be 2 more Overload captains as the room starts to clear.  They used Shade binder super here, we used a stasis super and Riskrunner.  Try to keep the enemy "trapped" in the entryway above the ramp.  Stasis works well for that.


Encounter 5: The "Band Shell"
 Barrier Servitor is on platform, with 2 Overload captains in the far "audience" zones.
 Fight near the door, ready to retreat when supers are exhausted.
 An early Banner Shield generates orbs for supers.  Shade binder can ad clear.


Encounter 6: Boss Room with large arc shank
 Use finishers on early ads if you have a mod to generate special or heavy ammo,
 but be sure not to finish over the central grating, or ammo will be lost.
 Save most heavy for the "crazy boss" phase.
 * Clear ads.  Save servitor until last, as his death will trigger the boss to appear.
   Step clear of the arc towers that swing up on left and right sides.
 * Boss damage phase 1, "calm boss" just clear ads and damage boss.
 * When boss shields, a Barrier Servitor appears
 * When you kill the Barrier Servitor, "charged" boss re-appears with tracer shanks (high flying sniper shanks) coming from upper right roof area and exploder shanks come out of the walls.
   This team went to left arc platform, 2nd divider in and popped a well of radiance.
   I think the "V" is deadly at this point.
 * Take boss to 1/3 health, when he will become "crazy boss", and the arc towers will retract.  At this point, use every source of damage you have!
 Fallout's team did an under 20 minute run.  Our team stood on the right side platform for the first 2 phases, using the "door flaps" and the arc towers at the edge of the platform as partial cover.  Move to the center for final damage phase.  This is when our Ursa Titan popped his Banner Shield and Anarchy finished the boss.  

Note: Warlock's Chaos Reach did not pass through the Banner Shield, so if you use that, stand to the (left) side then back behind the shield after super is finished.  For Masters, we finished the boss before the Banner Shield finished.

Roy Tate's comments on the run.  Blinding grenades were REQUIRED.  Riskrunner didn't seem to shine much, but it adds arc damage resistance.  Le Monarque's poison added "tick damage" which was nice, but very much optional.  I'm not sure if "Concussive Dampener" mod would be more valuable than "Arc Resist".  I ran Arc Resistance + Ammo Finder for a Master run, and had no problem.  If you are triggering the Concussive Blast, approach, back off until he blasts, then re-approach for quick damage.  I think there is an ability cool-down involved here, maybe 3 seconds or more?


Note that the April 2021 Season had barrier and unstoppable champion mods for bow and sniper.

Notes from "Fallout Plays" April 6, 2021

Reference Video: https://www.youtube.com/watch?v=tE8cNvcx9Rc

This was a Grandmaster Nightfall Fallen S.A.B.E.R. run from April 7, 2021: Arc Shields, Void Shields, Barrier and Overload Champs
 

Team Loadout:
* Titan with Ursa Furiosa (Void middle tree Banner Shield)
 Succession DSC Sniper
 Riskrunner (Exotic Arc Submachine Gun)
 Tomorrow's Answer (void) Rocket Launcher
* Warlock with Radiant Well / Phoenix Protocol
 Night Watch Scout
 Truth Teller Grenade Launcher (void) w/ Blinding Grenades
 Anarchy
* Warlock with Shade Binder (Turret Grenade, Winter's wrath) / [Verity's Brow] or Eye Of Another World (something for faster stasis grenades)
 Succession Sniper from "Deep Stone Crypt" Raid
 Le Monarque (Exotic Poison Bow)
 Heavy Machine Gun
 
Mods:
  Helmet:Ammo Finders
  Feet: Ammo Scavenger
  Gloves: Anti-Barrier, Overload
  Chest: Concussive Dampener, Sniper Resist
  Optional: Shield Break Charge, Taking Charge, Protective Light

 Notes from AzteCross April 6, 2021

Reference Video: https://www.youtube.com/watch?v=1oH1tkEClB4

Note that this gameplay was also from Apr 6, 2021 (an older season)

They tried alternatives to Anarchy ...
* Xenophage w/ Warmind Cells (so-so)
* Eyes of Tomorrow (not great)
* Two tailed Fox (Void suppresses, Solar adds tick damage) seemed to work okay

Aeon Swift exotic arms for heavy ammo.  Also use a "fast" finisher if you have one (animation speed matters!).

Team: One Revenant Hunter (stasis), two Chaos Reach Warlocks (arc)
with both warlocks running mod "Focusing Lens" for increased light ability damage to enemies affected by stasis.

Hunter / Stasis Revenant w/ Duskfield grenade; Aspects - Whispers of Hedrons, Bonds, Durance; Fragments - Winter's Harvest, Shroud
* 2 x Arc Resist Mods
* Eye of Sol Sniper (would prefer Succession w/Reconstruction)
* RiskRunner
  (alternatives are Point of the Stag, Imperial Needle, Arsenic Bite, Trinity Ghoul, ?Ticuu's Divination)

Encounter 2:
 * Place anarchy across the 2 invisible doorways on left and right.
 * Chill on the sides instead of the middle (he said right side aka by the stairs)

... video review is not complete

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