

As long as we’re getting kills then this is going to retore our melee ability energy, and we’re going to be able to chain kills constantly. When combined with our subclass, which I’ll get into next, this is going to give us the ability to rain down death from above via melee ability kills. The main thing we’re going to be using here is the Transfusion Matrix.
Destiny 2 insurmountable skullfort build mod#
Mobility Enhancement Mod – Increased mobility.Transfusion Matrix – Kills with Arc melee abilities trigger health regeneration and restore melee energy.Armourįor this build I am going to be using An Insurmountable Skullfort. Let’s dive into the build and we’ll start out with the amour. This is going to help you smash through PVE content like battlegrounds, strikes, lost sectors – anything where you need to clear a whole bunch of enemies in a short space of time.


The build is focused around An Insurmountable Skullfort, middle-tree striker and Warmind Cell generation. I’ve tried to make this build very accessible. This build today is focused around the arc damage type and a Titan’s love for going in there, smashing things up and causing maximum damage.
Destiny 2 insurmountable skullfort build mods#
Today I am going to have a look at this Death From Above Titan PVE Build including the armour, weapons, subclass and also the best mods to use. When paired with the right subclass, weapons and mods you can create a devastating Titan build that’s going to help you clear out all kinds of enemies in PvE, and this one is a lot of fun too. This build is one of my favorites as it really takes no effort to get working, has very minimal mod requirements, and gives back a ton.An Insurmountable Skullfort has been around since the early days of Destiny, but it’s a very useful piece of Exotic armour. I personally enjoy using this build with Cuirass of the Falling Star as I can get my super so often, but it also works great with Dunemarchers and Wormgod Caress. Also, pairs super nicely with Trinity Ghoul, any gun with Swashbuckler, and specifically Monte Carlo! This season we have Anti-Barrier auto so you could bring both of these into the fight as getting a melee kill will boost Monte's damage AND reload it (plus Monte can give energy insurance in case you miss a slam). You only need to get one kill with the slam to get another right away, and the rate you get your super back is insane. I've used this build in Strikes, Gambit, Dungeons, and even Raids and it works surprisingly well. Read: The new player experience in D2 is terrible right now. Or if you truly want no cooldown at all and just want to slam and slam and slam, then putting on a 2nd Striking Wells mod will completely take away your cooldown! If you don't want to wait after getting one melee kill and instead want to start the chain immediately, you can also put on something like Taking Charge for your 5th mod to go straight into the loop. Then, picking up Striking Wells will give you the rest of the energy you need to almost immediately get your Ballistic Slam back starting the infinite chain. Once you're charged with light, getting a hit/kill with your next charged melee (Ballistic Slam) will give you back half your melee energy with Heavy Handed (most of the time it gives you more). The playstyle looks like this: Use Melee Wellmaker to spawn an arc elemental well and pick it up with Elemental Charge to get charged with light. Here's a video I put together if you want to see it in action: (basically Insurmountable Skullfort without using up an exotic slot) I had forgotten that Ballistic Slam generates a ton of super energy on enemy hits with it, so I wanted to see how fast I could get my melee up in order to spam super energy. Hey everyone! With the new Striking Wells mod being sold at the Wayward Compass, I decided to try and put together a fun build to use while running Cuirass of the Falling Star.
