Stattik and Rapid Fire Stakc Again
Charged with Light is ane of Destiny two'due south most complicated mechanics. This unique mechanic allows players to create builds centered around unique traits. Increased damage, damage resistance, and spawning constant Special ammo are just a few things these mods can do.
You tin only obtain these mods from Banshee-44 currently, and then you'll want to be purchasing any mods he sells. With 38 Charged with Light mods, it tin can be somewhat tough figuring out how each one works and which ones are worth getting. That's what this guide is for. Nosotros'll requite an in-depth expect at every Charged with Low-cal mod in Destiny 2, covering everything from its furnishings to any special mechanics it has.
Updated March 13th, 2022, by Charles Burgar: We've updated this buildcrafting source to include upwardly-to-engagement values and data pertaining to every Charged with Light mod. We've updated Protective Calorie-free to reverberate recent nerfs, added more info for sure entries, and we've made a new table of contents to brand navigating this article much easier.
Table Of Contents
Silver Ordnance
Argent Ordnance: While Charged with Light, readying or firing a Rocket Launcher grants information technology increased impairment and reload speed. Damaging a combatant with a rocket consumes 1 stack of Charged with Light.
Affinity | Solar |
---|---|
Toll | five Energy |
Result | While Charged with Calorie-free, Rocket Launchers deal 20-forty% increased impairment and reload faster. |
Consumes | x1 Charged with Low-cal |
Stack Effect | One Mod: 20% bonus harm |
Two Mods: 25% bonus impairment | |
Three Mods: 35% bonus harm | |
Iv Mods: xl% bonus damage |
Argent Ordnance does non stack with Weapons of Light, High-Free energy Fire, or other damage buffs.
When you have Charged with Light stacks, a buffed named "Godslayer Warheads" will brandish on your screen. Damaging a target will remove a stack of Charged with Light later on 1 2nd. Rocket Launchers with multiple rockets in their tube, such as Truth, tin fire multiple rockets before the buff expires. While the buff is agile, your Rocket Launcher will reload much faster every bit well. Damaging multiple targets while Godslayer Warheads is agile will simply consume i stack of Charged with Low-cal.
Return to Table of Contents
Smash Radius
Blast Radius: Go Charged with Calorie-free past rapidly defeating multiple combatants with Grenade Launchers or Rocket Launchers.
Affinity | Solar |
---|---|
Toll | 3 Energy |
Upshot | Double kills with Grenade or Rocket Launchers grant Charged with Light stacks. |
Grants | x1 Charged with Lite |
Stack Effect | Grants an additional Charged with Calorie-free stacks per mod |
Using two of these mods allows y'all to maintain High-Energy Burn down using only a Grenade Launcher.
Render to Table of Contents
Charge Harvester
Accuse Harvester: While you are non Charged with Light, any kill or help has a small cumulative gamble to cause you lot to go Charged with Light. -10 to the stat that governs your class ability recharge charge per unit.
Affinity | Void |
---|---|
Cost | 3 Energy |
Upshot | Kills grant ~10% cumulative chance to become Charged with Light. |
Hunter: -10 Mobility | |
Titan: -10 Resilience | |
Warlock: -10 Recovery | |
Grants | x1 Charged with Lite |
This mod only works while you accept no Charged with Low-cal stacks. Once you obtain a stack, Charge Harvester won't grant farther stacks.
Return to Table of Contents
Charged Up
Charged Up: Allows for 1 additional stack of Charged with Light.
Affinity | Solar |
---|---|
Cost | 2 Free energy |
Issue | +1 Charged with Light stack cap |
Stack Effect | Increases your Charged with Light stack cap; maximum cap is 4. |
This mod stacks with Supercharged, giving you a maximum Charged with Light stack cap of 5. Yous cannot exceed x5 Charged with Low-cal stacks, regardless of how many Supercharged and Charged Up mods you have installed.
Return to Tabular array of Contents
Empowered Terminate
Empowered Finish: Go Charged with Calorie-free past finishing a combatant, consuming one-10th of your Super energy.
Affinity | Universal |
---|---|
Cost | 1 Free energy |
Issue | Finishers grant x1 Charged with Light, consuming 10% Super energy |
Grants | x1 Charged with Calorie-free |
If you accept other finisher mods that drain Super energy, Empowered Finisher stacks additively with them.
Render to Table of Contents
Energy Converter
Energy Converter: While Charged with Light, using your grenade set on grants you Super free energy, consuming all stacks of Charged with Lite. The more stacks you have, the more energy you gain, up to a maximum of 50% of your Super free energy. -10 Discipline.
Analogousness | Void |
---|---|
Toll | 4 Energy |
Outcome | Mod Upshot: Throwing your grenade grants Super free energy, consuming all stacks of Charged with Light. Only grants up to the commencement 50% of your Super. |
Stat Punishment: -10 Discipline | |
Consumes | All Charged with Low-cal stacks |
Free energy Converter volition only regenerate the first 50% of your Super bar. Later you lot reach 50% Super free energy, throwing a grenade volition not consume Charged with Light stacks nor give Super free energy. If yous are just shy of 50%, Energy Converter volition grant Super free energy upwards to 50%, consuming all Charged with Light stacks regardless of how much Super energy was given.
Obtaining multiple Charged with Light stacks makes this mod significantly better:
Super Returns Per Stack | |
---|---|
1 Stack | 5% |
Two Stacks | 10% |
Three Stacks | fifteen% |
Iv Stacks | twenty% |
Five Stacks | 40% |
Return to Tabular array of Contents
Extra Reserves: While Charged with Light, defeating combatants with Void damage grants a risk to drop Special ammo, This effect consumes all stacks of Charged with Light. The more stacks you accept, the higher your chance of gaining the ammo drop. -10 Intellect.
Analogousness | Void |
---|---|
Cost | 3 Free energy |
Outcome | Mod Effect: While Charged with Light, Void kills can driblet Special ammo. |
Stat Penalty: -x Intellect | |
Consumes | All Charged with Lite stacks |
Multiple Charged with Light stacks seem to massively increase the chance of Special ammo dropping, well-nigh guaranteeing a drop at x5 Charged with Light stacks. Any Void damage can proc Extra Reserves, non just Void weapons.
Return to Tabular array of Contents
Firepower
Firepower: While Charged with Light, regain a portion of your grenade energy when you use your grenade, consuming 1 stack of Charged with Light.
Affinity | Solar |
---|---|
Cost | four Energy |
Issue | While Charged with Low-cal, throwing your grenade grants 15-threescore% grenade energy. |
Consumes | x1 Charged with Light |
Stack Upshot | One Modernistic: 15% increased grenade regeneration |
Two Mods: 30% increased grenade regeneration | |
3 Mods: 45% increased grenade regeneration | |
Four Mods: 60% increased grenade regeneration |
The amount of grenade energy provided is static, regardless of how many Charged with Light stacks you take or your Bailiwick stat. The only way to modify it is to wear multiple Firepower mods. Wearing multiple Firepower mods does not increase the Charged with Calorie-free stacks consumed, just the amount of energy gained.
Return to Table of Contents
Heal Thyself
Heal Thyself: While you are Charged with Light, grenade concluding blows heal you and eat ane stack of Charged with Light.
Affinity | Solar |
---|---|
Cost | 4 Energy |
Outcome | While Charged with Light, grenade kills heal 25-100% of your health and shields. |
Consumes | x1 Charged with Light |
Stack Outcome | 25% increased health recovered; caps at 100% |
Concluding blows from Stasis grenades are extremely inconsistent, as shatter kills don't count equally grenade final blows. Utilise this mod with Calorie-free subclasses for better results.
Return to Table of Contents
Heavy Handed
Heavy Handed: While Charged with Light, regain half of your melee energy when you use a charged melee ability, consuming 1 stack of Charged with Lite.
Analogousness | Arc |
---|---|
Cost | 7 Energy |
Effect | While Charged with Light, melee abilities refund 50% melee free energy. |
Consumes | x1 Charged with Light |
Secondary Effect | While three or more enemies surround you, kills with Fusion Rifles, Shotguns, Sidearms, or Submachine Guns add ammo for that weapon to your reserves. |
The ammo granted by the secondary result is equivalent to an ammo finder brick, providing one shot straight to your reserves. Ammo gained this way is not affected by ammo finder mods. Using the aforementioned weapon category in two slots will grant ammo to both weapons on kill, excluding Heavy weapons.
Return to Table of Contents
Loftier-Energy Fire
High-Energy Fire: While Charged with Light, proceeds a bonus to weapon damage. Each defeated combatant consumes one stack of Charged with Calorie-free.
Affinity | Universal |
---|---|
Cost | 4 Free energy |
Effect | While Charged with Light, your weapon deal 20% increased impairment. |
Consumes | x1 Charged with Light on kill |
High-Energy Fire does not stack with Weapons of Lite, Well of Radiance, or other damage buffs.
This mod works confronting Guardians in PvP environments, allowing Aggressive Frame Sniper Rifles to one-tap and 120 RPM Manus Cannons to ii-tap.
Return to Tabular array of Contents
Kindling The Flame
Kindling the Flame: While Charged with Light, reviving a downed Guardian gives you a outburst of healing, consuming 1 stack of Charged with Light.
Analogousness | Solar |
---|---|
Cost | 2 Free energy |
Event | While Charged with Light, reviving a downed Guardian heals you for 25-100%. |
Consumes | x1 Charged with Light |
Stack Outcome | 1 Mod: 25% increased healing |
Two Mods: 50% increased healing | |
Three Mods: 75% increased healing | |
Four Mods: 100% increased healing |
Excess healing does non create an overshield.
Render to Table of Contents
Lucent Blade
Clear-cut Blade: While Charged with Light, dealing damage with a sword gives y'all bonus Sword damage for v seconds, consuming i stack of Charged with Light.
Affinity | Arc |
---|---|
Cost | iv Energy |
Effect | While Charged with Lite, hit an enemy with your Sword grants a 35% damage vitrify for 5 seconds. |
Consumes | x1 Charged with Light |
Secondary Effect | Profoundly increases the charge rate for your equipped Swords. |
Clear-cut Bract does not stack with Weapons of Light, Well of Radiance, or other impairment buffs
Charge charge per unit refers to your Sword'due south Guard energy, allowing you to heavy set on enemies and deflect enemy projectiles. The accuse rate increment is immense.
Render to Table of Contents
Powerful Friends
Powerful Friends: When you go Charged with Light, nearby allies also become Charged with Light, if they are not already.
Affinity | Arc |
---|---|
Toll | 4 Energy |
Effect | When you lot become Charged with Light, nearby allies too become Charged with Light. |
Grants | x1 Charged with Light |
Secondary Event | +20 Mobility |
A mutual strategy for PvP builds is to employ Powerful Friends and Radiant Calorie-free together, granting +xx Mobility and +20 Force to your build for little investment. Should an ally be using Powerful Friends when y'all get Charged with Light, you'll proceeds x2 Charged with Light instead of just one stack.
Return to Tabular array of Contents
Precisely Charged
Precisely Charged: Become Charged with Light past getting multiple rapid precision terminal blows with Linear Fusion Rifles or Sniper Rifles. -ten Discipline.
Affinity | Void |
---|---|
Cost | i Energy |
Result | Mod Effect: Precision double kills from Sniper Rifles or Linear Fusion Rifles grant ane Charged with Lite stack. |
Stat Penalty: -ten Discipline. | |
Grants | x1 Charged with Light |
To receive the Charged with Calorie-free stacks, you'll need to land two precision final blows in a very brusque flow.
Render to Tabular array of Contents
Precision Accuse
Precision Charge: Go Charged with Light by rapidly defeating combatants with precision kills from Bows, Hand Cannons, and Scout Rifles. -10 Strength.
Analogousness | Void |
---|---|
Price | 2 Energy |
Effect | Modern Effect: Precision multikills from Bows, Hand Cannons, or Scout Rifles grant one Charged with Light stack. |
Stat Punishment: -10 Discipline | |
Grants | x1 Charged with Light |
Yous'll demand to land around three kills in quick succession with the weapons listed to proceeds a Charged with Light stack. Since Hand Cannons are meta in Destiny's Crucible, this mod is a solid choice for PvP.
Render to Table of Contents
Protective Calorie-free
Protective Lite: While Charged with Light, you gain significant damage resistance confronting combatants when your shields are destroyed. This effect consumes all stacks of Charged with Light. The more stacks consumed, the longer the damage resistance lasts.-10 Strength.
Affinity | Void |
---|---|
Cost | 2 Energy |
Effect | Mod Effect: While Charged with Light, gain x% impairment resistance for 5-xx seconds when your shields break. |
Stat Penalisation: -10 Strength | |
Consumes | All Charged with Low-cal stacks |
Significant damage resistance is misleading. This mod merely grants 10% impairment resistance while active. For comparison, chest DR mods give 25%, and Well of Tenacity grants 50%. It too no longer extends the duration of more powerful DR sources as of The Witch Queen expansion.
Protective Light's harm resistance carries over to your shields if they regenerate. If your shields break again when Protective Light is agile, its duration will reset. The elapsing is based on how many Charged with Light stacks are consumed. The exact values are listed below:
Protective Calorie-free Stack Duration | |
---|---|
One Stack | 5 seconds |
Two Stacks | 10 seconds |
3 Stacks | 12 seconds |
Four Stacks | 15 seconds |
5 Stacks | 20 seconds |
Return to Table of Contents
Quick Accuse
Quick Accuse: Become Charged with Light by rapidly defeating multiple combatants with Fusion Rifles or Shotguns.
Analogousness | Arc |
---|---|
Cost | five Energy |
Issue | Double kills with Fusion Rifles or Shotguns grant 1 stack of Charged with Light. |
Grants | x1 Charged with Light |
Secondary Effect | Greatly increases the ready speed of Fusion Rifles, Shotguns, Submachine Guns, and Swords. |
The ready speed bonus from Quick Accuse is slightly weaker than a dexterity mod on your arms, granting around +25 handling with no boosted scalars. This issue does stack with dexterity mods and handling-boosting Exotics.
Return to Table of Contents
Radiant Low-cal
Radiant Light: Casting your Super causes nearby allies to go Charged with Light.
Analogousness | 3 Energy |
---|---|
Toll | 3 Energy |
Upshot | Casting your Super makes nearby allies become Charged with Light |
Gives | x1 Charged with Low-cal |
Secondary Effect | +xx Strength |
Radiant Low-cal has fantabulous synergy with Powerful Friends, allowing any build to obtain +20 Mobility and Strength for little effort.
Return to Table of Contents
Reactive Pulse
Reactive Pulse: While Charged with Low-cal, when you lot take harm while surrounded past combatants, you emit a burst of damaging Arc energy, consuming ane stack of Charged with Low-cal.
Affinity | Arc |
---|---|
Cost | 3 Free energy |
Result | While Charged with Light, taking damage while surrounded releasing concatenation lightning. |
Consumes | x1 Charged with Low-cal |
Secondary Result | Gain a powerful overshield while performing your finisher. |
Reactive Pulse no longer activates Arc-based effects, such equally Crown of Tempest'due south Conduction Tines or Trinity Ghoul'south Exotic perk. The lightning damage is unsubstantial, incapable of killing Thrall that match your Power level. However, most enemies hit by Reactive Pulse'southward AoE boom will be staggered for a few seconds.
The secondary outcome grants a 100-point overshield while you lot're performing a finisher. The overshield lasts for a 2nd after the finisher ends.
Render to Table of Contents
Shield Pause Charge
Shield Intermission Charge : Become Charged with Lite past breaking a combatant shield with the matching energy type.
Affinity | Universal |
---|---|
Cost | one Energy |
Outcome | Get Charged with Light by breaking a shield with a matching harm type |
Grants | x1 Charged with Light |
Shield Break Charge simply works against PvE enemies.
Return to Table of Contents
Stacks On Stacks
Stacks on Stacks: Gain an extra stack of Charged with Low-cal for every stack you lot gain. -10 Recovery.
Affinity | Void |
---|---|
Toll | 4 Energy |
Outcome | Modern Issue: Gain twice as many Charged with Lite stacks equally normal. |
Stat Penalty: -10 Recovery |
Stacks on Stacks works with every mod that grants Charged with Light, some notable beingness Radiant Light to Taking Charge. This mod has a powerful interaction with Elemental Charge. If you lot catch an elemental well that matches your subclass chemical element, Stacks on Stacks will grant 4 Charged with Light stacks, not three.
Return to Table of Contents
Hitting Light
Striking Light: While Charged with Light, defeating combatants with melee damage and Swords spawns 1 Orb of Ability for your allies and consumes one stack of Charged with Light.
Analogousness | Arc |
---|---|
Cost | five Energy |
Outcome | While Charged with Lite, melee and Sword kills spawn an Orb of Power for allies. |
Consumes | x1 Charged with Light |
Secondary Effect | Gain 25% impairment resistance against combatants while sprinting. |
The Orb of Power from Striking Lite merely spawns for your allies and is equivalent to a weak Orb of Power (those spawned from helmet mods). This mod's secondary issue grants 25% harm resistance while sprinting, although this outcome but works against PvE enemies.
Return to Table of Contents
Supercharged
Supercharged: Yous can have 2 additional stacks of Charged with Light, up to a maximum of 5.
Analogousness | Solar |
---|---|
Costs | 5 Energy |
Effect | +2 to your Charged with Lite stack cap |
Stack Result | Increases your Charged with Light cap to 5; more than 2 Supercharged mods practise nada |
With Supercharged equipped, your maximum Charged with Low-cal cap can reach five. Since 1 Supercharged modernistic increased your cap from two to four, it'due south recommended that you lot pair this mod with Charged Up instead of a 2d Supercharged mod.
Return to Table of Contents
Surprise Attack
Surprise Assail: While Charged with Light, reloading or readying a Sidearm will swallow all stacks of Charged with Lite and catechumen them into stacks of a major damage buff, which are depleted equally you lot harm combatants with that Sidearm. -ten Intellect
Analogousness | Void |
---|---|
Cost | one Energy |
Outcome | While Charged with Light, gain a twoscore% (35% in PvP) damage increase to Sidearms after reloading or readying them. The vitrify lasts for a variable number of shots. |
-10 Intellect | |
Consumes | All Charged with Lite stacks |
Surprise Attack does not stack with Loftier-Energy Burn, Well of Radiance, or other damage buffs.
The Witch Queen expansion buffed this mod without any patch notes declaring such. Surprise Attack now gives a forty% damage buff to sidearms in PvE, from 35%. It still gives a 35% impairment vitrify in the Crucible.
After y'all reload or fix a Sidearm, the "Charged Mag" buff appears, displaying how many rounds you have that will bargain increased damage. This buff is simply consumed when you hit a target; missing bullets don't consume Charged Magazine stacks. You cannot refresh this buff until you lot lose all Charged Magazine stacks, either by swapping your weapon or using all overcharged bullets.
Each Charged with Lite stack grants v stacks of Charged Mag, upward to a cap of 25.
Return to Table of Contents
Sustained Charge
Sustained Accuse: Become Charged with Light by quickly defeating combatants with Auto Rifles, Trace Rifles, or Machine Guns. Additional copies of this mod increase the time allowed between combatants that are defeated.
Affinity | Solar |
---|---|
Cost | 4 Energy |
Grants | x1 Charged with Light |
Stack Effect | +1 seconds allowed betwixt kills |
Yous'll need to land effectually four rapid kills to activate Sustained Accuse. Copies of this mod allow for more than fourth dimension between each kill.
Return to Table of Contents
Swift Charge
Swift Accuse: Go Charged with Light past rapidly defeating combatants with Pulse Rifles, Sidearms, or Submachine Guns.
Affinity | Arc |
---|---|
Price | five Energy |
Grants | x1 Charged with Light |
Secondary Effect | Pulse Rifle concluding blows in PvE can driblet Special ammo for allies |
Similar to Sustained Charge, you lot'll demand around 4 rapid kills to obtain a stack of Charged with Light.
Return to Table of Contents
Taking Charge
Taking Charge: Become Charged with Low-cal by picking upward Orbs of Power.
Affinity | Universal |
---|---|
Toll | 3 Energy |
Effect | Orbs of Power grant x1 Charged with Low-cal |
Grants | x1 Charged with Low-cal |
This is hands the best means of becoming Charged with Light in Destiny 2. Orbs of Power generated from helmet mods can activate Taking Charge.
Return to Table of Contents
Source: https://www.thegamer.com/destiny-2-all-charged-with-light-mods-explained/
0 Response to "Stattik and Rapid Fire Stakc Again"
Postar um comentário