Xur is located near the Crucible Quartermaster
|Legacy Heavy Engram||G-Horn||31|
|Mask of the Third Man||Hunter||Bladedancer||Maybe||13|
|Light Beyond Nemesis||Warlock||Any||Maybe||13|
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Truth’s statistics are excellent in the areas that matter (blast radius, velocity, reload), which makes this updated Y1 Exotic all the more enjoyable to use. “Grenades and Horseshoes” + “Prototype Trueseeker” are perfect perks when paired together, and is a very fun!
In PvP this launcher is perfect because of the 3 round mag size and ease of use. The aggressive tracking combined with proximity detonation really makes it worth the exotic slot in PvP. That being said, a good Legendary rocket launcher or machine gun will free up your Exotic slot for something more practical.
For the Titan who likes to shuffle classes and is interested in his or her Heavy Weapons, Ruin Wings are hard to top. Retaining all the benefits of Y1, the perk Seeds of Ruin turns you into a walking arsenal of Heavy Weaponry. You’ll be rolling in Sword, Sleeper, Rocket, or Machine Gun ammunition, and picking up more every time you encounter a purple brick. This is a universally fantastic benefit and thus puts Ruin Wings squarely in the upper bracket for Titans.
In PvP, there is zero point to wearing these; the slight “bonus” to maximum Heavy Ammo that is effected by Seeds of Ruin can be replicated with the right auxiliary armor. Newbie Titans would do well to pick these up.
Try to get Sniper Reloader, and Paramuscular Armature if you re-roll.
Mask of the Third Man, being the only Exotic helm that’s specific to the Bladedancer, is a great choice if you enjoy that subclass for PvP.
Yes, Bladedancer has no real practical purpose in end-game PvE, but the Mask of the Third Man is a decent Exotic in spite of this. It grants a small amount of extra time to the Arc Blade super, and rapid slashes consume less Super Energy than without it on. Unfortunately, its usefulness stops here, and the sad reality that it takes the entire duration of a Super to carve up even a mid-level enemy means having a few extra cuts just doesn’t cut it. It’s the lowest of B tiers for this reason. In PvP, if your hit detection is feeling generous, there’s a much more compelling case for its usefulness to Bladedancers to eke out that last-second kill.
Aim for Crucible-friendly perks if you re-roll this, like Ashes to Asset.
Light Beyond Nemesis is a subclass-neutral helm. Keeper of the Pack is going to be most useful in Trials.
There have been a few opportunities to snag this excellent Exotic, but an extra one never hurts. It is bar-none the safest and most team-forward Exotic in end-game PvE content. You’ll spawn an extra orb with your first kill in your Super state, and the overall cap for Nova Bomb, and the roaming Radiance/Stormtrance hops up by one too.
This translates to more Supers all around; in fact, two offensive Guardians running Keeper of the Pack Exotics will make a noticeable difference in your team’s Super output. Of course, this means it’s useless in solo content, hence why I can’t in good faith give it the universal S. Exotic helms are also prized in PvE for the ease with which one can score the most essential PvE perk there is: Inverse Shadow. Just a few glass needles should be all it takes to get a desirable roll.
In PvP, it is a top-tier Exotic for Trials of Osiris, Skirmish, and Salvage, benefiting its wearer with lightning-fast revives that many would argue are downright essential for momentum play.
If you’re twisting this for PvE, Inverse Shadow and Infusion are great perks. In PvP, Quintessence Transfer still procs on Guardians, so you can’t go wrong there.