This Mothkeeper’s Wraps build is one of the best arc builds for Hunters in the game right now. You’ll be attacking enemies with Moths left, right and centre, plus you’ll be amplified and creating more ionic traces than you can handle, plus dishing out devastating damage to enemies. Today I am going to explain the build, why it’s good, how to put it together, plus some gameplay for this Mothkeeper’s Wraps Hunter Arc PVE build in Destiny 2.
Why this build is good
This build is all about the combination of arc abilties, blt charge and creating Moths to blind your opponents. Our exotic armor Mothkeeper’s Wraps will generate moths, which either attack enemies or help allies. We want to be generating grenade energy a lot to help us get Moths as often as possible. Combined with our fragment, spark of shock, we’re also going to jolt targets. Our moths also blind our enemeis when they attack, which works very nicely with our Arc build.
Our aspect Flow state is going to get us amplified, which means our dodge recharges quicker, so we can be nimble around the battlefield. Plus we get increased reload speed too, meaning faster time to deliver damage to enemies.
We’re also using Rolling Storm on our weapons, plus Tempest Strike to generate Bolt Charge, which was introduced in Episode Heresy. This makes Arc Hunters very effective. You want to be building up those stacks of Bolt Charge to unleash more damage to opponents. Due to Spark of Ions, we’re also going to be generating plenty of Ionic Traces, which means replenishing our abilities quickly, so more moths and more devastating melee attacks. Spark of Discharge also generates Bolt Charge, so our Hunters are going to be super charged with Arc on the battlefield.
Exotic Armor
Mothkeeper’s Wraps
Winged Eclipse – Your grenade becomes a cage of loyal moths that release on impact and fly toward the nearest target or ally. If they reach a target, they detonate in a blinding explosion; if they reach an ally, the moths grant your ally a Void overshield.
Get these from Master Rahool in the Tower by resetting his rank past 16 and claiming all rewards, then check out page 3 of his inventory.
Arc Subclass setup
Super – Gathering Storm, Hurl your Arc Staff forward, embedding it into surfaces or large targets and jolting nearby targets. After a short time, a devastating lightning bolt strikes the staff, overcharging it with Arc energy. While overcharged, your staff discharges lightning at nearby foes.
Class ability – Gambler’s Dodge, Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.
Melee – Disorientating Blow, Striking a target with this melee ability blinds them, amplifies you, and grants you a moderate amount of Bolt Charge.
Grenade – Pulse Grenade, A grenade that periodically damages targets within its explosion radius.
Aspects
Flow State – Defeating a jolted target makes you amplified. While you are amplified, your dodge recharges more quickly, you are more resilient while dodging, and your reload speed is greatly increased.
Tempest Strike – While sliding, activate your charged melee ability to unleash a devastating uppercut attack that travels along the ground in front of you, damaging and jolting targets it hits. Defeating jolted targets grants a stack of Bolt Charge.
Fragments
Spark of Ions – Defeating a jolted target or defeating a target with Bolt Charge creates an Ionic Trace.
Spark of Shock – Your Arc grenades jolt targets.
Spark of Frequency – Melee hits increase your equipped weapon’s reload speed and stability for a short duration.
Spark of Discharge – Arc weapon final blows have a chance to create an Ionic Trace. Collecting an Ionic Trace grants you a stack of Bolt Charge.
Weapons
The key perk we are using is Rolling Storm. Final blows grant Bolt Charge. While amplified, final blows grant additional Bolt Charge.
Outbreak Perfected
Outbreak Perfected is a fantastic Kinetic Pulse Rifle, mainly down to its perks. Let’s check them out in a little more detail.
The Corruption Spreads – This weapon creates SIVA nanite swarms on rapid hits and precision kills.
Parasitism – This weapon does more damage to enemies based on the number of SIVA nanites that attach to them.
You can pick this up from the Zero Hour Exotic mission.
Pyschopomp
Psychopomp is a Legendary Energy Grenade Launcher with an Area Denial Frame meaning it’s a burst fire Grenade Launcher. Each projectile creates a lingering pool on impact that deals damage over time.
To get this one complete activities on The Nether, beat bosses and open loot chests and you’ll get the episodic weapons. Get it fast before it goes away. In the future get it from Banshee-44 or Xur.
Watchful Eye
Watchful Eye is a Legendary Power Machine Gun with an Aggressive Frame meaning it has high damage, high recoil. To get this one you’ll want to take part in activities in The Nether, this is the activity added into Destiny 2 as part of Episode Heresy. In the future get it from Banshee-44 or Xur.
Let’s check out the perks:
- Reign Havoc – Kills with this weapon generate lightning strikes from above.
- Lightning Strikes – The weapon fires faster and more accurately the longer the trigger is held. Continuous damage generates lightning strikes.
- Feeding Frenzy – Each rapid kill with this weapon progressively increases reload speed for a short time.
To get this one you’ll want to find exotic engrams, as it’s a random drop from them. A good way to farm exotic engrams is from Nightfalls, the higher the difficulty the more exotic engrams you are likely to get. You can also get this exotic weapon from Xur. Xur is around from Friday until reset on Tuesday, and he has an exotic engram which can be purchased, and you’ll get an exotic weapon you haven’t got from his list. Therefore, if you have a lot of exotics in Xur’s inventory, and not Thunderlord, then it’s worth buying the exotic engram.
Mods
Head
Dynamo – Reduces Super cooldown when using your class ability near targets.
Harmonic Siphon – Spawns an Orb of Power upon scoring 2 Kills within seconds of each with a Weapon matching your Super Element. Kills within 1 second of an activation do not count.
Heavy Ammo Finder – Increases the drop chance of Heavy ammo upon defeat of an opponent.
Arms
Firepower – Your grenade final blows create Orbs of Power.
Focusing Strike – Grants class ability energy when you cause damage with a powered melee attack.
Grenade Kickstart – When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Chest
Charged up – Increases the maximum number of stacks of Armor Charge you can carry by 1.
Concussive Dampener – Reduces incoming area-of-effect damage from combatants.
Harmonic Resistance – Reduces incoming Arc damage from combatants.
Legs
Better already – Orb of Power Pickups immediately start Health Regeneration.
Innervation – Reduces grenade cooldown each time you pick up an Orb of Power.
Stacks on Stacks – Picking up an Orb of Power grants you 1 additional stack of Armor Charge.
Class
Bomber – Reduces grenade cooldown when using your class ability.
Powerful Attraction – Automatically collects nearby Orbs of Power when you activate your class ability.
Reaper – Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Let me know in the comments what you think.