Where is Xur in Destiny 2 today? The exotic and mysterious gear merchant, otherwise known as the Agent of the Nine, is ready to sell you some new exotic weapons and armor in exchange for your legendary shards.
This week, the tentacled figure can be found in the Tower Hangar this week, past the Dead Orbit HQ, up on a small catwalk.
Exotic Weapon - Sunshot
Cost - 29 Legendary Shards
Sunshot is an Exotic Hand Cannon that deals Solar damage. Its 2 Exotic perks read:
- Sunburn - This weapon fires explosive rounds and highlights targets that take damage from Sunshot.
- Sun Blast - Targets killed with Sunshot explode in Solar energy.
Sunshot is a very solid and reliable weapon in both PvE and PvP activities. For PvE, its Sun Blast perks allow for additional enemy clearing without much thought as all kills with Sunshot will activate this perk. Kills with the Sun Blast perk will also trigger the perk itself which can cause a chain reaction of kills.
In PvP, the weapon can hold its own against almost all of the meta weapons. Sunshot is a 150RPM Hand Cannon and so is one of the most powerful weapon archetypes in the current sandbox. Combine this with its decent Range, large Magazine and Explosive Rounds built into its Exotic perk, Sunshot can carry you through many 1v1 engagements.
A Catalyst is also available for Sunshot that can be earned as a random reward for completing Strikes or Crucible matches. Once acquired the player must obtain a large number of kills both with Sunshot itself and with the Sun Blast perk. Once this is completed the weapon will gain a substantial boost to both Range and Stability, making it even more deadly in the right hands.
Titan Exotic - Dunemarchers
Cost - 23 Legendary Shards
Dunemarchers is a set of Leg Armor for the Titan Class. Its Exotic perk reads:
- Linear Actuators - Increases sprint speed. Sprinting builds up a static charge. After melee-attacking an enemy, that charge will chain damage to nearby enemies.
The Arc charge that is built up after sprinting can chain a few meters to nearby enemies but unfortunately does fairly negligible damage, only really dealing good damage to low tier PvE enemies and not even taking down the shields of an enemy Guardian in the Crucible.
The sprint speed increase from this Exotic isn't extremely noticeable but can definitely come in handy for those players who have a ‘run-and-gun’ playstyle.
Dunemarchers are a fairly low tier Exotic, not the worst, but there are much better options for a Titan Exotic.
Warlock Exotic - Eye of Another World
Cost - 23 Legendary Shards
Eye of Another World is an Exotic Helmet for the Warlock class. Its Exotic perk reads:
- Cerebral Uplink - Highlights priority targets and improves the regeneration speed of your grenade, melee and Rift abilities.
Eye of Another World is a fairly uninteresting Exotic but don't let that lower the value of its perk. For zero input, Eye of Another World will passively increase the regeneration speed of all your abilities bar your Super. It isn’t a particularly large increase but it will shave off a few seconds of downtimes between ability usage and so will lead to maybe a few extra melee, grenade or Rift charges per Strike/Crucible match.
The ‘priority targets’ from the perk description means Major/Boss PvE enemies and enemy Guardians who have their Super charged up. This will cause these enemies to be outlined on your HUD in bright red.
Eye of Another World is solidly mid-tier, great for people who just want to slap on an Exotic and not have to think about it too much.
Hunter Exotic - Aeon Swift
Cost - 23 Legendary Shards
Aeon Swift is a set of Exotic Gauntlets for the Hunter class. Their Exotic perk reads:
- Aeon Energy - Dodging grants the following the nearby Aeon Cult allies:
- Grenade energy to Warlock
- Melee energy to Titans
- Dodge energy to Hunters
- Other allies receive a fraction of the shared energy.
The Warlock version of this line of Exotics has been talked about in a previous Xur Inventory article and the opinion is very much mirrored for this Hunter version.
The Exotic relies on all other members of the Fireteam to be running their own class version of the same Exotic to be even marginally worthwhile. An argument could be made for a full 6-man Raid team running these but that is 6 total Exotic slots taken up for what? A little bit of increased ability regeneration.
The difference in power between a Raid team having 6 Aeon Cult Exotics against 6 ‘best-in-slot’ Exotics is astoundingly large. If you are running low on Legendary Shards, do not waste them on this Exotic.
The Aeon Cult Exotics have become a sad joke within the Destiny community. Hopefully, they get somewhat reworked soon, otherwise, they will all continue to collect dust inside the Vault.
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