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Mechaneer's Tricksleeves (Exotic)
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Published 1 month ago Last Edited 1 week ago

Artifact Breakdown: Wayfinder's Compass

Season of the Lost is underway, and Guardians are scrambling to aid Queen Mara and the Awoken. With the new Season also comes a new Artifact: the Wayfinder’s Compass, a mystical Awoken relic that will show the path towards the missing Techeuns that Mara needs to complete her coven and complete a bargain struck with an enemy both familiar and unknown. Once again, the mods provided from this item will help bolster the arsenal of anyone heading into the Ascendant Plane or the Crucible alike, but it will help to know exactly how it will aid each Guardian.


Similarly to other Seasonal Artifacts, the Compass must be leveled up in order to gain access to the mods it contains, as well as adding to your total Power, by gaining XP from completing Seasonal content, Ritual activities, or completing bounties. Of the 25 mods available, only the 5 from the first column will be available, but, as levels rise throughout the season, Guardians will receive more unlocks allowing them to obtain mods from deeper in the Artifact. The further into the Compass the mod is, the more powerful it will likely be, but again the efficacy of each one is determined by how Guardians use them and in which activities they are being used.


Keep in mind, there is a 12 mod limit to the Artifact, so it is important to focus on whether you will spec for PvE or PvP. Any time that the Compass is reset, Guardians will incur a hefty fee of Glimmer that starts at 10,000 per reset, and rapidly builds up its cost each time one decides to change their mods. Be careful to not experiment too much with the Artifact if you are low on resources, but, otherwise, feel free to choose mods depending on individual playstyles or even recommendations from fellow Guardians.

The first set of mods focus on being able to disrupt enemy Champions that are found within Raids, Nightfalls, and other activities like Astral Alignment.Anti-Barrier Auto Rifle

Armor Slot: Arms

Energy Cost: 1


“Auto Rifles you are wielding fire shield-piercing round and stun Barrier Champions.

Auto Rifles deal bonus damage against Barrier Champions.”


Usually when using this mod you will be dealing with Fallen, Cabal, or Hive Champions. It is important to note that the mod gives increased damage against Barrier Champions, and makes it so that the best way to deal with those same Champions is by continuing fire with the Auto Rifle you are using to damage the enemy.

Overload Bow 

Armor Slot: Arms

Energy Cost: 1


“Damage by fully drawn arrows disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.”


Returning once again, this mod is regarded by players as one of the best Overload mods. Every shot of a fully drawn bow is capable of disrupting Overload Champions, and, even if they do not get stunned, will keep enemies like Captains or Chieftains from using their abilities against Guardians. This mod is particularly useful with the Exotic Bow Le Monarque as the poison can trigger the Overload shot multiple times on Champions affected.

Unstoppable Pulse Rifle 

Armor Slot: Arms

Energy Cost: 1


“Aiming down Pulse Rifle sights loads a high-impact burst that stuns unshielded combatants.

Strong against Unstoppable Champions.”


A mod that is extremely useful at long range against Unstoppable Champions such as Taken Phalanxes or Scorn Behemoths. When aiming down sights, so long as the perk is activated, any shot from an equipped Pulse Rifle will stun Champions and can also be used to stagger most enemies as well.

Unstoppable Sidearm 

Armor Slot: Arms

Energy Cost: 1


“Aiming down sights with any Sidearm you are wielding loads a powerful explosive payload that stuns unshielded combatants.

Strong against Unstoppable Champions.”


An alternative for dealing with Unstoppable Champions, although at a closer distance. Similarly to other Unstoppable mods, you must aim down sights until a glow appears on the Sidearm you are aiming before firing an incapacitating shot at your enemy.

Disrupting Blade 

Armor Slot: Arms

Energy Cost: 6

  

“Landing consecutive hits with any Sword you are wielding disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output.

Strong against Overload Champions.”


Although a bit more difficult to use to stun Overload Champions, this mod is extremely useful for quickly dispatching Champions. Multiple hits must land on your enemy before the Overload stun is activated, but can pair well with Swords that have the Whirlwind Blade perk as it will increase your damage as you land hits on a Champion. Also pairs well with the mod Passive Guard as it will make approaching Champions a bit safer so long as your Sword is drawn when attempting to take them down.

This column contains mods that have been reduced in energy cost.

Hands-On

Armor Slot: Helmet

Energy Cost: 1


“Gain bonus Super energy on melee kills.”


Usually found as an Arc Affinity Helmet mod, this mod is reduced cost from 3 Energy and has a neutral affinity type so it can be slotted in any Helmet to gain additional Super energy when meleeing enemies.

Shotgun Dexterity

Armor Slot: Arms

Energy Cost: 1


“Faster ready and stow speed for Shotguns.”


This mod is particularly useful in the Crucible as it allows players to swap to and from a Shotgun more quickly whether they are trying to confirm a kill. Energy cost down from 5.

Sword Scavenger

Armor Slot: Legs

Energy Cost: 1

  

“Swords get larger bonus reserves when you pick up ammo.”


Any time that you find a Heavy ammo brick with a Sword equipped you will obtain additional ammo. Be aware that this mod does not stack with itself, so only one copy needs to be slotted. Reduced Energy from 4.

Fusion Rifle Loader

Armor Slot: Arms

Energy Cost: 1

  

“Increases reload speed of Fusion Rifles.”


Faster reload speed for only Fusion Rifles, as Linear Fusion Rifles have a separate mod. Reduced cost from 3 Energy under the general Arms mod. 

Linear Fusion Rifle Targeting

Armor Slot: Helmet

Energy Cost: 1

 

“Improved target acquisition, accuracy, and aim-down-sights speed for Linear Fusion Rifles.”


Another reduced cost mod, down from 5 Energy, only works specifically with Linear Fusion Rifles to increase accuracy.

On top of more reduced cost weapon mods this column also provides more unique mods that will help define new playstyles.Auto Rifle Loader

Armor Slot: Arms

Energy Cost: 1

 

“Increases reload speed of Auto Rifles.”


Reduced cost down from 2 Energy, this mod is very niche but can be important for Nightfalls as Auto Rifles are the only weapons that can be used to disrupt Barrier Champions.

Shotgun Ammo Finder

Armor Slot: Arms

Energy Cost: 1


“Increases your chance of finding ammo while you have a Shotgun equipped.”


This mod gives you a higher chance to obtain ammo corresponding to any Shotgun you may have equipped, has a reduced cost down from 3 Energy.

Passive Guard

Armor Slot: Class Item

Energy Cost: 6


“Receive less damage from combatants that are close to you while you are wielding a sword.”


This mod allows players to take reduced damage from enemies around them so long as they currently have a Sword out. Blocking with a Sword is not necessary, but can also reduce damage further. Be aware that the range at which this protection is granted makes it less effective against faraway enemies.

Fusion Scavenger

Armor Slot: Legs

Energy Cost: 3

 

“Fusion Rifles get bonus reserves when picking up ammo used by that Fusion Rifle.

Linear Fusion Rifles get bonus reserves when picking up ammo used by that Linear Fusion Rifle.”


On top of being reduced Energy cost (both Fusion and Linear Fusion Rifle Scavenger are a 4 Energy cost) this mod also combines the two weapon archetypes and allows one to gain additional ammo for both Special and Heavy weapons. Like all other Scavenger mods, from this Season on, this effect does not stack with additional copies.

Sidearm Dexterity

Armor Slot: Arms

Energy Cost: 1


“Faster ready and stow speed for Sidearms.”


Allows one to swap between a Sidearm much faster, reduced cost from 3 Energy. Particularly good in Crucible, and pairs well with the Exotic Arms Mechaneer’s Tricksleeves on Hunters.

This column provides additional ways to disrupt Champions and also gives Guardians more tools when using their abilities against them.Unstoppable Fusion Rifles

Armor Slot: Arms

Energy Cost: 6


“Aiming down Fusion Rifle and Linear Fusion Rifle sights loads a high-impact burst that stuns unshielded combatants. Strong against Unstoppable Champions.”


Another Unstoppable mod that requires aiming down sights to stun Champions. Works with both Fusion and Linear Fusion Rifle weapon archetypes and can be helpful for bursting down Champions at a distance.

Withering Heat 

Armor Slot: Class Item

Energy Cost: 6


“Causing damage with a Solar ability weakens Champions for a short duration.”


Although it is only specifically useable on Champions, this mod is particularly useful as it allows Solar powered melees, grenades, and Supers to cripple Champions in order to defeat them quickly in high-tier activities.

Resonance Siphon

Armor Slot: Class Item

Energy Cost: 2


“Gain Stasis ability energy whenever you or a member of your fireteam stuns a Champion.”


This mod will allow Stasis subclass Guardians to recharge all of their abilities up so long as they are continuously stunning a Champion. As it also triggers off of fireteam members, it allows teams to alternate their abilities or simply allow them to recharge all their energy before moving on to the next challenge.

Thermoclastic Strike

Armor Slot: Class Item

Energy Cost: 3

 

“Solar and Stasis melees disrupt combatants, stunning them, delaying ability regeneration and lowering combatant damage output.

Strong against Overload Champions. Refresh your melee ability whenever you or a member of your fireteam stuns an Overload Champion.”


Allows Guardians running either Solar or Stasis subclasses to use their powered melees to stun Overload Champions. Particularly Revenant Hunters and Dawnblade Warlocks will be able to make the most out of this mod, especially when using their ranged melee abilities. Pairs well with Resonance Siphon if running on a Stasis subclass.

Fire and Ice 

Armor Slot: General (Combat Style)

Energy Cost: 1


“Defeating a Champion spawns a random array of Solar and Stasis wells.”


This mod will give additional ability energy to any Guardian that picks up the Elemental Wells that spawn, but Solar and Stasis subclasses will get the most energy out of them. The burst of wells makes this mod pair well with other Elemental Well mods, especially those that reward picking up wells matching their equipped subclass.

This column contains the strongest Seasonal mods available, but due to the layout of the Artifact only 2 mods can be slotted from here at one time. Focuses on being able to buff a Guardian or weaken enemy combatants.Well of Potency

Armor Slot: General (Combat Style)

Energy Cost: 5

 

“Picking up a matching elemental well grants you Super energy.”


Encourages the use of Elemental Well mods to charge Supers quickly, and is even more useful when members of your fireteam use the same element while running those mods. Can be used in conjunction with Elemental Light and Font of Wisdom to keep Supers constantly charging up and feeding into itself. Stasis and Solar subclasses can pair this with Fire and Ice as well.

Pyretic Embrace

Armor Slot: Class Item

Energy Cost: 4


“Casting a Solar Super restores you to full health and shields.”


The use of any Solar Super will heal the Guardian using this mod. This can be particularly strong when in a pinch in both Nightfalls and the Crucible, but is dependent on having enough Super energy.

Thermoclastic Blooming

Armor Slot: Arms

Energy Cost: 2

 

“Defeating a combatant with a Solar or Stasis melee creates an Orb of Power.”


Using a melee that can recharge itself multiple times or increase its ability charge rate from Solar and Stasis subclasses can potentially make this mod very strong in both PvE and PvP activities. The generation of Orbs of Power can make it possible to avoid Intellect and instead make Strength-oriented builds when distributing stats on armor. The only downside is that the kills must be with powered melee kills so some classes may not be able to take as much advantage of this mod.

Focusing Lens

Armor Slot: Class Item

Energy Cost: 3

 

“Your Light abilities do bonus damage to combatants affected by Stasis.”


Returning from Season of the Chosen, this powerful mod is able to magnify Light abilities’ damage on Stasis-afflicted enemies. Stasis weapons Salvation’s Grip and newer Legendary weapons with the perk Headstone can also be used to trigger this extra damage with this mod, but Stasis abilities are still the most consistent in allowing Guardians to decimate their enemies with the Light. Focusing Lens can stack with buffs such as a Dawnblade’s Well of Light empowerment and debuffs like Sunbreakers’ Hammer Strike or a Nightstalker’s Shadowshot.

Particle Deconstruction

Armor Slot: Class Item

Energy Cost: 7


“Dealing damage to a combatant with a Fusion Rifle or Linear Fusion Rifle grants bonus damage with a Fusion Rifle or Linear Fusion Rifle against that combatant for a short duration. This effect stacks up to 5 times.”


Most likely on of the stronger mods this season, this mod will allow Guardians to stack bonus damage with a large variety of Fusion and Linear Fusion Rifles, both Legendary and Exotic. While it provides what is technically a debuff, this can stack similarly to Focusing Lens with other buffs and debuffs. Additionally, any tick of damage done with either weapon archetype will count towards the application of the debuff, so weapons with multiple ticks of damage such as One Thousand Voices or with additional burn damage like Jotunn will be able to max out the stacks quickly to provide even more damage from subsequent attacks.


It remains important to spec the Artifact according to which activities players are going to focus on throughout the season. Those who are going to be playing PvE should focus on mods that help take down Champions, for example, while those who are doing PvP modes should focus more on weapon mods from the second or third columns. This is to prevent the need to reset the Wayfinder’s Compass and keep the reset cost as low as possible should any one person wish to experiment with any other Seasonal mods throughout the Season of the Lost.


Note that Scavenger mods no longer stack, so only one slot should be dedicated to a specific weapon when using those mods. Ammo Finder mods have also been changed so that Primary weapons can increase chances of finding Special or Heavy ammo specified by the mod equipped.


This guide contains information on mods as they were at the time of writing. Specifically, this information was gathered as of Patch 3.3.0. Unless specified below, information or changes from later patches is not included.

Written by ConejoLapin
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