For all Lost Sectors this season, the time limit is always set at 15 minutes before any additional revives you obtain throughout the activity are taken away. If you are running on Legend difficulty the recommended Power is 1310, while at Master it is 1340. While you can complete the activity while underleveled, it is best to keep yourself within 10 Power of the activity otherwise enemies will be able to kill you more easily as well as take much longer to defeat. While a few things change from Legend to Master, the overall strategy used to get through should be about the same.
Enemy (Fallen): Arach-No! - When defeated, Fallen Vandals spawn a web mine at their feet.
Destination: Memory of a Frozen Conundrum - Incoming Arc and aerial damage increased.
Burn: Isolated Flames - +50% Solar damage dealt and received.
Champions (Fallen): Barrier & Overload - This mode contains both Barrier and Overload champions which cannot be stopped without an Anti-Barrier or Overload mod, respectively.
Limited Revives - Limited fireteam revives. Gain additional revives by defeating Champions.
Legend Modifiers - Recommended Power 1310
Locked Loadout - No changes to weapons, armor, mods, or subclasses while in the activity.
Match Game - Enemy shields are more difficult to break without its respective elemental damage type.
Extra Shields - Elemental shields added to specific enemies (Solar for Heavy Shanks, Void for Servitors)
Total of 4 Champions.
Additional Master Modifiers - Recommended Power 1340
Extra Champions - Increases total Champions up to 7.
Master: Chaff - Radar is disabled.
Concealed Void is a little tricky with how crowded the Lost Sector's layout can be. While typically survivability would be the priority, the enemy spawns put emphasis on quick and continuous add clear.
Way of the Trapper Nightstalker is capable of giving you breathing room with smokes and invisibility and Shadowshot's Void Anchors are capable of tethering and clearing out a large number of enemies at a time.
Typically Voidwalker will be the go to here but the use of Attunement of Hunter for Devour and survivability or Attunement of Chaos for charged grenades is up the speed and difficulty of the run being attempted. Alternatively, Stormcaller provides plenty of clearing potential and Attunement of Control's Chaos Reach provides a relatively safe way to burst down enemies from afar.
With close proximity being an issue, Code of the Protector Sentinel's Defensive Strike is good for keeping yourself topped off with an overshield, but if you're looking for add clear, Code of the Commander can keep enemies chaining with Controlled Demolition. Another thing to try is Code of the Siegebreaker Sunbreaker since it has intrinsic healing and can control areas well with Sunspots especially in this crowded Lost Sector.
Hand Cannons: These guns paired with
Auto Rifles: The best option for Anti-Barrier Rounds in this Lost Sector. If you are hoping to play from further back against enemies the new seasonal auto rifle,
Grenade Launchers: Both Special and Heavy Grenade Launchers can use Breach and Clear which is a substantial buff to damage that can help destroy Champions quickly.
Enemies: Dregs, Shanks, Vandals, 1 Solar-shielded Heavy Shank, 1 Overload Captain (1 Barrier Servitor on Master)
When first stepping into this Lost Sector you will find idle Dregs and Shanks which you can quickly take out. As you take them out you will draw aggro from the Overload Captain which will peek the corner and immediately start taking Solar shots at you that are increased damage due to the burn. Stun the Captain quickly and try using Breach and Clear in combination with grenades and your Special weapon if you have one.
After taking out the Captain, when you turn the corner you will be greeted by more Shanks and Dregs as well as a Solar Heavy Shank. Be aware that there are also Vandals in the back that can burst you down with tracking shots, make sure you prioritize these Vandals after defeating the smaller enemies in front of you, and finish off the Heavy Shank last.
On Master difficulty, as soon as you turn the corner you will encounter the Barrier Servitor. Once it spots you it will float over to the Heavy Shank and will begin shielding enemies around it. For this Champion, your best course of action is to take out the Vandals first and then attempt to peek while taking shots right before you duck back into cover. Once the Servitor puts up its barrier you can stun it using Anti-Barrier Rounds, and from there you can either finish it off or focus your attention on the other enemies before it shields them once again.
Once you duck down to advance into this next room the next wave of Champions will spawn, be aware of where you are getting shot from especially if you have the Chaff mod since it is easy to get overwhelmed in this room. One of the first enemies you will encounter is going to be a Captain across the pit of Vex radiolaria that will have an Arc shield on Legend and be an Overload Captain on Master. Regardless of difficulty, you should prioritize killing this enemy as it has substantial enough range to be a threat to you in any position you may be in. Arc heavy weaponry is preferred for taking on this Captain.
After taking out the first Captain, as you jump across to the next platform you will find a Barrier Servitor to your left with several Shanks it will be shielding. Try to take out the Servitor immediately, but, if it uses its barrier, stun it and take the time to destroy any Shanks around it so they will not bother you while you finish taking down the Servitor.
Once the Servitor is down, you can make your way from platform to platform to get across this room while taking out an assortment of Dregs and Shanks. In the back of the room you will find a Heavy Shank which can be dispatched easily as long as you have a Solar weapon. Behind it you will also find a Vandal and an Overload Captain waiting for you to attempt to cross. Snipe the Vandal first and then stun the Overload Captain. Once you take out the Captain the barrier to the next area will open.
*Note: This Overload Captain can be a little buggy in how it stuns off of Overload Rounds as it can sometimes un-stun immediately. Try to take it out from a distance by stunning it multiple times, but don't be afraid to get close to use a finisher to get through more quickly.
The first part of this area will be a cluttered room with Vex architecture that hides several Wretches. You can either take them down from the last room or bunch up the enemies to shoot them with Heavy.
There will be a short gap to cross with Exploder Shanks that will start to move towards you as soon as you jump across. The best thing to do here is to jump forward and quickly jump back to bait out the Explosive Shanks and then blow them up along with the Vandals that spawn behind them.
After dealing with the Explosive Shanks, an Overload Captain will remain behind where the Shanks first spawned. Stun the Overload Champion and burst it down to continue moving forward. On Master there will be an additional Barrier Servitor that will be defending the Captain. In this instance it is best to focus on the Servitor. It bears mentioning, however, that you cannot stun the Captain through the Servitor's shield. It can be hard to juggle aggro from two Champions, but if you can stun the Barrier Champion you can use that time to stun the Overload Champion and then burst down the Barrier before turning your attention once again to the Captain which should be east to take out without a Barrier shielding it.
Boss: Teliks, House Salvation (Captain)
Enemies: Wretches, Dregs, Vandals, Void-shielded Servitors
The boss room is simple enough, as you don't have to worry about any Champions spawning in during the boss battle. Teliks is a large Captain that will teleport around the room and summon adds as its health gets lower. On top of health-gated spawns there are also timed spawns that depend on the number of enemies you have defeated from the previous wave. Each new wave will spawn in a Void Servitor if there wasn't one already and will continue to shield enemies in its vicinity. Prioritize the destruction of this Servitor anytime it gets near the boss.
If there isn't any interference from a Servitor, the safest way to clear the boss room is to use the nook on the left side of the room to recover your health whenever it gets low. This same spot can get bombarded by shock grenades from Dregs, however, but fortunately you can destroy these grenades in one or two shots. Keep in mind that certain Supers and abilities (such as Hunter Shadowshot) allow for damage through a Servitor's shielding, so be sure to use these abilities when you are being blocked by the Servitor in the room.
If you have Anarchy, you can pop a couple of shots on the boss and focus on clearing his minion from cover while he ticks away. Just be sure to be clearing the Servitor while you're doing this since damage over time like Anarchy will still be blocked. If not Anarchy, expending your Heavy on Teliks from cover will be the best course of action, and any minor enemies that run at you will typically be able to bring you more ammunition.
Once you burn down the boss, you can either run towards the rewards cache to claim the completion or play it safe and finish taking out smaller adds until the last ones potentially spawn out. Once these last adds are gone you are free to claim your rewards that will be based on the percentage of Champions you defeated. Platinum clears give the highest chance at rewards and are awarded only if you slayed all Champions.
Legend (1310) -
Master (1340) -
For Lost Sectors with Leg Armor as the reward, there is a chance at the new