Destiny 2 Guide

Star-Eater Scales (Exotic)
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Published 5 months ago Last Edited 5 months ago

Lost Sector Guide: Exodus Garden 2A

The Cosmodrome is a place familiar to Destiny veterans and New Lights alike, and the Lost Sectors in the area have been in rotation since the beginning of Beyond Light. Exodus Garden 2A may be one of the fastest clears for many, but, especially for those looking to get flawless clears, will still prove to be a decent challenge.


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 under-leveled, 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.

Activity Modifiers


Enemy (Fallen): Scorched Earth - Enemies throw grenades significantly more often.

Destination: Memory of a Golden Age - Incoming Solar and environmental damage increased.

Burn: Forlorn Miasma - +50% Void 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 (Void for Servitors)

Total of 4 Champions.


Additional Master Modifiers - Recommended Power 1340


Extra Champions - Increases total Champions up to 7.

Master: Attrition - Regeneration is greatly impaired. Defeating enemies may create Wells of Light.


Given the nature of the Champions and the boss within this Lost Sector, the best thing to aim for is long range engagements. Especially for Guardians trying to get a flawless clear on Master difficulty, sustain or abilities that help minimize how much damage you take from enemies will be important here.


Hunter:

Without a doubt, the use of Nightstalker will be the best choice for keeping yourself alive as a Hunter especially when using Way of the Pathfinder and for additional resistances those who have it can run the Omnioculus Exotic armor. Alternatively, using Revenant is a solid choice, as you can use it to freeze Champions in a pinch and let loose Silence and Squall while you reposition. You can also pair the Grim Harvest Aspect with the Whisper of Rime Fragment to gain an overshield.


Warlock:

As far as quick heals go, Warlocks have the best as they are allowed healing Rifts, but despite that it is still strongly suggested to go Attunement of Grace as a Dawnblade simply for the moments when Overload Champions decide it’s a good idea to teleport in your face. If you are looking for a more aggressive build that still leans into keeping yourself safe Stasis can be a good alternative. The Whisper of Rime Fragment can also be used on Warlocks for quick additional overshields and pairs with the Glacial Harvest Aspect.


Titan:

Never much for backing down from a challenge, Titans thrive in close quarters combat, and, to keep yourself alive in the midst of the Fallen, Sentinels will find that running Code of the Protector will give them the best chance at staying alive with its many overshields. If throwing shields or dipping in and out of a Ward of Dawn isn’t you style, however, throwing Hammers with Code of the Devastator and melting enemies with your Hammer of Sol on Code of the Siegebreaker can also be considered with intrinsic healing tied to these two Subreaker paths.

Hand Cannons: Fallen Captains hate to stay in one spot, so having a gun that can be used both at close range as well as long range will help a lot when attempting a clear. A good option that can benefit from the Void burn is Bottom Dollar, and one rolled with Explosive Payload will be even better against Overload Champions.


Scout Rifles: Typically, you will want to be nowhere near your enemies here, and Scout Rifles will help you keep that distance. With some enemies sporting Void shields, Royal Chase will prove to be a good gun to bring into this Lost Sector.


Grenade Launchers: Using this weapon archetype will mostly help in taking down Champions due to Breach and Clear, and the additional boost to wave clear provided by rolls that have Chain Reactionwill help immensely in progressing through the Fallen mobs. Memory Interdict can roll with Impulse Amplifier which can help take out enemies from further away.


Crimson: This Exotic Hand Cannon is capable of proccing and using Overload Rounds quickly, self-reloading on a precision kill, and, most importantly, healing you after killing any enemies. The healing can be a potentially life-saving boon on Master as it can counteract Attrition, albeit a bit slowly.


Hard Light: The base elemental damage of this Exotic gun is Void and has little use for its elemental type switching, but its extremely long range will be useful for taking down enemies and will help against Barrier Champions due to its archetype making use of Anti-Barrier Rounds.


Two-Tailed Fox: With Void damage being buffed, the most important thing to do with this Rocket Launcher is hitting the Void shot that can suppress Champions. Be sure to make use of the intrinsic tracking module when fighting from a distance to ensure your enemies cannot dodge away from your damage.

Overload Hand Cannon: Since Submachine Guns are a dangerous choice as they are close range weapons, Guardian should look to use Hand Cannons to disrupt at longer ranges instead.


Anti-Barrier Scout Rifle: With Scout Rifles being one of the better long range weapons, it only makes sense to use them to their full potential and use them against Barrier Champions.


Solar Resistance & Sniper Damage Resistance: There are plenty of Solar cannons in use that are buffed by the destination modifier along with the potential danger of explosive enemies. Assuming that you are staying far away from enemies, Sniper Resistance will benefit you the most from dying to tracking bullets, sniper shots, and any damage that hits you from faraway enemies.


Protective Light: If you are not feeling confident in your ability to survive, anyone running any Charged with Light mods should consider running this mod to gain additional resistances if they ever get down to red health. Must have armor with Void affinity to equip this.


Sundering Blast: A good tool for eliminating enemies in close proximity to Champions, especially useful for quickly destroying adds being shielded by a Barrier Servitor.


Surge Detonators: This mod is only usable on Arc subclasses and is mostly recommended for Legend difficulty as it can be tricky to run without having to worry about sustain.


Hammer of the Warmind: For Guardians running Warmind builds, which are good for clearing enemies quickly, an additional tool for stunning Overload Captains after blowing up a Warmind Cell.


Breach and Clear: For those still running a Grenade Launcher in this Lost Sector, Breach and Clear provides a debuff that helps make killing Champions and the boss faster as well as providing a way to quickly reload your weapons when shooting those same enemies.

Enemies: Shanks, Dregs, 1 Void-shielded Servitor, 1 Barrier Servitor


When first stepping into this area you will notice there is a barrier in place pretty close to the entrance you came through. This barrier is due to the Void Servitor that you should be able to spot quickly huddled by several Shanks. Take down the Servitor quickly with matching elemental weapons and clear out the Shanks as the barrier goes down, exposing the second half of this area.


Further back you will see a group of Dregs that will quickly turn to shoot you should you approach them. Be sure to take these enemies out from a distance, and avoid grenades they may throw your way as you take them down. If you are running on Master you may see orbs of light that will help your regeneration, but only approach to pick these up when there isn’t any immediate danger.


Moving closer towards the Dregs will spawn the Barrier Servitor, so make sure to advance only when you have taken down a good number of enemies. This Barrier Servitor can be burst down as it steps out from its spawn on the right side of the area, but be cautious as you could be caught in a tough spot if you play too aggressively as it comes in with several Shanks which it will be able to shield almost immediately. If you cannot burst the Champion down, either bait Shanks away from its shielding to take them out or simply weave in and out of cover until you can stun it. Once the Servitor is stunned, you should be able to promptly take it out along with its Shanks and open up the next area.

Enemies: Dregs, Vandals, Wretches, Explosive Shanks, 2 Void-shielded Servitors, 1 Barrier Servitor, 2 Overload Captains (1 additional Overload Captain on Master difficulty)


As the barrier blocking off the second area drops, you will notice that a number of enemies will drop down immediately from the left, including an Overload Captain that will begin to shoot at you as soon as it has you in its sights. If you are quick enough, you can potentially stun it as it is jumping down and take advantage to take it down almost immediately. Be sure that while you are doing this you are standing behind cover as a Vandal could be attempting to snipe you from behind the Champion while you’re trying to take it down. After the Captain has been taken care of, most enemies will retreat further in, but as you walk up you will be charged by a few Wretches, which should be easy enough to dispatch.


Start walking further in and you will see a few more Fallen hiding behind some boxes, likely being shielded by a Barrier Servitor. Before you can walk up to these enemies, a large amount of Explosive Shanks will spawn in from a spawn door on the right, so be on the lookout for these enemies. At the same time, however, the Vandal you may have seen earlier will be shooting at you from a vantage point on the top left along with some Dregs, so be sure to take these down if they are not being shielded by the nearby Servitor.


Once the lesser Fallen have been taken care of, be sure to heal up to full before attempting to take on the Barrier Servitor. Should there be a lot of Dregs huddled around it, try to focus on drawing out and popping the Champion’s Barrier and perhaps using Sundering Blast from the stun to quickly take out the adds around it. If there are few enemies that can pose a threat around it, quickly destroy the Barrier Servitor.


Guardians running at Master will also have to worry about an Overload Captain providing back-up for this Barrier Servitor. Even with this additional Champion, the first priority should be stunning the Servitor, and should the Captain be too obnoxious to ignore, a few Overload Rounds to stun it should be enough before turning your focus once more to the Barrier Servitor. Once the Servitor is down, you should use your Overload Round, Heavy weapons, and Super to take down the Captain before any other enemies can walk up to challenge you with it. Focus on clearing out the Dregs and Vandals that will be shooting you from cover around the area before moving further in.


In the far back there will be an additional Servitor, although this time it will simply be one with a Void shield. This will still be a priority target since it will also shield enemies around it. As you take it down more enemies will appear from behind it, although these waves will have Exploder Shanks you can use to blow up before anything emerges. The last wave coming from this back area will be a final Void Servitor that you must take out to gain access to the boss area.


Along with the first few waves from the back on Master difficulty, you will find one more Overload Captain, that will have made its way to the back from where the other Captain had first spawned. Be quick in taking out the last two Void Servitors since either one of them can shield the Champion and make it a nightmare to deal with. If there is nothing to shield the Captain, stun it quickly and use any remaining weapons and abilities you haven’t used on the previous Overload Captain to take out this particular one. Once this Champion, the Servitors, and any adds that were in the area are killed you should be able to safely focus on taking on the boss room.

Boss: Deksis-5, Taskmaster (Servitor)

Enemies: Dregs, Wretches, 2 Void-shielded Servitors (These will become 2 Barrier Servitors on Master)


The boss room will be the area where it is most crucial to have long range weapons and healing as you should primarily be taking out enemies from the previous area, away from the entrance to this area. Many enemies will be spawning in here, but they will position themselves in nooks and crannies looking into the center of the boss area. Occasionally, these Dregs and Wretches will charge or peek at you, but this will only happen if you step far enough in, so it pays to be outside their range.


At long range, you will be able to make out the massive sphere of Deksis-5, a former Devil Servitor, that will be able to shoot rapid-fire Void blasts if you enter its range, which is mostly the same as all the other adds in its area. At Legend difficulty, the only thing you must do here is take out the Servitor boss from afar, make sure all Champions are dead, and then go in to collect your rewards.


Master difficulty, however, requires a different approach. It is still strongly recommended to take out enemies from outside the area, but it is still possible you will be shot at. To make matters worse, you will have to move in to get an angle on the two Barrier Servitors that will be orbiting Deksis-5. These two Champions will be taking shots from about the same range as the boss, and will position themselves in such a way that will keep in view of the larger Servitor. All classes that have some kind of shelter should be setting up an area where they can duck down to avoid getting melted, but still in a position they can weave in and out of to destroy the Barrier Champions. If you ever run low on health make sure to use your healing abilities or shoot a Drag nearby to try to drop an orb of regenerative Light. Remember though, especially if you are attempting a solo flawless clear, losing a revive is not worth the risk of grabbing a healing orb or even taking down a Champion. Should time run out at 15 minutes, additional lives won’t matter much to Guardians here either since the focus will be on completing the run. Any buff or debuff that can be applied at a distance will be good for taking out the Barrier Servitors, and once the first one has been taken down the second will likely go down shortly after.


If the boss room is giving you a hard time, you can just destroy Deksis-5 first and then decide whether or not the Barrier Servitors are worth the hassle. Taking them down here is only important for getting Platinum rewards, and if you decide you just want the flawless completion it may just be easier to run past everything to open the rewards cache. Just be sure you are not so low as to be taken down by the remaining adds at this point and, however it is you may have done it, you will have finished the Lost Sector.


Possible Loot


Legend (1310) - Enhancement Core (Uncommon)(Uncommon), Exotic Armor (Rare)

Master (1340) - Enhancement Core(Uncommon), Exotic Armor (Common)


For Lost Sectors with Leg Armor as the reward, there is a chance at the new Star Eater Scales, Boots of the Assembler, or The Path of Burning Steps Exotics.

Written by ConejoLapin
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