Destiny 2 Guide

Star-Eater Scales (Exotic)
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Published 3 years agoLast Edited 3 years ago

Lost Sector Guide: K1 Communion

Another Golden Age site swarming with Fallen awaits you in K1 Communion. This Lost Sector will challenge Guardians’ skills as well as their loadout, and, for those going in solo, you will definitely need to go in with a patient mindset or you will die several times over. This guide aims to help you complete Communion on both difficulties solo, preferably flawless.


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): Arach-No! - When defeated, Fallen Vandals spawn a web mine at their feet.

Destination: Memory of a Haunted Dream - Incoming Void and aerial damage increased.

Burn: Isolate 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 (Void for Servitors, Solar for Heavy Shanks)

Total of 5 Champions.


Additional Master Modifiers - Recommended Power 1340


Extra Champions - Increases total Champions up to 11.

Master: Famine - All ammunition drops are significantly reduced.

You will be hiding a lot here, your best bet for getting through is going to be relying on area-of-effect add clearing abilities. Champions are gonna be the only thing you’re going to want to burst down and even that is gonna be a little slow with the amount of enemies you’ll have to slay in each area first.


Hunter:

With the burn for this Lost Sector being Solar, Gunslinger has the biggest advantage in terms of damage, and, for Hunters who want faster clears, using Way of a Thousand Cuts combined with Shards of Galanor will be an excellent choice. Another choice would be Revenant, as using the Touch of Winter and Shatterdive Aspects in conjunction with the Whisper of Shards Fragment which can allow Hunters to clear out enemies quickly and greatly reduce their grenade cooldown to keep chaining Shatter kills.


Warlock:

Probably the best option for fast add clear is the use of Attunement of Chaos, which Voidwalkers can pair with the Contraverse Hold Exotic to increase the uptime on their charged grenades. The other option, although a bit riskier, is to use Dawnblade with Sunbracers, which works well with Attunement of Sky as the Celestial Fire melee can be used to activate the Exotic gauntlets’ perk.


Titan:

Sunbreakers who run Code of the Siegebreaker can keep their abilities charging quickly so long as they keep creating Sunspots to stand in, and these, in turn, will be good to keep enemies at bay or defeat them from afar should they step through the active pillars of Solar Light. If instead a Titan wants to move in closer to their enemies, they can run Code of the Commander, which will allow a Sentinel to use Controlled Demolition to both detonate a large group of enemies and heal themselves for every kill. Using Banner Shield can also proc Controlled Demolitionist and with Ursa Furiosa Exotic gauntlets Titans will gain bonus energy that can allow them to keep chaining their Super.

Hand Cannons: Since you will likely be dipping in and out of cover as you take on your enemies, single-shot weapons like Hand Cannons will be best for your ammo economy. The IKELOS HC will prove very useful since it can roll with Rampage to take down enemies more quickly and is capable of spawning Warmind Cells.


Scout Rifles: Another single shot weapon type well suited for fighting from behind cover, as well as allowing you to play far back from enemies which can make skirmishes a lot safer. Pleiades Corrector is a good Solar Scout that can take advantage of the Solar burn in effect.


Grenade Launchers: The bread and butter of high-tier content, but with a bit of wasted potential here where there are no Unstoppable Champions. Both Empty Vessel and Outrageous Fortune are good Grenade Launchers that can proc Breach and Clear and can potentially spawn Warmind Cells.


SUROS Regime: For Guardians trying to clear the Lost Sector flawlessly, this Auto Rifle offers the ability to heal after downing an enemy, and is compatible with Anti-Barrier rounds.


Sunshot: As the only 150 rounds-per-minute Hand Cannon that also has intrinsic explosive rounds, this Exotic gun is capable of proccing Overload Rounds quickly. Additionally, its perk is capable of exploding large groups of enemies at a time while also being able to spawn Warmind Cells, which is a massive potential for add clear.


Xenophage: This Machine Gun is very good for bursting down tough enemies, such as Champions, has a good amount of ammo it allows you to carry, and can clear smaller enemies insanely fast. The Solar damage pairs well with the burn and can be used for Warmind builds.

*Note: The following recommendations are based mostly off of Warmind mods, which can be obtained from Ada-1 or Banshee randomly on daily resets. Don’t worry if you don’t have any of these mods as you can still use other builds to clear this Lost Sector.


Overload Hand Cannon: The best option Guardians will have for taking down Overload Champions going into this Lost Sector. Paired best with Hand Cannons that have the Explosive Payload perk.


Anti-Barrier Scout Rifle & Anti-Barrier Auto Rifle: Two options that can be used to take out Barrier Champions quickly and efficiently.


Arc Resistance & Sniper Damage Resistance: With the amount of enemies that will have Arc weapons, grenades, and scattered spider mines, Arc Resistance will be good at keeping you alive. The damage being mitigated will go down further if you are taking fights from a distance as well with Sniper Damage Resistance being equipped.


Global Reach: For Guardians who run a Warmind build this mod will help clear a large area with one Warmind Cell.


Wrath of Rasputin: Due to the burn, Solar weapons will be very strong here and will be especially helpful if they have additional splash damage since they can be used to spawn additional Warmind Cells.


Rage of the Warmind: Warmind Cells that are detonated during this activity will have additional Solar damage on top of the Solar burn, a strong combination for taking out smaller enemies and doing large chunks of stronger enemies’ health.


Hammer of the Warmind: If you are spawning a lot of Warmind Cells in your runs, you can have them stun Overload Champions as an additional boon on top of all the damage they will already be dishing out.


Warmind’s Decree: For Guardians that have weapons or abilities with Void splash damage, this mod will spawn Warmind Cells from that type of damage. These Warmind Cells in turn can still take advantage of the Solar burn when detonated.


Breach and Clear: If you still don’t have enough damage, this mod will help debuff Champions and the boss so your weapons and abilities do increased damage when attacking those enemies with a Grenade Launcher. Additionally, when damaging Champion, bosses, or bursting a combatant’s elemental shield, all your stowed weapons will be reloaded.


Enemies: Dregs, Vandals, Marauders, 1 Barrier Servitor (1 Overload Captain on Master)


When first entering the Lost Sector, you will encounter a group of idle Dregs. Enemy spawn will progress for every enemy slain, which will mean that for each enemy killed, one more will drop down from the ceiling. This will continue until the Barrier Servitor spawns, after which no more enemies will spawn in here.


On Master difficulty, the first enemy killed will lead to the Overload Captain spawning, you can continue to take out the other Fallen enemies, but it is advised to take out the Captain as soon as possible, since having the Barrier Servitor spawn with the Captain still alive will make this area difficult to clear out. Stun the Overload Captain as soon as possible and unload all your Heavy into it, but be aware that Famine may make it hard to receive further ammo immediately after. After the Captain goes down, go about defeating the other Fallen as you would normally.


Right before the Barrier Servitor spawns, there will be Marauders that spawn. These enemies and any other Fallen around should be dealt with as quickly as possible so that the Servitor is not able to shield them when it spawns. If the Champion does spawn, however, just deal some damage to it to bait out its Barrier, stun it, and take care of the remaining adds around it before attempting to finish off the Servitor. Once all enemies are taken care of, the barrier for the next area will go down and you will be able to progress.

Enemies: Dregs, Shanks, Wretches, Vandals, 1 Void-shielded Servitor, 1 Barrier Servitor (1 Overload Captain and 1 additional Barrier Servitor instead of the Void Servitor on Master)


As soon as the barrier goes down, you will see a short hallway that will spawn in some Dregs and Shanks that should be simple enough to defeat. Once you walk past them you will enter a large cavernous area that will have some additional Dregs and Shanks waiting below the door you enter from. Taking down these enemies will spawn a wave of enemies throughout the whole room. If you’re on Master, the first spawn will be an Overload Captain beneath you which you can take out before all the other adds come in as well. Simply stun the Champion and again use your Heavy on it before it recovers or receives backup from additional enemies around the room.


There will be a Void-shielded Servitor (this same Servitor will be a Champion on Master instead) that will show up in the middle of the room, some Wretches will come in from a door on the right of the right of where you come in, and the far back-left of the room will spawn in a plethora of Vandals and Dregs. Be quick to take out the Wretches and drop down to cover so that the Vandals cannot shoot you down with snipers or tracking Arc shots. Beware shock grenades from Dregs while you’re hiding and dipping in and out to take shots and throw your own grenades at enemies in the distance, focusing on the Fallen that are not around the Servitor. Taking down a certain number of enemies will spawn a Champion near the exit of this room, so be sure to take down the first Servitor before spawning the other one. If you’re having a hard time getting a shot on the Servitor, go around the right, take out any non-shielded adds and try to get an angle that allows you to take out the Servitor’s shield. Once it goes down, you should be free to move forward or continue shooting down Vandals and Dregs around the area.


If you move up far enough or take out a certain number of enemies, you will see a Barrier Servitor spawn near the barrier leading to the next area. Be sure to take out any remaining Vandals before moving in for the kill on the Champion, but also beware the spider mines that will litter the room from the Vandals you have slain, as they can do a bit of damage and more importantly can blind and slow you which is dangerous with enemies still alive. Once you get close to the Barrier Servitor go ahead and Primary it down if there are no other enemies around it. When it pops its Barrier you can stun it, debuff it, and continue doing damage, but if there are still enemies, use this momentary stun to finish off any stragglers before the Servitor can shield them again. After all enemies are downed, the next barrier will go down and you will be able to progress.

Enemies: Marauders, Dregs, Vandals, Wretches, 1 Overload Captain (1 additional Overload Captain on Master)


This next area will be a bit dark at first, but go ahead and move to the first lit room where you will find some Marauders waiting for you to walk through. Take them out and then walk into this smaller hallway to bait out any enemies waiting for you, including the Overload Captain that will be hanging back. Keep in mind that on Master there will be two Captains side by side, but you can still bait one in at a time, and even if they both charge at you simply stun them both and be quick to take one out with your Heavy and Super. Once one Captain is down, you will be able to take out the second one easily and move past them to slay the other enemies that were around them.


Again, be careful with spider mines that will drop from Vandals as other enemies can still sneak up and take you out while you are blinded here. As you walk toward the exit you will see Wretches spawn from the right, which you can take out quickly, and some Vandals waiting on the left which will also leave spider mines once you kill them. After all these adds are down, make sure all your weapons are reloaded and that you grabbed any previous ammo drops, particularly if you’re running with the Famine modifier enabled.

Boss: Nightmare of Rizaahn, the Lost (Captain)

Enemies: Dregs, Vandals, Marauders, Wretches, Shanks, Tracer Shanks, Exploder Shanks, Nightmare 1 Solar-shielded Heavy Shank, 1 Void-shielded Servitor, 1 Barrier Servitor, 1 Overload Captain (1 additional Barrier Servitor instead of Void Servitor and 1 additional Overload Captain)


Every Fallen and their mother is going to be in this next room at one point or another, but the first ones you will find in here are going to be a group of Dregs, Vandals, and an Overload Captain. Be careful not to walk up too far on Master difficulty, as that will be the trigger for the second Overload Captain’s spawn-in. Take out the Overload Captain that will be waiting in between the two doors that lead to this larger room. Be careful here since a concentrated volley of shots from any of the enemies standing around here can potentially take you down. Quickly take down the Champion once you are able to stun it, be sure to use crowd control such as blinds or freezes to deal with the other Fallen while you are trying to burn down the first Captain’s health.


Repeat this process once more for the additional Overload Captain that will spawn in as you step into the boss room. You can take out more enemies first here before focusing on the Champion without being negatively affected by additional spawns, since the next wave will be in the far back of the room. Be careful not to let the Captain teleport all the way to the back as you will have to take out the next group of enemies before you are able to attempt to take the Champion down once again. This additional group will be a variety of Shanks and Tracer Shanks surrounding one Solar-shielded Heavy Shank. You can probably take down the Shanks and the Overload Captain in any order, but be careful not to get too close and risk being overwhelmed by incoming enemy fire. Whenever you take down all these Shanks and the Champion, the room will go dark with a red glow around the area, and the boss, along with some extra enemies, will finally reveal itself.


With a wave of Marauders, Vandals, Wretches, and Dregs you will see the Nightmare of Rizaahn, the Lost emerge from the shadows. Keep in mind that any enemies you see that are also Nightmares will drop Unstable Essence, an orb that will buff your damage against other Nightmare enemies, so be on the lookout for that, but don’t risk a revive trying to grab one if you find it. Rizaahn will typically charge at you the moment they see you, so be sure you are staying just outside the boss room when you’re dealing damage to the enemies inside, as they will not be able to go past the door to harm you for the most part. 


As you are dealing damage to the boss be aware of more incoming enemies, as they will replace each other as one gets taken down. With the large variety of enemies that will be spawning in, it’s wise to be sure when you need to take cover and when to push your advantage to grab extra ammo, make use of a buff, or simply blow up a Warmind cell to reduce Rizaahn’s health. At around 66% boss health, there will be a Servitor that spawns in to defend Rizaahn. This particular Servitor will be Void-shielded on Legend, but will be a Barrier Servitor on Master. You can potentially ignore the Servitor and keep doing damage to surrounding enemies that are not being shielded, but if it begins to shield the boss, you either need to take out this Servitor or stun it as you continue to shoot down the other Fallen. Reasonably speaking, it’s better to take it down, but you still need to be mindful of Vandals and Rizaahn’s shrapnel launcher as either of them could take you out if you lose focus. Once it goes down, keep taking out spawning enemies and dealing damage to the boss as you were previously.


When getting Rizaahn down to 33% health, one more Servitor will appear and it will be a Barrier Champion on either difficulty. Along with this Servitor there will be more Marauders that can stealth up to you and catch you off guard if you aren’t being careful, so watch out for their silhouettes and shoot them as they approach you. Implement the same strategy on this second Servitor where you only shoot it down if it’s getting in the way of your damage on Rizaahn or add clear, but make sure to take it down right before slaying the boss, as it can potentially disappear and cost you a Platinum clear. 


At around 10% health, one last wave of enemies will spawn to defend Rizaahn, including a large number of Exploder Shanks, ironically enough. At this point, be sure you have taken down the last Champion Servitor, go to shoot the Shanks, and take out Rizaahn to obtain the boss code to open the cache on a platform located to the right side of the room. If there are any leftover Fallen at this point, either take them down yourself or allow them to despawn once the normal lights turn back on in the boss room. Once you are safe to cross the room, go ahead and claim your rewards and hopefully even a flawless clear.


Possible Loot


Legend (1310) - Enhancement Core (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 byConejoLapin
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