Destiny 2 Guide

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

Lost Sector Guide: K1 Logistics

Originally introduced in Season of the Chosen, Moon Lost Sectors are back and now have those shiny new Legend and Master triumphs, same as the Europa and Cosmodrome. The first one in the Moon’s rotation is K1 Logistics and getting through here without deaths is gonna be a tricky feat to accomplish, but that’s what this guide is here for.


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): Hot Knife - Shanks now have Solar shields.

Destination: Memory of a Haunted Dream - Incoming Void and aerial 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 (Arc for Captains, Solar for Shanks)

Total of 5 Champions.


Additional Master Modifiers - Recommended Power 1340


Extra Champions - Increases total Champions up to 10.

Master: Chaff - Radar is disabled.

This Lost Sector encourages long range fights to take down Champions before moving forward in an area. High burst supers can be the difference between a quick death here or a flawless clear.


Hunter:

If you are playing at range and still want to quickly burst down Champions, your best bet here will be Way of the Sharpshooter Gunslinger, which can be aided by several Exotic armor pieces. Should you be having more issues with Barrier Champions, keep in mind that a Nightstalker’s Shadowshot can bypass Servitors’ protection and has extended grenade duration that can clear adds quickly when using Way of the Pathfinder.


Warlock:

For maximized Void damage, Voidwalkers will want to run Attunement of Chaos to charge their grenades and shut down Champions quickly with a Nova Bomb. If you’re running Stormcaller instead, Chaos Reach can also mow down your enemies and Attunmement of Control’s Pulsewave can also help you retreat from dangerous situations when trying to save a flawless run.


Titan:

It can be potentially helpful to run a more aggressive build as a Sentinel in this Lost Sector, and using Doom Fang Pauldrons to charge up Sentinel Shield as well as extend the duration once you pop Super while using Code of the Aggressor can be one of the best options for Void. If instead you want fast burst damage, use Code of the Missile Striker to take down Champions quickly while using your melee ability to get yourself out of compromising positions.

Hand Cannons: Best suited for mid to long range fights, using faster rate of fire Hand Cannons will allow you to stun Overload Champions quickly and keep other mobs in check. The Seventh Seraph Officer Revolver is good since it can roll with timed paylod and is also capable of creating Warmind Cells for quickly clearing large groups of enemies.


Submachine Guns: The Precision archetype will be best here if you plan to take down enemies at a distance. While it doesn’t add too much range potential the Seventh Seraph SMG can clear out some enemies quickly and add Warmind Cells into the mix.


Scout Rifles: Although Scouts cannot go through Servitor shields, they will be useful for taking out any other enemies around the area safely, since many of them will not realize where they are getting shot from.


Auto Rifles: While still decently effective in this Lost Sector, Auto Rifles take a backseat to Scouts' longer range. Age Old Bond can be considered a good choice here as it pairs with the burn.


Grenade Launchers: Still very good for stacking mobs, these guns are indispensable due to being able to proc Breach and Clear. Using Crowd Pleaser can be a good option to match the burn and also can roll with Thresh for more Super energy.


Thorn: Similarly to Le Monarque, the poison from this Hand Cannon has an interesting functionality with Overload Rounds. Even if you aren’t actively shooting at a Champion, so long as the Overload Shot is ticking poison damage, the Champion will be suppressed and can potentially be re-stunned off the same shot.


Eriana’s Vow: Aside from being a proficient long range gun, Eriana’s can make quick work of Barrier Champions with its intrinsic Anti-Barrier rounds. Good for ammo economy especially when running Hand Cannon mods such as Hand Cannon Scavenger.


DeathbringerWith the Void burn, this Rocket Launcher will deal serious damage, and can take advantage of the open boss room to deal more damage to enemies you will take on there. If paired with additional buffs and debuffs most mobs and Champions will melt from just one shot of this weapon.

Anti-Barrier Auto Rifle & Scout Rifle: Stunning Barrier Servitors will be important here to take out the shielded adds that will be aiding the Champions throughout the Lost Sector.


Overload Hand Cannon & Overload Submachine Gun: If you hope to complete this Lost Sector, you better make sure you have some sort of counter to Overload Champions, because no amount of praying to the Traveler will get you through here without that mod.


Arc Resistance & Sniper Damage Resistance: With the enemy type being Fallen, the biggest danger will be Arc weapons, particularly tracking Arc rifles and the occasional sniper enemy. Sniper Damage Resistance will allow you to stay at a safe distance and take mitigated damage from the few enemies that can hit you from far away.


Void Resistance: In this Lost Sector there will be two instances of increased Void damage against the player running through this activity, but fortunately the only Void threat will be the boss and a few Champions. Use this if you feel it will keep you from losing revives.


Hammer of the Warmind: It is strongly recommended to take in a Warmind Cell build for Guardians who have the weapons and mods for it, and for those that do this mod will be good for taking on Overload Champions.


Global Reach: In a rather packed Lost Sector, increasing the range of your Warmind Cells to cover a whole room will save you a lot of time and pain when doing fast clears with a Warmind build.


Breach and Clear: The best tool against Champions, shielded enemies, and the boss that will increase your damage against those enemy types when damaging them with a Grenade Launcher. Proccing the increased damage will also reload any stowed weapons which can be good for following up on Champions with additional stuns.

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


Whenever you first load into the Lost Sector, the first part you want to go is gonna be on the left side where there are several trip mines laid out. Shoot these quickly, and you will see a couple of Marauders that will start charging towards you, be sure to take them out before turning your attention to the enemies past them. On Master, there will be an additional Overload Captain with the Marauders that will be an easy target, simply stun it and take it out from cover.


At the back of this first area there will be a Barrier Servitor that will be shielding several enemies, including some sniper Vandals. Dip in and out of cover to bait out the Champion’s Barrier, stun it and then take out the Vandals before continuing to burn down the Servitor. Be aware that if it gets out of stun and there are no Vandals near it, the Champion may go hide in the next area. Once it’s been taken out, focus on the Dregs that may still be standing on the left, and then the group next to the Arc Captain that will be on the right side. Be aware that enemies from the next room over will potentially be taking shots at you as well, but just focus first on taking out the adds in here first so you aren’t shot in the back as you move forward.

Enemies: Dregs, Vandals, Tracer Shanks, Explosive Shanks, 1 Barrier Servitor, 1 Overload Captain (2 additional Overload Captains on Master)


Guardian running on Master difficulty will immediately find an Overload Captain standing somewhere near the entrance to this next area, which is defined by the change in lighting. If the previous Champion hasn’t moved over here, you should be free to stun the Captain and burst it down, but be careful of any Tracer Shanks that may be wandering near as they will do massive damage with one shot and cost you a life. Make good use of your grenades to take down the Captain and continue onward.


As you move further into the room, you will see several Tracer Shanks that will have a Solar shield on all of them. If you burst the shield with Solar weapons, it should deal enough damage to take out the Shanks immediately. On both difficulties you will see an Overload Captain in the far back on the left side which leads into the next area along with some Dregs. For more cautious players the best way to handle this Captain is to use your Primary to stun, a quick debuff, and then more Primary fire. Repeat this process and be patient or potentially cast your Super, but don’t use up all your ammo to take out the Champion from a distance.


Whether you take out the Captain or not, moving up will spawn in a large wave of enemies, including more Vandals, Exploder Shanks, and a Barrier Servitor that can potentially shield some of the more dangerous enemies. Move back into cover away from the eyes of any sniper enemies and take out the Exploder Shanks that will be making their way over to you. Once they have all been taken out, move up a little bit to take out any remaining snipers, should they be getting shielded just make sure you stun the Barrier Servitor first.


An additional Overload Captain will have spawned in with the large wave on Master difficulty. This Champion stands on the right side of the room, and is very likely to get shielded by the Barrier Servitor. When these two are in close proximity to each other, take turns stunning either one, starting with the Barrier Champion. Be sure here to be clearing out smaller adds around the Servitor to minimize stray bullets or shock grenades while taking on the two Champions. If for some reason the Overload Captain aggressively moves further up to you out of the Servitor’s shielding be sure to dip into cover, but take the opportunity to stun it and burn it down from safety.


Once you take down the majority of the enemies in this room you should be able to take down the Barrier Servitor in the middle of the room with little problem. After slaying it, move over to the room that has the barrier blocking off the next area, and take down any Dregs that may still be hiding in there. If you haven’t taken down the Overload Captain that first spawned in this area, it will be waiting for you here next to the barrier. Once the Captain and any additional enemies have gone down, the barrier will dissipate and you will be free to move deeper into the Lost Sector.

Enemies: Wretches, Dregs, 1 Overload Captain


This area is much more straightforward than all the others. All you must do here is take down a group of Wretches that will charge you and then shoot down the Dregs and Overload Captain hanging behind them. Be cautious with the Overload Captain, if you move too far forward this Champion can use the small size of the room to its advantage and start teleporting behind you and in front of you and back again, several times over while shooting a Solar shrapnel launcher that can tear you to shreds. This can be particularly disorienting on Master with the Chaff modifier disabling your radar. Once you stun and subdue the Captain, however, there will be an additional group of Wretches at the entrance to the boss area.

Boss: Nightmare of Kelnix Reborn (Servitor)

Enemies: Dregs, Shanks, Tracer Shanks, Vandals, 2 Arc-shielded Captains, 1 Nightmare Shank, 1 Nightmare Dreg, 1 Barrier Servitor (1 additional Barrier Servitor and 1 Overload Captain on Master)


Whenever you first step into the boss room you will see a massive shielded Servitor in the center of the room. This will be the boss, Kelnix Reborn, who has manifested as a Nightmare in this Lost Sector. At first you will not be able to damage this enemy, but, thankfully, it will not harm you either as it cannot shoot at you while still in its barrier. To get the shield off the boss, you will first have to target the smaller adds around the area to force additional spawns.


The first thing you will want to take care of will be the Barrier Servitor you will find immediately upon entering the area. There will be a few Dregs that will shoot at you while you take on the Champion, but it is best to ignore them since a single enemy kill will spawn in the next wave. Make sure to take advantage of Void damage when taking on the Servitor, quickly pop its Barrier when it comes up, and take it down. 

After the Barrier Servitor goes down there will be a Nightmare Dreg, which you will want to save until Kelnix’s shield goes down, that spawns somewhere near the rewards chest along with a Skiff that brings in extra enemies. On Master, this Skiff will drop off a second Barrier Servitor, which should be your primary focus here. Again use Void abilities and weapons to quickly proc the Champion’s Barrier ability, break it, and burst it down. 


After taking down a few more enemies you will see a group of Shanks and Tracer Shanks spawn around the boss and along the edges of the area. Retreat towards the entrance you first came in and use any Solar damage to take care of the Solar-shielded Shanks. One of the normal Shanks will also be a Nightmare, same as the Nightmare Dreg, you will want to save this enemy until Kelnix’s shield goes down. In the event that Kelnix is still shielded go ahead and take down the Nightmare Shank first and pick up the Unstable Essence it drops, but be careful because Kelnix can potentially melee and kill you almost instantly if its shield goes down.


Once you see Kelnix’s invulnerability go away, it will begin blasting you with rapidfire Void shots. If you have Unstable Essence, make sure you’re in a safe spot and start taking shots at the boss before the damage buff goes away. Around the same time that Kelnix starts fighting you an additional wave of enemies will spawn, positioned this time on the left of the room. There will be an Arc Captain that comes out with several Vandals and Dregs and they will be sporting tracking Arc rifles, so be careful. 


If you are on Master, the final Overload Captain will spawn in with this wave, and should be taken care of only once you have taken down the smaller adds around it. Without any additional allies, you should be able to tank some shots from the last Champion, but be mindful of the boss who will be shooting you consistently now. There will be a little bit of cover near the center platform that you can use to avoid Kelnix’s damage while you stun and burst down the Captain that remains. If the boss is still applying too much pressure, keep in mind that once Kelnix goes down to 66% health it will teleport over to the left, in a location neither one of you will be able to shoot at each other from. Do this from the safety of the boss room entrance, and once Kelnix rotates, you should be free to finish off the Overload Captain.


As you are taking down enemies, more will reappear after a while. Particularly, there will be another squad of Dregs, Vandals, and an Arc Captain near the spot where Kelnix will teleport to after losing health. At this point, Kelnix will begin shielding enemies, so it’s better to damage the boss while avoiding shots and grenades from the other Fallen. At 33% health, Kelnix will teleport over to the far right side, and spawn in more enemies. From here you can take out the group on the left so they do not bother you any longer, and then focus on taking down the boss Servitor as it will no longer be moving around. Remember that if any Nightmare enemies remain, you can slay them and use the Unstable Essence to do extra damage to Kelnix. Once you explode the Nightmare boss you may be left with a few stragglers that should be taken out easily, but make sure you don’t get overconfident and lose a life to these last few enemies. After everything has been taken down you will be able to claim your rewards from the Lost Sector cache.


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.

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