Guide
Star-Eater Scales (Exotic)
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Published 3 months ago Last Edited 3 months ago

Lost Sector Guide: Perdition

Lost Sectors have gained additional triumphs in the Season of the Splicer along with new armor exotics to chase after. For all the completionists in the game or Guardians looking to fill out their arsenal this guide is for you.

While this Perdition has been in the game for quite a while now, it was only recently that Bungie added in triumphs for completing the activity. The triumphs will require you to go through the Lost Sector on both Legend and Master difficulties.


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.


Activity Modifiers


Enemy (Vex): Shocker - When defeated, Goblins spawn Arc pools.

Destination: Memory of a Frozen Conundrum - Incoming Arc and aerial damage increased.

Burn: Desolate Charge - +50% Arc damage dealt and received.

Champions (Vex): 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 Harpies, Void for Minotaurs)

Total of 4 Champions.


Additional Master Modifiers - Recommended Power 1340


Extra Champions - Increases total Champions up to 6.

Master: Famine - All ammunition drops are significantly reduced.

On Legend difficulty, Perdition is fairly simple to get through as long as you are at recommended Power. At Master difficulty, however, you will want to prioritize survivability especially if you're trying to solo flawless this Lost Sector.


Hunters:

Both Way of the Trapper and Way of the Pathfinder Nightstalker provides invisibility that can get you out of a pinch quickly and allow you to scavenge resources mid-battle. If you are looking instead for fast clears, Way of the Sharpshooter Gunslinger will help immensely as Golden Gun will help you rip through Champions.


Warlocks:

To try to survive as long as possible the use of Attunement of Grace Dawnblade would be the best option while clearing out enemies inside a Well of Radiance. If you are looking for a more offensive option both Attunement of Chaos Voidwalker with charged grenades and Nova Bomb or Attunement of Control Stormcaller with Chaos Reach can burst down Champions and take down elemental shields.


Titans:

For survivability Sentinel is the go-to for both difficulties, preferably using Code of the Protector Ward of Dawn for both Weapons and Armor of Light, although you can potentially run a more aggressive build using Code of the Commander's Banner Shield or bottom-tree if you focus on your Super charge rate.


Hand Cannons: With Overload Champions in the mix a Hand Cannon is imperative to getting through this Lost Sector. Hand Cannons with the Explosive Payload or Timed Payload perks are capable of proccing Overload Rounds sooner.


Auto Rifles: Great for add clear, capable of breaking Barrier Champions' shields. Shadow Price is a good choice as it can also break Arc shields throughout the activity.


Scout Rifles: Good for keeping enemies at a distance and also capable of breaking Barrier shields.  Eternal Blazon can also clear out Arc enemy shields relatively quickly.


Grenade Launchers: Both breech-loading and heavy Grenade Launchers are capable of proccing Breach and Clear which is a substantial buff to damage that will help clear out enemies much faster. If you are using Grenade Launchers for add clear, try using one with the Chain Reaction perk.


Eriana's Vow: Although this exotic Hand Cannon may not have much use in terms of elemental shields, it comes with intrinsic Anti-Barrier rounds and can break Barrier Champion shields as well as take out adds through shielding like a Hydra's walls or Wyverns' wings.


Anarchy: Easily the most important Exotic for high-tier content, this weapon has good ammo reserves, damage that can be buffed with Breach and Clear, and the safety of being able to shoot and duck into cover.


The Lament: While not the best weapon for Master, this sword will cut through most enemies and make quick work of Barrier Champions for those Guardians trying to speedrun on Legend.

Overload Hand Cannon: This mod is mandatory for getting past any Overload Champions.


Anti-Barrier Auto Rifle & Anti-Barrier Scout Rifle: Either mod is the most efficient way to get through Barrier Champions.


Major Spec: Best weapon mod that you can use to take down Champions as quickly as possible.


Void Resist & Concussive Dampener: The hardest hitting enemies in the Lost Sector have Void cannons that can burst you down from a distance, use these mods to extend the time you can tank damage.


Hammer of the Warmind: For those running a Warmind Cell build, this mod is capable of stunning Overload Champions while clearing out weaker enemies.


Surge Detonators: Good for Overload Champions if you are running an Arc subclass.


Breach and Clear: This mod will increase your damage on Champions, shielded enemies, and the Lost Sector boss while using a Grenade Launcher and can help you reload your weapons in a pinch.

Enemies: Harpies, Hobgoblins, 1 Void-shielded Minotaur, 1 Overload Minotaur, 1 Hydra


When you first step into Perdition you will be greeted by a multitude of Arc shield Harpies and a Hydra down below the platform that you start on. To get rid of the Hydra you have two options. The first is to lower its health so it'll teleport away deeper into the Lost Sector, but could potentially make it more difficult to get rid of. The second option is to use your heavy weaponry to burst it down and neutralize it before it becomes more of a nuisance.


After dealing with the Hydra, use an Arc weapon to make quick work of all the Harpies scattered around the area. Once you get rid of most of them you can start walking up to spawn more enemies. Shoot down the Void-shielded Minotaur that will spawn in with more Harpies and move up once more.


The third wave of enemies will have an Overload Minotaur that will charge at you as soon as you get within its range. You can either focus the Champion first by baiting it away from the other adds or shoot at the Hobgoblins and Harpies in the back so you aren't getting shot while taking on the Minotaur. Keep in mind that even if you can't stun the Overload Minotaur immediately after it recovers, you can shoot Overload Rounds at it to keep it from teleporting or healing back up. Once you clear the room the barrier keeping you from the next area will open up.

Enemies: Goblins, Fanatics, 1 Void-shielded Minotaur, 2 Wyverns, 1 Overload Minotaur, 2 Barrier Hobgoblins


As you walk up the stairs to the next area the first enemies you will encounter will be the Void shield Minotaur and a group of Goblins. As you engage them in combat, Fanatics will spawn in along with Wyverns and an additional Overload Minotaur, and the Barrier Hobgoblins will be in the back of the room sending out sniper shots. If you did not kill the Hydra in the first area, you will find it here at whatever health you had left it at, which is why it is preferable to take it out early since this area can get a little hectic with all the enemy spawns and major combatants you will have to deal with.


You can quickly take out the Minotaur, Goblins, and Fanatics from the top of the stairs, but don't be afraid to retreat further down if you start getting chased by a Minotaur or a Wyvern. Once you clear out the smaller enemies, focus on the Overload Minotaur and Wyverns, using your heavy and Breach and Clear to burst down the Minotaur. If you are using Anarchy here, you can stick that on any enemies here and hide until the major Vex are down.


Once you only have the Barrier Hobgoblins up, start moving on the right side of the room using cover to whittle away at the first Champion until it puts up its Barrier, preferably while using Breach and Clear. Once you break through its defenses you can attempt to finish the first Hobgoblin to speed up the clear and move up the stairs to take on the second Hobgoblin in a similar fashion. When the second Hobgoblin goes down you should have cleared out all the enemies and the barrier to the boss room will go down.

Boss: Alkestis, Sacrificial Mind (Minotaur)

Enemies: Goblins, Harpies, Hobgoblins (2 Barrier Hobgoblins on Master)


As you walk into the boss room, you will spawn in Alkestis, a massive Minotaur sporting a Void cannon, along with several Goblins and Arc-shielded Harpies. Make sure to take out the smaller adds first but avoid getting pelted by the boss while doing this. There's a box in the middle of the room you can take cover behind, but you can also play back from the previous room's stairs. This fight is fairly simple, but can be harder if you are running low on ammo, especially with the Famine modifier at Master difficulty.


After taking care of the Harpies and Goblins you can damage the boss but keep in mind that the spawns are health-gated. Once Alkestis goes down to 66% health it will spawn in more Harpies and Goblins although this time it will also summon Hobgoblins. If you are running on Master, one of these Hobgoblins will be a Barrier Champion and you will need to destroy them in order to increase your chances of pulling an exotic with a Platinum clear. Once again, take out the smaller enemies before turning your attention to the boss.


At 33% health, Alkestis will spawn a final wave of adds, again with a pair of Hobgoblins. One of these will also be a Champion in Master difficulty. At this point you repeat the same process, take down the boss and make your way to the Lost Sector cache to claim your rewards.


For those Guardians trying to get fast clears, keep in mind that you can burst down the Alkestis immediately and claim the chest without having to kill all the enemies in the room. If you do not kill the Champions that spawn, however, you will reduce your Exotic reward chances, so make sure to take out all Champions even if you have finished off the boss. Champions that do not spawn will not affect your loot drops if they are not defeated, so you can potentially skip one or two Champions in this Lost Sector.


If you are going for the solo clear on either difficulty, the number of Champions killed does not affect whether or not you get the triumph. Likewise, the solo flawless Master triumph will be awarded even if you skip past all the enemies in the last room so long as you open the reward cache without dying once you kill the Lost Sector boss.


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 by ConejoLapin
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