Unfortunately, using ensnaring slam doesn't really do anything for mods that requires you to use "class ability to activate" despite using your class ability energy. They should fix that so that way we can run mods that require you to activate class ability.
@@Honed- yea but it's kinda designed around you swinging around the area, you literally 1 shot calus shield with the grapple melee, seems like that's intended to me
Strand might be my new favorite subclass aesthetically, mostly because green is my favorite color, but thematically I love the idea of swinging around and wrapping people up like spider man.
Just completed Lightfall on Legend and now I'm ready to give Strand a proper try, and this build looks rather exciting. Thanks for putting this together 🙌🏽
Haven’t played the other classes yet but as a hunter I’m a bit worried about strand in endgame content. Dive bombing into a group of ads in GMs and even master level content just sounds like a nono especially with the raised difficulty. The melee feels just ok and can be very hard to time the catching of when there’s a lot of stuff going on damn near impossible sometimes I’d say they need better indicators to make it easier to know it’s coming. Grapple is fun but in higher difficulties enemies have crazy auto aim so you’re just going to get melted in the air and forget about a grapple melee as I’m not even sure if it can kill red bars in GM/Master content. Ik strand just came out and this isn’t all there will be to strand but first impressions has me worried.
I agree, the overall survivability of strand is pretty bad considering the slow cooldown times and having to dive right into battle in order to get a suspension off rather than just stunning the champion as a hunter. Warlocks have almost no abilities regarding suspension either, they have an option to throw a grenade and that’s it, other than that they have weak threadling builds (why would I use that over a devour grenade build?) Titans have the best endgame regarding strand because of how easy it is to built their class with the new exotic boots. They get suspension very easy with the barricade, and don’t have to worry about dying instantly. I guess I’ll switch back to Titan in order to not get cucked into Well-lock.
Well to be fair, when you throw your Melee, when it’s coming back to you and it’s about to hit you, your melee icon does change to let you know you can grab it, works wonders. You can tilt it almost perfectly 80% of the time without looking at the icon anyway
@@Coolguy20732 Ah didn’t know it did that. Ik there’s a sound cue but that can be unreliable. If the icon actually changes when it’s catchable though that’s huge.
grapple in the air, dive in from safe distance, finish enemies with assassin's cowl for safe exit. it's not going to be perfect for every scenario but in more open areas you should have no problems performing the dive
Thought I'd give my thoughts on this since I have a completely different opinion on Strand. I believe that Strand on Hunter has some serious potential (only Hunter since it's the only one I've played so far). Grapple as a grenade on its own seems to be quite lackluster, but since it is never used on its own it seems quite unfair to look at it in a vacuum. With full utilisation of the subclass, you are realistically never waiting longer than about 10-15 seconds before you can grapple again (the downtime is due to the cooldown in between tangle creations). This is because you will be using your grapple to latch onto tangles you create by killing enemies affected by Strand debuffs (suspend, sever, unravel). Since your melee severs enemies, it is a seriously underrated piece of the Threadrunner's kit. The ability to refund itself allows you to have it off cooldown almost whenever you need it without having to use gambler's dodge (it is a great way to apply sever in order to create tangles). The aspect "Ensnaring Slam" applies suspend to enemies caught in the radius of your air move; another great way to apply a strand debuff for potential tangle creation (suspend is also just a seriously good way to crowd control enemies, stasis be damned). The grapple ties all of this together. Creating tangles with the use of your melee (sever), class ability (suspend) OR using one of your grapple charges for a grapple melee (unravel) will create a tangle which can be grappled to an infinite number of times. Proper usage of mods will make it so your abilities will have extremely impressive uptimes too. I use firepower AND heavy handed since a grapple melee counts as both a melee and a grenade, thus generating 2 orbs with every grapple melee kill. Using Innervation and Absolution with this will grant energy to all abilities and even more so to your grapple. I do believe that Strand can dish out some great damage and provide some killer utility, but I also feel that it may also fall into the same boat as Arc Hunter in which I mean that it won't be that amazing when going face to face with enemies will end up in almost certain death. But, then again, there are those who can make it work even when it looks like it really shouldn't, so why can't Strand do that too?
@Epic.Charles I'm so happy to hear I changed your mind! After playing with it for over a week now I feel so much more confident in everything that I've said and I'm pretty sure that most of the community agrees that Strand can hold its own now too. Strand definitely has a place in the meta. Suspend is by far the best crowd control in the game. That alone is enough to justify its use in content that needs it. The Hunter build I use now makes a big effort to try and get ensnaring slam back as fast as possible, using Sixth Coyote for the extra charge too (if I'm not using Star-Eater Scales). Heavy Handed and Firepower with Innervation and Absolution solve most of my grenade energy problems. Recuperation also grants major healing from picking up the two orbs of power generated after every grapple kill. I also use a grenade kickstart since I can fully refund my own grapple off of my own tangles by using it. All in all, Strand has turned out to be pretty great! Turns out that we all actually had to spend some extra time with it before we fully realised its potential lol
Can't wait for the other mods to be released - honestly looks like the only viable Strand build for late game content would be the Titan. Trying to jump in like that with a bunch of champions seem like a daunting task.
been playing hunter and I feel like it is the hardest to build around given how weak the melee is. I also wish the grapple had a tad bit more damage as right now movement utility is not gonna carry the choice in PvE. It is just day 2 though so maybe I'll end up wrong
A few things to clear up this build gets wrong after playing around with it. Dynamo doesn’t activate with the air dodge, nor does utility kickstart. Also stacks on stacks does not stack with itselft
It's not that utility kickstart doesn't activate with air dodge, the problem is that kickstart mods don't work with abilities that have multiple charges unfortunately. If you take off Sixth Coyote, your air dodge will then activate utility kickstart
It doesn't work with multiple charges because the mod requires you to fully expend your ability energy but since you have an extra charge and your ability is always on cooldown, your ability energy isn't completely spent, thus, it won't proc the kickstart mods. Grenade kickstart working with grapple aspect on hunter right now is just a bug
@@ramenmynoodle5059 pretty sure they work now on multicharge abilities. When I saw the hunter thing I tested it on osmiomancy warlock to see if the mod itself changed how it worked and it did seem to refund grenade energy even when the 2nd charge was half way till it was full.
Yeah threaded spike really just for severing crowds which is nice on top of having woven mail. But real melee damage for hunters is only the grapple melee. I can’t decide which character I’m gonna run through the campaign a second time, both Titan and Warlock look fun to me too
exactly my thoughts. Fun and great within the strand empowerment zones. Feels useless outside of the campaign. Have 100 disc and still gotta wait 1 minute between grapples
I've never died this many times doing anything else. The strand campaign. Even with unlimited strand energy, death death death death. Half falling off the map, half because you get melted so easily. It's worse than stasis by a long. It's amazing for max hunter builds and PC players.
I really love strand I think it will probably be my favorite subclass, and love the video dude keep it up. I know this is probably hard thing to request but does anyone know a hunter strand pve build with the grapple?
@@shujinstorm for now I'd definitely use thread of mind since the dive is so good, even if you're focusing on grapple melee, but the rest of the fragments aren't too great at the moment. Warding is nice for some tankiness and then you could probably just run ascent+finality rn for the stats. Next week propagation is going to be really good if you're using strand weapons, and after the raid generation is probably going to be the last slot, with the option of swapping something out for continuity, maybe warding if you don't need the survivability or propagation if you aren't using a strand weapon. Most important part of the build is probably to make sure you're running a copy of heavy handed on your arms for orb generation, and you can choose to use armor charge on whatever you want with it
There's an intriguing Assasins Cowl endgame loop of Dive, weaken, Finish, repeat that needs to be explored. I'm just curious as to how the survivability plays out
I'm using the The Title with One For All and Threat Detector and it's much better than Unforgiven. Very intrigued by the new volatile perk on Heros Burden when Banner comes around.
the description of "stacks on stacks" says that "equipping additional copies of this mode provides no benefit" so wouldnt it be better to put in something like innervation and insulation instead? or is the description bugged and it does actually stack
Man, strand is so fun to use. The grapple/melee ability is so sick. But the damage output is so low it’s just not viable. Guess I’ll head back to running gun slinger for now
How dies the grapple melde work exactly? Im only Abel to trigger it like 50% of the time. I havent unlocked the Full class tho, only the Camping gameplay
I dont understand why Bungie didn't put the grapple on the melee ability instead of the grenade. It literally has you do a melee at the end and would give the classes another melee option. Strand feels so limited even after looking at its fragments that are available yet.
@@user-pj9vx4vt1m The Hunters Dive eats the dodge up anyway so the dodge right now is worthless on Strand Hunter. Grapple is all Hunter has. Its super can't aim up or down (Which limits you to being grounded anyways) And the melee is terrible. Its way to hard to see flying around. This is all from the perspective of PvE balance BTW.
for those who say that strand hunters are weak in end game content... it means that either you are no brain players and only know how to rush, or you don't use your brain at all. Its simple, first use grenade to suspend to get some orbs, and after getting woven mail, you can be sure that you will be able to dive suspend with dodge, if you want to dive without having woven mail active, then don't ask why you have died before suspending..
Honestly, the "new mods" are pretty cheeks. I hate it, when you unlock things in D2 and Bungo decides to take those things away, i.e. Sunsetting, only to give you a slightly altered version back later. Obviously you having to unlock it all over again
Dude you're literally talking about equipping multiple Stack on Stacks while hovering over it with the tool tip "Equipping additional copies of this mod provides no benefits." 🤦🤦🤦
This build is for sure not "INSANELY" strong. Pretty much any endgame build in any other subclass trivializes strand. I wish it weren't this way, because strand is very very fun.
i agree it’s a bit underwhelming but it just came out with a new armor system and we don’t have full access to everything just yet, also i’m sure they’ll add more aspects and fragments throughout the year like with stasis
its fun to fly around, but enemys have auto aim and can shoot you out of the air, tho in pvp its going to be very annoying.. i hope they give strand bonus resistance when there in the air, that would make them so good, but only in pve.
the raid hasn’t released so we don’t have all the fragments yet, and we haven’t gotten the rest of the aspects and fragments that’ll come with each season this year. give it some time, i didn’t like stasis that much when beyond light came out and now it’s probably my favorite subclass
This build is stretching strand as far as it can go, and it's still not good. Strand just feels bad. The cooldowns are too long, thre grapple replacing the grenade sucks, and the melee are trash.
Unfortunately, using ensnaring slam doesn't really do anything for mods that requires you to use "class ability to activate" despite using your class ability energy.
They should fix that so that way we can run mods that require you to activate class ability.
They acknowledged that this is a bug and they're working on fixing it.
@@allseeingsage214 still haven’t fixed it, but they did take the time to nerf all the orbs of light builds on strand. Class bungo 🙄
might be a weird question but what key to ensnare slam on keyboard?
The hardest missions in the campaign have been only because we have to use strand 😂
Yea, strand without a build is pretty wrak.
Then again so is arc, solar, stasis and void.
for the final boss you can ignore strand.
Throw on Assassins Cowl, spam grapple melee.
That shit carried me through those sections lol.
@@charliekelly7024 can't do that outside the campaign though.
@@Honed- yea but it's kinda designed around you swinging around the area, you literally 1 shot calus shield with the grapple melee, seems like that's intended to me
Strand might be my new favorite subclass aesthetically, mostly because green is my favorite color, but thematically I love the idea of swinging around and wrapping people up like spider man.
It’s so cool
Just completed Lightfall on Legend and now I'm ready to give Strand a proper try, and this build looks rather exciting. Thanks for putting this together 🙌🏽
Haven’t played the other classes yet but as a hunter I’m a bit worried about strand in endgame content. Dive bombing into a group of ads in GMs and even master level content just sounds like a nono especially with the raised difficulty. The melee feels just ok and can be very hard to time the catching of when there’s a lot of stuff going on damn near impossible sometimes I’d say they need better indicators to make it easier to know it’s coming. Grapple is fun but in higher difficulties enemies have crazy auto aim so you’re just going to get melted in the air and forget about a grapple melee as I’m not even sure if it can kill red bars in GM/Master content. Ik strand just came out and this isn’t all there will be to strand but first impressions has me worried.
I agree, the overall survivability of strand is pretty bad considering the slow cooldown times and having to dive right into battle in order to get a suspension off rather than just stunning the champion as a hunter. Warlocks have almost no abilities regarding suspension either, they have an option to throw a grenade and that’s it, other than that they have weak threadling builds (why would I use that over a devour grenade build?) Titans have the best endgame regarding strand because of how easy it is to built their class with the new exotic boots. They get suspension very easy with the barricade, and don’t have to worry about dying instantly. I guess I’ll switch back to Titan in order to not get cucked into Well-lock.
Well to be fair, when you throw your Melee, when it’s coming back to you and it’s about to hit you, your melee icon does change to let you know you can grab it, works wonders. You can tilt it almost perfectly 80% of the time without looking at the icon anyway
@@Coolguy20732 Ah didn’t know it did that. Ik there’s a sound cue but that can be unreliable. If the icon actually changes when it’s catchable though that’s huge.
@@ZG004 no worries, i thought the exact same until i saw the icon change, only issue is the melee does like NO damage
grapple in the air, dive in from safe distance, finish enemies with assassin's cowl for safe exit. it's not going to be perfect for every scenario but in more open areas you should have no problems performing the dive
Thought I'd give my thoughts on this since I have a completely different opinion on Strand. I believe that Strand on Hunter has some serious potential (only Hunter since it's the only one I've played so far).
Grapple as a grenade on its own seems to be quite lackluster, but since it is never used on its own it seems quite unfair to look at it in a vacuum. With full utilisation of the subclass, you are realistically never waiting longer than about 10-15 seconds before you can grapple again (the downtime is due to the cooldown in between tangle creations). This is because you will be using your grapple to latch onto tangles you create by killing enemies affected by Strand debuffs (suspend, sever, unravel).
Since your melee severs enemies, it is a seriously underrated piece of the Threadrunner's kit. The ability to refund itself allows you to have it off cooldown almost whenever you need it without having to use gambler's dodge (it is a great way to apply sever in order to create tangles).
The aspect "Ensnaring Slam" applies suspend to enemies caught in the radius of your air move; another great way to apply a strand debuff for potential tangle creation (suspend is also just a seriously good way to crowd control enemies, stasis be damned).
The grapple ties all of this together. Creating tangles with the use of your melee (sever), class ability (suspend) OR using one of your grapple charges for a grapple melee (unravel) will create a tangle which can be grappled to an infinite number of times. Proper usage of mods will make it so your abilities will have extremely impressive uptimes too.
I use firepower AND heavy handed since a grapple melee counts as both a melee and a grenade, thus generating 2 orbs with every grapple melee kill. Using Innervation and Absolution with this will grant energy to all abilities and even more so to your grapple.
I do believe that Strand can dish out some great damage and provide some killer utility, but I also feel that it may also fall into the same boat as Arc Hunter in which I mean that it won't be that amazing when going face to face with enemies will end up in almost certain death. But, then again, there are those who can make it work even when it looks like it really shouldn't, so why can't Strand do that too?
No one reading that
@Epic.Charles I'm so happy to hear I changed your mind! After playing with it for over a week now I feel so much more confident in everything that I've said and I'm pretty sure that most of the community agrees that Strand can hold its own now too.
Strand definitely has a place in the meta. Suspend is by far the best crowd control in the game. That alone is enough to justify its use in content that needs it.
The Hunter build I use now makes a big effort to try and get ensnaring slam back as fast as possible, using Sixth Coyote for the extra charge too (if I'm not using Star-Eater Scales). Heavy Handed and Firepower with Innervation and Absolution solve most of my grenade energy problems. Recuperation also grants major healing from picking up the two orbs of power generated after every grapple kill. I also use a grenade kickstart since I can fully refund my own grapple off of my own tangles by using it.
All in all, Strand has turned out to be pretty great! Turns out that we all actually had to spend some extra time with it before we fully realised its potential lol
Can't wait for the other mods to be released - honestly looks like the only viable Strand build for late game content would be the Titan. Trying to jump in like that with a bunch of champions seem like a daunting task.
Stacks on stacks says equipping multiple mods doesn't do anything
Lol
Came to comment this. Should be tagged a s a PSA.
Is "dynamo" in the helm disabled? It's fully greyed out for me, can't equip it
you should use the mod menu screen now to show the armor mods on all gear, really helpful for us
been playing hunter and I feel like it is the hardest to build around given how weak the melee is.
I also wish the grapple had a tad bit more damage as right now movement utility is not gonna carry the choice in PvE. It is just day 2 though so maybe I'll end up wrong
The melee that tracks and kills up to 6 enemies? Maybe you just suck
i really hope they buff it cus the abilities do no dmg
@@4for4for4for4 his melee is more about dr then damege
@big n6n6 what? No it isn't lol.
@@FlashesSoccer011 well it make all the enemys it hits deal less damege to you so i mainly yse it like that
Stacks on Stacks doesn't stack so most you get is 1 extra orb. I did the same thing at first until i actually read the description lol
A few things to clear up this build gets wrong after playing around with it. Dynamo doesn’t activate with the air dodge, nor does utility kickstart. Also stacks on stacks does not stack with itselft
It's not that utility kickstart doesn't activate with air dodge, the problem is that kickstart mods don't work with abilities that have multiple charges unfortunately. If you take off Sixth Coyote, your air dodge will then activate utility kickstart
It doesn't work with multiple charges because the mod requires you to fully expend your ability energy but since you have an extra charge and your ability is always on cooldown, your ability energy isn't completely spent, thus, it won't proc the kickstart mods. Grenade kickstart working with grapple aspect on hunter right now is just a bug
@@ramenmynoodle5059 pretty sure they work now on multicharge abilities. When I saw the hunter thing I tested it on osmiomancy warlock to see if the mod itself changed how it worked and it did seem to refund grenade energy even when the 2nd charge was half way till it was full.
Yeah threaded spike really just for severing crowds which is nice on top of having woven mail. But real melee damage for hunters is only the grapple melee. I can’t decide which character I’m gonna run through the campaign a second time, both Titan and Warlock look fun to me too
Playing as a warlock so far, and I gotta say we desperately need the aspect that increases the damage of Threadlings, cause right now they tickle.
Thats probably because you’re under leveled
Any idea how to suspend enemies on Warlock? Other than using the grenade?
@@ryanjones9976 I'm 1775 right now, but yeah that could be it
There is a fragment but it's time gated called thread(ling) evolution I believe.
BRO WE HAD THE EXACT SAME THOUGHT PROCESS, people called me crazy for going for a suspend build instead of grappling
Im having fun with it, and i can see the potential depending what aspecs and fragments we continue to unlock.
I really hope they lower the grapple charge time for pve content otherwise there’s really no reason to use it sadly
exactly my thoughts. Fun and great within the strand empowerment zones. Feels useless outside of the campaign. Have 100 disc and still gotta wait 1 minute between grapples
@@noooodIe the base cd is 1:34 (or something close to that) and the T10 disc is around a minute??
@@bilbo9730 with frostees the cooldown with 100 disc is about 32 seconds
Hope you update this to cover all the fragments unlocked early this morning.
Instead of the sixth coyote, what about using radiant dance machines to cover a larger area with some repositioning and refreshing the CC?
I can confirm that assasins cowl work but it works better with the grapple melee since you regen more
Uuum @gmeiners radiant dance machines!! 😳😳😳😳
i’m super late but have you tried frostees? I like it a lot on strand hunter
What are the grips on the thumbnail, they look really cool?
Just an FYI, stacks on stacks ironically doesn't stack xD. Only one mod does anything now.
I've never died this many times doing anything else. The strand campaign. Even with unlimited strand energy, death death death death. Half falling off the map, half because you get melted so easily.
It's worse than stasis by a long. It's amazing for max hunter builds and PC players.
I really love strand I think it will probably be my favorite subclass, and love the video dude keep it up. I know this is probably hard thing to request but does anyone know a hunter strand pve build with the grapple?
Try frostees with grenade kickstart
@Slayye Hmm not a bad idea
Assassins cowl works with the grapple melee and works pretty well too
@Gary Roach That's also good one but now I am wondering which fragments to use, sorry for asking too much I am kinda new to build crafting in destiny
@@shujinstorm for now I'd definitely use thread of mind since the dive is so good, even if you're focusing on grapple melee, but the rest of the fragments aren't too great at the moment. Warding is nice for some tankiness and then you could probably just run ascent+finality rn for the stats. Next week propagation is going to be really good if you're using strand weapons, and after the raid generation is probably going to be the last slot, with the option of swapping something out for continuity, maybe warding if you don't need the survivability or propagation if you aren't using a strand weapon.
Most important part of the build is probably to make sure you're running a copy of heavy handed on your arms for orb generation, and you can choose to use armor charge on whatever you want with it
There's an intriguing Assasins Cowl endgame loop of Dive, weaken, Finish, repeat that needs to be explored. I'm just curious as to how the survivability plays out
Assassin's cowl gives some of the best survivability in the game
Do you think funnel web rpm/damage is better than unforgiven repulse? After using 900s it's tough going back to slow reload even with feeding frenzy.
Demo helps it a lot
750s need a mag bump to be more competitive for pve
I'm using the The Title with One For All and Threat Detector and it's much better than Unforgiven. Very intrigued by the new volatile perk on Heros Burden when Banner comes around.
@Lawrence heros burden doesn't have any good perks to compare with funnel web. Only thing unique it can do is repulsor brace.
@@sQuaTsiFieDIt rolls with a new perk this season called Destabilizing Rounds.
What's the new build for this now that all aspects are unlocked?
Side note: suspend dive doesn’t count as using your class ability with mods
Suspend is great, but the spiderman build looks useful too. Might have to switch between them in specific situations for me.
How did he get volatile rounds can someone explain
You can only get the benefits from one copy of stacks on stacks. Running 2 doesn’t give you more per orb.
the description of "stacks on stacks" says that "equipping additional copies of this mode provides no benefit" so wouldnt it be better to put in something like innervation and insulation instead?
or is the description bugged and it does actually stack
Man, strand is so fun to use. The grapple/melee ability is so sick. But the damage output is so low it’s just not viable. Guess I’ll head back to running gun slinger for now
i love your vids and ive been sub to you for a wihle and im a warlock main
So I have these mods, except Dynamo cause its removed, but I am not getting Armor Charges when I pick up orbs.
How dies the grapple melde work exactly? Im only Abel to trigger it like 50% of the time. I havent unlocked the Full class tho, only the Camping gameplay
I can't equip Dynamo. It is greyed out.
Please do a vid on Bombardiers
I've been running this the past day or so, I still like void better but this is fun
I dont understand why Bungie didn't put the grapple on the melee ability instead of the grenade. It literally has you do a melee at the end and would give the classes another melee option. Strand feels so limited even after looking at its fragments that are available yet.
It would be abused by hunters since they can dodge to get melee and that’s there natural thingy so it charges faster grenade makes it more equal
@@user-pj9vx4vt1m The Hunters Dive eats the dodge up anyway so the dodge right now is worthless on Strand Hunter. Grapple is all Hunter has. Its super can't aim up or down (Which limits you to being grounded anyways) And the melee is terrible. Its way to hard to see flying around. This is all from the perspective of PvE balance BTW.
PvP balancing
Can't socket Dynamo, have they disabled it?
yeah it's disabled for a bit, hopefully back soon
2 stacks on stacks are working for you? cus i was using and only getting 2 charges, weird
They don't stack.
Just so you know, double stacks on stacks doesn’t stack. Misleading ik. Only use one copy to get plus 2 per 1 orb
Stacks on stacks ironically does not stack on itself.
Can anyone tell me the list of armor he is wearing 🙂
How did you get volatile rounds with the funnelweb without using void?
Artifact mod, you get volatile rounds by picking up orbs of power
@@Doge-gp3jm thanks
Dim link ?
But where's the link
for those who say that strand hunters are weak in end game content... it means that either you are no brain players and only know how to rush, or you don't use your brain at all. Its simple, first use grenade to suspend to get some orbs, and after getting woven mail, you can be sure that you will be able to dive suspend with dodge, if you want to dive without having woven mail active, then don't ask why you have died before suspending..
Use radiant dance machines haha. Melees nades and suspends for days
If only I could get strand. I've been stuck on this Headlong mission for an hour now 😔
If you’re still stuck I’ll help you tomorrow morning :)
Is Dynamo disabled? It wont let me equip it
yes - reaper also
Stacks on stacks says equipping multiple copies of the mod provides no additional benefit. Does it actually still stack anyway?
nope
@@DeesNas thought so, thanks👍
Why no elemental surge mods
_cant wait to bring this into crucible!!!_
Any particular reason for running 8 Resil over 10?
Diminishing returns and is a good to focus on other stats
Really sad that good hunter build has nothing to do with grapple. Grapple needs a buff IMO, cd is way too long for giving a grenade up.
Honestly, the "new mods" are pretty cheeks. I hate it, when you unlock things in D2 and Bungo decides to take those things away, i.e. Sunsetting, only to give you a slightly altered version back later. Obviously you having to unlock it all over again
So, Hunters can dive to suspend enemies. Titans pop their barricade. How the hell do Warlocks suspend enemies? Is it literally just the grenade? :/
consuming the grenade also gives the warlock a like 25-30 sec buff where all weapon kills create a suspending explosion
@@MrForce961 - Say what now? o_O I have to try this!
how did you get volatile rounds on strand? 4:53
Artifact mod
It's a seasonal artifact mod which allows you to get volatile rounds when picking up orbs of light.
volatile flow
hey gmeiners... the "stacks on stacks" shouldn't stack... atleast the mod says it doesn't
(why is reasoning)
so difficult to understand it correctly
The mod stacks on stacks does not stack with itselft
What’s the 2nd super for strand hunter?
There’s only one super for the Strand Hunter
there is only 1 super on all classes
Literally says stacks on stacks doesn't stack yet you're using two
i prefer any other subclass to strand
Lies.
Dude you're literally talking about equipping multiple Stack on Stacks while hovering over it with the tool tip "Equipping additional copies of this mod provides no benefits." 🤦🤦🤦
Stacks on stacks does not stack😂😂it says in description so running two is a waste
This build is for sure not "INSANELY" strong. Pretty much any endgame build in any other subclass trivializes strand. I wish it weren't this way, because strand is very very fun.
2 stacks on stacks is useless they do not add another charge. You are wasting 4 slots.
Yo. Can u put a dim link for us?
dims been down due to huge server use as it's a new expansion.
Strand hunter is a disappointment (imo with current aspects/fragments)
i agree it’s a bit underwhelming but it just came out with a new armor system and we don’t have full access to everything just yet, also i’m sure they’ll add more aspects and fragments throughout the year like with stasis
I think it’s good it’s just light 3.0 is so strong it makes it look worse. It’ll be better to wait after all of strand is unlocked
@@st1k3r63 i 100% agree
its fun to fly around, but enemys have auto aim and can shoot you out of the air, tho in pvp its going to be very annoying.. i hope they give strand bonus resistance when there in the air, that would make them so good, but only in pve.
the raid hasn’t released so we don’t have all the fragments yet, and we haven’t gotten the rest of the aspects and fragments that’ll come with each season this year. give it some time, i didn’t like stasis that much when beyond light came out and now it’s probably my favorite subclass
I don't know why the tied the slam to class ability whole also nerfing mobility
This build is stretching strand as far as it can go, and it's still not good. Strand just feels bad. The cooldowns are too long, thre grapple replacing the grenade sucks, and the melee are trash.
Lol you think it's strong on hunter, I'd argue hunters are worst at suspension
Why you say that?
Soy boys trying not to complain about destiny challenge (impossible)
Dynamo mod is grayed out for me for some reason I can't use it sadge :(
Bro is trying to act like he is smart by showing us the ONLY fucking option for abilities at the moment and knowing bungie will probably STAY that way