I started to include this as part of my first impressions, but it was getting long and I didn’t want to just throw all this away, so I chose to split it out here for anyone interested.
Mods
The new mod system does a good job of replacing the disparate seasonal systems with a unified system that can be easily built upon. There are two key concepts with the new mod system: Orbs of Power and Armor Charge.
Orbs of Power
Orbs of Power have always existed in Destiny, created by certain abilities as a way to charge your super. Now, there are many more ways to generate them, and they still recharge your super but can also grant Armor Charge, which can be used to power a variety of effects.
There are three main ways to generate Orbs of Power: your super ability, “siphon” mods, and ability mods.
Your super ability has always generated orbs and it works basically the same way as it always has: killing enemies with your super generates orbs. For some supers like Well of Radiance or Ward of Dawn, the orbs are generated as soon as the super is cast (since they don’t directly kill enemies).
Siphon mods allow you to create orbs with weapon kills. There’s a mod for each damage type: kinetic, arc, solar, void, stasis, and strand. There’s also a “harmonic” siphon that matches your subclass.
Finally, there are mods to generate orbs from your abilities: “Firepower” to create orbs from grenade kills, “Heavy Handed” to create orbs from melee kills, and “Reaper” to create orbs from weapon kills after using your class ability. There’s also a mod that can create orbs from finishers, but requires Armor Charge to do so.
Armor Charge
The new part of the mod system is “Armor Charge”. There are several mods that operate on Armor Charge, and as soon as one is slotted, picking up an Orb of Power will grant a stack of Armor Charge. There are two main ways Armor Charge is used: fully consumed to grant a bonus, or consumed over time for a passive bonus. Aside from that, there are a variety of mods that enhance Armor Charge in some way. Each of these is distinguished by a color in the UI.
Instant Bonuses (Yellow)
Yellow mods consume all your Armor Charge at once, granting an instant bonus. There’s “Grenade Kickstart”, “Melee Kickstart”, and “Utility Kickstart”, which trigger when your ability energy is fully expended and immediately recharge that ability (with more energy being refunded based on the number of mods and amount of Armor Charge). There’s “Emergency Reinforcement”, which triggers when your shield is broken and grants damage reduction.
Finally, there are several mods that trigger on Finishers to generate orbs, restore abilities, grant buffs (overshield or heal), generate ammo (special or heavy), or reload weapons. Unlike the “kickstart” mods, which consume all your Armor Charge stacks, the Finisher mods require a certain amount to trigger. For instance, the “Explosive Finisher” mod recharges your grenades, but only triggers if you have three or more stacks of Armor Charge.
Passive Bonuses (Blue)
Blue mods drain your Armor Charge over time and provide a passive bonus. There are two types of passive bonuses: stat bonuses that add +30 to a primary stat (mobility, resilience, recovery, discipline, intelligence, or strength), and damage bonuses for a specific weapon element (kinetic, arc, solar, void, stasis, or strand).
You can use additional copies of mods to increase the bonus with a decreasing benefit. For instance, one “Font of Restoration” mod will increase your Recovery by +30, two by +50, and three by +60. You can have as many passive bonuses as you like and they don’t cause Armor Charge to drain any faster. I’ve seen a few people that essentially have “perfect” stats (100 in all stats) via the stat bonuses.
Armor Charge Enhancements (Green)
Green mods typically alter how you collect Armor Charge. These are all different:
“Charged Up” allows you to have one more stack of Armor Charge.
“Stacks on Stacks” grants you an additional stack of Armor Charge each time you pick up an Orb of Power.
“Time Dilation” makes Armor Charge decay more slowly when using passive (blue) mods.
“Powerful Friends” grants Armor Charge to allies when picking up an Orb of Power.
“Radiant Light” grants Armor Charge to allies when using your Super. (One stack for allies with the same subclass, two for different subclasses.)
“Shield Break Charge” grants a stack of Armor Charge when breaking an enemy shield with a matching damage type.
“Empowered Finish” lets Finishers grant a stack of Armor Charge if you have none.
Passive Mods
There are also a number of passive mods that don’t use the Armor Charge system. Most of these existed before the new mod system changes. There are stat mods for +5 or +10 to a primary stat; weapon mods to improve reserves, flinch, targeting, handling, reload them while holstered, or grant extra ammo when picking up ammo; super-related mods to generate additional orbs or grant additional super energy from abilities; ammo finder mods (special or heavy) to generate ammo on kills (and new “scout” mods to grant that same ammo to allies); resistance mods to increase damage resistance against specific damage types; cooldown mods that affect your ability cooldowns; and a few buff mods that provide a heal or overshield when picking up orbs or using Finishers.
Strand
Buffs
Woven Mail
Woven Mail is a buff that provides 60% damage reduction for everything but precision damage (i.e., headshots). It’s the main Titan buff, and makes you very tanky. There’s also a nice audio effect whenever you’re hit while it’s active, letting you know it’s still up since it’s difficult to tell otherwise; a full-screen effect would have been nice.
Tangles
Tangles can be created after defeating targets with Strand abilities. The enemy dissolves into a “tangle” that hovers in the air and can be used in a variety of ways. You can shoot a tangle to detonate it, causing damage to nearby enemies; you can pick up and throw a tangle like a grenade; or you can grapple to a tangle for free. You can also combine these effects; for instance by picking up and throwing a tangle, then grappling to it and letting it pull you along.
Threadlings
Threadlings are the Warlock specialty, but any class can create them. They’re little worm-like creatures that will seek out enemies and explode. Warlocks can keep up to five threadlings ready to deploy at any time.
Debuffs

Suspend
Suspend does what it sounds like: it suspends targets in the air, preventing them from attacking and exposing their weak points. Suspend won’t work on bosses, but it does slow them a bit. When used against other Guardians in PvP, Suspend will slow them but still allow them to move and attack.
Sever
Sever is a debuff that reduces the amount of damage enemies cause.
Unraveled
Enemies that are “unraveled” will emit small Strand projectiles when they’re hit, which seek out nearby enemies (or the same enemy if there’s no one around). This works like the Jolt effect from the Arc subclass.
Grenades
Shackle Grenade
The Shackle grenade, also known as the “bola grenade”, will damage and suspend the target it hits, and also splits into multiple sub-grenades that will suspend nearby enemies. It’s my personal favorite.
Threadling Grenade
The Threadling grenade splits into Threadlings mid-flight.
Grapple
Grapple replaces your grenade ability with a grappling hook. You can grapple to objects in the world or onto a point in mid-air. During and shortly after the grapple, you can use your melee to create an area-of-effect explosion and unravel enemies (“you are the grenade”). There are a lot of fun examples of the grapple being used in the world due to interactions with various enemies or environments.
Fragments
Fragments are also shared between all classes. There are several, so I’m just going to do a quick run-down:
Thread of Mind
Defeating suspended targets grants class ability energy.
Thread of Fury
Damaging targets with a Tangle grants melee energy.
Thread of Ascent
Activating your grenade ability reloads your equipped weapon and grants bonus airborne effectiveness.
Thread of Finality
Finisher final blows create Threadlings.
Thread of Warding
Picking up an Orb of Power grants Woven Mail.
Thread of Wisdom
Defeating Suspended targets with precision final blows creates an Orb of Power.
Thread of Rebirth
Strand weapon final blows have a chance to create a Threadling.
Thread of Transmutation
While you have Woven Mail, weapon final blows create a Tangle.
Thread of Propagation
Powered melee final blows grant your Strand weapons Unraveling Rounds.
Thread of Evolution
Threadlings travel further and deal additional damage.
Thread of Isolation
Landing rapid precision hits emits a Severing burst from the target.
Thread of Binding
Super final blows emit a Suspending burst from the target.
Thread of Generation
Dealing damage grants grenade energy.
Thread of Continuity
Suspend, Unravel, and Sever effects applied to targets have increased duration.
Classes
Titan Berserker
Titans get a good mix of buffs and debuffs, being able to easily acquire Woven Mail and apply Suspend and Sever. When managed properly, these effects are very powerful together.
Super
The Berserker’s super is “Bladefury”, summoning a pair of blades with two attacks: a light attack to leap at a target and slash, severing it and increasing your attack speed and granting heavy attack energy; and a heavy attack that creates two projectiles that seek targets and suspend on hit. Despite being a roaming melee super, which typically under-performs against bosses, Bladefury can put out a surprising amount of single-target damage thanks to the attack speed increases and projectile attack.
Melee
The Titan melee ability is “Frenzied Blade”, which has three charges and performs a quick dash and slash that Severs targets (similar to the super). It works a bit like shoulder charge melees, but is instant like the Stasis melee. I’ve used it to save myself when a jump comes up just a little too short.
Aspects
Into The Fray
Into The Fray grants Woven Mail to the Titan and nearby allies when destroying a Tangle (either by shooting it or throwing it) or casting their super. It works great, though I’ve found that you have to be in range of the Tangle detonation to actually get the buff; you can’t just fire at a Tangle a mile away.
Drengr’s Lash
Drengr’s Lash causes the Titan’s Barricade to create a ripple that runs along the ground that suspends and damages any enemy it hits.
Exotic Armor

The new Titan exotic armor piece for Strand, Abeyant Leap, causes Drengr’s Lash to spawn two additional projectiles (for a total of three), which track more aggressively and travel further, and also grants Woven Mail when suspending a target. With the exotic, you can suspend large groups of enemies, and it provides an on-demand source of Woven Mail.
Titan Build
My current Titan build focuses on Suspend and Woven Mail, using the Abeyant Leap exotic and Shackle grenade to keep enemies almost perpetually held:
Class Ability: Rally Barricade
Grenade: Shackle
Aspects: Into The Fray, Drengr’s Lash (the only two options)
Fragments: Thread of Mind, Thread of Generation, Thread of Continuity, Thread of Isolation
Key Mods: Font of Restoration, Font of Endurance, Font of Vigor, Font of Focus, Time Dilation
I’m still experimenting with my Strand build, which seems a little weak at times. Previously I used Thread of Fury, to gain melee energy from Tangle damage, but since I can’t use the melee consistently (it doesn’t always activate when I press my attack key), I avoid it entirely, which means that’s usually a waste. I’ve swapped it for Thread of Isolation here, to give me more opportunity to Sever targets. I’ve been using Font of Restoration for a while to max out my Recovery stat (so I regain health more quickly), and the recent removal of all the melee-focused mods freed up a lot of room, so I put in the other Font mods to give me four maxed stats (Resilience, Recovery, Discipline, Strength) whenever I have armor charge. Time Dilation just makes those charges last longer.
Hunter Threadrunner
The Hunter’s Strand kit focuses on the new Grapple ability and mobility.
Super
The Threadrunner super is Silkstrike, which lets the Hunter use their Grapple more frequently, and also gives them a rope dart to attack enemies at close-to-mid range. The rope dart deals crit damage when it hits near the end of its range.
Melee
The Hunter melee Threaded Spike, which throws a dart that bounces between targets before returning, refunding energy for each enemy hit. Catching the spike with perfect timing rewards additional energy.
Aspects
Ensnaring Slam
Ensnaring Slam allows Hunters to use their class ability in mid-air to dive to the ground, suspending all nearby targets.
Widow’s Silk
Widow’s Silk lets Hunters grapple more often; they get an additional grenade charge (which applies to Grapple), and their grapples create a “Grapple Tangle” at the grapple point, which can be used by players freely.
Thoughts
From what I’ve heard, the Hunter kit is a bit underwhelming, with the long grapple cooldown hindering some of their mobility. The super is also difficult to keep at the proper range to ensure frequent crits (each attack steps forward). Though I’ve seen that using a different debuff (like a Tractor Cannon shot, which weakens enemies) allows the super to put out significant damage without needing to worry about positioning.
A few of the builds I’ve seen revolve around using the grapple melee to repeatedly hit targets suspended by Ensnaring Slam. It seems like it could work, but I think the Titan’s version (using their Barricade) is better.
Warlock Broodweaver
I think the Broodweaver is the most impressive of the new subclasses. It’s a minion master style class, where you get to keep an army of Threadlings to attack enemies. All classes can use Threadlings, but for Warlocks, and Threadlings they create that don’t detonate (because they can’t find an enemy) will return to the Warlock and “perch” – turning into a little green ball and orbiting the Warlock. The next time the Warlock attack an enemy, these perched Threadlings will jump down and attack the target.
Super
The Warlock super is Needlestorm, which summons a barrage of needles. The needles stick into enemies or the environment, then detonate and transform into Threadlings that seek out nearby enemies.
Melee
The Warlock melee is Arcane Needle, which summons a projectile that tracks targets and unravels enemies. There’s a fancy animation to fling the three charges.
Unravel is a very powerful effect, and when used with certain exotics, the Warlock melee can even kill bosses.
Aspects
Mindspun Invocation
Mindspun Invocation improves the Warlock’s grenade ability: Grapple weaves three Threadlings when using a grapple melee; Threadling grenades can be consumed to generate a full complement of five perched Threadlings; Shackle grenades can be consumed to gain a buff that creates a suspending detonation on every kill.
Weaver’s Call
Weaver’s Call has the Warlock summon three Threadling eggs when they cast their Rift.
Thoughts
I need to find some time to get my Warlock through the Lightfall campaign to unlock Strand and try out these Threadlings. There are a lot of different ways to create Threadlings (even using weapons with the new Hatchling perk), so Warlocks can use the Shackle grenade with Mindspun Invocation to suspend enemies.
I’ve also seen some crazy builds with the Arcane Needle melee combined with Necrotic Grips, an exotic that makes powered melee attacks poison enemies. The poison tick damage triggers the unravel effect, which will propagate the poison to other enemies (or re-apply it to the same enemy); it can even take out bosses. (It was so bad that Bungie disabled Necrotic Grips for the raid race.)




















