New Artifact Perks coming to Destiny 2’s Act 2 of Heresy

Bungie has already shown what new Perks will be coming to the Artifact in Destiny 2's second Act of Heresy. The game is about to get great for trace rifle fans, and the weapons should even work well with existing Arc setups, thanks to all those great Arc trace rifles. Each Destiny 2 Episode (like Seasons before) gives players an Artifact to level throughout the content stretch. While the Artifacts typically have some narrative significance to what's happening during the Episode, the more direct benefit of these items is the assortment of Artifact Perks offered. Each Artifact starts with five columns and five rows of Perks, with players working their way from the left to right side. As the Episode progresses, new rows of Perks are added, giving even more variety. The Artifact Perks players started Heresy with were Arc-dominant with some options for Void and Strand as well. Now, trace rifles will get some time in the sun, which might influence what you decide to bring into your next Raid or Dungeon. All in on trace rifles Screenshot by Destructoid The Artifact Perks are mostly centered around Trace rifles, making a compelling case for anyone looking to use the new Lodestar Exotic to get the best of both worlds between the first Act's Arc Perks and the upcoming trace rifle Perks. The new Perks are also strong enough to make Microcosm a serious consideration for boss damage, as it oddly benefits from being a Kinetic weapon. Perk name: Overload Trace Rifles Beam Medic Elemental Siphon Harsh Refraction Limit Break Description: Uninterrupted fire from your equipped trace rifle causes the beam to stun combatants, delaying ability energy regeneration and Exhausting them. Rapid trace rifle final blows heal you and nearby allies. Powerful combatants increase the amount. Rapid final blows with a Kinetic weapon or a weapon matching your equipped Super create an elemental pickup that matches your equipped Super. Trace rifles do more damage to targets afflicted by elemental debuffs matching their element type. Casting a Super while you are critically wounded or have an elemental buff matching your Super element grants a period of increased Super damage. Notes: Exhausted targets deal reduced outgoing damage. Will work with final blows earned from the Detonator Beam Perk. The effect can be boosted by the Tome of Want. Always on for Kinetic trace rifles (Microcosm). Activates on cast of Super. How do these Artifact Perks shake up the meta? Image via Bungie As previously mentioned, these new Artifact Perks can mix quite well with many of the Arc Perks from the first Act. Specifically, if players want to stick with an Arc build, the second column of Artifact Perks only offers Overclock and Load. In Act II, Beam Medic will supplement the column nicely, allowing an Arc trace rifle like Lodestar or the new Guardian Games reward to shine. The same can be said for the fourth column, where Arc builds are only benefitting from Flashover. Harsh Refraction can help pick up some slack on damage, especially if Guardians weren't making use of Horde Shuttle or Maligned Harvest. That said, even if players don't want to run Arc, Harsh Refraction seems like a no-brainer regardless of the Subclass you're running, so long as you're using a trace rifle matching the element of your Super. If a trace rifle can become an integral part of nearly any elemental build, and reap benefits from Artifact Perks that not only heal players but increase damage, why not swap out that heavy machine gun for Overload Trace Rifles, too? After all, the Artifact Perks only stick around until the end of an Episode, and alongside all of those other buffs, it sounds like some traces will be able to make short work of Champions. Plus, have a little fun playing laser tag while it lasts, who knows when trace rifles will get this much attention again. The post New Artifact Perks coming to Destiny 2’s Act 2 of Heresy appeared first on Destructoid.

Mar 5, 2025 - 16:26
 0
New Artifact Perks coming to Destiny 2’s Act 2 of Heresy

A screenshot of the Tablet of Ruin Artifact from Destiny 2: Heresy.

Bungie has already shown what new Perks will be coming to the Artifact in Destiny 2's second Act of Heresy. The game is about to get great for trace rifle fans, and the weapons should even work well with existing Arc setups, thanks to all those great Arc trace rifles.

Each Destiny 2 Episode (like Seasons before) gives players an Artifact to level throughout the content stretch. While the Artifacts typically have some narrative significance to what's happening during the Episode, the more direct benefit of these items is the assortment of Artifact Perks offered. Each Artifact starts with five columns and five rows of Perks, with players working their way from the left to right side. As the Episode progresses, new rows of Perks are added, giving even more variety.

The Artifact Perks players started Heresy with were Arc-dominant with some options for Void and Strand as well. Now, trace rifles will get some time in the sun, which might influence what you decide to bring into your next Raid or Dungeon.

All in on trace rifles

Destiny 2 Lodestar Exotic.
Screenshot by Destructoid

The Artifact Perks are mostly centered around Trace rifles, making a compelling case for anyone looking to use the new Lodestar Exotic to get the best of both worlds between the first Act's Arc Perks and the upcoming trace rifle Perks. The new Perks are also strong enough to make Microcosm a serious consideration for boss damage, as it oddly benefits from being a Kinetic weapon.

Perk name: Overload Trace Rifles Beam Medic Elemental Siphon Harsh Refraction Limit Break
Description: Uninterrupted fire from your equipped trace rifle causes the beam to stun combatants, delaying ability energy regeneration and Exhausting them. Rapid trace rifle final blows heal you and nearby allies. Powerful combatants increase the amount. Rapid final blows with a Kinetic weapon or a weapon matching your equipped Super create an elemental pickup that matches your equipped Super. Trace rifles do more damage to targets afflicted by elemental debuffs matching their element type. Casting a Super while you are critically wounded or have an elemental buff matching your Super element grants a period of increased Super damage.
Notes: Exhausted targets deal reduced outgoing damage. Will work with final blows earned from the Detonator Beam Perk. The effect can be boosted by the Tome of Want. Always on for Kinetic trace rifles (Microcosm). Activates on cast of Super.

How do these Artifact Perks shake up the meta?

Microcosm Exotic weapon in Destiny 2.
Image via Bungie

As previously mentioned, these new Artifact Perks can mix quite well with many of the Arc Perks from the first Act. Specifically, if players want to stick with an Arc build, the second column of Artifact Perks only offers Overclock and Load. In Act II, Beam Medic will supplement the column nicely, allowing an Arc trace rifle like Lodestar or the new Guardian Games reward to shine.

The same can be said for the fourth column, where Arc builds are only benefitting from Flashover. Harsh Refraction can help pick up some slack on damage, especially if Guardians weren't making use of Horde Shuttle or Maligned Harvest. That said, even if players don't want to run Arc, Harsh Refraction seems like a no-brainer regardless of the Subclass you're running, so long as you're using a trace rifle matching the element of your Super.

If a trace rifle can become an integral part of nearly any elemental build, and reap benefits from Artifact Perks that not only heal players but increase damage, why not swap out that heavy machine gun for Overload Trace Rifles, too? After all, the Artifact Perks only stick around until the end of an Episode, and alongside all of those other buffs, it sounds like some traces will be able to make short work of Champions. Plus, have a little fun playing laser tag while it lasts, who knows when trace rifles will get this much attention again.

The post New Artifact Perks coming to Destiny 2’s Act 2 of Heresy appeared first on Destructoid.