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D2 Charged With Light Mods

Destiny 2

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Charged With Light Mod Overview

I'm sure you've heard of Charged With Light mods before, but there's so many and some are element sectional and only what the heck are you supposed to do to use them?? If you've been in that location, this guide is here to help!

Why Should I Utilise These Mods?

They're kind of insane. You desire a massive gratuitous damage boost on Rocket Launchers, Swords, or Sidearms? They can do that. You desire to improve your survivability massively in one case your wellness hits critical? They can practise that. You desire to spam the hell out of your melee ability? You tin practice that. Desire to two-tap with 120s in Crucible just by getting a double kill? Yous can practise that.

Charged With Light mods are like a miniature subclass you lot tin can build. You can gain and lose Charges however you like to play. Utilize Pulse Rifles a lot? Run Swift Charge. Adopt only mowing downward adds even so you experience like? Run Charge Harvester. They're adaptable, fun, and easy to utilise. Some even improve your stat build! All you need is a Xanthous mod and a Dark-green mod equipped.

The Basics

Starting out, Charged With Light (referred to equally CWL from here on) mods come in three types: the green chargers, the yellowish consumers, and the white miscellaneous. In lodge to be able to use CWL mods,

y'all must take both a charger and a consumer equipped on your armor.

Alternatively, if you wish to be dependent on allies for your Charges, you can run just a consumer modernistic. Yous will always gain and keep Charges until you hitting max, even if you swap mods (though swap strats are grossly impractical). Charges do null unless consumed past a consumer modern, therefore at that place is no reason to go along them every bit a passive vitrify.

Yes, Charged With Light works in PvP, but y'all may discover it a impact hard to work with, depending on the mods of choice.

You can hold up to two Charges of Light at a time by default, and every Charge-granting modern just grants ane Accuse at a fourth dimension. Excessive Charges are discarded. There are white miscellaneous mods that can boost how many Charges you gain at a fourth dimension and how many Charges y'all can hold. Yous lose all Charges of Light on decease.

It is more often than not practiced practice to have only one yellowish consumer mod equipped at a fourth dimension, as your Charges of Light tin can be hands exhausted through the various consumption methods.

Next is the armor. Non-Legendary armor cannot equip Charged With Light mods, as they lack Seasonal mod slots. Other than that, any Legendary can equip any standard CWL mod. Thank goodness, because earlier Beyond Low-cal it was seasonally locked!

Lastly, one may have noticed that Arc and Void CWL mods come up with boosted effects. These furnishings are granted whether or non yous hold a Charge of Light or have a greenish-yellowish CWL modernistic pairing to use Charges. Arc mods grant an additional effect if another Arc-specific mod is equipped in the same armor or if a CWL-themed Arc mod is slotted in another equipped armor slice, and Void mods inflict a flat -x penalization to a specified armor statistic. This penalisation will be inflicted direct to your stat spread, not the armor'south stats, so y'all tin can't outsmart the developers past equipping a -10 Recovery modern onto an armor with 2 Recovery and escaping with viii Recovery. As a caveat to these effects, Arc mods cost more than and Void mods cost less, generally.

To give Solar CWL xanthous consumer mods an edge, you tin can stack copies across armor to increment the effect! The heave is multiplicative, non additive. Equally a downside, the stackable Solar mods tend to exist weaker on their own. This stacking effect does non apply to greenish charger mods.

Becoming Charged- Green Charger Mods

Organized by chemical element, and then by chronological season.

  • Taking Charge
    • universal chemical element
    • 3 Energy cost
    • Activation rate: constant with Masterworked weapons, rare without, situational in Crucible
    • When picking up an Orb of Low-cal, as well gain a Charge of Light. Does not employ to Motes of Light from Gambit or other souces (because someone has asked).
    • Notes: very piece of cake to activate (a definite go-to), practically free in PvE with Masterworked weapons as orbs driblet from every ii MW weapon kills, great with Wards of Dawn or Wells of Radiance allies in PvP, will consume an Orb even at full Super if your Charges are non full (allowing yous to actuate Leg Orb mods more often!)

  • Shield Suspension Charge
    • universal element
    • 1 Energy cost
    • Activation charge per unit: rare or never depending on activity
    • Breaking an enemy elemental shield with its same element (causing the shield burst) grants a Accuse of Light. Does not work on Guardian shield break.
    • Notes: situational, way too dependent on enemies you face and when yous confront them, proficient for Strikes when yous're using a low-activation-rate yellow consumer modern, very cheap to slot into armor, recommended if it's 'costless' to implement into a build

  • Empowered Stop
    • universal chemical element
    • 1 Energy cost
    • Activation rate: depends on Intellect and use of Finishers
    • Successfully performing a Finisher on an enemy grants a Charge of Low-cal.
    • Notes: like shooting fish in a barrel to use with coordinated allies in PvE, sluggish when paired with high-activation-rate yellowish consumer mods, useless in PvP, very inexpensive to slot into armor, bang-up on a fast-charging Super build, prioritize "Taking Charge" if Energy cost is not a concern

  • Elemental Charge
    • Only on Beyond Light or newer armor, and Exotics
    • universal chemical element
    • 2 Energy cost
    • Activation rate: abiding with allies running Well mods, uncommon solo with Elemental Ordnance or Elemental Armaments, very rare solo with Elemental Low-cal
    • Picking upwardly a Well grants 1 Charge of Light. Picking upwardly a matching Well grants 2 Charges of Light. Stacks on Stacks increases both gains by ane Accuse (if yous have room to hold the Charge).
    • Notes: non good on a single player simply bang-up with a team running Well mods, can situationally replace "Taking Accuse" on a Masterwork-missing Exotic build, otherwise better off with "Taking Accuse"

  • Quick Accuse
    • Arc element
    • 5 Energy cost, vi+ with Arc mod pairing if for second issue
    • Activation rate: semi-common on lower end PvE, uncommon to rare to never in loftier end PvE and Crucible
    • Killing 3-4 enemies with Fusion Rifles or Shotguns within near 3 seconds of one another grants a Charge of Light. Guardian double(?) kills grant a Accuse.
    • If another Arc mod is equipped on the aforementioned armor, also grants a ready speed boost to Fusion Rifles, Shotguns, Submachine Guns, and Swords.
    • Notes: Good for add clear, requires teammates non pilfering kills (y'all must land the final blow!), ready speed on these weapons can be very helpful in PvP as a stat-booster option

  • Warmind's Light
    • Arc element
    • iii Free energy toll
    • Activation rate: uncommon, depends on Warmind build
    • Collecting a Warmind Cell past walking over it grants a Charge of Low-cal.
    • Unlike most Arc CWL mods, this 1 does not come with a second effect.
    • Notes: a more situational/impuissant/opportunity-wasting "Taking Accuse," amend off using mods that boost Warmind Cells rather than collecting them or "Incinerating Light" to gain Charges by popping the Warmind Jail cell

  • Swift Charge
    • Arc chemical element
    • 5 Energy cost, half-dozen+ with Arc mod pairing if for second effect
    • Activation charge per unit: semi-common in lower end PvE, uncommon to never in college end PvE and Crucible
    • Killing 3-iv enemies with Pulse Rifles, Sidearms, or Submachine Guns within almost 3 seconds of one another grants a Accuse of Light. Guardian double(?) kills grant a Charge.
    • Killing non-player enemies with a Pulse Rifle has a take a chance to create Special ammo for allies
    • Notes: like shooting fish in a barrel to activate thanks to main weapons, vulnerable to kill-pilfering by teammates (you must land the concluding blow!), great for coordinated Gambit to top up allies with Special ammo

  • Blast Radius
    • Solar chemical element
    • 3 Energy price
    • Activation rate: mutual in lower terminate PvE, semi-common to rare in college end PvE and Crucible
    • Killing 2 enemies with (any ammo blazon) Grenade Launchers or Rocket Launchers within about three seconds of one some other grants a Charge of Light. This is too true in Crucible.
    • Notes: easy to actuate given the weapon types and reduced impale count compared to like mods, great for lower-wellness encounters only situational in raids/dungeons

  • Incinerating Low-cal
    • Solar chemical element
    • iii Energy cost
    • Killing 2 enemies with a Warmind Cell explosion grants a Accuse of Light.
    • Activation rate: uncommon in lower end PvE, rare to never in higher cease PvE, dependent on Warmind Cell build
    • Notes: easy to actuate, pairs well with Seventh Seraph or IKELOS weapons, amazing in wave defense, only grants 1 example of Charge once per explosion, finicky with "High-Free energy Burn down" existence consumed on cell explosion (and thus this combo is all-time avoided)

  • Sustained Charge
    • Solar chemical element
    • 4 Energy toll
    • Activation rate: semi-common in lower stop PvE, uncommon to never in college stop PvE and Crucible
    • Killing 3-4 enemies with Machine Rifles, Trace Rifles, or Auto Guns within about 3 seconds of 1 another grants a Charge of Low-cal. Guardian double(?) kills grant a Charge.
    • When stacked: Increases the time between kills to activate, untested for timing bonus.
    • Notes: piece of cake to activate thanks to weapon blazon selection, vulnerable to kill-stealing by teammates (you must land the final accident!)

  • Precisely Charged
    • Void element
    • ane Energy cost, -10 Subject area
    • Activation rate: common in lower end PvE, semi-common to rare in college stop PvE and Crucible
    • Killing 3 enemies with Sniper Rifles or (whatever ammo type) Linear Fusion Rifles within well-nigh iii seconds of one some other grants a Charge of Calorie-free. Guardian double(?) kills grant a Accuse.
    • Notes: Anti-synergetic to grenade builds, very inexpensive to slot into Void armor

  • Precision Accuse
    • Void element
    • 3 Free energy cost, -10 Forcefulness
    • Activation rate: semi-common in lower terminate PvE, uncommon to never in higher stop PvE and Crucible
    • Killing 3-iv enemies with Bows, Manus Cannons, or Scout Rifles inside about 3 seconds of one some other grants a Charge of Light. Guardian double(?) kills grant a Charge.
    • Notes: Anti-synergetic to melee builds, inexpensive to slot into Void armor

  • Charge Harvester
    • Void element
    • 3 Energy cost, -10 to (Mobility for Hunters, Resilience for Titans, Recovery for Warlocks)
    • Activation rate: semi-common in lower end PvE, uncommon to rare in college stop PvE, common in Crucible if deathless
    • Every kill has a chance to grant a Accuse of Light, usually obtained every 4-6 kills and (supposedly) capping at 6 kills. On Guardians, will trigger by the third kill. Despite description, Charge Harvester works when you lot are Charged With Light.
    • Notes: trades less grade power spam for ease of use, pairs very well with multikill mods every bit a second Charge source

Using Charges- Yellow Consumer Mods (Universal/Arc/Solar)

Organized by element, then by chronological season. 'Activation charge per unit' refers to how often when the modernistic will activate when you take a Charge of Light, and could also be called the 'charge consumption charge per unit.'

  • High-Energy Fire
    • Universal element
    • 4 Energy cost
    • Activation rate: fast when unmanaged, upwards to never when managed
    • Until you impale an enemy with weapons, you deal 20% increased impairment with weapons. This buff does not stack with buffs like Well of Radiance, Whisper of Hedrons, or Weapons of Light. Consumes a Charge of Light on a weapon kill.
    • Notes: Only weapon kills will eat a Accuse of Low-cal (and not anything else!), incredible for dominate DPS, can be hands maintained in a pinch if y'all finish enemies with melees/finishers/Supers/grenades/etcetera instead of weapons

  • Striking Lite
    • Arc element
    • 5 Energy price, 6+ with Arc mod pairing if for second outcome
    • Activation rate: rapid-fast with Sword, uncommon when unmanaged, slow when managed
    • Killing an enemy with a melee or Sword drops 1 Orb of Light for allies (non cocky) and consumes a stack of Accuse of Light on activation. Only drops 1 Orb per Charge consumption.
    • When paired with another Arc modernistic, grants impairment resistance while sprinting. The damage resistance is theorized to be 20% and will only piece of work against PvE enemies.
    • Notes: pairs INCREDIBLY with "Taking Charge" on allies, pairs great with shoulder bashing Titans, chop-chop chain-activates if using a Masterworked Sword and "Taking Charge" in a oversupply

  • Heavy Handed
    • Arc element
    • seven Energy cost, 8+ with Arc mod pairing if for second effect
    • Activation rate: rapid-fast on a melee build, otherwise variable to Strength stat and melee tendencies
    • Regain half your melee energy when consuming a melee accuse (no impale required) at the cost of a Charge of Low-cal.
    • When paired with another Arc modernistic and when surrounded by 3+ enemies, kills with a Fusion Rifle, Shotgun, Sidearm, or Submachine Gun fill up its mag from reserves. This distance is roughly the same as the distance of the activation of Surrounded.
    • Notes: astonishing on whatever melee build, neat for utility melees like Titan-Void top tree or Warlock-Solar center tree, worth more the worse your Forcefulness is

  • Lucent Blade
    • Arc chemical element
    • iv Energy cost, 5+ with Arc mod pairing if for 2d effect
    • Activation charge per unit: rare when managed
    • On landing any kind of Sword strike (heavy or light!), consume a Accuse to grant a 35% impairment vitrify to Sword damage called 'Keened' for 6 seconds. Keened does non activate immediately on the first strike, but rather activates a moment afterwards the initial hit (this means a Sword must land a lite assault first to go the damage boost for a heavy attack). Keened stacks with Sword-innate perks like Surrounded only not other external buffs like High-Energy Burn or Weapons of Light.
    • When paired with an Arc mod on the aforementioned equipped armor, also grants a strong boost to Sword energy recharge charge per unit.
    • Notes: admittedly a necessity for Sword utilize in full general for both damage and recharge rate, DO Non Apply Nether THE EFFECTS OF WELL OF RADIANCE AS WELL CURRENTLY OVERRIDES YOUR 35% WITH ITS 25%

  • Reactive Pulse
    • Arc chemical element
    • three Energy toll, 4+ with Arc mod pairing if for second event
    • Activation charge per unit: constant
    • When taking damage while somewhat near an enemy, pulse a boom of Arc energy to inflict damage and perhaps stagger enemies and consume a Accuse. Its explosion radius is roughly 7 meters wide?
    • When paired with an Arc modern, too grants a stiff overshield while performing Finishers. The overshield is theorized to be about 200 HP, an effective doubling of your wellness.
    • Notes: a groovy 'hands-free' animate room creator thanks to the stagger, pairs excellently with any Finisher mods or Exotics, damage appears to scale with enemy level, kills count as grenade kills for some reason

  • Heal Thyself
    • Solar element
    • 4 Energy cost
    • Activation rate: somewhat common when managed, uncommon when unmanaged
    • Unstacked: Kills with a grenade heal you about 20% wellness and do not trigger wellness regeneration when doing and so for one Charge of Light. Merely activates once per grenade.
    • When stacked: grants ~50% wellness recovery with two copies, ~80% with three copies, total heal with 4 copies
    • Notes: adequately garbage with only one stack of modern, always stack with at least one other copy if used, situational and awkward to apply for panic-healing, 4 stacks is overkill in do, Energy opportunity cost for effective use

  • Firepower
    • Solar element
    • 4 Energy cost
    • Activation rate: rapid-fast on grenade build, variable with Subject
    • Unstacked: Grants 10% grenade energy on using your grenade, consuming a Accuse of Light.
    • When stacked: grants ~22% energy on two copies, ~45% free energy on three copies, ~56% energy on four copies
    • Notes: way too heavy of an investment to exist useful compared to other builds (opportunity cost), a practiced general selection if you lot wish for more grenades, worth more the worse your Discipline is

  • Silver Ordnance
    • Solar element
    • 5 Energy price
    • Activation rate: rare but varies with Rocket Launcher utilise
    • Unstacked: Grants xx% increased harm to both explosion and direct hit damage of your next Rocket Launcher shot, consuming a Charge of Light on firing. This is indicated to occur on your next shot with the 'Godslayer Warheads' buff.
    • When stacked: +xxx% damage on two stacks, nigh +35% impairment on three or four stacks (no further event). Like all damage boosts of this type, this will non stack with external buffs similar Weapons of Light or Well of Radiance.
    • Notes: 2+ stacks of mod a necessity for Rocket Launcher DPS, having ii+ Charges of Light when activating Argent Ordnance and using Truth (or whatever 2+ magazine Rocket Launcher) allows the total quickly-emptied magazine to possess the damage boost from i Charge consumption rather than merely buffing a unmarried shot, as well turns 2-Tailed Play a trick on into an ammo-efficient boss DPS monster for equally many Charges of Light equally you can conduct

  • Kindling the Flame
    • Solar chemical element
    • 5 Energy price
    • Activation charge per unit: dependent on ally death charge per unit
    • Grants a healing effect to allies inside 10(?) meters when an ally is revived by you, removing a Accuse in the process. Presuming this triggers the same mode as Heal Thyself, it will grant 20/50/fourscore/100% healing according to modern count but will not trigger health regeneration.
    • Notes: untested and hard to test effectively, better equipment out there for this sort of issue

Due to the size of these descriptions and the character cap per section, Void has been divide from the rest of the list.

Using Charges- Yellowish Consumer Mods (Void)

  • Protective Light
    • Void element
    • two Energy cost, -ten Strength
    • Activation rate: mutual, rare with potent defensive play
    • When your shields are broken, yous gain a highly impactful amount of damage resistance (50%?) and have all Charges of Light consumed. Yous gain four seconds of resistance, even once shields are restored, per stack of Charge y'all had consumed.
    • Notes: does not piece of work in PvP, highly impactful in loftier level content, a must for solo runs of dungeons

  • Extra Reserves
    • Void chemical element
    • 3 Energy toll, -10 Intellect
    • Activation rate: dependent on what your Void damage source is
    • When you kill an enemy with whatever class of Void impairment, all Charges are consumed to grant a chance at Special ammo dropping with the odds increasing with the number of stacks consumed.
    • Notes: does not work in PvP, hard to justify over Aeons or "Special Finisher" or "Swift Accuse's" secondary effect, pairs poorly with Void master or a Void bracket

  • Surprise Attack
    • Void element
    • i Energy cost, -10 Intellect
    • Activation charge per unit: oft, dependent on your apply rate of your Sidearm and your Charge build
    • Reloading or readying your Sidearm consumes all Charges you have to grant a 35% impairment buff called "Charged Magazine" to that Sidearm for v shots (non burst!) landed per Charge consumed. Merely consumes Charges on reload in one case all stacks of "Charged Mag" are spent.
    • Notes: formerly granted a 100% damage boost, pairs cracking with "Swift Charge" and "Stacks on Stacks", pairs poorly with iii-round burst Sidearms similar High Albedo every bit every round in the burst consumes a "Charged Magazine" buff

  • Energy Converter
    • Void element
    • four Energy price, -10 Subject
    • Activation charge per unit: uncommon, dependent on grenade use and Super energy
    • Grants roughly 10% Super per Accuse consumed when you throw your grenade. This boost will not push your Super meter higher up 50%, but volition always eat every Charge yous hold when it grants Super. Therefore if you are higher up 50% Super free energy, y'all will non lose your Charged With Calorie-free stacks and your Super will not increase.
    • Notes: used to activate and grant the full percent so long as you were below 50% Super meter, very good for getting a lot of Super back quickly later using your last one if you plan alee.

Miscellaneous- White Passive Mods

Organized past element, then past chronological season.

  • Powerful Friends
    • Arc element
    • 4 Free energy toll, 5+ to activate secondary effect
    • When you gain a Charge of Calorie-free, your allies within xv(?) meters of you likewise gain a Charge. Gaining a Charge from an marry's Powerful Friends will activate your own, but Powerful Friends will only grant a Accuse to those who do not accept a Charge already.
    • When paired with some other Arc mod, also grants +twenty Mobility. This tin can only trigger once and will deactivate if 2+ Powerful Friends mods are equipped.
    • Notes: amazing on Hunters, great for a "everybody in the team gets Charged" setup

  • Radiant Light
    • Arc element
    • 3 Energy cost, 4+ to activate secondary effect
    • When you lot activate your Super, your allies within 15(?) meters proceeds a Accuse of Light.
    • When paired with another Arc mod, also grants +xx Forcefulness. This tin simply trigger once and will deactivate if 2+ Radiant Light mods are equipped.
    • Notes: astonishing for any melee build, a must-have for projectile melee subclasses, great on-demand Charge support, pairs superbly with allies running "Powerful Friends"

  • Charged Up
    • Solar element
    • 2 Energy cost
    • You can hold an boosted stack of Charged With Light. Stacks with other mods with the same result. This bump can let up to 5 total Charges (base is 2 Charges).
    • Notes: great in general, pairs well with "Supercharged"

  • Supercharged
    • Solarelement
    • 5 Energy price
    • You tin can agree 2 additional stacks of Charged With Light. Stacks with other mods with the aforementioned effect. This crash-land can let up to 5 full Charges (base of operations is 2 Charges).
    • Notes: groovy in general, pairs well with "Charged Up"

  • Stacks on Stacks
    • Void element
    • 4 Energy price, -10 Recovery
    • When you gain a Accuse of Light, you proceeds an additional stack. This does non "self-wheel" and will thus not trigger from its own effect. Cannot stack with itself.
    • Notes: neat in full general, pairs well with multi-kill charger mods like "Swift Accuse"

Where Do I Go These Mods?

Banshee (equally of Season of Chosen) sells 1 weapon mod and ane "Combat Mode" mod every twenty-four hours, and he is currently the but way to proceeds these mods. He sells them for 10 Modernistic Materials, and you gain two per Weaponsmith bounty per character per 24-hour interval. Or, think of it as 8 Mod Materials per graphic symbol per twenty-four hour period.

Here'south hoping the Charged of Low-cal mods will be added to the world pool anytime!

If you lot want to be notified of what Banshee is selling every day without booting up Destiny two, follow @destinyinsights (formerly @banshee44mods) on Twitter and plough on notifications. That should be a large help for filling out your collections! Shoutouts to pi3ceofthepie for notifying me of this bot.

If you have any suggestions for this guide, please let me know in the comments below so this guide can become even more than helpful!

Update Log (last: iv/7/21)

iv/13/21

  • As of (???) Season, the Solar green/charging mods have a longer window of fourth dimension to activate the mod co-ordinate to how many stacks of the mod yous accept equipped, just like other Solar CWL mods. These mods' descriptions have updated to support this.

four/7/21

  • @ada1mods is now destinyinsights, updated accordingly

iv/2/21

  • @banshee44mods is at present ada1mods, updated accordingly

three/26/21

  • Added this update log so veteran readers tin can catch up
  • Added missing activation rates for Consumer Mods
  • Added activation rates for Charger Mods
  • Updated text for readability

D2 Charged With Light Mods,

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2202067897

Posted by: kellyfation.blogspot.com

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