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Destiny 2

Discuss all things Destiny 2.
Edited by Hawpy: 2/22/2025 7:30:37 PM
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Sundered Doctrine Solo/Flawless Guide

Got my solo flawless done today and it was....really easy. There was very little risk or anything threat that could cause a wipe if not dealt with properly, and any danger was mostly self-inflicted. I thought I'd share some info while it's still fresh; this is on the assumption that the reader is familiar with the mechanics of the Dungeon and is looking for an improved solo experience. I did all this with the Getaway Artist Prismatic Warlock setup, with a Heal Clip + Incandescent Luna's Howl as my primary weapon all throughout. The first encounter is pretty free as long as you respect the Subjugators and don't let yourself get overwhelmed by Husks when using the lenses in the centre room. Parasite is very good for getting rid of the Subjugators. Once you know the room you need to go to, it's easiest to farm the guy in that room over and over, as it should respawn as soon as you place the lens and leave the room. Note that 3 of the 4 rooms can be reached in just 2 lenses - see this map of optimal paths that I yoinked from Kenshi on Reddit: https://imgur.com/a/u4GzLMV The traversal sections really have nothing to speak of. The Indiana Jones boulders don't insta-kill you and there aren't any other notable hazards or dangerous jumping sections. When falling down the chute after the large open room with the Control Chamber in it, you won't die as long as you don't move; something stops you from falling straight into the pit. The second encounter is what most people will struggle with, and I offer an alternative solution. The standard method is setting the wheels to Kill-Stop-Stop-Stop to get the longest damage phase. When solo, this takes a lot more setup and runs the risk of too many enemies spawning while the boss changes what's on them and you're busy elsewhere. The damage phase is so long that pretty much any heavy weapon will run out of ammo, it's only useful for Titans using Storm's Keep to spam Bolt Charge (note that the Volatile Marksman perk that currently enables this is bugged and expected to be fixed, so don't rely on this in future). The alternative is setting the rightmost wheel to Kill at every opportunity. This only gives you a short damage phase of 5-10 seconds - enter Parasite + Super. It takes a lot of phases but is ultimately faster because there's basically no setup required, and ammo is never a concern. There's enough time to get Radiant, debuff the boss, cast a Super and shoot at least 2 shots. Solar Holster does work with it, too, so you can do some special weapon damage while it reloads. The extra benefit of this method is that, because the wheels reset to the same symbols after a damage phase, you should rarely, if ever, have to deal with the Ogres. For long damage Titans can use the spot in the corner right next to the exit. For short damage, I used stood on the raised section on the right, next to the golden resin-y statue thing and used it as cover from everything to my left. Second traversal section is even less noteworthy than the first. For the light puzzle, I find it easiest to start with the Enter beam, but that's just me. Enemies do spawn infinitely here, but they're not very dangerous. Final boss is surprisingly chill, and a huge stepdown compared to Vesper's Host. The symbols you need to light up are usually pretty intuitive, and you rarely need to use more than 3 interactables, e.g. turning off Hive and turning on Guardian are done on the same lens. High RoF weapons are ideal for opening the door on the left, I resorted to using a Fusion Rifle as the quick succession of shots gives more than enough time to run through. If there's one big word of advice, it's to respect the Threadlings. Breaking the cruxes will spawn 9 in total, and they do a hefty amount of damage. Break one or two cruxes, then stop to shoot the Threadlings. It's better to wait and kill another Attendant than to die because the green slugs crippled you. Before starting damage, kill any nearby Attendants and try to get the boss away from the central wheel, so you can safely activate without risk of being Slowed, Frozen or Suspended. There are plenty of good spots during damage, just pick somewhere that's elevated, so the boss' Strand attacks are much more avoidable. Queenbreaker with Catalyst and Particle Reconstruction got me a comfortable 4-phase. I'll add anything further if I remember. If there are any questions, ask away. Hope this is of some use, and good luck.
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