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GM Guide: Weapons

Weapon choice in GM Ordeals comes down to seasonal champion mods, recently boosted archetypes (Hello Rockets), high burst damage and good sustain damage.

Weapon perks for GMs and endgame vary from your usual best in slot gun perks. Feeding Frenzy + Rampage may be your favorite perks for regular content, but they don’t work well in GMs because you won’t be killing adds rapidly to take advantage of reload and damage perks. Instead you want to run perks like Vorpal, Explosive payload, Disruption break, etc that synergise with endgame content and champion mods. Exotic primaries are less viable and often not worth using in GMs, but the Dead Man’s Tale scout and the 3 exotic bows will change that this season.

Primary

This weapon will vary every season due to the changing artifact mods. This season we have Anti-Barrier Scout Rifle, Unstoppable Hand Cannon and Pulse, and Overload Bow.

Primary Weapon perks

The primary weapon perks you want for GMs are:

Vorpal - bonus 15% damage to bosses, champions, elites, and vehicles. Always active.

Explosive payload - delivers bonus AoE damage even with body shots and has no range drop off. Best perk for unstoppable and overload weapons since it lets you stun champs faster, and can stun multiple champs if they are close to each other. Explosive rounds can also stagger enemies and you can damage them behind cover by shooting near them.

Disruption break - breaking an elemental shield gives a 50% damage buff to your kinetic weapon for a short duration This is an amazing perk to run on primary energy weapons, and also procs on barrier champ shield breaks.

Reload perks that synergize for GMs - overflow, rapid hit, auto loading holster. Full-auto is also great (for scouts) if the base handling and reload is high.

Armor Piercing Rounds are great for anti-barrier weapons since they add bonus 5% damage to shielded adds. High Caliber Rounds would be the second best option.

Bow perks: shorter Draw time, Archer’s Tempo/Rapid Hit, Explosive Head (must have).

Exotic Primaries:

Special

With the introduction of champion mods to special weapons in Beyond Light, it’s no longer required to run a double primary loadout for GMs. Your choice of special weapon will depend on the strike, champ types and team loadout.

Sniper rifles having anti-barrier and getting bonus damage from the mod make them the ideal special weapons to use for GMs that have barrier champs.

Vorpal is the best perk to have on snipers. A high-impact Anti-barrier sniper with vorpal will break a champion’s barrier with one precision shot. Reload perks like Reconstruction, Triple tap, Clown cartridge and Fourth times the charm are very useful.

A breach Grenade Launcher with blinding grenades is also very handy, but only one player should run it. Blinding grenade launchers will let you stun multiple enemies. Also works on majors and elites, but not on champs or bosses. Auto-loading holster recommended.

Exotics like Divinity, Eriana’s Vow and Izanagi are ideal for GMs and will pair nicely with high-burst heavy weapons like Rocket launchers.

Players should use special ammo finisher mod on class items to make ammo on demand. Ammo reserves are easier to maintain with special ammo finder mods, Aeon gloves and special ammo reserve mods.

Exotic specials:

Heavy

A slot usually reserved for exotics that can deal high burst or sustain damage, depending on the ordeal. The buff to Rocket launchers however makes them viable and accessible for GMs, freeing up the exotic slot for special or primary weapons.

FARMABLE LEGENDARY WEAPON ROLLS

Anti-Barrier Scout Rifles

Hand Cannons (for Unstoppable champs)

High-Impact snipers

Rocket Launchers

Overload Bows (Explosive head is a must for legendary bows)

Pulse rifles (for unstoppable champions)

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