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On the Verge is the fifth mission inDestiny 2: Lightfall’smain campaign. This is the mission where Guardians get to truly embrace the powers of Strand and experiment with its core abilities. While we’ve covered everything about Strand in ourStrand subclass guide, this mission also serves as an excellent tutorial for using this subclass' core abilities.
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In this guide, we’ll be giving tips on how to complete this mission on Legendary difficulty, covering everything from encounter tips to loadout recommendations. We’ll also give a brief overview on how some of Strand’s keywords and abilities work to make this mission as easy as possible.
1,690
Your effective Power is capped at 1,675
Heavily shielded and highly aggressive combatants appear in great numbers.
Combatants have more health and are more difficult to stun.
Multiplicity
Greater fireteam size scales combatant difficulty and adds limitations on revives.
Legendaryand Normal are the only difficulty variants for this. On the Verge will never appear on the weekly campaign playlist. Legendary features a -15 Power delta, causing enemies to dish out more damage and receive less. This means that you want to bring Primary weapons that have high damage, are Exotic, or rely on your abilities.
Warlock
Eye of Another World or Nezarec’s Sin
Equip the Recuperation mod on your leg armor to gain HP from picking up Orbs of Power. Pair this with Heavy Handed on your gloves to generate Orbs of Power on any melee attack, including grapple melees.
We will be recommending Exotics over subclasses for this mission.On the Verge forces you to play Strand for almost the entire mission, so you’ll want to bring an Exotic that works on all subclasses that improves your survivability or ability uptime.
Huntersshould use Assassin’s Cowl to become invisible from Grapple melee and Threaded Spike kills. This makes Threadrunner a much tankier spec and should make this mission far easier.
Titanscan’t go wrong with Synthoceps. They buff the damage of Frenzied Blade, allowing them to easily one-tap most enemies present in this mission.
Warlockscan use either Eye of Another World or Nezarec’s Sin for shorter ability cooldowns. Nezarec’s Sin requires a Void weapon to function but has more noticeable energy gains than Eye of Another World.
Fantastic for clearing out adds and tougher foes.
A great choice for add clear.
Trinity Ghoul
Powerful add-clearing Exotic that works at all ranges. Requires its Catalyst.
Le Monarque
A powerful add-clearing tool that works at all ranges.
This mission is all about killing adds as quickly as possible.We highly recommend bringing a Machine Gun to make the final section easier, as you will be swarmed by waves of Vex enemies. If you don’t have a good Machine Gun, Exotic Primaries will do the job just fine. Osteo Striga, Trinity Ghoul with its Catalyst completed, and Le Monarque are some great options.
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Follow The Strand
You’ll find yourself in the Zephyr Concourse when the mission begins. Instead of fighting the Cabal where the waypoint is leading you,hop on your Sparrow and drive to Liming Harbor.You can skip the Cabal enemies entirely here. Once you make your way to Liming Harbor, take out the Vex blocking the road and look for a Strand pillar. You’ll find it floating above some stacked crates on the right side of the road.
Interacting with this Strand pillar will swap you to the Strand subclass. You’ll want to reach the southeast corner of the zone. There you’ll find a small group of Vex guarding a barrier.Defeat the Hydra to earn an energy cell.Pick up the cell and dunk it at the nearby terminal to weaken the barrier. You’ll need to do this two more times.
The second Hydra will spawn right behind you on the road. Grapple onto the anchor point in the sky to easily reach the Hydra, then use your Heavy weapon to quickly kill them. Grab the orb and use Grapple to reach the terminal again. Repeat this one more time.If you ever feel overwhelmed with adds, stay back and kill them with your Primary.Strand doesn’t have many survivability tools in its default kit, so you’ll want to play cautiously when a ton of enemies are present. With the field dissipated, follow the path to reach the next section.
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Cross The Chasm
After clearing out a few groups of Vex, you’ll be presented yet another Strand pillar to interact with. This section will teach you how the Grapple works.Aim for the green orbs in the sky,as these count as grapple anchor points. Grappling onto these will fully refund your Grapple energy, letting you chain another grapple right after.
Grapple onto the nearby point and punch the Harpy while you’re in midair. This will perform a grapple melee and inflictUnravelon the Harpy, causing projectiles to fly out of its body that can damage nearby targets. Since you killed a debuffed enemy, you’ll spawn aTangle.This is a floating green orb you can pick up and use as a grenade.Throw the Tangle and grapple onto it before it lands.You’ll latch onto it as a mobile grapple point, refunding your melee energy and causing you to move incredibly fast. Use the nearby enemies as practice for your grapple melee and Tangle-throwing skills. Use the anchor points floating in the sky to traverse the chasm.
When you reach the other side of the chasm, you’ll find yourself locked in a spacious cave that contains three Vex diamonds.You must throw Strand Tangles at these diamonds to break them.You can spawn Tangles by defeating an enemy with a Strand ability or any Strand-debuffed target. The easiest way to do this is through the grapple melee, although your melee ability also works.Tangles have a 12-second cooldown before they can spawn again, so leave a few adds alive for when this cooldown is finished. Repeat this two more times and climb the newly-created Vex platforms to reach the final arena.
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Let The True Training Begin
Interact with the massive Strand pillar at the center of the arena to start this section. You’ll be given an Aspect upon doing so:
This Aspect is automatically equipped for you. Try out your new ability on the waves of Vex enemies that spawn. You’ll notice that the Vex diamonds are back again, this time supported by a Minotaur.You must use a Tangle to destroy the Vex diamonds, making the Minotaur vulnerable to damage.Use your Strand abilities to create a Tangle from slain enemies, then use that Tangle to detonate the diamonds floating around the map. You’ll then be able to kill the Minotaurs and progress the mission.You can’t fail this part, so feel free to experiment with your abilities. Killing all four Minotaurs will spawn a Wyvern miniboss that can be suspended. Defeat this miniboss to finish this section.
Notable Enemies
Vex Cyclops, Minotaurs, Hydras
Now that you have a handle on how Strand works, you’ll be asked to kill a boss using this subclass. This can get difficult due to the sheer number of adds, so now is a great time toequip a Machine Gunor your favorite Exotic Primary weapon.Machine Guns are quite ammo efficient and deal a ton of damage. Exotic Primaries get an intrinsic 40% damage buff against red bar units in all PvE content, making them fantastic for this part.
The Inquisitor Mind is a massive Vex Minotaur that has an impenetrable shield.You must defeat the Minotaurs around the arena to spawn Hydras.These Hydras drop orbs when slain that you must deposit at a Vex terminal near the center of the arena. Deposit a total of three orbs to remove the boss' shield. That’s easier said than done.
Start by landing a Strand ability kill on any enemy. This will spawn a Tangle. Pick up the Tangle and throw it at any of the floating Vex diamonds. This will make a Minotaur vulnerable to damage. Killing the Minotaur will spawn a Hydra right next to the Inquisitor Mind.Kill the Hydra from a distance with your preferred weapon.If you’re using a Machine Gun, that works best. The second that Hydra dies, run up to its body to grab the orb it drops, thenimmediately grapple to the platforms at the middle of the arena.Climb up the platforms to find the terminal to dunk the ball into.
The Inquisitor Mind is now vulnerable to damage. Use your Heavy weapon to damage it from a distance. Once it loses about half of its HP, it’ll become invulnerable again. Repeat what you’ve just done to remove its shield once more. Phasing the boss this time will cause you to become exhausted.The second you can use your abilities, pop your Super and kill the boss.The encounter ends the second the boss dies, so there’s no point flighting the adds. Killing the boss will end the mission.