Destiny 2's Season of the Haunted is now allowing players to jump into Grandmaster Nightfall Strikes as of its seventh week, and there is a new rotation made of six Strikes that players can choose from. In fact, players can tackle Grandmaster Nightfalls in whatever order they prefer, as long as they haven't completed them already, as the free checkpoint for each of them is only valid for the first completion of the Season. Afterward, Destiny 2 players will be able to complete all GM Nightfalls anyway, but they will have to stick to the weekly rotation.
Best Builds to Use in Warden of Nothing GM Nightfall in Season 17
There are many great Destiny 2 weapons to use in GM Nightfalls in Season of the Haunted, although what makes a build in the game is often a combination of the various elements of each subclass as well as mods. This section will cover the best builds to use in the Warden of Nothing GM for Season of the Haunted.
Even though the Warden of Nothing GM Nightfall has the Solar Acute Burn modifier, it's advisable that Destiny 2's Hunters play Void 3.0 builds revolving around invisibility. This is because there are many rough spots in this GM, and having an invisible player can be extremely helpful for teams and even solo clears.
The Void 3.0 build should be made with Omnioculus for insane team-wide support or with Graviton Forfeit for more freedom of movement that allows the Hunters to be where they need to be all the time.
Omnioculus grants damage resistance while invisible to the Hunter and their teammates, and the Exotic allows the user to chain Smoke Bombs by refunding melee energy when making allies invisible.
The Graviton Forfeit build should revolve more around Strength and Resilience than Mobility, which is still going to be a crucial stat, but not as important as the other two. This is also because Hunters can use the Utility Kickstart mod to reduce their Dodge's cooldown.
There is a build variation that employs Aeon Swift to grant Special and Heavy ammo to the Hunters' allies while using finishers on Elite enemies or mini-bosses, respectively.
This is fantastic when paired with Echo of Obscurity because it grants invisibility on finisher final blows, which this build will do plenty of.
Destiny 2's Titans should use a Void setup that lets them spam abilities and use Ward of Dawn as frequently as possible, with Exotics like Heart of Inmost Light and Helm of Saint-14 being the best picks.
However, Titans also have the option of using a specific Solar 3.0 build with Loreley Splendor Helm, as it grants near invulnerability when combined with Sol Invictus, a high Resilience stat, and Classy Restoration.
This is great to have in the Warden of Nothing GM both because of the Acute Solar Burn modifier and because Titans can easily stand in the open in the mine encounter.
Destiny 2's Warlocks have two options in this GM Nightfall, with the first and most obvious being a Solar 3.0 build that uses Well of Radiance combined with either Starfire Protocol for grenade spam or with Phoenix Protocol for more frequent Supers.
This works great to clear adds and place a powerful well that allows allies to resist incoming damage, and it's also fantastic in the boss encounter.
Void 3.0 Warlocks don't have much of a place in this GM, and instead, a good alternative is the Stasis build for Warlocks with Osmiomancy, a pair of Exotic gloves that empower Coldsnap Grenades.
This build is phenomenal for crowd control, as players can spam Bleak Watcher turrets thanks to the Exotic's perk, a process that can be sped up with multiple FIrepower mods.
Again, because of the Acute Solar Burn modifier, it's a good idea to have two copies of the seasonal Armor of the Dying Star mod equipped on the chest armor.
Access the Prison
Destiny 2 players will spawn in a tunnel that eventually leads to the entrance of the Prison of Elders, where the GM Nightfall takes place.
However, to access the Prison itself, players will have to fight through some Vex Goblins and an Overload Champion guarding the entrance. Because the Vex Goblins release damaging Arc pools when defeated, it's best to deal with them from afar.
The Overload Champion deals Void damage with its shots, which makes it less dangerous than enemies like Unstoppable Champions, who deal Solar damage, which is the Acute Burn in this GM.
The tricky part is that Warden of Nothing as a GM features all three types of Champions: Overload, Unstoppable, and Barrier. As such, players should adjust their loadouts accordingly.
Traverse the Tunnels
Once players gain access to the Prison of Elders, they will have to activate a console that sets a train in motion, activating the railroad network and making multiple trains speed through the tunnels.
Destiny 2 players should run through the tunnels and use platforms at the sides of the tracks when a train is approaching, so as to not die to it.
Moving ahead will feature parallel tracks with trains coming on one side first, and the other later. Players should use their Sparrows to move fast on the tracks where the last train passed, and move onto the other when the other train is coming.
Soon, players will make their way to an area with a mini-boss Vex Hydra fighting two Cabal Phalanxes and an Unstoppable Champion. Players should take out the Hydra first, then deal with the Unstoppable Champion.
At this point, players will have to cross multiple tracks to proceed, and they will immediately find a Barrier Champion standing in the middle of the room. Fortunately, this Champion is already isolated, and players should defeat it as soon as possible.
From the Champion's platform, players should then jump up and sprint above the tracks in order to avoid the trains and head to the exit of the tunnels.
Near the exit, players will encounter another Unstoppable Champion fighting a couple of Vex Goblins, and up ahead there will be a couple of Cabal soldiers, a Phalanx, and a Barrier Champion.
Destiny 2 players should defeat the Unstoppable Champion first, then kill the adds near the Barrier Champions, and take it out at the end.
The exit will be up ahead, following a path highlighted by a marker.
Exit the Tunnels
Exiting the tunnels is not going to be that straightforward, though, and players will encounter several Vex enemies protecting the exit.
There will be a few Hobgoblins ahead, which players can defeat easily with Anti-Barrier weapons, as they over-penetrate their regenerative barrier once they become immune.
In the main area, however, Destiny 2 players will be met with multiple Goblins, a mini-boss Hydra, and a Barrier Champion on both sides of the room.
Players should take out the Hydra and the Goblins first, and then defeat both Barrier Champions from afar. Players can then kill the adds at the back of the room to make a new mini-boss spawn.
This time, a named Minotaur will spawn. Despite its massive size, it will still move around the room, teleporting from time to time. The best strategy is to allow the mini-boss to teleport in the middle of the room and then burst it down with Supers and Heavy ammo.
It's worth noting that currently there is a Destiny 2 exploit to have infinite ammo in GM Nightfalls, which uses the new rejoin function to respawn with full ammo.
This will make all remaining enemies in the room disappear, as well as the trains, and players will move to the next section.
The Arena
Destiny 2 players will now access an area where Cabal enemies lie in wait, with the entrance being filled with Psions and regular soldiers.
Up ahead, players will encounter a few Void-shielded Incendiors and two Unstoppable Champions, which will become priority targets as soon as they spawn.
Because there are several snipers in the area, players should be careful when proceeding by sprinting somewhere safe and then taking out the Psions.
At the end of the room, players will find an elevator that takes them to the next major encounter -- an area called The Arena. Here, players will find multiple Champions fighting one another in the middle of the map, with adds joining in on the fight from the sides.
Here, Destiny 2 players will have to defeat two Barrier Champions, an Overload Champion, and an Unstoppable Champion. While this seems like a difficult encounter, it's doable because players should only focus on the Champions that are either attacking them or those that are isolated from the group fight.
This way, players can pick their preferred targets to deal with before clearing the area, which is when the proper encounter starts.
At this point, players will be tasked with completing a challenge where they have to defuse mines by standing at specific points of the map, all while multiple adds spawn.
The first mine, called Mine A, will appear immediately in the middle of the Arena, and both an Unstoppable and a Barrier Champions will spawn from the middle door.
Players should burst down the two Champions separately and then occupy the area where Mine A is so that it doesn't explode, wiping the team.
When Mine A is defused, Mine B and Mine C will spawn at the opposite sides of the map, and an Overload Champion will spawn near the middle of the Arena.
Destiny 2 players should defuse one of the mines while stunning the Overload Champion, then burst the Champion down and move to the last mine before its timer reaches zero seconds.
Players can also stand separately on both Mine B and Mine C, but enemies will disappear when all the mines are defused, including the Overload Champion. If this happens, players won't get Platinum rewards for the GM when completed.
At this point, a named Colossus will spawn in the middle of the Arena. Defeating it will despawn all the adds in the room, and allow players to move to the next stage.
Boss Room
Players will reach the boss room via a fake treasure chest found below the Arena, which instead will activate a downward elevator that takes players on top of a platform, near the boss room.
In the middle of the boss room, Destiny 2 players will once again face four Champions fighting one another: an Overload Champion, an Unstoppable Champion, and two Barrier Champions.
The best way to deal with them is to defeat them in this order, standing behind cover if needed, and then clearing the room from possible adds before starting the boss encounter.
The boss itself will spawn as soon as the room is cleared, and players have a small window of opportunity to burst it down with Supers and Heavy ammo.
The best way to end the GM Nightfall would be to immediately defeat the boss as soon as it spawns, which isn't always feasible because of group DPS.
If the boss is killed, that immediately ends the Strike and despawns all enemies in the room. If the boss survives, it will scorch the entire room, and players will have to immediately find cover or die on the spot.
In case the boss survives, players will have a hard time completing the GM because plenty of adds and named enemies will spawn, including a Void-shielded Minotaur and a Solar-shielded Centurion.
These enemies will follow players and either stomp the ground or shoot their weapons, and both are equally deadly because players also have to survive the boss' attacks and attempts to scorch the room.
The best way to conclude the Strike is to try as much as possible to ignore the named enemies and shoot the boss whenever possible while running from cover to cover.
Once the boss dies, the Warden of Nothing Grandmaster Nightfall will end, awarding Destiny 2 players with loot and a Triumph associated with the Conqueror Seal.
Destiny 2 is available now for PC, PS4, PS5, Stadia, Xbox One, and Xbox Series X/S.