I particularly like those three power weapons because the only intrinsic Warmind Cell power weapon is the Seventh Seraph SAW, which is solid-especially if you can find one with the Auto-Loading Holster and Vorpal Weapon perks-but still not amazing for boss damage. Here are some which synergise well, and again I've bolded the standouts: Sunshot, Polaris Lance, Xenophage, Jötunn, Ace of Spades, One Thousand Voices, Eyes of Tomorrow and Twin-Tailed Fox. As I alluded to earlier, it enables certain exotic weapons to spawn Warmind Cells because it procs off Solar splash damage. Wrath of Rasputinĭescription: "Solar splash damage final blows have a chance to create Warmind Cells." The short version is if you're running Warmind Cells, you need to be running Global Reach to get the big bangs.
Some also have a corresponding elemental affinity, meaning mod and armor need to match.) Global Reach substantially extends both the range of Warmind Cell detonations and the distance at which enemies are affected by debuffs such as Cellular Suppression, Power of Rasputin and Warmind's Protection (the latter two work like auras emanating from the Cell).
(As with the Charged with Light system, all Warmind Cell mods use the rightmost slot on your armor and have a cost to socket. The effect is insanely powerful for the energy cost. No Warmind Cell is complete without Global Reach. I'll get into more detail in the description of that mod, but suffice to say Xenophage is an absolute beast and a staple in my Warmind Cell builds.ĥ Warmind Cell mods that make a great build Global Reachĭescription: "Warmind Cells you create affect and damage targets at a greater distance." Another important note: Using the Wrath of Raputin mod you can also use several powerful Solar exotic weapons to create Cells. Whatever your precise build, I strongly recommend running a Warmind Cell primary weapon, as that's what you'll be using to clear trash mobs constantly and therefore spawning Cells consistently. Given how Warmind Cells work, the more of these weapons you're using the more cells you'll be spawning. IKELOS_SMG_v1.0.2 (energy submachine gun).Seventh Seraph VY-7 (energy submachine gun).Seventh Seraph Officer Revolver (kinetic hand cannon).Seventh Seraph Carbine (kinetic autorifle).(Image credit: Bungie) Weapons that make Warmind Cells intrinsically The Ikelos suite weapons will all create Warmind Cells, and are some of the better choices when it comes to killing stuff the regular way. I've bolded the ones I think are best below, and the Light.gg weapon database is a great source when it comes to evaluating the best perks. If you check your vault you've probably got several Warmind Cell weapons already. The only two exceptions are the IKELOS shotgun and hand cannon, both of which can only be found in the Prophecy dungeon currently. The good news is that most of these are now in the world loot drop pool, meaning you'll pick them up just running around on patrol, doing Strike missions etc. There are two sets of legendary weapons that have the intrinsic perk that activates Warmind Cell mods: The IKELOS weapons and the Seventh Seraph weapons. Also, the associated weapons seemed a little underwhelming-before people realised the Cells themselves were OP. As I wrote in my end of year wrap-up, the only reason the Warmind Cells haven't become completely ubiquitous is that they're poorly explained in-game. You can also spec Cells so that exploding (or collecting) them will recharge your abilities, heal your whole team, suppress enemies, and more. The really crazy thing is that we're just talking about their vanilla form. In fact, they're so strong, and the AoE so wide, that stuff off-screen often dies too. Shoot one and pretty much everything on-screen dies. Warmind Cells look like glowing orange beach balls but function like an amped up version of the traditional videogame red barrel. They're so strong, and the AoE is so wide, that stuff off-screen often dies too.