Destiny 2’s Season of the Splicer has added four more Lost Sectors to the Legendary Lost Sector pool. One of Destiny 2’s most notable Lost Sectors, the Tangled Shore’s Empty Tank, was one of the four that got a Legendary variant.
This Lost Sector is instead quick, full of dozens of enemies, and incorporates some of the most particular fight arenas you’ll discover in a Lost Sector. Use your weapons and capabilities to take out a Captain DJ, caged Thrall, then unmarried-handedly take out a Fallen Marauder’s deliver of gladiators in a small combat arena. If you are looking for a fun Exotic farm, it’s difficult to pinnacle The Empty Tank.
Modifiers And Recommended Loadout
- Master Difficulty: Extra Shields, Match Game, Locked Equipment, Extra Champions
- Champions: Barrier and Overload
- Faction Modifier: Arach-NO! (Vandals drop Arc mines at their feet when slain)
- Destination Modifier: +Void and environmental damage taken
- Master Modifier: Chaff
- Burn: ++Solar damage
- Shields: Arc (Captains)
- Hunter: Way of the Trapper is better than Pathfinder here due to the long sightlines. Dodge whenever you need to reposition, and use your Super to debuff a large group of enemies at once.
- Warlock: Attunement of Chaos doesn’t disappoint. Equip Contraverse Hold, then throw overcharged grenades at stunned Champions to annihilate their health bar.
- Titan: Code of the Protector provides some defensive options and a 35% damage boost with Ward of Dawn. If you’re near 1,340 Power, Code of the Siegebreaker is also a good choice for a more aggressive playstyle.
- Anarchy: With Breach and Clear, Anarchy is arguably the strongest Heavy weapon in Destiny 2 currently. Stun a Champion, launch two bolts into them, then use your Primary to take them out. Witherhoard can work, but you’ll have to run Surge Detonators and an Arc subclass to stun Overloads.
- Solar Rocket Launchers: Solar damage is 50% stronger in this Lost Sector, meaning Solar Rocket Launchers deal excellent damage.
- Empty Vessel: It deals Solar damage, has great perks, and can spawn Warmind Cells if you have Wrath of Rasputin on your armor.
- Seventh Seraph Officer Revolver: It can roll with Explosive or Timed Payload, allowing it to stun Overload Champions in two shots. It’s also the only Kinetic Hand Cannon that can spawn Warmind Cells without relying on specific Warmind Cell mods.
- Arc Damage Resistance: Nearly everything in this Lost Sector deals Arc damage. If you don’t have an Arc chest piece, use Sniper Damage Resistance and Concussive Dampener.
- Warmind Cell Mods: Warmind Cells are fantastic in this Lost Sector, clearing entire waves without much input. Good mods include Wrath of Rasputin, Rage of the Warmind, and Global Reach.
- Breach and Clear: This causes your Grenade Launchers to debuff enemies, making them take 30% more damage for ten seconds. It has a high cost of nine energy, but it’s more than worth it.
A Detailed Guide: Dance Floor
Dance Floor Enemies
- Two Overload Captains
- One Barrier Servitor
Have your Overload weapon at the ready. Guarding the dance floor is an Overload Captain, and he isn’t keen on letting you in. Use any Overload weapon you have to stun it, then use your strongest weapon to take it out. If you have a Grenade Launcher with Breach and Clear, debuff the Captain before damaging it further.
Pro Tip: When an Overload enemy is recovering from a stun, keep shooting it with an Overload weapon. This prevents the enemy from teleporting and regenerating its health, even while it’s immune to stuns.
Past the Captain is a large room that has an Overload Captain DJ playing tunes for everyone. Pushing forward is certain death, so focus on the Overload Captain first. Stun it from a distance, debuff it with a GL if you can, then take it out with your high-damage abilities and weapons. If you have Warmind Cell mods, try to kill the Captain with your Seventh Seraph/IKELOS weapon. This will spawn a Warmind Cell, allowing you to kill most of the enemies in the room.
With the DJ gone, slowly make your way to the DJ’s gear at the other side of the room. This makes for solid cover, but beware of Vandals at the other side of the dance floor. Use any long-range weapon to take the Vandals out, provided they aren’t protected by the Barrier Servitor at the other side of the room.
For the Servitor, you’ll need to cast off about 20% of its HP. This will force the Servitor to deploy its barrier. Use an Anti-Barrier weapon to pop the shield, getting rid of all immunity tethers and beautiful it for a short length. When it is bowled over, awareness on killing all of the Vandals and Shanks close to it. Stun the Servitor once more, finish it off, then kill the relaxation of the provides within the room. The DJ’s equipment can now be interacted with, commencing the course ahead.
A Detailed Guide: Cages
- One Overload Captain
- War Beasts
When you open the path forward, an Overload Captain will rush into the dance floor. Like the last two Captains, stun the boss before taking it out. Push forward to enter an unlit storage room filled with caged enemies. A few Thrall and War Beasts will jump you in this room. Try to group all of them together before using a GL or grenade to take them out. Run through the storage room to reach the boss arena.
A Detailed Guide: Arena
- Two Barrier Colossi
- One Overload Captain
- Explosive Shanks
- War Beasts
The center of the arena will be housing a rather unfair fight between one Barrier Colossus and a small group of Fallen. Stick to the ramp that leads to the arena, and direct your attention towards the Barrier Champion. A few shots from Anarchy or Witherhoard will force the Cabal to deploy its shield. Pop the shield, then do your best to damage the boss while the Fallen fire at you. Clear out the Fallen once the Champion is dead.
Arena Wave One
The boss will send two waves of enemies before it’ll face you. For the first wave, you’ll have to fight an Overload Captain alongside a group of Explosive Shanks. Throw a grenade at the fog gate to the left of the boss. This should kill most of the Shanks. Stun the Captain and take it out.
Arena Wave Two
A second wave will spawn shortly after you clear the first group of enemies, this time spawning on the right side of the arena. They’ll be a group of War Beasts and a Barrier Colossus. Kill the War Beasts first, using grenades or AoE weapons to take them out quickly. Take out the Champion, then get ready for a messy boss fight.
A Detailed Guide: Boss Encounter
Boss Encounter Enemies
- Two Barrier Servitors
- Azilis, Dusk Marauder
- Tracer Shanks
The barrier surrounding the boss and their bodyguards will dissipate. Unless the Barrier Servitors are already protecting people, immediately Super. You want to kill as many enemies as possible before the Servitors begin to make enemies invulnerable.
Make your way to the other end of the arena, standing atop the entrance to the arena. Use this vantage point to pick away at the Servitors, destroying their barriers whenever they appear. Be careful, as the boss and Wretches will periodically get aggroed on you and attempt to push. If this happens, try your best to reposition or focus on the boss. Azilis is about as tough as a Champion, so a good Heavy weapon should kill him with little issue. Clear out the Champions, then eliminate the boss.
A final wave of enemies will spawn beside Azilis’ throne while he gets susceptible. This wave in all fairness trivial, which include Wretches, Shanks, and Tracer Shanks. Kill the Tracers earlier than the relaxation of the adds. Once the boss is dead, head to the right of Azilis’ throne to discover the Lost Sector chest.