Destiny 2: The ULTIMATE Infinite Thunderclap Melee Arc 3.0 PvE Build FOR FUN! (Full Build Breakdown)

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Here's a look at a really fun build I've put to together for Titans that's all about getting the new Thunderclap melee and cranking it to 11. You'll not only have an infinite amount of them but also gain tons of health regen from them and have them fuel your weapons into being far more effective than usual, like an infinite source of blinding shots and Font of Might for a 25% damage boost, it's great! Also as mentioned the weapons that I'm using are not necessary so if you lack them you use whatever you like but do try to at least have an Arc Special or Osmosis Special to mess around with as allowing them to blind is pretty incredible and very valuable in all sorts of the games content.

Anyway here's some timestamps so you can get to specific parts of the build;
Intro, what the build is about & future builds - 0:00
Thunderclap Melee - 0:43
Touch of Thunder - 1:38
Knockout - 2:23
Arc fragment setup - 3:06
Melee Wellmaker - 5:32
Elemental Charge & Heavy Handed - 5:47
Well of Ions - 6:34
Font of Might - 6:49
Build Summary & Outro - 6:55
Build Gameplay - 7:55

And that's it for this one! Hopefully you enjoy this build as much as I do, it's super fun to just abuse the sheer power of the Thunderclap and hopefully that new exotic makes it even better than it already is, also the blinding in the build with Forbearance is an incredible way to secure more melee kill setups and just decimate rooms of enemies. I'm sure there's other crazy combos that really make this melee shine, like Syntho's or Wormgod but I wanted to start with something that anyone can build for and just have fun with, more builds around this will be coming though so stay tuned!
Anyway as always fellers, thanks for watching!

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If you perform a slide then melee it will start the thunderclap animation rather then the regular melee. I was using this to hit enemies up close.

Slide to them, melee = thunderclap

Alaric
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Have you tried out that new Hunter chest? That thing is gonna be strong for Day 1 KF

deadeyexl
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I believe you can use the separate charged vs uncharged melee keybinds to solve the "regular punch if too close" problem. I don't use them myself, but my understanding is that if you set a charged melee keybind, it will always use the charged melee if available and will only do uncharged if your ability isn't up.

Robofreak