Destiny 2: Sundered Doctrine Dungeon Loot Table and Guide

Dungeons are one of the best places to get new weapons, so how good are they this time around?

Sundered Doctrine is one of the most puzzle-heavy dungeons we’ve ever gotten. If you’re a fan of memorizing symbols and lining up light beams, then this is the dungeon for you. And luckily, the rewards are just as intriguing as the dungeon itself. So far I’m really enjoying this dungeon, and I think the weapons have a lot of potential as well. In this article I’ll cover the loot table for this dungeon, both secret chest locations, and potential PVE and PVP God Rolls for each weapon!

Sundered Doctrine Loot Table

First EncounterSecond EncounterThird Encounter
Unworthy (Arc Scout Rifle)Unworthy (Arc Scout Rifle)Finality’s Auger (Exotic Solar LFR)
Unsworn (Strand Trace Rifle)Unsworn (Strand Trace Rifle)All Legendary Dungeon Weapons
Unloved (Strand Hand Cannon)Unvoiced (Void Shotgun)All Dungeon Armor Pieces (Including Chest Piece)
Legs, Arms, HelmLegs, Arms, Helm

Secret Chests

Secret Chest #1: In the maze after the first encounter. This one is pretty easy to find. All you have to do is run around in the maze section after the first encounter and shoot the cruxes scattered throughout the maze, then go to the chest. The chest can be found right towards the end of the maze where you’d usually be going to exit it.

Secret Chest #2: In the mini-puzzle room between the second and third encounters. This is the part where you have to activate the Worm and Enter symbols with the rotating beams of light. To find the chest, first locate the Worm symbol. Then look at the dead worm remains to the right of that door and jump on top of them. The chest is directly up and to the right of the Worm symbol on top of this corpse.

Sundered Doctrine Weapon Origin Trait

The Subjugation origin trait is one of the most interesting we’ve seen in a while. What it actually does depends on the type of enemy you’re fighting. Against weak targets (red bars in PVE), shots explode into AOE damage. This is obviously strong, even if the strength of this AOE isn’t quite as strong as something like the Firefly perk. Against stronger enemies (yellow bars in PVE), shots exhaust them. Exhausting a target makes them deal less damage, so it’s strong against basically any enemy. And then against Guardians in PVP, any weapon with the Subjugation origin trait has increased flinch resistance. Not a bad trait at all.

Unworthy (Arc Scout Rifle)

PVE God Roll:

  • Perk 1: Firefly or Rewind Rounds
  • Perk 2: Rolling Storm, Voltshot, or Paracausal Affinity

PVP God Roll:

  • Perk 1: Keep Away
  • Perk 2: Zen Moment or Precision Instrument

Since Scout Rifles received a damage buff this season, I’m pretty excited about Unworthy. I think it has more potential in PVE, but who knows, it might even be decent in PVP. The PVE roll is pretty great, as Firefly and Rewind Rounds are both top-tier perks that pair well with the ones in slot 2. Rolling Storm grants Bolt Charge, so it’s really good if you’re trying that out this season. Voltshot isn’t as exciting since it requires a kill and reloading to activate, but it’s still really solid. Then there’s Paracausal Affinity, which is probably the best overall perk in the slot. It grants damage when you get a kill with any source matching the weapon’s energy affinity (Light or Dark), so you don’t even need to get kills with Unworthy itself to activate the buff. I think the best combo is Firefly + Rolling Storm or Paracausal Affinity. I would recommend avoiding using Rewind Rounds with Voltshot, as Rewind Rounds pushes you not to reload, while Voltshot requires you to do so.

Unsworn (Strand Trace Rifle)

PVE God Roll:

  • Perk 1: Tear, Rewind Rounds, or Subsistence
  • Perk 2: Killing Tally or Detonator Beam

PVP God Roll: n/a

Unsworn has a lot of potential for Trace Rifle builds, as it’s the only Strand variant other than the one from Trials. For the first perk slot in PVE, I’m a big fan of Tear. Since Sever is one of the featured keywords in the Artifact this season, it’ll be particularly good in Nightfalls, Raids, and other content with lots of dangerous enemies to take out. Rewind Rounds and Subsistence are also both good reload/ammo-focused perks if you prefer those. Then in the second slot, my favorite is Killing Tally for when you have a lot of enemies to take out, or Detonator Beam for when you’re fighting stronger enemies. Tear + Detonator Beam and Rewind Rounds / Subsistence + Killing Tally are my two favorite rolls.

Unloved (Strand Hand Cannon)

PVE God Roll:

  • Perk 1: Dragonfly or Hatchling
  • Perk 2: Paracausal Affinity

PVP God Roll:

  • Perk 1: Killing Wind
  • Perk 2: Kill Clip

Unloved is a heavy-burst Hand Cannon, which means it fires a two-round burst. There are a few of these already, but so far none of them have really been too fantastic, but I think this one has the most potential. For one, its PVE roll is pretty good. Dragonfly and Hatchling are both good for ad-clear, while Paracausal Affinity is great for the damage boost it provides. But I’m actually a bit more excited about using it in PVP. Killing Wind and Kill Clip both give bonuses after getting a kill, and it’s rare to see them both in different slots so you can have them at the same time. I think this is a great opportunity, so I’m excited to get that roll.

Unvoiced (Void Shotgun)

God Rolls TBA When API is Updated**

Let’s be honest, slug Shotguns usually aren’t much to get excited about. They don’t do enough damage in PVE to be top-tier and they’re too unreliable in PVP when you could just use a standard Shotgun for better results. I do like the way Unvoiced feels to use, but I don’t really expect a ton out of it. And the reason the perks aren’t filled out yet is because I simply can’t find a fully updated perk pool for it. I looked on a couple sites, but they’re all incomplete and the API hasn’t been updated in light.gg yet. The first one I got myself had Lone Wolf + Closing Time, neither of which were even on the most complete list I was able to find. This section will be updated ASAP.

Finality’s Auger (Exotic Solar Linear Fusion Rifle)

I haven’t been lucky enough to get my hands on Finality’s Auger yet (and I definitely didn’t get a contest mode completion), so I can’t tell you much about it from hands-on experience. But I can say that it seems like it’ll be good in specific situations. Its intrinsic trait allows you to fire a turret in the air for some free damage. I like the idea of a gun that fires a turret, and the ability to mark them with the Ruinscribe’s Beacon perk so the turret targets them is a fun concept. Will it be meta? I’m not so certain. It depends on how much damage it does, which according to some YouTube videos I saw, seems pretty high. I love the uniqueness of this weapon, regardless of how good it ends up being. It’s incredibly cool and really feels like something we haven’t seen before. We need more Exotics like this, with fun mechanics that actually make me excited to use them.

Destiny 2 Navigation

 

Visit the HGG Shop, Traveler?

A shop enters your peripheral vision. You turn toward it. It looks welcoming enough. You think, "Hmm, well maybe just a quick peek..."

Go Past No, not today. Onward!

You speed past the shop with nary a glance in its direction. ×

Join the Discussion

Give feedback on the article, share additional tips & tricks, talk strategy with other members, and make your opinions known. High Ground Gaming is a place for all voices, and we'd love to hear yours!


X

Forgot Password?

Join Us