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Prosecutor God Roll is Amazing (PvP & PvE) | Destiny 2 Season of The Wish

              • Fellas, this

Auto rifle

              • is nuts, not only for my PVP players but also for my PVE players. You see, this

Auto rifle

              • was intentionally designed for PVP, but I love that Bungie is giving it roles that are extremely desirable for my PVE players.

Introduction to Auto Rifles

Today, we’re going to be going over the prophecy refresh weapon, Prosecutor. This is a 450 round per minute Auto rifle that deals Arc damage, and it drops from the very first encounter of the prophecy dungeon, which is a farmable dungeon this week. Please, take advantage of farming prophecy this week.

We just put out a guide; we broke down how to do each and every one of these encounters and also the loot that drops from each one of the encounters so that you can farm specific encounters for specific weapons.

PVE Focus on Prosecutor

Now, jumping right into Prosecutor, in its left column, we have Discord, Dragonfly, Gut Shot, Straight, Keep Away, Rewind Rounds, and Zim Moment. Over in our right, we have Cascade Point, Frenzy, Golden Tror, Tap the Trigger, Target Lock, and Bo Shot.

I’m going to cover PVE first because we’ve got some pretty unique stuff happening here. Keep in mind, PVP players, you’re going to want to stick around. Prosecutor is arguably the best 450 round per minute Auto rifle in the game, and I’m saying this as someone who absolutely loves Tiger Spite. For my PVE players, the two traits that really poke out in that third column include Rewind Rounds and Dragonfly.

Rewind Rounds and Dragonfly Synergy

Now, I mainly like them because of the synergy we have between those two traits and the traits in our right column. First up, Rewind Rounds reads that when this weapon’s magazine is empty, it refills from reserves based on the number of hits. This refill kills 60% of its hits, so on Prosecutor, with a max size of 38, it procs two consecutive times, which results in us shooting a whopping 71 shots before needing to reload. This is such a good trait, especially if you have like a high-value target that you’re just sitting there, unloading into.

Something about this perk that will be important later is that since it doesn’t quote “overflow the magazine”, you can reload whenever you want.

Now, the other perk in this column that had my interest is Dragonfly, a classic perk, which reads Precision kills create an elemental damage explosion. In this case, it’s an Arc explosion that deals around 12,000 damage to Red bars.

Keep in mind the damage fall-off is steep; the highest we saw, though, in our testing was 12,605 damage. I know Dragonfly is often overlooked, but if you take perks and combinations like Dragonfly and Incandescent, which is present on Tyranny of Heaven, that is a very nasty combo, and I wanted to see if we could get that same level of lethality here with our Prosecutor.

Optimizing PVE Builds with Target Lock and Rewind Rounds

For my PVE players, for instance, you’ve got Target Lock there, which in combination with Rewind Rounds, will allow you to reach that maximum damage buff again. Target Lock, in order to reach that highest threshold of damage, requires you to achieve 110.5% of the magazine. So, you need perks like Triple Tap, Four Times the Charm, and Rewind Rounds in order to feed ammo back into the weapon to reach that buff.

The only problem with Target Lock is, again, the damage buff completely falls off when you go from target to target. So, even though the damage buff here is really nice at max, the moment you swap to another target, that damage buff is gone. On top of that, if you miss a shot, you also lose the damage buff.

Diverse Perks in the Final Column

Now, the other perks that I really like in this final column include, well, everything. Literally everything. Golden Tricorn, also a great trait, especially if you’re rocking an arc-based build. Get a single stack going, throw down a grenade, and now you got a 50% damage buff.

You also have Frenzy here, which gives us that 15% increase in damage, amongst other benefits. Cascade, which, listen guys, if you really want to just sit there and blow your load, Cascade, even though it doesn’t increase damage, amps up this rate of firing like crazy. You could do a Cascade Rewind Round roll and just unload on everything.

Volt Shots: A Unique Perk

But the perk I think that most people are going to be looking at is Volt Shots. Reloading this weapon after defeating a target overcharges the weapon for a short period of time, causing it to jolt on its next hit. Now, listen, Volt Shot is obviously an amazing perk. The ability to jolt targets, stun overload Champions if you need to. Yes, it’s kill-activated, but it’s nice for spreading out that damage.

Now, just like all jolt sources here at Carl, it’s still locked at 6,266 damage, and that changes depending on the type of enemy it hits. For red bars, it’s 9,586. No, you’re not going to be breaking the bank with Volt Shots’ damage, but it is the synergy that you get from it with Arc 3.0 and the jolt you’re able to spread out to multiple targets.

Crossing Over: A Unique Origin Trait

Now, from a prosecutor here, you can actually proc jolt damage about every ten shots, due to it having a small internal cooldown.

Now, before we jump into the god roll of this weapon, we need to talk about origin traits, because this is completely new and it’s one of the most unique origin traits Bungie has ever given us. And that is this perk right here, Crossing Over. The trait reads: this weapon has increased range and handling for the top half of the magazine, while rounds from the bottom half of the magazine deal increased damage.

Now, what’s so amazing about this trait is, as you’re shooting the weapon, notice at the bottom left, it goes from Light, which is the top half of the magazine, to dark, indicating.

Exploring Swap Benefits in the Prophecy Dungeon

The swap here in its benefits ties directly into the Prophecy dungeon, considering the mechanics themselves are used when standing in the dark or standing in the light when getting kills on Knights. Now, we’re not necessarily looking for more range inside of PVE, but the increase in damage we need to talk about in dark mode. The bottom half of the magazine was increasing our damage from 2,130 to 2,194, acting similar to high impact reserves.

Now, is that a big jump? No, roughly a 3% increase when it is at max effect and a 2% increase across the bottom of the magazine. Again, very similar to high impact reserves, where the deeper you go, the better it gets.

The question is, does it increase our traits, things like dragonfly? It does. Turns out, dragonfly’s damage is increased from 12,605 to 12,840, which is really cool here that it transfers, which means it’s definitely going to transfer to our other traits.

Impact of Origin Traits on Performance

With that being said, though, I do want to mention this does not apply to Volt Shots. Volt Shot’s damage is still locked at that 6,266 damage. I know, bummer. So, with all the desired perks covered and also its origin traits, what is the god roll here for my PVE players? Well, the first role that I got was, in fact, Dragonfly and Volt Shots, which was the trait combination I wanted, considering that we have crazy synergy with Dragonfly and Incandescent. Dragonfly can actually repro Incandescent on Tyranny of Heaven, meaning if the dragonfly damage killed a target, Incandescent would reoccur, thus the chaining of explosions.

Dragonfly and Volt Shots: Evaluating the Synergy

However, what I found here with Volt Shot and Dragonfly is you don’t really have that same level of synergy, as these act separately; they’re not really interacting with each other. Yes, it is spreading its damage, still requires you to get a kill and then reload, whereas Dragonfly is that immediate explosion.

Now, are you still getting cumulative kills? Yes, you’re still getting that, but one is not infinitely chaining the other.

Now, is that to say that that trait combination is bad? Absolutely not. It’s a great trait combination and it’s very fun, and even though one’s not chaining into the other as in wrecking each other, at the end of the day, after you get a kill and reload, you’re spreading J damage, which is allowing you to easily get more damage into targets to then land a precision kill on with Dragonfly.

Rewind Rounds and Volt Shots: A Match Made in Heaven

However, with that being said, there is another trait combination to be looking for, and that’s Rewind Rounds and Volt Shots. The reason why this combination is so good is that this will allow you to get as many jolt procs as possible.

You see, guys, you want as many shots as possible while still being able to reload so that you can reoccur Volt Shots whenever you get a kill, and this is what makes Rewind Rounds so good is that it’s not like overflow; you can reload whenever you need. And if you jolt a big target and then just sit there and lay into them, Rewind Rounds will actually give you the most out of that jolt damage. This is a match made in heaven.

Optimal Rolls for PVE Players

I would highly advise getting that role. Overall, though, guys, for my PVE players, you really can’t go wrong. There are a lot of combinations here that I think will make Prosecutor a very good weapon for you.

Now, the last thing I want to cover is DPS because I know everyone’s going to be like, “Well, Cross, why would I use this when I have IOS at home? It’s got V shot, it’s craftable. What does Prosecutor have that IOS doesn’t?” Well, both weapons have the same volt damage, that mean that 6,266 per proc, but individually, IOS has a DPS value of 2,948, Prosecutor has a DPS value of 16,574, and that’s including the 2% buff from Crossing Over.

Now, that’s for a single mag DPS. Here’s where Prosecutor pulls ahead substantially: it can pump out 153,154.12 damage before it needs to reload, and this is the beauty of getting Rewind Rounds in the mix.

PVP Performance and Potential

Now, onto PVP. PVP players, I just want you to know, you are going to be getting wrecked by this Auto rifle, and for good reason. It is a phenomenal weapon. With Crossing Over proed and that increase in range while light is active, a 70 range Prosecutor will start to receive damage fall off at 35 M, which is really nice because light on Crossing Over roughly gives us an increase of 1 meter.

Evaluating Damage and Range in PVP

But what about Dark Mode’s damage increase? At base, Prosecutor hits 32 damage per crits and 20 damage per body. Keep in mind, guys, we’re doing this testing inside of private lobbies, so this is not the new Sandbox, but these damage values and the increases will still transfer to the new Sandbox.

Now, with Dark active, it still stays at 32 damage per crits, but the body shot damage goes up to 21. Does this shift the time to kill value at all? No, and even if we were to sit down and really start testing TTK values, keep in mind, this is the old sandbox; Bungie has not updated private lobbies to the new Sandbox, so I don’t want to get too deeply into these damage values as they’re just going to change once Bungie makes that change.

What Crossing Over really allows is pretty much to keep that one extra meter up at all times, because despite losing range when it goes from light to dark, that increase in damage will also make up for that loss in range. Now, I think the real question is, what is the god roll, and how does this weapon perform inside of the new Sandbox? Well, this was the role that I landed for PVP.

Optimal Rolls for PVE Players

I would highly advise getting that role. Overall, though, guys, for my PVE players, you really can’t go wrong. There are a lot of combinations here that I think will make Prosecutor a very good weapon for you.

Now, the last thing I want to cover is DPS because I know everyone’s going to be like, “Well, Cross, why would I use this when I have IOS at home? It’s got V shot, it’s craftable. What does Prosecutor have that IOS doesn’t?” Well, both weapons have the same volt damage, that mean that 6,266 per proc, but individually, IOS has a DPS value of 2,948, Prosecutor has a DPS value of 16,574, and that’s including the 2% buff from Crossing Over.

Now, that’s for a single mag DPS. Here’s where Prosecutor pulls ahead substantially: it can pump out 153,154.12 damage before it needs to reload, and this is the beauty of getting Rewind Rounds in the mix.

Comparing DPS and Efficiency in PVE

Listen, I love IOS, and obviously, in certain encounters, IOS is still going to be better, but there are multiple encounters that are more ranged, especially in GM content. Prosecutor allows you to lay on the trigger if you have that Rewind Round roll, and if you pair that with Volt Shots, you’re going to be chaining that jolt damage over and over.

PVP Performance and Potential

Now, onto PVP. PVP players, I just want you to know, you are going to be getting wrecked by this Auto rifle, and for good reason. It is a phenomenal weapon. With Crossing Over proed and that increase in range while light is active, a 70 range Prosecutor will start to receive damage fall off at 35 M, which is really nice because light on Crossing Over roughly gives us an increase of 1 meter.

Evaluating Damage and Range in PVP

But what about Dark Mode’s damage increase? At base, Prosecutor hits 32 damage per crits and 20 damage per body. Keep in mind, guys, we’re doing this testing inside of private lobbies, so this is not the new Sandbox, but these damage values and the increases will still transfer to the new Sandbox.

Now, with Dark active, it still stays at 32 damage per crits, but the body shot damage goes up to 21. Does this shift the time to kill value at all? No, and even if we were to sit down and really start testing TTK values, keep in mind, this is the old sandbox; Bungie has not updated private lobbies to the new Sandbox, so I don’t want to get too deeply into these damage values as they’re just going to change once Bungie makes that change.

What Crossing Over really allows is pretty much to keep that one extra meter up at all times, because despite losing range when it goes from light to dark, that increase in damage will also make up for that loss in range. Now, I think the real question is, what is the god roll, and how does this weapon perform inside of the new Sandbox? Well, this was the role that I landed for PVP.

Key Perks for PVP: Keep Away and Target Lock

I got Keep Away and Target Lock, which is phenomenal. Keep Away increases reload, range, and accuracy when no targets are in close proximity, which is really nice here, as that’s just a flat plus 10 there in range when targets are outside of 15 M. Then, you have Target Lock, and I know everyone is already scrapping their Target Lock roles, but guys, Target Lock got nerfed for SMGs. For other weapons, especially auto rifles, it still procs early enough in your magazine for them to be usable inside of PVP. For instance, in the new Sandbox, for four shots, we’re doing 35.36 damage per crits, and that increases to 40.4 S after those four shots, as well as 22.8 damage per body shots.

Impact of Target Lock in PVP

Now, what does this mean without Target Lock? You’re looking at an 0.8 time to kill value at tier 10 resilience and below in six crits and one body. Now, you can actually achieve the five crit to body in 0.8 seconds, but only at tier 2 resilience and below. However, when we incorporate Target Lock into the mix, it adds a lot of forgiveness. At tier 10 resilience, which, by the way, is 230 Health, you’re still sitting at an 0.8 time to kill value in six crits and one body, but at tier 9 resilience all the way to tier six resilience, you’re able to achieve that same TTK value of 0.8 in five crits and two body. Then, at tier six resilience, this drops down to 0.67 seconds at six crits.

Desired Perk Combination and Range Impact

TL;DR, guys, get Target Lock and Keep Away. The role that I’m looking for actually includes Hammer Forge Rifle, a Range Masterwork, High Caliber Rounds, Keep Away, and Target Lock. This would roughly put me at 95 range with Keep Away active, that means we have an auto rifle here reaching up to 36.2 M, and that’s before we even include Crossing Over.

Choosing the Right Barrel and Mods

Now, wait, what about Zen Moment, Tap the Trigger, or some of these other traits? Guys, you can use those perks. Zen Moment, if you’re on controller and you feel better with that trait, by all means, use Zen Moment and Target Lock. But personally, I’m going to go with the increase in range and the accuracy bump from Keep Away. It’s too noticeable, and I don’t even have a 5 out of 5 god roll. This is pretty much only two good things on this role, that being Target Lock and Keep Away, and it was doing so good for me.

You pair this with Ricochet Rounds or High Caliber Rounds and a decent barrel perk, and you’re going to be cooking. Now, Cross, why not have a barrel perk that increases your recoil direction? Keep in mind, guys, this is already a Precision frame. In my opinion, I think the recoil is plenty manageable, meaning you don’t have to go out there and kill yourself and go with Arrowhead Brake. Matter of fact, you don’t even have to use things like Counterbalance Mod. I’m telling you, guys, it’s completely manageable.

You could just use a base barrel part that increases your stats, whatever that may be that you want, and then rock like a targeting mod, and you’re good. I promise you, you are good. If you feel better with Arrowhead Brake, though, I won’t stop you. In my opinion, though, I don’t think it’s necessary here.

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