Maya's Digistruct Peak, Area Specific tactics

This thread is intended to serve as a place to advance the entire community through the use of something we seem to apply to guns and specs, but never strategy: specifics.

My hope is that people will participate by providing as much clarity as possible, and ideally by providing room/area specific video. We don’t just want, “oh, Scorches? BeeHawk” or “oh, Boneheads? I Fastball them.” Instead, I’d love to see and hear about where you go to start the fight, specific targets or types that you key in on, etc.

To be clear, this is not a thread where I or anyone else need to be The Man. It’s a thread to share what we’ve been doing, so that each of us may pick up something that helps us be better.

I’d also like to shout out Man of Low Moral Fiber, because his Peak videos are the first I personally saw which narrated specific plans or thoughts in particular areas. That memory sparked this idea.

Thank you in advance for positive contributions.


‘Twisted Pimp’ variant vs Assassins turret spawn.

A quick call out here: you can slow/safe this by simply using Grog + Cloudkill to DoT kill the turrets as they first come up, so they’re melting while you sit behind the pipe. You can also Scorn + Pandemic to melt them, without exposing yourself at all.

When Rouf and Oney pop, killing Rouf trivializes the next stretch. Leave Oney up, and you’ll have plenty of time to pick off the turrets. When Reeth and Wott pop… Duh. Kill Reeth. Wott doesn’t really want to fight, or even be there. He’ll stay out of the way.

The only spawn in this room that should be rough is 4x Assassins. I’ve only seen that once in the last few days, and I made a stupid move and went down. I’ll try to cap that one soon, and I’m hoping that others will show up to contribute their versions.


This one is Chain Reboomtion Maya against the Assassin mixed spawn. There really aren’t any huge tips here. It’s an easy spawn. These bits are fine tuning tips.

  1. Reeth still has to go first.

  2. Go ahead and clear the weaklings aggressively. The clutter can kill you by simply having too many sources of light damage for your shields to reset. Clearing them makes this one trivial.


Those Pimpernels… why is Maya reloading so slowly? :anguished:

I know… 5/5 Foresight looks sloooowwwww when you’re used to 10/5! Even worse is having to reload more often. If it weren’t for 11/5 CR, I would never do it. Legendary Siren is still my general preference.

Maliwan grip is better if you spam the trigger, especially if you have a tricksters COM, since those CR shots don’t aim for crits anyway and you don’t have 10/5 foresight.

Jakobs grip is only better if you aim each shot carefully.

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I don’t use gibbed. Parts on my Pimps are up to the game. Freakishly, my corrosive and incendiary match, but that’s crazy coincidence. My shock and slag are different.


I don’t use it either, but I always make sure I get a matching grip before accepting one :slight_smile:

Grip choice is more important than accessory (at least to me)


This entry is not particularly exciting. Saturn(s) generally go the same way for all of us, regardless of build. The one slight difference, and my reason for bothering to record this, is Scorn. @Derch gets a shout out for this tip, because his videos are where I found out about Scorn taking out incoming rockets. This is simply a video demonstration of BeeHawking Saturns, using the ammo shelter and Scorn for cover.


wow, that’s an odd Spawn, haven’t got that one before. To me, this is the hardest area of the Peak because I can’t use my vaunted, hard to beat “Back the F up” technique as you are in an enclosed area. You can kite Durkino’s mom and OMGWTF around the rock and the small house respectively, but kiting is harder here because you have stuff coming on all sides. Saturn, you can just stand at the top of the hill and beehawk, and the area after you can fight out of that small doorway so you don’t get surrounded (especially if you get a big slagged centurion spiderant spawn). I like the Interfacer up close against the Assassins (because it, well you know…), but the long range Bekah’ing / Pimpernelling is definitely safer if you can create that space. I normally favor the magic missile, but the quasar is definitely the way to go here to pull them back if they get on top of you.

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Fistmaster just did a video running the peak with maya and did a great job showing off some great tips


On the multiple 4 at once spawn if you spam a few singularity grenades and get them close before phaselock, chain can do some great work


It definitely can if you catch Rouf in the pull so that you’re stunning Reeth, Oney, and Rouf at the same time. Wott usually hangs back and pins himself to an object or gets between the pipes.

I’m hoping to get a recording of showing the singularity throws to get all 3 controlled. Basically, throwing one just to the right of Reeth to stun him and yank Oney, then throwing one near the outside pipe to get Rouf as he comes around. That gets all 3 in 2-3 throws, and creates an ‘out’ on the Rouf side of the pipe.

Still haven’t caught the 4x spawn since the one flub. Did 3 more runs this morning, and I didn’t get that OR the SBA surveyor spawn before OMG.

Any (PL) Maya vs centurions and 2x Doc Mercy

  1. What has been working for me when I see centurions is (a) clearing weaklings to create space, and (b) focusing on one centurion until it dies if I catch multiples. It’s a lot more efficient than switching targets too often, because more room and time means more ability to hammer crit spots.

  2. Doc is a slow starter and walker. Stunning him with singularities as he pops in helps rip his shield, and turns him into a non-threat. If you let him walk, he can get dangerous. Reloads follow singularities. Singularity between PLs, etc.

Black Queens vs Tricksters or Twisted Pimps

This is another area where people probably aren’t dying much, so this is a fine tuning entry. My guess is that anyone who dies here is getting distracted by ground enemies and picked apart by the 2x surveyors at the start of the bad spawn.

For this area, I always start by using the doorway to force enemies to get close to each other to have an angle to hit me. That allows me to Scorn everything at once to save PLs, and it puts them closer together to eat more grenade damage or Cloudkill.

  1. When I see 2x surveyors, I back up into the Dukino’s Mom area to pick them off at a leisurely pace while the walking enemies work toward the bottleneck. Once the surveyors are down, it’s painfully easy and low stress.

  2. I want to fight the Queens either where they spawn, or in the doorway. Either place maximizes the AOE damage they soak up. In this video, you may notice kill skills popping repeatedly while I’m hammering away at the Queens, because Chain Reaction and Cloudkill are wearing out ads and the second Queen.

  3. I try to throw out a Quasar to buy time to strafe toward a crit angle, but it doesn’t always work perfectly. The Queens are some fertile *******. Their babies add a lot of clutter.

A Lead Storm can be devastating here. I forgot to pick one up. A Big Boom Blaster is my favorite shield here, bar none. You’re going to eat a few little smacks and shed some boosters, pretty much every time.

Wanted to call out some things in Fistmaster’s video:

  1. Especially awesome demonstration at Dukino’s Mom, including both a specific spacing suggestion, and use of the Lady Fist (he even uses fire, so corrosive would be even faster).

  2. Properly extols the virtues of the Hornet…

  3. …which makes extra sense, considering he’s using the Bee throughout.

  4. Makes it a point to use easy-to-get guns, though an on-level, corrosive, Gromky Lyuda is going to be like pulling a winning powerball ticket. Otherwise, outstanding choices for gear that anyone can obtain with ease. I really love that he went with a ‘bad’ element Lady Fist. Double extra credit for using the Rubi instead of the Grog (as I’ve been doing with Chain Reboomtion-- haven’t bothered to even get a Grog on that one).

  5. He rolled a very easy spawn at Assassins, which was a slight letdown, since that room is the major hurdle in the run. [i’m starting to suspect that nobody is going to show up with 4x Assassins video for Maya]

  6. Used basically the same plan I use against the Queens, but showed the devastating power of the Bee + Lyuda there. It’s crazy how fast they melt under that.

  7. Singularity grenades… There should be an obvious pattern forming.

Overall, fantastic run. Great commentary. Some easy rolls for spawns. I have no doubt he’d still be brilliant against 4x Assassins, but the roll didn’t go that way. Haven’t wrapped up, so not sure if he rolled SBA Surveyor spawn before OMG.

@derch, great link. Outstanding resource material. Thank you.

I decided to cap a Thought Lock run. Hadn’t used it in a bit, but it’s how I went solo to OP8.

This cap is right before OMG. I caught a triple SBA Surveyor spawn on the second wave. We’re always hearing how bad TL is against flying enemies, so I wanted to share.

It is brief.

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[quote=“Handsome_Dad, post:17, topic:1546062”]We’re always hearing how bad TL is against flying enemies, so I wanted to share.[/quote]Really? If you’re rockin’ Sub Sequence, there’s a good chance that you’ll burn an uncomfortable amount of seek time if the Surveyor is off doing something silly when it dies, but there are times and places where it’s great. (Alternately, I can’t imagine not using Sub Sequence with Thoughtlock, but that’s just me). If the timing works out, for example, and you’re hurting for health, Thoughtlocking a Surveyor will heal you very quickly (both the Surveyor and Elated feeding your health pool charges it up fast, and you can tell when it will break free (if Thoughtlock isn’t about to run out) by watching your health, so you can get free health and kill it when done).

Also - with a weapon like the Sandhawk that has slow-moving projectiles, when I throw a singularity grenade or Converge (especially from those distances), I immediately start laying into the gravitational point, since by the time the shots get there, the enemies will all be piled up and slagged. There’s a little timing to it… are you waiting on purpose?

Re: Sub-Sequence, Elated

I tried out SS with TL early in my process of running the Peak toward OP8. I got irritated when SS flew off after surveyors, and the extra duration of TL vs PL makes that too much for me to sign on for with TL.

Elated… I used to put a couple points there, but I found quickly that Chain Reaction almost always makes those points useless, unless I intentionally milk the duration. No real point in doing that, when Grog or Rubi + Cloudkill gets me back quicker.

Re: shooting at the gravitational point

Yup. Waiting on purpose. I sometimes shoot at it right away, but usually only against ‘heavy’ enemies. Simply put, I want to see where everything lands, and the Quasar yanks so hard that some enemies turn into popcorn and land in weird places. In my CR video against the Queens, one of the little drones got tossed pretty much on top of me [sub sequence grabbed it shortly after it landed]. That lesson was beat into me pretty hard learning the Assassins with TL and a Bee.

Your mileage may vary, of course. I’m not special, and I don’t know it all. That’s exactly why I’m doing these. My hope from the jump was to get people to show up and share their ways of doing this stuff. The more people who step up, the more we all benefit.

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This is Thought Lock against Dukino’s Mom and the Black Queens.

Fistmaster did such a great job on D’s Mom that I wasn’t going to bother recording, but I got the midget spawn. Using TL in there is a little help if you’re like me and haven’t got the spacing mastered to avoid shock balls.

As for the Queens [and Scorches], TL turns them on each other. This causes them to expose their crit spots, and means they aren’t closing distance on you. TL also lasts slightly longer than PL, so it’s pretty easy to obliterate them.

You may notice a random Chain Lightning as I engage the Queens. I had forgotten to change that out for the Quasar. Just went with it.