Q: What are masterwork rolls?
A: Most legendary weapons are capable of being Masterworked. The masterwork system is a way for you to upgrade your favorite weapons to their maximum potential.
Q: What does it take to upgrade a weapon to a masterwork?
A: Upgrading your weapons, in broad terms, takes a small amount of glimmer, legendary shards, and, most importantly, Enhancement Cores.
Depending on what Tier your weapon is at, the requirements to raise it to the next tier increase the closer the weapon is to being fully masterworked (Tier 10).
Q: What benefits do I get for masterworking a weapon?
A: Each tier that you increase your weapon will grant a small buff to a single stat, chosen randomly when the item drops.
Beyond that, at Tier 5 you gain access to a kill tracker. At Tier 10, your multi-kills will generate orbs of light.
Q: So what are these "masterwork roll" stats?
A: These are the possible stats that upgrading your weapon will grant a bonus to. Depending on what tier you are at, you can grant anywhere from 1-10 additional points in any of the stats listed to your weapon.
Q: Any catch with this?
A: The Bungie API currently says that all weapons can potentially roll with all stats as their masterwork stat. This obviously isn't accurate, as Blast Radius isn't applicable to, say, Auto Rifles.
The list you see on this page is trimmed to only show stats that actually appear on the weapon. However, it is possible that Bungie has additional logic behind the scenes that further filters these
possibilities to, for example, prevent certain items from being able to have an Impact masterwork. Until Bungie modifies the API files to 100% accurately display which masterwork stats are possible on
each item, take what you see here with a pinch of salt.
Deconstruct will proc off of 3 enemies hit/killed. It will not proc while the buff is active but as long as you're killing/hitting 3+ enemies each time, you essentially have infinite ammo every 4-5 seconds and wont have to reload it.
edit: Important note about Deconstruct: Not reloading on sustained damage with the buff being active is likely a bug. Brought up in a few vides on youtube but for whatever reason the wave portion of the GL will only proc a reload on initial activation however if you shoot with the direct part of the shot, it can reload itself even with the buff active.
Wave GLs are not affected by Blast Radius all that much however it does affect the initial explosion of the projectile before the wave comes out (just the radius slightly). That explosion seems to still count towards sustained damage and will reload the mag even with Deconstruct being refreshed.
Another perk combination to note: Slideways + Chain Reaction. It's the only weapon in the game to have either Slideways or Slideshot + Chain Reaction. Although CR is getting a nerf in TFS, it still might not be a bad combination.
If you want a fun roll? Envious Assassin + Deconstruct could be interesting. With EA you would effectively have 3 shots per mag. Since you should be able to kill/hit at least 3 enemies with those 2 shots from EA, you should always be able to proc the 3rd round. If you time it, you can always have those 2 shots in the back pocket while using the Deconstructed round for any immediate adds.
Slideways + Deconstruct is also another interesting pair as both perks cannot reload your mag while their buff is active. So your first round killing/hitting 3+ enemies will give a round back with a 4-5 second cooldown, shoot the deconstructed shot, slide to reload with a 3 second cooldown, shoot, and by this time Deconstruct should be back up to do the loop again. You only have to use 1 ammo for that rotation, effectively tripling the shots you have in your mag.
edit: Not as great as it sounds. Deconstruct can get it's buff timer refreshed but I dont believe will reload on buff refresh (only on initial activation). Shoot, Deconstruct, Shoot, Slide ends up with a round in the chamber with 2 seconds left on Deconstruct. Unless you wait the 2 seconds, if you shoot and refresh Deconstruct before it ends you wont get the reload. It's still probably the best ammo economy roll but you'll need to pace your shots.
Will be back after I slam my head in IB to get more roll combinations to see what's note worthy outside of the vanilla Envious + Chain Reaction.
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Deconstruct is not that huge sadly, its on a timer before it can refund ammo again. Even worse is that if you use it before that timer expires it refreshes, meaning even less refunds
Now it's effectively Subsistence, but on damage instead of kills. Plus it scales with mag size and gives free ammo, so the GL would basically auto reload constantly, and have a massively increased ammo pool
It's no forbearance though, honestly Ambitious Assassin is what makes Wave Frames tick imo, without it nothing feels right but this is still pretty dang solid with Slideways. Wouldn't recommend Envious unless you rarely are using the Wave Frame as a primary unlike Forbearance for example.
Slideways and Deconstruct, pretty straight forward way to get multiple grenades out quickly but with 1 shot free.
I will only use it if ammo is really at a premium or running double specials.
Also got slide way + hatchling (Specific for strand threadling builds and post Chain reaction nerf) and also a Sever + Swashbuckler.
Sever and Swashbuckler is off meta but pretty damn potent on melee builds (ok hunter specific) and the sever really helps survivability when you are surrounded by angry mobs.
Not the worst but you really don't feel the benefit of EA nearly as much.
Compared to Forbearance it provides less add clear potential and less survivability since it lacks Ambitious Assassin and Souldrinker but on the plus side it free's your Energy slot giving you more build potential with very similar functionality. Slice is the clear winner in the 3rd column, with a Strand subclass you get the possibility to create a tangle (titan) or to make it a nuclear worm bomb with unraveling rounds in addition to the damage debuff. If you're not on Strand Slideways and Envious Assassin are good options as well (with Envious you only need 1 kill to load 1 more projectile in the chamber). Enlighten Action is NOT the play as, if you max it out, you only reduce the reload time by 0.19s which in real gameply is barely noticeable. You are more likely to max your reload speed with stacks of Field-Tested.
On the 4th column the only real winner is Chain Reaction as Deconstruction currently is highly capped (or bugged) to the point of being impractical (might need to update this in the future if Bungie adresses it), and Hatchling only creates 1 lil' dude with 3 kills, which can be highly situational or impractical in high tier content.
TLDR; Rolls to look for:
S+ | Slice + Chain Reaction (Elevated with Strand subclasses)
A+ | Slideways/Envious + Chain Reaction (Kinetic Forbearance at home edition)
However, this refresh was mid season, so engrams did not reset. Many people probably had a few engrams stacking at Saladin from the previous Iron Banner, so from there it's just luck.
3rd column actually has no clear standout winner; lots of options to achieve different things. Personally, I like Slideways the best. Obviously this isn't as good as Slideshot which doesn't have an internal cooldown, but Slideways is still great for putting out rapid back-to-back shots or reloading without slowing down after firing one shot. Still a very good perk for making the weapon feel quick. Alternatively, go for Enlightened Action just to accelerate your base reloads, since there's nothing wrong with that. Slice would also be good as it can let the GL create tangles by defeating severed enemies, adding yet more AOE poential to the mix.
All in all, a fine addition to the GL lineup and especially so since this is probably the best add-clear GL in the kinetic slot.
TLDR: Slideways/envious assassin + Chain Reaction (hatchling for future proofing)