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.
PvE God roll would be Assualt Mag+Auto loading/Rewind+One Two Punch
PvP is Full Choke+Accurized+Slideshot+Opening Shot Range MW
This shotgun makes me really go monkey mode!
Range is still important, but it is nowhere near as important as people make it out to be. With pellet shotguns taking on a more cleanup role, you’ll want to spec into handling to get the quick cleanup. You’d want to min/max into Range and Handling to get deeper cleanups done pretty darn quick.
Ideally you’d want Surplus/Opening Shot so you have cleanups at longer ranges without having to dump into Handling, but if you get something like Slideshot you’ll be fine to do that. Frenzy is also slept on here for something like 6s, if you keep it active it makes the weapon a lot more forgiving. Even helps its handling a little more!
Full Choke is a placebo perk, stay away from it. Smoothbore widens your spread, also bad on an already wide-spreading shotgun. Rifled Barrel can work if you’re rocking Surplus, or running something like Ophidians, but otherwise stay away. Aside from that you’ll be good with the other 3 barrel options. In terms of Mag perks, Accurized Rounds or Assault Mag, take your pick.
My PERSONAL godroll is Barrel Shroud, Accurized Rounds, Slideshot, Opening Shot, Handling MW with Adept Handling. With Ophidians that’s about 100 Handling, and with both Slideshot and Opening Shot active that’s around 70 range. This can hit deep, and can be whipped out FAST.
…In terms of PvE, a bit brief, but something like Rewind Rounds/One-Two punch would be what I’d hunt for. Aside from that… Comedian outclasses it with its Subsistence/Trench Barrel nonsense.
Now moving on to the next section which is barrels. I’ve heard everyone say different things like don’t use full choke is useless or small bore is better IE pellet spread doesn’t matter anymore and I’m here to lay the final word and tell y’all that to be honest it doesn’t matter as much as it did back then. Full choke helps with deep clean up kills ABSOLUTELY, but if you don’t have it do I dismantle the weapon? Absolutely not. We’re talking almost a quarter of a meter of cleanup. Same goes for smoothbore every barrel on this shotgun that increases range allow this shotgun to reach 7m of one hit kill potential. The only one that’s different is full choke which allows you to do 7m of one hit kill AND have a 8m cleanup shot distance that’s it! So you can use whatever you like! Small bore, full choke, smoothbrain etc! Now I use my shotgun mostly for cleanups which is what shotguns are nowadays except “cough cough” conditional being the bubble shutdown or well, so I mostly use full choke, but my role also has small bore which I’ve tested and really see nothing change except for cleanups.
Now for the rest of the gun. Accur rounds are a must for pvp if you want deep one hit KO’s and I think that’s really the only mandatory perk with opening shot on this gun. MW can be handling or range, but I rather have handling because range doesn’t really do a lot. PUT ADEPT RANGE ON the only adept mod that really benefits because it’s a +10 to you range stat, but if you wanted to you can also run adept handling.
PVP: ANY RANGE BARREL, ACCUR ROUNDS, SLIDE/SURPLUS, OPENING SHOT
PVE: Well I don’t know why you’d use this? Uh, I guess one two punch for bonk strand titans or vorpal? I’d just use a fusion with controlled burst way better than a pellet or using a slug.
Finally, this gun is still amazing in todays meta and competes with matador and other newer shotguns so go farm some spoils and dump them on master Atheon you won’t regret getting this gun.
PvP: Surplus and opening shot, adept range, this is legit the best PvP high impact shotty
Barrels I'd say anything that's not Full Choke works. Smoothbore is fine, since you only need 9 pellets per kill, and getting that buffed reach for no stat penalty is worth it for what's ultimately a small spread increase. But I'd say Rifled if you can eat the penalty, Smallbore if you can't is OVERALL better.
Mags I'd say Accurized. It's an Aggressive lol.
Third column always has a decent option in Full Auto. But Slide/Surplus is better if you get them.
Fourth I'd go Opening, duh. But I also wouldn't completely overlook Killing Wind. The former gives the most consistency, but the latter allows for better kill chains. I'm also on the side of expecting an Opening Shot nerf at some point. But you can get to the range cap using absolute full range with Opening, so use that.