Sacred Provenance god roll & best perks

Sacred Provenance — Destiny 2 Pulse Rifle
Legendary · Pulse Rifle
Where it drops: Source: "Garden of Salvation" Raid

“"These gifts were not made for us, but we were meant to have them." —Rekkana, Warlock of the Kentarch 3”

Full perk pool, stats & source for Sacred Provenance →

Built from 123 curated wishlist rolls for this Pulse Rifle. Perks marked essential appear in every roll of a recommendation; alternatives are the other perks curators call worth keeping.

Recommended rolls

pandapaxxy

pve mkb controller 79 wishlist rolls

pandapaxxy (PvE / M+KB / Controller): "Sacred Provenance used to be the only aggressive burst pulse rifle. It had counterparts but they were sunset. Now that there's a better population, does it still compete? Well with an updated perk pool it certainly does. Blast Furnace and Sacred Provenance both get Kinetic Tremors but Sacred Provenance can also get Demolitionist for grenade heavy builds. For general use I'd still say Blast Furnace is better because you can pair Kinetic Tremors with a damage increasing perk but if you like the look or feel of Vex themed weapons like Adriana, Enlightened by the Vex, you cannot be stopped with this pulse." Recommended MW: Reload Speed.

Strong alternatives

Rapid Hit Arrowhead Brake Appended Mag Kinetic Tremors Desperado Frenzy Stats for All Demolitionist Armor-Piercing Rounds Flared Magwell Fluted Barrel Smallbore

pandapaxxy

pvp controller 36 wishlist rolls

pandapaxxy (PvP / Controller): "Aggressive frame pulse rifles fall short of their High-Impact frame brethren. They still two burst but ever so slightly slower and the longer bursts can make tracking difficult. Rapid Hit can make landing those two taps easier and Headseeker can bake in some forgiveness if you hit a body shot first. Kill Clip bakes in even more forgiveness if you secure a kill first and Desperado can make your two burst even faster than the High-Impact Frame pulses which is neat. Unfortunately it takes activating a perk to achieve the same success they have natively but it will catch people by surprise." Recommended MW: Stability.

Strong alternatives

Rapid Hit Headseeker Arrowhead Brake Ricochet Rounds Kill Clip Desperado Lone Wolf Killing Wind High-Caliber Rounds Smallbore

Community wishlist roll

4 wishlist rolls

Inspired by @PodvsEnemies episode 125 from 3 December 2024 (https://open.spotify.com/episode/0unzzecMfqDsL3nxHGSQsp?si=d40055092caa4fa1) with @CourtProjects, @Saint_Kabr and @ImpetusAlways (PvE PvE-Minor PvE-EndGame PvE-God M+KB Controller): First-choice PvE pick for add-clearing minor enemies in general, and end-game underleveled content. Although the Sacred Provenance Aggressive Burst subfamily isn't top tier for pulse rifle PvE damage, it wouldn't take too much to make them shine so it's worth keeping a good roll, just in case. At base the stats are good - 69 Range equates to 38.12m when ADS and 21.18m hipfire, 24 Handling is a 0.47s ready, 0.41s ADS and 0.46s stow time, and 36 Reload Speed is a 2.12s reload. Arrowhead Brake as the barrel perk deals with the wonky Recoil Direction of 70 and adds Handling. High-Caliber Rounds adds useful flinch or Armor-Piercing Rounds works well to the origin trait against shielded enemies. For a general purpose roll, Demolitionist in the first trait perk column is always fun and can be paired in the second with Frenzy, which maxes out the stat gaps nicely as well as boosting damage by ×1.15, or Desperate Measures for up to ×1.3 damage by using all your extra grenades. The Photoinhibition origin trait is very strong for PvE - a ×1.343 damage boost against barriers and elemental shields and ×1.216 against combatant overshields plus disorienting your target and, if matched with the shield type adds nearby too for 7s. Recommended MW: Handling or Stability, with a Backup Mag mod or, when masterworked, Synergy to create power orbs or, when the artifact mod's around, Stunloader.|tags:PvE PvE-Minor PvE-EndGame PvE-God M+KB Controller

Essential perks

Arrowhead Brake Demolitionist

Strong alternatives

High-Caliber Rounds Frenzy Armor-Piercing Rounds Desperate Measures

Community wishlist roll

2 wishlist rolls

Inspired by @PodvsEnemies episode 125 from 3 December 2024 (https://open.spotify.com/episode/0unzzecMfqDsL3nxHGSQsp?si=d40055092caa4fa1) with @CourtProjects, @Saint_Kabr and @ImpetusAlways (PvE PvE-Minor PvE-Champion PvE-EndGame PvE-God M+KB Controller): First-choice PvE pick for add-clearing minor enemies, Majors and Champions in general, and end-game underleveled content. Although the Sacred Provenance Aggressive Burst subfamily isn't top tier for pulse rifle PvE damage, it wouldn't take too much to make them shine so it's worth keeping a good roll, just in case. At base the stats are good - 69 Range equates to 38.12m when ADS and 21.18m hipfire, 24 Handling is a 0.47s ready, 0.41s ADS and 0.46s stow time, and 36 Reload Speed is a 2.12s reload. Arrowhead Brake as the barrel perk deals with the wonky Recoil Direction of 70 and adds Handling. High-Caliber Rounds adds useful flinch or Armor-Piercing Rounds works well to the origin trait against shielded enemies. As the trait perk pairing the SOFA (Stats for All + One for All) roll is always worthwhile, filling in gunfeel stats and boosting damage by ×1.35 for 10s. The Photoinhibition origin trait is very strong for PvE - a ×1.343 damage boost against barriers and elemental shields and ×1.216 against combatant overshields plus disorienting your target and, if matched with the shield type adds nearby too for 7s. Recommended MW: Handling, with a Backup Mag mod or, when masterworked, Synergy to create power orbs or, when the artifact mod's around, Stunloader.|tags:PvE PvE-Minor PvE-Champion PvE-EndGame PvE-God M+KB Controller

Essential perks

Arrowhead Brake Stats for All One for All

Strong alternatives

High-Caliber Rounds Armor-Piercing Rounds

Community wishlist roll

2 wishlist rolls

Inspired by @PodvsEnemies episode 125 from 3 December 2024 (https://open.spotify.com/episode/0unzzecMfqDsL3nxHGSQsp?si=d40055092caa4fa1) with @CourtProjects, @Saint_Kabr and @ImpetusAlways (PvE PvE-Boss PvE-Major PvE-Champion PvE-EndGame PvE-God M+KB Controller): First-choice PvE pick for add-clearing minor enemies, Majors and Champions in general, and end-game underleveled content. Although the Sacred Provenance Aggressive Burst subfamily isn't top tier for pulse rifle PvE damage, it wouldn't take too much to make them shine so it's worth keeping a good roll, just in case. At base the stats are good - 69 Range equates to 38.12m when ADS and 21.18m hipfire, 24 Handling is a 0.47s ready, 0.41s ADS and 0.46s stow time, and 36 Reload Speed is a 2.12s reload. Arrowhead Brake as the barrel perk deals with the wonky Recoil Direction of 70 and adds Handling. High-Caliber Rounds adds useful flinch or Armor-Piercing Rounds works well to the origin trait against shielded enemies. The trait perk combination of Rapid Hit and Kinetic Tremors will make this a great anti-champion weapon with the matching Artifact mod. Rapid Hit will make it easier to keep your reticule on target, and Kinetic Tremors is just free damage against champions once they've been stunned, as well as clearing ads in the area. The Photoinhibition origin trait is very strong for PvE - a ×1.343 damage boost against barriers and elemental shields and ×1.216 against combatant overshields plus disorienting your target and, if matched with the shield type adds nearby too for 7s. Recommended MW: Handling, with a Backup Mag mod or, when masterworked, Synergy to create power orbs or, when the artifact mod's around, Stunloader.|tags:PvE PvE-Boss PvE-Major PvE-Champion PvE-EndGame PvE-God M+KB Controller

Essential perks

Rapid Hit Arrowhead Brake Kinetic Tremors

Strong alternatives

High-Caliber Rounds Armor-Piercing Rounds

What these Sacred Provenance perks do

High-Caliber Rounds

Hits inflict increased Flinch on Enemies. PVE: Tier 1-2 Minors can be repeatedly staggered. Higher Tier Combatants stagger quicker. PVP: Flinch against Players varies based on damage and Weapon Archetype. Flinch increase ranges between 5-10%.

Stats for All

Upon damaging 3 Separate Enemies within 3 seconds of each, for 10 seconds: • 35 Handling and Reload Speed • 10 Stability and Range • 5% increased Damage Falloff Distance • 0.95x Reload Duration Multiplier Buff duration cannot be refreshed.

One for All

Scoring Weapon Hits against 3 Separate Enemies within 3 seconds of each grants 35% increased damage for 10 seconds. Does not require Direct Hits. Buff duration cannot be refreshed.

Armor-Piercing Rounds

Grants 5% increased damage against Elemental and Barrier Champion Shields. Allows bullets to overpenetrate enemies once.

Rapid Hit

"Buffed Hits" grant 1 Stack of Rapid Hit for 2 seconds. Maximum of 5 Stacks. "Buffed Hits" refer to any "Yellow Number" Hits such as Precision Hits or Hits against debuffed targets. Benefits at 1|2|3|4|5 Stacks: • 2|12|14|18|25 Stability • 5|30|35|42|60 Reload Speed • 0.99x|0.96x|0.95x|0.945x|0.92x Reload Duration Multiplier

Kinetic Tremors

Scoring multiple Direct Hits against a target within 3 seconds of each emits 3 damaging shockwaves from its location at the time of activation. Hit counter persists through stow. Shockwaves appear 0.25 seconds after scoring enough Hits and have a 1 second delay between each pulse. With Bows, the initial delay is decreased to 0.167 seconds. Each shockwave deals up to 90 [20] damage in a 6 meter radius. Shockwaves deal 33.33% more damage when activated on Miniboss or higher tier PvE Combatants. Shockwaves inherit Weapon Damage Buffs, the weapon's passive Kinetic Damage Bonus in PVE (10% on Primary, 15% on Special), and its Combatant Damage Scaling. They also count as non-direct Hits with the weapon for other interactions. The perk cannot be retriggered by anyone on a target until 2? seconds after the last shockwave. Hits required for Activation: • Submachine Guns: 14 • Auto Rifles: 12 • Pulse Rifles: 11 • Sidearms: 8 • Precision Hand Cannons and Precision Scout Rifles: 6 • Hand Cannons, Scout Rifles: 5 • Bows, Sniper Rifles: 3

Demolitionist

Weapon Kills grant 10% Grenade Ability Energy. Kills with Sniper Rifles, Shotguns, Glaives, and Fusion Rifles grant 20%. Using your Grenade Ability refills the Magazine with a 3 second cooldown. Ability energy gained may be significantly decreased based on your selected ability's Chunk Energy Scalar. Learn more about this mechanic in our explainer blog post on the Clarity website.

Frenzy

After being in Combat for 12 seconds: Grants 15% increased damage, 100 Handling, and 100 Reload Speed for 7.2 seconds. Works and can activate while stowed. Dealing and receiving damage refreshes the buff duration. For Frenzy, being in Combat is defined as having either dealt or received damage within the last 5 seconds. Self-damage and environmental damage do not count.

Desperate Measures

Weapon Kills grant 'Desperate Measures x1' (DMx1), increasing damage by 10% for 7 seconds. Grenade or Melee Kills grant 20% increased damage for 7 seconds (DMx2). Scoring another Grenade or Melee Kill with DMx2 active increases this to 30% (DMx3). Can be activated while stowed. Weapon, Grenade, and Melee Kills refresh the buff duration.

Desperado

Finishing a reload 5.2 seconds after a Precision Kill or 3 kills within ? seconds of each reduces Firing Delay by 30% for 6 seconds. Buff is removed on stow.

Headseeker

Dealing non-Precision Direct damage grants the following benefits for 0.55 seconds: • 20% increased Precision Bonus (complicated, see specific damage increases below) • 3% increased Aim Assist Cone size Precision damage increases by weapon type/frame: • Pulse Rifles: Adaptive: 7.1%, Aggressive Burst: 10%, Heavy Burst: 9.5%, High-Impact: 8.74%, Lightweight: 6.3%, Rapid-Fire: 10.3% • Sidearms: Adaptive Burst: 8.46%, Heavy Burst: 7.36% • Scout Rifles: Precision: 8.66% [Bug] Heavy Burst Hand Cannons: 7% increased Weakspot damage. The distinction between Weakspots and Critspots is complicated and we might write an explainer blog post about it eventually. For the purposes of PvP, the two are equivalent.

Kill Clip

Finishing a reload within 3.6 seconds of a kill grants 25% increased damage for 5 seconds. Stowing the weapon removes the buff. Does not buff the Splash/Explosive damage elements of other perks.

Lone Wolf

Passively grants 5 Aim Assist, 15 Airborne Effectiveness, and a 10% decreased ADS Animation Duration. While no allies are within 15 meters: Bonuses are increased to 10 Aim Assist, 30 Airborne Effectiveness, and a 20% decreased ADS Animation Duration.

Killing Wind

On Weapon Kill, for 5 seconds: • 50 Mobility • 40 Handling and 20 Range • 5% increased Damage Falloff Distance Additional Kills extend the duration by 5 seconds, up to 8 seconds. Buff is removed on stow.

Recommendations aggregated from curated community wishlists; credit to the curators linked above.

Sacred Provenance in Destiny 2

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