The Deconstructor is a Sentinel weapon that can only be used by the Helios Sentinel, that throws parts of the Sentinel at enemies in a fashion similar to throwing weapons like the Glaive. The Deconstructor uses melee and thrown melee mods.
This weapon can be sold for 1,250.
Characteristics[]
Advantages:
- Fourth highest base damage of all sentinel weapons, behind Sweeper Prime, Deconstructor Prime, and Vulklok.
- Very high status chance.
- Fast Projectile Speed.
Disadvantages:
- Has a critical chance of 0%.
- Slow reload speed.
- Projectiles have travel time.
Comparisons:
- Deconstructor (First Attack), compared to Deconstructor Prime (First Attack):
- Lower base damage per projectile (130.00 vs. 160.00)
- Lower Impact damage ( 130 vs. 160)
- Lower total damage (130 vs. 160)
- Lower average damage per tap (130 vs. 160)
- Lower burst DPS (172.9 vs. 212.8)
- Lower sustained DPS (103.84 vs. 127.80)
- Lower base damage per projectile (130.00 vs. 160.00)
Acquisition[]
The Deconstructor is automatically acquired upon claiming the Helios from the Foundry. Note that this weapon also takes up one Sentinel inventory slot.
Notes[]
- Deconstructor only uses standard melee attacks. It does not allow the Sentinel to block or perform special attacks, nor does it have its own combo counter.
- As such, Deconstructor cannot equip mods that affect heavy attacks (e.g. Killing Blow), slide attacks (e.g. Maiming Strike), combo counter (e.g. Blood Rush), finishers (e.g. Finishing Touch), or blocking (e.g. Focused Defense). It also cannot equip any Set Mods (e.g. Gladiator Might).
- The Deconstructor is a glaive type melee weapon and therefore accepts thrown melee weapon exclusive mods like Power Throw and Whirlwind.
- The Deconstructor may only be used by the Helios and Helios Prime Sentinels.
- Currently, the ways to increase the damage of the Deconstructor are to increase its overall damage with a Pressure Point or Spoiled Strike mod, increase its base physical damage through physical damage mods (such as Heavy Trauma, Jagged Edge, or Sundering Strike), or add elemental mods. ("Smite" faction damage mods need to be tested.)
- It aims at enemies' heads (if humanoid), and consistently scores headshots.
- It can miss if an enemy is knocked down by still attempting to shoot where their head should be.
- Appears to have a significant chance to target and track additional enemies on the initial hit, so long as the enemy is within a 45 degree cone from the initial target. (requires further testing).
- It is considered a Melee weapon and although the projectile makes sound, it is actually Silent, and therefore does not alert enemies.
Tips[]
- When Assault Mode is used on the Helios instead of the heavily-bugged Targeting Receptor, the Deconstructor becomes a very powerful weapon, with an excellent combination of accuracy, range, damage, damage type spread, firing rate, status chance and the bonus of being silent; so much so that if you are trying to rank up melee weapons it is recommended that you do not use it; it will steal kills from even squadrons of level 30 enemies with ease if it is heavily modded.
Trivia[]
- The Deconstructor is the first Sentinel weapon to be classified as a melee weapon.
Patch History[]
Update 36.0 (2024-06-18)
- Fixed being able to equip Tennokai Mods onto Sentinel weapons such as Deconstructor (since they do not benefit from them and take up valuable Mod slots).
- If you had Tennokai Mods equipped to your Sentinel’s Weapon, they have been automatically unequipped.
Hotfix 34.0.4 (2023-10-24)
- Fixed the Regen Mod drastically increasing the rate of fire of Helios’ Deconstructor.
Update 30.5 (2021-07-06)
- DECONSTRUCTOR MELEE MODDING CHANGES:
The Sisters of Parvos update will bring three new Modular Hound Companions, each with a unique Melee weapon. While reviewing these Companion Weapons, we noticed the Helios-old problem that there’s a lot of Melee Mods that you can equip, but don’t really function on companion Melee. There’s also some ‘invisible gear hopping’ where if you put Mods on your Deconstructor (or Prime), they carry over to your Melee which is a many-year-old oversight we’ve lived with, but are approaching changes more thoroughly with this Update and as a result we’re patching up this behaviour.
These are mostly Mods that deal with combos or heavy attacks, since Companions do not have these features as well as other certain outliers. As a result the following Mods will be incompatible with the upcoming three Hound weapons and retroactively will no longer work with the Deconstructor and Deconstructor Prime:
- Amalgam Organ Shatter
- Corrupt Charge
- Enduring Strike
- Body Count
- Blood Rush
- Dispatch Overdrive
- Drifting Contact
- Energy Channel
- Finishing Touch
- Focus Energy
- Focused Defense
- Guardian Derision
- Killing Blow
- Life Strike
- Maiming Strike
- Parry
- Quickening
- Reflex Coil
- Relentless Combination
- Seismic Wave
- True Punishment
- Weeping Wounds
- Gladiator Might
- Gladiator Rush
- Gladiator Vice
- Carnis Mandible
- Jugulus Barbs
- Saxum Thorax
- Motus Impact
- Proton Snap
- Tek Gravity
- Strain Infection
Update 29.10 (2021-03-19)
- Fixed the Deconstructor’s description not indicating that it deals Puncture or Slash damage.
Hotfix 29.5.3 (2020-11-23)
- Deconstructor can no longer equip Volatile Quick Return and Volatile Rebound.
- Deconstructor projectiles do not have any explosive properties so the Mods did nothing.
Update 12.6 (2014-03-26)
- Fixed the damage type on the Deconstructor (Helios) Sentinel weapon so as to allow Melee mods to properly affect its stats.
Update 12.5 (2014-03-19)
- Introduced.
See Also[]
- Deconstructor Prime, the primed counterpart.