So the return of Armour perks in Forsaken was one of the things I was looking forward to the most. Armour in year 1 was shallow, with only three variations Mobile / Resistance and Recovery. The addition of random perks pretty much means all year 1 armour is outclassed already. Also I think Exotic armour is going to get random perk rolls as well (in addition to the exotic perk) so all that stuff is now beaten by its equivalent in Y2
Looking at what I have dropped so far there's a pretty good pattern of what will drop for each different type of gear. All armour still comes with a bias toward mobility, resilience, recovery (column 1), a choice of two ways to tweak that bias (column 2) and then in column 3 and 4 choices of two or three perks to get the best load out you can. What drops in these columns is not totally random so I thought I'd set out what to look out for
Helmets:
Column 3 seems to drop two types of perk - targeting perk for specific weapons, or perks that give additional super energy depending on how you get kills - super from shotguns for example. For me teaming up this column with a weapon type to give extra super energy is a no brainer
Column 4 is all about ammo, generally for type of weapon. Perks give either extra ammo (reserves) or more ammo drops by type of ammo (finder)..
If you can link the extra ammo (reserve or finder) to the gun you are using, and getting extra super energy for from column 3, that's a top move! I've actually got a helmet that gives me super from shotgun and increases my chance of finding special ammo, that's good
Arms:
Column 3 has perks relating to reload of certain weapons, or perks that impact grenades or melee. Generally I'd go for perks that help with reload but make sure I'm using that weapon
Column 4 seems to just have Scavenger perks to help pick up more ammo for certain types of weapon. Combine that with the helmet ammo perks.
Chest:
Column 3 is all about reducing flinch if ADSing with a specific weapon, choice of 2, good for snipers and scouts
Column 4 looks largely to be about how much ammo you can carry for a weapon type (Reserves)
Legs:
Column 3 is either improved weapon handling (by weapon type), sprint boosts, or class ability boosts., helping with grenade or melee energy
Column4 is all about ammo again, Scavenger(more ammo picked up ) and Finder perks (more frequent drops)
Class item:
Column 3 is all about extra boots from picking up orbs, be it extra grenade energy or health boosts. As a squishy hunter health from orbs is a great perk, as is orbs start health recovery
Column 4 is again about ammo, Scavenger or extra reserves
One of the great grinds in Destiny is getting this lot to work together, combined with your favourite weapons and sub class so all the perks feed into the perfect set up. A lot of it is about ammo - this is a substitute for heavy ammo packs.
Chip in with any other perk types you see and any perfect rolls you get