
Destiny 2 Warlock BuildINFINITE Volatile Flames Prismatic Warlock
PvEFires extended-range, heavy-caliber projectiles at a reduced rate of fire. Deals increased precision damage when aiming down sights.
Blink further and more frequently, causing targets near you to become volatile. Weapon readies quickly out of Blink and radar remains up. While your Nova Warp Super is active, Dark Blink does not cost Super energy. Provides a moderate benefit to the airborne effectiveness stat of all weapons.
strengths
Added Crowd Control
Increased Maneuverability
Bonus Ability Damage/ Regen
weaknesses
Less Effective in End Game
Not Good with Traversal
Build Details
A Great Build to Use with Choir of One Exotic Auto Rifle!
THIS PRISMATIC WARLOCK FEATURES THE ASTROYCTE VERSE EXOTIC HELMET WHICH IS GOING TO PROVIDE A COUPLE OF STRONG ADVANTAGES TO OUR GAMEPLAY
THIS EXOTIC PLAYS OFF OF THE USE OF BLINK
SO BEFORE PRISMATIC SUBCLASSES WERE AROUND THE ONLY SUBCLASS THAT THIS EXOTIC COULD FUNCTION WITH WAS THE VOID SUBCLASS.
AND TO BE HONEST THAT REALLY STUMPED ITS POTENTIAL BECAUSE WITH PRISMATIC NOW INCLUDING BLINK AS AN OPTION
WE CAN COMBINE THE ADVANTAGES THAT THIS EXOTIC PROVIDES WITH A TON OF GREAT ABILITIES THAT WE WOULD NEVER BE ABLE TO USE WHEN ON VOID.
THIS COMES WITH THE MOVE TO SURVIVE INTRNISIC TRAIT
THIS IS GOING TO REDUCE THE COOLDOWN BETWEEN BLINKS AND IT'LL INCREASE THE DISTANCE THAT WE'LL TRAVEL WHEN BLINKING.
ON A FRESH COOLDOWN WE CAN PERFORM TWO BACK TO BACK BLINKS AND WITH A 30 PERCENT REDUCTION TO BLINKS COOLDOWN OUR NEXT BLINK WOULD BE AVAILABLE IN JUST OVER A SECOND.
THE ABILITY TO BLINK AND TELEPORT AROUND THE BATTLEFIELD WILL MAKE IT EASIER TO AVOID ENEMY ATTACKS, TO REPOSITION IN THE MIDDLE OF AN ENGAGEMENT AND TO NAVIGATE AROUND YOUR ENEMIES
THIS INCREASED MOBILITY WILL BE CRUCIAL FOR BOTH OFFENSIVE AND DEFENSIVE MANEUVERS ALLOWING YOU TO CREATE DISTANCE OR CLOSE THE GAP QUICKLY.
THE SECOND BENEFIT THIS EXOTIC PROVIDES IS THAT EVERYTIME A BLINK IS PERFORMED, ENEMIES WHO ARE WITHIN 10 METRE ARE GOING TO BE STRUCK WITH VOLATILE ENERGY
WHEN ENEMIES BECOME VOLATILE THEY TRIGGER A VOID EXPLOSION AFTER TAKING MORE DAMAGE
THIS DEALS 190 POINTS OF BASE DAMAGE WHICH WILL BE SCALED BASED ON THE ENEMIES DIFFICULTY LEVEL
ONCE THOSE ENEMIES ARE DEFEATED ANOTHER VOLATILE EXPLOSION WILL BE CREATED STRIKING ENEMIES WHO ARE WITHIN 7 METRES FOR 160 POINTS WORTH OF BASE DAMAGE.
THIS ADDS AN INTERESTING TWIST INTO OUR GAMEPLAY LOOP AS WE CAN USE BLINK TO TRIGGER VOLATILE ONTO NEARBY ENEMIES
AND FOLLOW THAT UP WITH OUR WEAPONS OR ABILITIES TO TRIGGER THOSE VOLATILE DETONATIONS ONTOP OF ANY OTHER AFFECTS THAT OUR ABILITIES AND WEAPONS WILL CAUSE.
VOLATILE ENERGY CAN BE REAPPLIED TO THE SAME ENEMY AFTER A 1 SECOND COOLDOWN ONCE THE INTITAL VOLATILE EXPLOSION HAS BEEN TRIGGERED.
THE ADDED BENEFIT OF CREATING VOLATILE ENERGY WHILE BLINKING ALLOWS US TO WEAPONIZE OUR MOVEMENTS WHICH IS SOMETHING YOU WOULD NORMALLY ONLY SEE PERFORMED BY A HUNTER
AND NOW THAT THE ASTROYCYTE VERSE HAS A WHOLE NEW LINEUP OF ABILITIES TO BE PAIRED UP WITH THIS HAS ACTUALLY BECOME A PRETTY VIABLE AND WORTH WHILE EXOTIC TO USE
IT WOULD BE HARD PRESSED TO SAY THAT IT WOULD BE EFFIEICENT IN END GAME CONTENT
AND THATS MOSTLY BECAUSE BLINK WOULD PUT US AT A DISADVANTAGE WHEN IT COMES TO TRAVERSAL AREAS OR CLOSE QUARTER SURROUNDINGS THAT HAVE DROP OFFS
BUT IN LOST SECTORS, MISSIONS AND MOST ANY GENERAL GAMEPLAY SITUATIONS IT'LL BE ONE OF THE FUNNEST AND MOST INTENSE BUILDS YOU WILL EVER EXPERIENCE
A MAJOR DOWNSIDE TO RUNNING BLINK IN THE PAST WAS THAT ONCE YOU'RE UP IN THE AIR YOU DIDNT HAVE ANYTHING ELSE TO FOLLOW THAT UP WITH UNLESS IT WAS ANOTHER BLINK.
BUT WITH THE ADDITION OF PHOENIX DIVE WE CAN BLINK RIGHT UP INTO THE AIR AND THEN ACTIVATE PHOENIX DIVE TO PROPEL OURSELVES BACK DOWN TO THE GROUND, TRIGGERING CURE ONCE WE'VE LANDED.
THIS SIGNIFICANTLY INCREASES OUR ABILITY TO MANEUVER AROUND THE BATTLEFIELD
BUT IT ALSO GIVES US A MORE EFFIENT METHOD TO AVOID ENEMY FIRE AND KEEP OURSELVES IN THE FIGHT WITH INSTANT HEALTH RECOVERY.
THE GREATEST OPPORTUNITY THAT THE ASTROCYTE VERSE HAVE WITH PRISMATIC SUBCLASS BEYOND HAVING PHOENIX DIVE IS THE USE OF TRANSCENDENCY AND THE SONG OF FLAME SUPER.
BOTH OF THESE ARE PRETTY MUCH GLORIFIED ROAMING SUPERS AND WHEN ACTIVE THEY BOTH PROVIDE RAPID REGENERATION OF OUR MELEE, GRENADE AND CLASS ABILITY ENERGY.
NEITHER OF THESE WILL INCREASE THE RATE IN WHICH WE CAN BLINK BUT SINCE WE'LL HAVE PHOENIX DIVE MORE READILY AVAILABLE WE'LL BE ABLE TO EASILY INTEGRATE OUR VOLATILE EXPLOSIONS INTO OUR TRANSCENDENCY AND SONG OF FLAME.
GIVING BOTH OF THESE INCREASED AD-CLEAR CAPABILITIES AS WE'LL BE ABLE TO INFLICT MORE DAMAGE ONTO ALL OF THOSE ENEMIES.
SINCE OUR SONG OF FLAME ABILITES EMIT SCORCH AND CAUSE IGNITIONS WE'LL HAVE A MORE THAN ADEQUATE SOURCE AT DAMAGING ENEMIES WHO HAVE BECOME VOLATILE, ENSURING THAT THEY EXPLODE AND TAKE THEY'RE FRIENDS WITH THEM.
WHEN SONG OF FLAME IS ACTIVE WE'LL HAVE A 90 PERCENT BONUS IN DAMAGE RESISTANCE ALONG WITH IMPROVED MOBILITY SO HAVING THE ADDED BENEFIT OF BLINK WILL HELP US MOVE AROUND MUCH MORE EASILY.
THIS ALSO LETS US GET UP CLOSE AND PERSONAL TO OUR ENEMIES WHICH WILL INCREASE THE EFFIEICNCY OF THE ASTROYCTYE VERSE.
THROUGH OUR SELECTION OF FRAGMENTS, ASPECTS, ARTIFACT MODS AND ARMOR WE INTEND ON PLAYING OFF OF THE USE OF THIS VOLATILE ENERGY AS WE LOOK TO COMBINE SEVERAL SOLAR AND VOID COMPONENTS INTO THIS BUILD
WHEN IT COMES TO ASPECTS WE ARE USING THE COMBINATION OF FEED THE VOID AND THE HELLION SOLAR BUDDY.
FEED THE VOID WILL GRANT US WITH DEVOUR WHENEVER WE DEFEAT ENEMEIS WITH AN ABILITY.
AND THAT WILL INCLUDE ENEMIES WHO DIE BY VOLATILE EXPLOSIONS.
WHEN DEVOUR IS ACTIVE, EVERY FINAL BLOW WILL GRANT AS MUCH AS 20 PERCENT BONUS GRENADE ENERGY AND A FULL BAR OF HEALTH.
THIS WILL SIGNIFICANT IMPROVE OUR ABILITY TO STAY ALIVE WHILE OUR HELLION BUDDY WILL GIVE US AN AUTOMISE TURRET TO HELP US SLAY THOSE ENEMIES.
THESE SOLAR BUDDIES LAUNCH OUT SOLAR PROJECTILES THAT TRIGGER SCORCH AND SINCE WE'LL CREATE ONE AS WE PERFORM OUR PHOENIX DIVE WE'LL BE ABLE TO ENSURE THAT ALL OF THOSE VOLATILE ENEMIES ARE TAKEN CARE OF AFTER WE BLINK.
Game Play Loop: Step 1: Use Arcane Needles/Penumbral Blast against Enemies to Unravel or Freeze. Step 2: Throw Vortex Grenade into Enemies to Weaken Step 3: Blink into Enemies to trigger Volatile. Step 4: Blink out of Enemies to Safer positioning Step 5: Cast Phoenix Dive after 2nd Blink to Cast Hellion Buddy. Step 6: Follow up With Weapons Step 7 : Blink Often and Use Abilities to Follow them up. Step 8: When pressured by enemies blink out and use Phoenix Dive. Step 9: Cast Transcendency when ready (blink often). Step 10: Cast Song of Flame when ready (blink often) Step 11: Rinse and Repeat!
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