
Destiny 2 Warlock BuildSpicy Ramen
PvERounds pierce targets and deal damage over time. Kills with this weapon leave behind Remnants.
Damaging a target with melee poisons them, dealing increasing damage over time. Defeating a poisoned target spreads the condition.
Provides a moderate benefit to the airborne effectiveness stat of all Weapons of Sorrow.
Build Details
Spicy Ramen
First mix your damage over time (DoT)
- 1 handful of unraveling noodles
- 1 scorch egg
- 1 Thorn
Stir it with Necrotic Grip. Melt it down with some weaken. And then heat it up with some radiant.
———- Overall Thorn and Necrotic Grip hits hard. And this build goes all in on damage over time, buffs, and debuffs, giving you add clear and boss damage.
It sets up a simple but effective approach where you just decide how many ingredients to throw at a foe. Basic red bar = Thorn; basic yellow bar = Thorn and melee; tougher or larger group and we start adding scorch and weaken.
Incandescent Weapons I did not include specific weapons for your special or heavy because it really is very flexible. For at least one, youll want an incandescent perk, because that will stack with the Hellion aspect.
My general special approach is a sniper with incandescent. Overall, Thorn and your abilities take care of main add clear and boss damage. A sniper just becomes handy in hard content when you need to thin things out from really far away. Zavala has two nice ones, Uzume and Luna Regolith. I personally use Luna Regolith because it has an origin trait that leaves little Telesto explosives which fits well into the whole 'carpet bombing' approach to this build. But any good solar sniper will work.
I often actually go with a sword for this build, even though I rarely run with swords. But Thorn and a sniper take care of all your very far range and normal range just fine, so anything like a rocket launcher is actually somewhat less of a compelling niche. My first iteration of this had a bait and switch Apex Predator, but I was finding that, half the time, the boss was close to dead by the time I got to it. But a sword becomes a great…’oops someone snuck up on me’ option.
Defense With orb pickup, we get a quick heal and woven mail. We get devour on all our abilities since our rift is also an attack (Hellion). Solitude is also debuffing enemy damage. In really tough content, a heavy DoT build of course is great because you can hit things quick and pop behind cover while they die.
Surges Versus Ability Up Time Going instead with kinetic surges may seem to make sense on paper for this build, but I have timed myself with surges versus this set up in Lost Sectors, and the greater ability uptime always wins. Maybe that does make sense since simply because the 25% radiant buff, 15% weaken buff, and Hellion damage are so much higher when added up even though surges are more ‘always on.’ But more directly, it seems to be the issue of consistently having Hellion or a grenade when needed.
Artifact Perks There are several other artifact perks this season that depend on what weapon you are using. The sniper ones are extra spicy if you use an incandescent one since that adds more scorch.
For maximum carnage, you have to get out of what is probably your usual habit of shooting until you get a final blow.
Instead, to maximize things here with this damage over time build, the typical approach is to
- walk into a room target the toughest enemy in the room with as many ingredients as you guess they need in addition to Thorn, (i.e. weaken from grenade, radiant from melee, Hellion for scorch, several crits for Solitude).
- tag any other enemies with at least a Thorn shot.
- Then you finish them off going down your priority targets.
- By alternating targets, youll give the DoTs their time and, often, you’re done.
When you get used to that approach, you want to add in moving toward the weaker bunches of targets you tagged with Thorn to pick up orbs and remnants while you focus down the priority targets.
And as needed, use your finisher to gets heals and Hellion back.
All in all, youll see we have so much background damage, even without building much specifically for super generation, we get it quickly just because there is so much total damage. Likewise, transcendence builds quickly.
Super or Transcendence are then the simple change for boss damage phases. Add in your super, or for transcendence, alternate weakening, radiant, and Thorn. And of course, your other weapons depending on what those are.
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