In the most generic RPG sense, Destiny’s Warlock fits the ‘magic user’ trope. If Titan represents strength, Hunter dexterity, than the Warlock would be the intelligence equivalent. This trope often attaches burst damage over durability – this is the Warlock. Taking the roll of ‘glass cannon’ means you can dish it out but not take it. Equipped with ‘space magic’ observed from the traveler, the Warlock succeeds in adding a certain fantastic element to the already science fiction title.
Rocking a pretty sweet armband, Warlocks use bonds to distinguish one another. Sporting long coats and round helms, even their armor takes on the cloth appearance of their RPG-intelligence characters. Instead of primitive melee weapons like knives and fists, the Warlock uses it’s magic to shove, steal energies, or to simply burn those foolish enough to cross them.
The Voidwalker is the offensive version of the two Warlock subclasses. While this is the subclass you start as, it is also the more devastating. Through the use of a ‘space magic,’ the Warlock hurls Nova Bombs made primarily of void energy to disintegrate targets into nothingness. Lovely. This special ability doesn’t have a huge range and dies off in a ballistic manor – this will take a bit of learning to master. Since you’re flying around the battlefield already, just become a bomber and toss the Nova Bomb of the idiots that dwell beneath you.
It’s not always about the pew pew though. Even the touch of the Voidwalker is fatal. Energy Drain draws power from your foes to decrease your grenade cooldowns. Thus the more you slap around your foes, the more you’re going to be hurling grenades – it all sounds win win if you ask me. The Surge modifier will increase both weapon and movement speed, Life Steal modifier kills will heal you after a whack, and Soul Rip modifier kills reduce cooldowns of Nova Bomb.
Every Voidwalker puts a little love and void in every grenade toss. The Vortex Grenade causes a singularity vortex that damages anything dumb enough to remain inside. Scatter Grenades, well, scatter and spread to a large area to damage those inside. Lastly, the Axion Bolt forks into smaller grenades and seek out your foes – good luck running.
Praise the Sun! Wait… ahem. The Sunsinger is much less of a glass cannon than the Voidwalker. These disciples of the sun play much more of a support role and even quasi-tank role if built specifically. Through the use of sun related ‘space magic,’ the Sunsingers do more burninating and less voidy stuffs. This subclass throws the heat, radiate themselves, and are hot to the touch. Their special ability, Radiance, increases the effectiveness of all your abilities. While up, you can toss a grenade every few seconds. Radiance can reduce cooldowns of buds, reduce incoming damage, or return you from death.
Scorch is the touch of the Sunsinger. As the name suggests, a little touch will set a foe on fire and they’ll burn for a spell afterwards. Modifiers exist to add more flavor to your ‘hot to the touch’ play style. Flame Shield activates after killing a foe with Scorch, this will give you a second shield as well as refrech your current shield. Solar Wind knocks back foes per hit. Brimstone makes though who you slay explode for fun and carnage.
Grenades include happiness and sunshine with every toss. Solar Grenades will damage those unable to flee from its location. The Firebolt Grenades explodes in a burst hitting a wide range of foes. The last grenade, the Fusion Bolt, deals tons of damage to those it attaches to – if you get tagged by one of these bad boys, you can guarantee death. Go out there and share the gift of sunlight with aliens and other guardians in the Crucible.
The two Warlock subclasses play completely different roles in PvE and are both completely viable. The Voidwalker has that raw damage approach and excels at blowing up foes and dealing massive burst damage. The Nova Bomb isn’t the best against bosses but it clears out adds like a champ. With enough int and Soul Rip, you can Nova Bomb quite often.
The Sunsinger really stands out in PvE though and is the better choice IMO. This is most supporty class in the game. Song of Flame turns our party into a grenade throwing machines while Radiance is up, Radiant Skin makes you tanky as f@#%, and Fireborn saves raids from wipes due to your ability to self-resurrect. It really doesn’t get much better than this. Being a Sun Bro seems like a near necessity for serious strikes.
This is all preference and mood. If you want to blow up the damn world go Voidwalker. If you want to be supporty or a near invincible tank – go Sunsinger. How you build these classes really determines what you’re going to get out of these subclasses.
Control and Clash: Regardless of your subclass, take the AoE grenade that last for multiple seconds. Toss these on a control point and force your foes from capping. The Voidwalker’s Nova Bomb can clear an entire fortified point. The Sunsinger can find somewhere safe and bomb the hell out of control points with grenades while using Radiance. Watch for the Titan’s Ward of Dawn, this ability can neglect either of your subclasses barrages. The Sunsinger’s ability to self rez can make some pretty sun defense moments.
Skirmish and Rumble: Again, this depends on your utility and desires. Since the other team can rez each other, the Voidwalker’s Nova Bomb has the opportunity to wipe the entire other team cutting off their ability to do so. Oppositely, the Sunsinger can be built support, tanky, or with self-resurrection depending on what your team needs. The ability for all three mates to toss a barrage of grenades, for you to be hard as hell to kill, or the ability to die and then instantly flank or rez a teammate is priceless.
Rumble is all about the lone wolf. The Voidwalker can the ability to take out two or more opponents locked in close range or melee combat. With Soul Rip and a high int you can try to farm up more Nova Bombs for more slaughter. The Sunsinger’s ability to become tanky can throw off your opponent ‘s ability to judge how squishy you are. Use the resurrection tool to catch foes off guard or to finish them after a close duel. Never take Song of Flame here.
When going from PvE to PvP, make sure to swap around your general modifiers. For PvP, I tend to value durability of recovery. When I’m farming in PvE I value speed over durability. This is really flavor though. Since you can change abilities on a fly, mix and match until you find what you like or what fits the current scenario is the best for you. No one build is right, it’s more of what’s right for you. MASTER space magic.
Historian, teacher, writer, gamer, cheat master, and tech guru: follow on Twitter @AndrewC_GZ
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