Author: Josue Robles
Xbox: @Ted Cruzamaki
Warlock Character Guide
Hello everyone I’m Sway and I’m here to go in depth on the Warlock class for Destiny 2. Now there have been some major changes to the specialization trees, in comparison to the original Destiny, that could possibly deter you from choosing your favorite subclass. So, with that being said let’s get down to the major changes that have been implemented into the game.
Dawnblade. Replacing the old, Radiance, solar subclass; Dawnblade launches fiery projectiles as you dominate the skies with air superiority — Sorry warlocks, no more self Rez shenanigans — the grenade abilities remain the same, as well as the glide abilities.
Subclasses now follow a path, rather than selecting a list of skills you find useful and equipping them like in Destiny One. You can only choose from the two paths and the skills that come with them. For example, Warlock’s Dawn blade path “Attunement of Fire” has a skill in which if a melee ability is a kill, its body creates a massive explosion. I cannot choose from the “Attunement of Sky” ability list to better customize my character. You must choose one path or the other.
Subclasses also don’t affect stats anymore. In the old Destiny days, subclasses affected Agility, Armor, and Recovery. This is no longer the case; only gear can change your stats.
Note: New patches can change how subclass play this is just the initial day on destiny patch.
With that said let’s start off with the Warlock subclasses:
Attunement of Sky
Swift Strike – Strike an enemy with this melee ability to burn your target and temporarily increase your movement and reload speed.
Winged Sun – Engage your enemy’s mid-flight. Fire weapons and throw grenades while gliding
Heat Rises – Airborne Kills recharge your Grenade and Melee energy. Casting Daybreak instantly refills all your ability.
Icarus Dash – Activate while midair to dodge; like D1 titan exotic chest piece “Twilight Garrison”
Attunement of Flames:
Attunement of Flames:
Igniting Touch – Strike an enemy with this melee ability to burn them and cause them to explode. In addition to damage over time, the explosion will cause bonus damage
Fated for The Flame – Daybreak projectiles seek targets as they travel and, upon impact, launch a streak of deadly flames.
Everlasting Fire – Killing an enemy with Daybreak extends its duration.
Phoenix Dive – Activate while midair to quickly descend and restore your health. While Daybreak is active, descend causes explosive damage
It’s important to know which playstyle when choosing Sky or Flames. Flames is more dedicated to burst damage and health regeneration. Phoenix dive has a 3 second cooldown, so you can spam it to constantly to regain health. Attunement of Sky is more of a “Run and Gun” play style. The movement speed buffs and the constant midair encouragement from this path allows for a fast-paced play style to shine especially in PVP crucible. I’d run healing well for at least some survivability, and wouldn’t recommend empowering well which would slow your momentum
Void walker. The void based subclass is basically a mini nuke. The Nova Bomb makes a return to the scene with two new twists on each path. Blink remains an exclusive to this subclass and grenades are the same
Attunement of Chaos:
Entropic Pull – Strike an enemy with this Melee ability to drain your enemy’s life force and use it to recharge your grenade.
Chaos Accelerant – Draw power from your Super to overcharge your grenade, making it deadlier and more effective.
Bloom – Void ability kills cause enemies to explode.
Cataclysm – Nova Bomb travels slowly and seeks enemies. Detonations shatter into smaller seeker projectiles. Fire your weapon at the Nova Bomb to detonate it early.
Attunement of Hunger:
Devour – Strike an enemy with this Melee ability to fully regenerate your health. For a short time afterward, kills restore additional health.
Feed The Void – Consume Your Grenade energy to regenerate your health. Grants the Devour effect.
Insatiable – While Devour is effect in active, killing enemies extends its duration and recharges your grenade.
Vortex – Nova Bomb creates a singularity which continually damages enemies trapped inside.
It’s clear to see that Attunement of Hunger is a pure survivalist class, excelling in one vs one situations as well as night falls with most of its skills being health regen based. The Attunement of Chaos however is largely AoE damage based; heavily relying on multi-kills to secure points for your team. Both Chaos and Hunger have clears spots in the Crucible. The Nova Bombs also differ highly, Hunger is your standard vortex nova, great for positioning opponents while Chaos introduces the new element of a slow chasing Nova with built in heat seekers which increases strategies like for Control. I’m interested to see the tactics people use for this Nova bomb. It’s important to not that when using the Chaos path, that your grenades are relatively weak compared to others, this is because you can empower grenades giving them a more dangerous effect, so always charge your grenade
Storm caller, the Arc subclass, chains lightning to create tons of orbs and gives you the ability to go full Emperor Palpatine. Stormtrance makes you a living storm shooting rays of lightning at your foes.
Attunement of Conduction:
Chain Lightning – This Electrocuting Melee ability hits at extended range and chains lightning from the struck target to nearby enemies.
Transcendence – When cast with full grenade and melee energy, Stormtrance lasts longer and fully restores health. Arc Web – Enemies damaged by your grenades chain deadly lightning to nearby enemies.
Ionic Blink – Activate to teleport during Stormtrance.
Attunement of the Elements:
Rising Storm – This electrocuting melee ability hits at extended range and recharges your Super, grenade, and melee energy.
Landfall – On casting Stormtrance, fire a bolt of lightning into the ground, creating a devastating shockwave under you.
Electrostatic Surge – Your Rift charges faster when allies are near.
Arc Soul – Your Rift now grants you or any ally that uses it an Arc Soul to aid in battle.
Attunement of Conduction. I’ve only ever used this in Crucible because of ionic blink, exclusively on Conduction is made for stragglers in PvP and Arc-Web to chain multiple opponents for kills. Conduction is okay, because of the chain lightning it creates., but not anything worth noting. Now, Elements is by far my favorite for raids. The Arc Soul alone should be the reason you use this for PvE. The mini turret is added DPS for your team while your stormtrance is an orb making machine, on top of that Electrostatic surge to make sure you have that super up and running in no time. I’m not saying Elements is exclusive for PvE by any means. It’s great at pvp as well, Arc soul with a sub machine gun makes you a nightmare in close 1v1 situations and Landfall can grant you a team kill. All in all, I’d say Elements is the true victor here for its variety and Conduction is mainly for super use.