This is a fantastic Warlock PVE build which you can use in multiple situations – Nightfalls, raids, dungeons, and Grandmaster content. We’re going to be fast charging our super and transcendence meters, plus we’ll be spreading poison all over the place through our exotic armor and weapons. Today I’m going to get into the build, why it’s good, plus gameplay too, so you can spread prismatic poison all over your enemies in Destiny 2.
If you like the video then subscribe for more Destiny 2 content, plus like the video and turn on notifications to never miss an update from EndgameXpress.
Why this build is good
This build is all about building up overall damage output through a combination of our exotic armor, plus our Prismatic subclass. We’re going to be damaging enemies with our poison area of effect, plus we’re going to have fast super regeneration and transcendence generation too. We want to be in our transcendence state, given we’re using Facet of Grace to bolster our Kinetic weapon, plus we’ve got multiple melee charges to unravel enemies.
How to put this build together
Let’s look at how to put this together.
Exotic Armor – Necrotic Grip or Solipsism
Grasp of the Devourer – 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.
Solipsism Exotic Class Item
Spirit of the Necrotic – Damaging targets with your melee poisons them. Defeating a poisoned target spreads the condition.
Spirit of the Claw – Gain an additional melee charge
To get Necrotic Grip you can pick this up from Rahool in the Tower, and for the Exotic Class Item you’ll want to try the Dual Destiny Exotic Mission post-Final Shape Campaign.
Prismatic Subclass
Super – Song of Flame
Makes your equipped weapons radiant and enhances your abilities. While in your super you release a supercharged melee attack that launches additional projectiles. The grande creates a sentient flame wisp that seeks out targets and detonates in a scorching explosion, then seeks out other nearby targets. While Song of Flame is active, you and nearby allies regenerate abilities more quickly, are more resistant to incoming damage, and your Solar and Kinetic weapons scorch targets.
Melee – Arcane Needle
Sling a woven needle that will embed in your target, unraveling them. Activate your melee ability again to chain up to two additional attacks.
Grenade – Storm Grenade
A grenade that calls down a focused lightning storm. This is going to jolt targets.
Grenade – Transcendence Grenade (Void/Stasis)
Throw a mass of Void energy and Stasis matter. On impact, deploys a miniature black hole orbited by a slowing field. After a short duration, the black hole implodes, suppressing and dealing heavy damage to all nearby targets. This is going to weaken targets.
Class Ability – Phoenix Dive
Dive to the ground and create a burst of Solar Light that cures nearby allies.
Aspects
Hellion (Solar)
Activate your class ability to summon a Solar mortar that lobs flaming projectiles at distant targets. Targets damaged by the mortar are scorched.
Feed the Void (Void)
Defeat a target with any ability to activate Devour. This gives us a good amount of health, plus an almost infinite stream of grenades.
Fragments
Facet of Grace
Defeating targets with Kinetic weapons grants you bonus Transcendence energy. Defeating targets with your Super grants you and nearby allies bonus Transcendence energy.
Facet of Dominance
Your Void grenades weaken targets, and your Arc grenades jolt targets. This is going to boost our grenades making us more effective on the battlefield.
Facet of Protection
While surrounded by combatants, you are more resistant to incoming damage. While transcendent, the effect is increased. This is going to help us stay alive.
Facet of Dawn
Powered melee hits against targets makes you radiant. Powered melee final blows make you and nearby allies radiant.
Facet of Ruin
Increases the size and damage of the burst when you shatter a Stasis crystal or frozen target, and increases the area of effect of Solar ignitions.
Weapons
Primary – Thorn
Thorn is an Exotic Kinetic Hand Cannon with some excellent exotic perks including.
Mark of the Devourer – Rounds pierce targets and deal damage over time. Kills with this weapon leave behind Remnants.
Soul Devourer – Absorbing a Remnant strengthens Mark of the Devourer and partially refills the magazine.
Thorn works hand in hand with Necrotic given it procs Grasp of the Devourer, meaning you can spread poison from distance, taking out all kinds of enemies very quickly. You’ll also notice Thorn leaves behind Remnants, you’ll want to go and pick those up, so your rounds pierce targets.
Energy – Indebted Kindness
Indebted Kindness is a Legendary Energy Sidearm with a Rocket-Assisted Frame means sidearm fires self-propelled rocket ammunition. Projectiles explode on impact for high damage.
This one has the Origin Trait Sundering which means destroying vehicles and constructs grants this weapon bonus reload speed and charge rate. Constructs include barricades, turrets, Stasis crystals, and other objects created in the field.
Heavy – Pro Memoria
This is a heavy machine gun, again in the Pale Heart weapon family, activating Dealer’s Choice. Final blows with this weapon grant a small amount of Super energy. Equipping multiple weapons from the Pale Heart increases this effect.
Armor mods
Head
Kinetic Siphon – Rapid Kinetic weapon final blows create an Orb of Power.
Ashes to Assets – Gain bonus Super energy on grenade kills.
Arms
Firepower – Your grenade final blows create Orbs of Power.
Bolstering Detonation – Grants class ability energy when you cause damage with a grenade.
Chest
Solar Resistance – Reduces incoming Solar damage from combatants.
Arc Resistance – Reduces incoming Arc damage from combatants.
Void Resistance – Reduces incoming Void damage from combatants.
Legs
Kinetic Weapon Surge – Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Insulation –
Class Item
Time Dilation – Your decaying Armor Charge has a longer duration.
Reaper – Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber – Reduces grenade cooldown when using your class ability.
Artifact mods
Radiant Orbs – While you have a Solar or Prismatic subclass equipped, picking up an Orb of Power makes you radiant.
Galvanic Armor – While you have an Arc or Prismatic subclass equipped, incoming damage from combatants is reduced while amplified.
Gameplay loop
Much of the build is focused around melee, given that helps spread poison through necrotic grip or Spirit of the Necrotic. Our melee is multi-purpose. We hit a melee charge to unravel enemies, which kicks off the passive damage and also dark damage for building out transcendence. Using Phoenix Dive and Helion together creates a solar mortar, which is going to scorch and eventually ignite enemies with a solar explosion. Then we have our Storm grenades working with Facet of Dominance to jolt enemies. Therefore we have unravel, scorch and jolt all working together, plus the poison effect all from our melee and class abilities. We then pair up our Exotic Armor with Thorn to help spread the poison from distance, and we’re going to melt everything in our path.
Warlocks, take this one into endgame PVE and see what you think. Let me know what you think of the build, and share yours in the comments, plus let me know if you have any improvements.