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Destiny

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Edited by Evilman520: 12/30/2014 7:26:23 PM
7

Destiny Class and Focus explanation (Part 1) Warlocks

[b]As a disclaimer, I would like to take a moment to assure people that all opinions on this post are purely personal. Whatever I say is not necessarily the "best" statement.[/b] After playing extensively with all three classes and all six foci, I've put this guide together for those people who may be curious about which type of behavior each Class and Focus is tailored towards. Some people may find that certain classes or Foci simply don't fit their playstyle. This is an informational source to help you find and understand which class suits you and others best. [b]Warlock[/b] The Warlock is, essentially, the jack-of-all-trades class of the game. Though not as tough and armored as the Titans, nor as mobile and precision-based as Hunters, the Warlock keeps the balance between classes. While they don't particularly excel at anything, they don't particularly suck at anything either. They're equally adept in close, mid, and long-range combat. Warlocks typically specialize in the use of grenades, which can be adapted for nearly any situation. Both the Voidwalker and Sunsinger Focus have a plethora of ways which to regenerate grenade energy quickly, from Energy Drain to Radiance. While their stats start off with minimal armor, do not let this deceive you: Warlocks can be quite tough and durable, if built for it. The biggest weakness of the Warlocks is their native jumping ability, Glide. This jump is one of the toughest jumps to get the hang of using, as activating it too soon or too late could mess up your trajectory. Too soon you'll gain too much height and not enough distance; too late, and you'll simply slowly float towards the ground with no upward propulsion whatsoever. Some people have taken a disliking to Glide, as it also exposes the Warlock. The slow movement leaves them open to enemy fire mid-flight. Regardless, the Warlock is a fairly simple class to get the hang of, and with careful study and practice, mastery comes fairly quickly. [b]Voidwalker[/b] This focus transforms the Warlock into a grenadier/human artillery cannon of sorts (not to be confused with the Glass Cannon, as Warlocks can be far from fragile). Voidwalker revolves mostly around the use of the Warlock's grenades, which can be adapted to whatever situation needed: locking down a point for several seconds with Vortex, burning out an enclosed area with Scatter, or using Axion Bolt to seek and deal heavy damage to a couple key targets. Energy Drain further aids the Warlock in grenade regeneration. As long as Energy Drain's effect is active, melee strikes will generate 100% more grenade energy. This effect stacks with the Serpent's Tail effect on gloves or helmets. If used in conjunction with Serpent's Tail, a Voidwalker can fully regenerate their grenade energy in as little as 6 melee strikes. Nova Bomb is the most devastating ranged super in the game, and can level an entire field of enemies when used in a precise manner and location. Learning how to aim and compensate for Nova Bomb's drop is what will make the difference between a Warlock and a Voidwalker. This Focus is meant more for mid-range combat, as it heavily uses the support of grenades and the destruction of Nova Bomb. While a Voidwalker can easily hold their own at close range, mid range opens the array of possibilities for the Voidwalker. Rain down death from above, Guardians. [b]Sunsinger[/b] This Focus is, in my opinion, the most challenging Focus to truly master. Sunsinger takes from the general Warlock behavior of employing the use of grenades extensively, however, the Sunsinger is tailored more towards close-quarters combat. Vortex Grenade is replaced with its Solar variant, Solar Grenade. Axion Bolt is replaced by a non-seeking version called Firebolt Grenade. Scatter Grenade becomes a sticky Fusion grenade. The Sunsinger's melee attack, Scorch, applies a burn effect to the enemy, and through the use of skills, can also apply a small shield, which many times, can mean the difference between life and death (face it, Brimstone and Solar Wind is almost useless compared to Flame Shield). Skill pairings such as Touch of Flame and Viking Funeral can make Sunsingers incredibly deadly if you are hit by any of their grenades or melee strikes. Without at least a moderate amount of toughness, or a weapon that heals (such as Suros Regime or Red Death), a Scorch attack with Viking Funeral can kill. Radiance turns the Sunsinger into a glorified tank, giving them 50-65% damage reduction (65% with Radiant Skin), further decreasing grenade cooldown by a factor of 10 (with maxed discipline, your grenade recharges in 30 seconds. While in Radiance, grenade regeneration is 3 seconds -that's 10 times faster!) and decreasing melee cooldown by a factor of 5. Your Scorch also has greatly amplified damage (in PvP, a Radiant Scorch can instantly kill Gunslingers, and anybody who is not in mid-Super or who does not have a temporary shield). Put simply, your Sunsinger becomes a supreme pyromaniac, whose new job is to just keep throwing grenades for frigging ever. Additionally, Sunsingers have the exclusive ability to use their Super to self-revive from death. Sunsinger is a Focus meant for people who prefer a nice mixture of mid-range and close-quarters combat, as well as those who thoroughly enjoy DoT effects, or simply setting shit on fire. Burn baby, burn. Feel free to leave a comment below if these guides were helpful to you in any way. Hopefully this guide will be able to help new Guardians find the class and Focus that’s right for them. Here are the links to my other guides for the Hunter and Titan. [b]Hunter[/b] http://www.bungie.net/en/Forum/Post/88124649/0/0/1 [b]Titan[/b] http://www.bungie.net/en/Forum/Post/88278644/0/0/1

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