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Destiny

Discuss all things Destiny.
originally posted in:Qubit
Edited by Void: 7/6/2016 5:51:25 PM
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Void

Beginners Guide to Sunsinger

[b]Grenades[/b] [u]Solar[/u]: Similar to the vortex grenade, the solar grenade is used for zone control, or walling off areas. Damage- 49 initial damage then 13 damage per second for 4 seconds for a max damage output of 400 in PVP. Radius- 4 meters Max targets- N/A, all of them [u]Firebolt[/u]: Similar to the axion bolt, but also has different uses. Unlike the axion bolt grenade it cannot seek people on the other side of walls, but it does have different uses. Good for opening and closing engagements. Damage- 85 Radius- 7 meters Max targets- 3 [u]Fusion[/u]: Good for taking down high health targets, getting one hit kills in PVP, and getting montage moments. The fusion grenade is a very reliable grenade that deals extra damage with accuracy and practice. Damage- 100, 165 if stuck to an enemy Radius- 5 meters. Does have nasty damage fall off Max targets- Technically 1. But it can hit as many as are near it. But for purposes of killing things, 1 target. [b]Glide[/b] [u]Focused Control[/u]: Best Suited for midair control. Not recommended for speedy travel. [u]Focused Burst[/u]: Best suited for speedy travel, sacrificing control for speed. [u]Balanced Glide[/u]: Best of both worlds. Good for control, and not that bad at speed. Good all around. [b]Radiance[/b] [u]Song of flame[/u]: A very good perk which further enforces the support mindset of the sunsinger. Although when you use your ultimate you don't get a massive bonus, it is very helpful to spread the super around. Highly recommended for PVP and PVE as it reduces ability cooldown for nearby allies. [u]Radiant Skin[/u]: Recommended when you want to use sunsinger but not be as supporty... Recommended for PVP and PVE as it reduces incoming damage so you can worry about killing stuff with your super instead of staying alive. [u]Fireborn[/u]: This is a controversial choice. Highly recommended for tough PVE activities where you need a self res, and for some PVP activities. Good for trials, salvage, or skirmish but you can be killed instantly out of self res when you are going up against a good team. Not recommended for 6v6, Iron Banner, or easier PVE activities because the time you have in Radiance is greatly reduced. [b]Scorch[/b] [u]Flame Shield[/u]: On hit effect which gives an overshield. HIGHLY recommended for PVP and PVE. This increases the time it takes to cool down scorch, but it is very handy for almost every build. [u]Solar Wind[/u]: Push an enemy back with this melee. Recommended for PVP as it helps with shotgunners, warlock melee range+Solar wind=bye bye shotguns. Not recommended for PVE. [u]Brimstone[/u]: Recommended for PVE because this is amazing for crowd control. Not recommended for PVP because people don't [i]usually[/i] clump up enough for it to be effective. One of those perks, like bloom, that you should use if you like it. [b]Class Modifiers 1[/b] [u]Arcane Wisdom[/u]: Recovery and Agility [u]Arcane Spirit[/u]: Recovery and Armor [u]Arcane Force[/u]: Agility and Armor [b]Passive 1[/b] [u]Radiant Will[/u]: Very good and I highly recommend this perk with almost every build. Recommended for PVP and PVE because it increases the duration of radiance. [u]Viking Funeral[/u]: A very unique perk. Enemies you ignite take 5% more damage. This is unique because it is 5% per weapon. [i]Just to clarify, this gives a 5% damage buff per weapon. so snipers have a bigger damage potential buff with this than sidearms do because of their already high damage output. for further clarification, watch the video made by Datto on this topic.[/i] [u]Sunburst[/u]: Very good for all PVE activities and some PVP activities as it generates an orb on every scorch kill. Very good while in radiance. If you like this perk use it, although youd be sacrificing a longer radiance duratio. [b]Class Modifiers 2[/b] [u]Ancestral Order[/u]: Armor, Recovery, and Agility [u]Chaos Order[/u]: Agility [u]Divine Order[/u]: Armor [b]Passive 2[/b] [u]Touch of Flame[/u]: Recommended for PVP when used in combination with fire-bolts, as fusions one hit and solar grenade need to directly hit the person to trigger. Recommended for PVE if you use Viking Funeral with it. [u]Angel of Light[/u]: A fun perk. Recommended for PVP as it is not something people expect, also you can get some sick montage footage with it. Not recommended for PVE, but if you like it, use it. [u]Gift of the Sun[/u]: IMO a TOP TIER PERK. I might be over hyping this but having 2 grenades is amazing. HIGHLY recommended for PVP and PVE. [b]Recommended Sunsinger Exclusive Exotics[/b] [u]Starfire Protocol[/u]: A consistent chestplate which grants a second fusion grenade. Good if you like having 2 fusion nades but you want to use angel of light, or in PVE you can fusion and use angel of light on high health targets. [u]Sunbreakers[/u]: A personal favorite of mine, these gauntlets grant an additional solar grenade and extend the duration of them from 4 seconds to 7 or 8. [u]Purifier Robes[/u]: Using self res will disorient nearby enemies. I find these incredibly inconsistent, and consistency is one of the main things I value in exotics. They are good when they happen, but in trials or 3v3 game modes the opponents are probably going to be sniping, or doing anything except for standing around the orb of a self res warlock... [u]Heart of the Praxic Fire[/u]: One of the best exotics to improve the sunsinger super game. The exotic perk allows for your abilities to be cooled down [i]even faster[/i] when in radiance. When I am not using Sunbreakers, you can find me using this. Link to voidwalker post: https://www.bungie.net/en/forum/post/208299723/0/0

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