We all know that the Prison of Elders is pretty going to be a horde mode game mode added in to destiny, but in reality does anyone have the best possible build to increase survivability within the prison? Can we guardians even survive the prison? The answer is simple, yes. We all know that destiny has a total of six subclasses ,but each subclass is unique and requires careful planning in order to use them to their full potential. Some are focused on guns, others melee or even your abilities themselves in a whole. point is we're going to need to be bigger, better, faster, stronger and even more cunning as whole to even survive prison and hopefully not drop the soap.
The builds will go in order as they were created lore wise(just click the spoiler):
-Striker
[spoiler]Strikers are the literal powerhouse of the 6 being focusing around being up-close and personnel. Your primary should be an Auto rifle (with crowd control, armor piercing/ field scout/ increased stability and glass half full the reasons are self explanatory) for mowing down hordes of little guys, your secondary should be a fusion rifle (with performance bonus, armor piercing and crowd control as when the pass through an enemy that was killed by you will kill his/her behind him even more damage and give back 3 shots for 1 giving you basically infinite ammo) or a shotgun [with field scout, cascade and feeding frenzy as you will literally be able to load 7 shells into your shotty in less than .7 seconds so long as you melee before reloading(yes the two perks stack!)] . Lastly, for your heavy DO NOT USE ROCKET LAUNCHERS, so use a machine gun that fires fast in general as you're crowd control being up-close and personnel and all( you just want field scout on it so the corrective measure is your go to weapon in this case.
As far as perks go you want to use:
-Literally any grenade will tear everything and anything up
-Lift in general revolves around height so which perk you feel comfortable with is good but Increased Control is good to avoid melee hits
-Aftermath for FoH is good as yellow bars that survive will still be getting hit and can produce orbs
-For Storm Fist discharge is best as AoE in a crowd + skull fort = Invincibility
-TItan Codex I and V are you best as agility is completely over-rated for a fist fight
-Note if you plan on using Inmost light transfusion is a must. It is really your call on should charge + transfusion or unstoppable + headstrong(note if you are using Inmost light then it is unstoppable + aftershock) you can even use juggernaut plus headstrong to
stop any massive horde approaching.
Exotic Guns to use:
-Hardlight for crowd control
-Invective/Plan C for a quickdraw on empty
-Super Good advice(masochist only) for crowd control and infinite missed shots
-Thunder Lord for obvious reasons
Exotic armor to use:
-Helm of inmost light for FoH
-Skullfort For Storm Fist
-Armamentarium for grenade spam
25% int 50% dis 100% str as you will killing so much you'd have your super every 20 seconds
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-Defender
[spoiler]Defenders is the literal and figurative wall of fire team as they have the ward of dawn to help with sticky or explosive fights. Your basically a tank so all the weapons a Strikers use with the exception of rocket launchers as you are behind the pesky little guys and can focus on the boss or yellow bars and hand cannons ( with field scout/ increased stability/ armor piercing/ faster reload as far as the perks go have fun with it as hand cannons are already good with out perks) as you will be dealing with the tough enemies at close range.
As far as perks go:
- The grenades are very situational as each behave entire different from each as there is no best grenade to use, only most efficient, when there is horde approaching use your spike grenade, a singular yellow or boss fight with ignorable little guys use your magnetic grenade, and captains and servitor are heavily affected by suppressor grenades as well as stealth vandals as captains can't blink servitors can't heal and stealth vandals lose the stealth
-Lift revolves around height who needs a wall the flies any way? but if you do need to fly increased height is the one
-Ward of dawn is really teams call, they need weapons, use weapons of light, need armor, blessings of light, going balls deep, armor of light
-As far as force barrier goes it too is situation, going balls deep use unbreakable, literally trying to kill everything use war machine, trying to become a orbs of light factory use gift of light
-Titan Codex I and V as agility is over-rated anyway
-Again perks are very situation for Defenders but there are combos that are viable combos.
Combos follow as:
GoL + GotV + iron harvest = orb producing machine
WoL + war machine + relentless + Iron harvest = the only viable moving wall
unbreakable + relentless + iron harvest = orb producing gunner
bastion + untouchable + helm of saint-14/glass house = ward of doom
Exotics armor to us:
No Back Up plans for force barrier build
Glasshouse for ward of support
Helm of Saint-14 for enemies dumb enough to rush
Exotic weapons to use:
Everything the striker use
Red death for healing and damage
The Last Word for obvious reasons
Thorn because the Crowd Control efficiency is superb
100% int 50% dis 25% str for WoD
0% int 100% dis 100% str for Force barrier
50% 50% 50% int dis str for gunner
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-Voidwalker
[spoiler]The kleptomaniac of the six. A void walker that hasn't even created one explosion can't be trusted and is just there for the blink and is bringing along a shotty because they suck at creating explosions. A void walker is a class revolving around explosions, not even lying, i had a hard coming up with non-explosive build that didn't suck but ultimately gave up. For your primary you should be using the bad juju for super energy, infinite ammo and kills everywhere just make sure your use armor piercing rounds, for you secondary, doesn't matter never gonna use, for your heavy doesn't matter never gonna use, I am dead serious on the secondary and heavy this build will literally be having nova bombs as if was a grenade and grenades like it was rocket launcher.
as far as perks go:
-Grenades really depends on how you like your explosions long and contained(vortex grenade), aiming is for noobs(axiom grenade), explosions x2(scatter grenade)
-Blink is the only double jump recognized in the voidwalker community "floofing" about is reserved for sunsingers
-Now the fun stuff. You typically want to carpet bomb the little guys create choke points before the next horde comes about and send in artillery from behind your fellow striker or defender but in do so with even more explosions the combos for the three are as followed:
Vortex + annihilate/ the hunger + vortex mastery/bloom/EtV = DoT kleptomaniac
Shattered + annihilate + bloom/EtV = carpet bomber on drugs
lance + annihilate/tracking + EtV/bloom = Pure and utter hatred
you'll generally be on the front lines blowing everything up so arcane spirit and divine order is you go to build
Exotics to use(literally only two):
Obsidian mind for infinite nova bombs
Bad juju for infinite ammo and super energy
100%int 100% dis 0%str
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-Sunsinger
[spoiler]Onii-chan of the six. literally only good for two things; a failsafe to bring everyone back into the fight and to sing(which is the perk that decreases everyones ability cooldown.) other than that you can move pretty much around to help out everyone being the "third" wheel and so there really isn't a build more like guidelines on the perks to use with exotics to compliment them and can use pretty much whatever weapon you feel comfortable with.
as far as perks go:
- Grenades are situational; solar grenades to help hold choke points, firebolt to deal with corner camping snipers and groups and fusion grenade for helping out the yellow bars
-It doesnt really matter what kind of floofing about ability you use so long as you feel comfortable using it
-perk combos are as followed:
SoF + RW + GotS/AoL = buffer
RS + FS + VF/RW/sunburst + ToS(with starfire + fusion)/GotS = frontline reinforcements
Fireborn + SW + VF/RW + GotS(best with firebolt grenades) = failsafe
Exotic armor is as followed:
Heart of the Praxic Fire for the reduce cooldowns for teammates
Starfire Protocol for the extra fusion grenade without GotS
Light beyond to revive teammates faster
50% everything
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-Gunslinger
[spoiler]The visible one, the first and last line of defense. Being the gun specialist of the six makes the gunslinger capable of being in the front lines with the void walker and the striker or the last line of defense taking out the yellow bars/tough guys out to help the front line. long list short:[b]every weapon ever, even exotics, are a viable weapon so use whatever weapon you feel most comfortable with[/b]. try your best to come up with a shitty weapon combo that any good gunslinger can't use? NLB + any sniper? no it means twice the sniper power (with a serious face). if anything it matters about the perk combos that choose how you use hunter with the ability to one shot from behind everyone or literally tearing up the yellow bars to point where titans switch out to their hunters and warlocks take notes. [b]The perk combos are endless, if and only if you own all gunslinger exotics. so there is no point in finding another build posted on the forums that others claim is the best.[/b] Have fun!
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-Bladedancer
[spoiler]The invisible one, the assassin/medic/failsafe's failsafe.
[b]swoosh. swoosh. invisible. revives entire fireteam. swoosh. swoosh. accidentally throws grenade. wave complete.[/b]
Your knight glowing armor. revolves around melee ,super and going invisible. Think gunslinger except the gun is a blade and invisible. ran out of room for the blade dancer but do I really did you a build on them? no, so just have fun as a hunter.
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bump for later, I want to try these out
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Here's my build for both of my Warlocks: Is Vision of Confluence equipped? Check. Is Fatebringer on stand-by just in case? Check. Is Gjallarhorn equipped? Check. I'm good. Besides, how the hell can you make "builds" with so little differentiation while knowing nothing about the Prison? Seems a bit precocious to me...
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We have seen no damn gameplay of Prison of elders, how can you make builds?
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You lost credibility when you said that about sunsingers lol.
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How do people come up with these " preparing for how" threads when we don't know literally anything about the gameplay???
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1 ReplyHate to burst your bubble but you'll be able to run any build and do well because PVE in this game is so easy
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All I need is gunslinger with my Achlyophage Symbiote helmet = John Wick
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Edited by x1 SpOoNmAn 1x: 4/30/2015 9:10:10 PMYou lost any possible credibility when you typed the following about sunsingers: "literally only good for two things; a failsafe to bring everyone back into the fight and to sing(which is the perk that decreases everyones ability cooldown.) other than that you can move pretty much around to help out everyone being the "third" wheel " Like others have said, you have no idea how to use a sunsinger. If you did, you'd know you can wreck everything with it. 3rd wheel my ass lol. Sunsinger + Radiant Skin + Flame shield or Brimstone + Praxic Fire + Fushion/Solar Grenade + Viking Funeral + Touch of Flame = Death Dealer
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You do not know how to use a sunsinger, especially in PvE, even as a self res.
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You're embarrassing yourself. Just stop. Sunsinger + Radiant Skin + HoPF + Fushion Grenade = most damage out of any super across any class Bladedancer + showstopper + encore + mask of the third man = way better than invisibility in CQC I didn't even read the rest because these two were so off the mark.
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I've seen literal children, make better builds than these on my account. The kid was 6 and made a very good gunslinger build for a 6 year old. He'd probably make it farther in PoE than you will with these builds.
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That is why I love being a Gunslinger. Infinite possibilities of kicking ass.