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Edited by jhermannITJ: 4/24/2023 9:56:22 AM
15

"Thor's Orbs" my favorite kit right now, the 1st Warlock build I'll be sharing, tbc.

It's not inuendo or a euphemism, "Thor's Orbs"... is the single best orb production in the game by a mile and it let's you do amazing things including, but not limited to, fueling your team with unlimited armor charges and the fastest possible super uptime in the game. This is an arc build with unlimited regen for all your abilities, turns your special weapon into a heavy with unlimited ammo, and your primary into a special weapon. It covers all champion affinities and jolts and blinds enemies on demand... it's unlimited. And with this kit, you'll ALWAYS be amplified... so let's get into it: Stormcaller: Any super but I prefer Chaos reach for maximum uptime, the flexibility of the cancel mechanic. Healing Rift ... for healing but also to maintain and extend the timer of your sentient arc soul - that's a hint 😇 👍💠. Ball Lightning - again I just like the melee better, and when amp'd does AoE and max dmg Flashbang - for max uptime and the flexibility of a grenade that stuns both overloads and unstopps and blinds everything else except bosses. Aspects: Arc Soul - Cast your rift to gain an arc soul, while amp'd your turret does more dmg and fires faster Electrostatic Mind - defeating targets with arc abilities or enemies that have been jolted or blinded to create ion traces. Ionic Tracers - track to the player, amplify and restore ability energy. With this kit everything will be jolted and/or blinded (and volatile but that doesn't qualify for tracers), so everything that dies will create unlimited tracers... to ensure maximum ability uptime, but that's only one part of the ability and super spam loop. Exotic: a short pause before fragments as the exotic, in question, is the keystone of the entire kit. Getaway Artist... Convert your nade into a super powered sentient arc soul while simultaneously amplifying yourself on demand. The short cooldown and flexibility of flasbangs really is awesome... not only will you have a permanent turret, you'll basically have unlimited nades too... IN ADDITION! Fragments: Spark of Amplitude - this is the rug, the 2nd pillar of the kit. Rapidly defeating targets while amplified creates orbs of powers and this stacks concurrently with other orb production. You'll always be amplified, ALL multi-kills... meaning 2 within 5 secs of each other... will create orbs. Your turret kills will create orbs, all your weapons... no siphons required (though we're gonna stack). Spark of Resistance - While surrounded (3 or more within 10 meters) gain significant dmg resistance. +10 strength Spark of Beacons - This build requires an arc special for optimal efficacy. There's one specifically that really puts this kit over the top, and I'll talk about it in a bit. This fragment causes your arc special weapons to create a blinding explosion when you're amp'd... you'll always be amp'd and you'll have unlimited special too. Spark of Shock - your nades jolt, this super powers your flashbangs but, also allows them to stun both overloads and unstoppables with a single grenade. Armor mods: Class item: Time Dilation - extends your decay timer. Reaper - make orbs wit kills after you use your rift; which you'll always be doing. Special Ammo finisher, normally if you try and combo a finisher mod with decay mods it doesn't work very well... but you'll have so many orbs, many that spawn on your body... that we are going to be able to run Special finisher and 2 different weapon surge mods; and have both unlimited special ammo for you and your team, but also 2 different surge buffs that won't ever run out. Boots: Stacks on Stacks - 2 charges per asset/orb. Strand Weapon Surge x1. Arc Weapon Surge x1. Chest: Elemental resist of your choice or harmonic/arc reserves for lower-level content. This is an end-game build.. btw. Charged UP x2 to allow for max 5/6 total armor charge. Gloves: Strand Loader. Firepower - orbs from nade kills. Bolstering Detonation - class ability from nade dmg. Helmet: Special Finder - this could really be swapped out, but I just want as much special and flexibility to get special ammo as possible. Dynamo or powerful friends would be great swaps. Strand Siphon & Arc Siphon - both of these stack with Spark of Amplitude, meaning twice the orbs for the same amount of kills when getting multi kills with strand or arc weapons. Multi-kills from everything will create orbs but only grenade kills/strand & arc weapon kills will create dbl the orbs. That means it's likely that every 2 kills, you'll get 2 orbs and 4 armor charges. It's so much crazier than that... I just want to emphasize you'll always have enough armor charges to make special, and maintain a permanent dps buff for 2 different elements... it needs to be arc for one, but the other can be aligned to your heavy or kinetic slot. Quicksilver storm is one of the best dps primaries already without any help, but this season... this artifact, is why I slot strand surge & siphon in addition to arc. Artifact Mods: Anti-barrier Pulse, Ovy Bow, Ovy AR/SMG. Strand weapon reduction. Dual Siphon. Defiant Armory - this kit features 2 ambush armory weapons, while the perk is active it dbls it's efficacy meaning both my special and heavy get a flat +20% (up from 10%) to their dmg while ambush is proc'd. Nice 😉. Untangler - destroying tangles suspends nearby enemies. Volatile Flow - orbs grant volatile rnds to our void heavys. Bricks from Beyond - heavy for void weapon kills. Origin Hones - Whenever an activity had an overcharged weapon modifier, any of the weapons with qualifying foundry's will be overcharged and gain the flat 25% regardless of the surges. Allied Unraveling - rapid stand weapon final blows grant unraveling rnds, the effect is greater the more allies that are near. Then Medieval Champ or Prismatic The weapons: This is the optimal loadout for this kit, edit and adapt things as you like. Kinetic - Any primary but Quicksilver Storm is what this kit was designed for. Other great options; No Time, Revision Zero, & Bad Juju. However, QS + 10% + the artifact... turns the AR into a special weapon. Special - you want anything arc, but THE BEST weapon is "The Path of Least Resistance". Why? It has Ambush and Voltshot. Crafted, w max reload... stats for all, and voltshot. A flat 20% buff while ambush is active, plus the 10% for your weapon mod... plus the flat 25% when there's an ovrrcharge weapon modifier... + voltshot + blinding explosions turns it into a heavy weapon with unlimited ammo, unlimited blind, unlimited tracers & orbs. Unlimited Jolt... that's just your trace rifle. Heavy - Any void, but I'd recommend Retrofit Escapade with 4th and Target Lock. It has ambush, so +20%... it will always be overcharged on top of it, an it will make heavy for itself and your teams when you kill majors/elites+ with it. And Volatile rnds. Even though, it doesn't beat Starfire for single target dps, this kit is still one of the best PvE kits in the game, better than any Contraverse or any Nancy kit, by the numbers. Probably the 3rd best PvE warlock kit in the game. It's super fun, super strong... can't be more anti-meta other than QS, and it's unique. I love it. My favorite build right now across all three classes. I'll post a Tldr comment soon, that's just a list without the explanations too 😉👍💠.
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  • Thanks for the idea! Gonna have to try this one

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  • Thanks!

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  • [quote]Spark of Shock - your nades jolt, this super powers your flashbangs but, also allows them to stun both overloads and unstoppables with a single grenade.[/quote]🤯

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  • Cool build! Will give it a try. Thanks for posting this

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  • Nice, I'll give it a try. I'm a Hunter main but not much else to do right now, I think I've had more fun making builds than using them this season.

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  • Nice build. I personally love my fallen star arc warlock build for team synergy by collecting ionic traces to continuously fill my teams abilities. I will play around with your build though. Sounds great. Do you use dim? If so, you can copy and share said build via a link. Very helpful putting together a build.

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    • Saved.

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    • Hey just wanted to say awesome build, tried it in some content and worked surprisingly really well. Stormcaller is definitely slept on for potential, some noticeable buffs in the future and it could be a very viable subclass

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      • Starfire still outperforms this build until its gets nerfed the meta will remain the same for warlocks.

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        • Edited by Hawpy: 4/24/2023 11:21:53 PM
          I've also been using a Stormcaller build this season and greatly enjoying it, but I really don't see the point in using Getaway Artist. It's so easy to become and maintain Amplified that the on-cast effect doesn't provide much IMO. Without that, the only benefit it offers is to create an Arc Soul from your grenade, but you can already do that with your Rift. Like you, I'm using Sparks of Shock and Amplitude, but with Discharge and Ions for creating as many Ionic Traces as possible, to feed into Fallen Sunstar. If I was using a Voltshot special, then I'd keep Beacons instead of Discharge, but I have a primary instead as that's just my preference. With all those together, almost every kill generates an Ionic Trace and some kills make several at once. Each one gives 25% energy to melee and grenade, and 30% to Rift, while also feeding constant ability energy to allies. It leads to 100% uptime on every ability, and spamming Flashbangs to disable enemies is really what lets something like this survive in harder content.

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        • Awesome job!!…….. In 2 weeks it will be nerfed. Bungie has proved there is no point in making a powerful build anymore, it’s just a waste of time

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        • TLDR (Just the List) [b][u][Arc]: Getaway Artist Warlock kit[/u][/b] [Abilities]: •Healing Rift •Ball Lightning •Flashbang Grenade [Aspects]: •Arc Soul •Electrostatic Mind [Fragments]: •Spark of Amplitude •Spark of Resistance •Spark of Beacons •Spark of Shock [Mods]: •Class item - Time Dilation, Special Ammo Finisher, Reaper •Boots - Stacks on Stacks, Arc Weapon Surge, Strand Weapon Surge •Chest - Charged Up x2, Elemental Resist mod •Gloves - Bolstering Detonation, Firepower, Strand Loader •Helmet - Special Ammo finder/Dynamo/Powerful Friends, Strand Siphon, Harmonic Siphon [Artifact]: •Overload Bow, Anti-barrier Pulse, Overload AR/Smg •Strand Weapon mod reduction •Dual Siphon mods •Untangler •Volatile Flow •Defiant Armory •Origin Hones •Bricks from Beyond •Allied Unraveling •Medieval Champion or Prismatic

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        • Nice that sounds fun

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        • I got some builds of my own to tinker with but there is not enough build talk in these forums. And a lot of complaints and self owns show an epidemic of people not really diving in to builds and synergies and just defaulting to 'go fast go fast dps no die'.

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        • [quote]It's not inuendo or a euphemism, "Thor's Orbs"... is the single best orb production in the game by a mile and it let's you do amazing things including, but not limited to, fueling your team with unlimited armor charges and the fastest possible super uptime in the game. This is an arc build with unlimited regen for all your abilities, turns your special weapon into a heavy with unlimited ammo, and your primary into a special weapon. It covers all champion affinities and jolts and blinds enemies on demand... it's unlimited. And with this kit, you'll ALWAYS be amplified... so let's get into it: Stormcaller: Any super but I prefer Chaos reach for maximum uptime, the flexibility of the cancel mechanic. Healing Rift ... for healing but also to maintain and extend the timer of your sentient arc soul - that's a hint 😇 👍💠. Ball Lightning - again I just like the melee better, and when amp'd does AoE and max dmg Flashbang - for max uptime and the flexibility of a grenade that stuns both overloads and unstopps and blinds everything else except bosses. Aspects: Arc Soul - Cast your rift to gain an arc soul, while amp'd your turret does more dmg and fires faster Electrostatic Mind - defeating targets with arc abilities or enemies that have been jolted or blinded to create ion traces. Ionic Tracers - track to the player, amplify and restore ability energy. With this kit everything will be jolted and/or blinded (and volatile but that doesn't qualify for tracers), so everything that dies will create unlimited tracers... to ensure maximum ability uptime, but that's only one part of the ability and super spam loop. Exotic: a short pause before fragments as the exotic, in question, is the keystone of the entire kit. Getaway Artist... Convert your nade into a super powered sentient arc soul while simultaneously amplifying yourself on demand. The short cooldown and flexibility of flasbangs really is awesome... not only will you have a permanent turret, you'll basically have unlimited nades too... IN ADDITION! Fragments: Spark of Amplitude - this is the rug, the 2nd pillar of the kit. Rapidly defeating targets while amplified creates orbs of powers and this stacks concurrently with other orb production. You'll always be amplified, ALL multi-kills... meaning 2 within 5 secs of each other... will create orbs. Your turret kills will create orbs, all your weapons... no siphons required (though we're gonna stack). Spark of Resistance - While surrounded (3 or more within 10 meters) gain significant dmg resistance. +10 strength Spark of Beacons - This build requires an arc special for optimal efficacy. There's one specifically that really puts this kit over the top, and I'll talk about it in a bit. This fragment causes your arc special weapons to create a blinding explosion when you're amp'd... you'll always be amp'd and you'll have unlimited special too. Spark of Shock - your nades jolt, this super powers your flashbangs but, also allows them to stun both overloads and unstoppables with a single grenade. Armor mods: Class item: Time Dilation - extends your decay timer. Reaper - make orbs wit kills after you use your rift; which you'll always be doing. Special Ammo finisher, normally if you try and combo a finisher mod with decay mods it doesn't work very well... but you'll have so many orbs, many that spawn on your body... that we are going to be able to run Special finisher and 2 different weapon surge mods; and have both unlimited special ammo for you and your team, but also 2 different surge buffs that won't ever run out. Boots: Stacks on Stacks - 2 charges per asset/orb. Strand Weapon Surge x1. Arc Weapon Surge x1. Chest: Elemental resist of your choice or harmonic/arc reserves for lower-level content. This is an end-game build.. btw. Charged UP x2 to allow for max 5/6 total armor charge. Gloves: Strand Loader. Firepower - orbs from nade kills. Bolstering Detonation - class ability from nade dmg. Helmet: Special Finder - this could really be swapped out, but I just want as much special and flexibility to get special ammo as possible. Dynamo or powerful friends would be great swaps. Strand Siphon & Arc Siphon - both of these stack with Spark of Amplitude, meaning twice the orbs for the same amount of kills when getting multi kills with strand or arc weapons. Multi-kills from everything will create orbs but only grenade kills/strand & arc weapon kills will create dbl the orbs. That means it's likely that every 2 kills, you'll get 2 orbs and 4 armor charges. It's so much crazier than that... I just want to emphasize you'll always have enough armor charges to make special, and maintain a permanent dps buff for 2 different elements... it needs to be arc for one, but the other can be aligned to your heavy or kinetic slot. Quicksilver storm is one of the best dps primaries already without any help, but this season... this artifact, is why I slot strand surge & siphon in addition to arc. Artifact Mods: Anti-barrier Pulse, Ovy Bow, Ovy AR/SMG. Strand weapon reduction. Dual Siphon. Defiant Armory - this kit features 2 ambush armory weapons, while the perk is active it dbls it's efficacy meaning both my special and heavy get a flat +20% (up from 10%) to their dmg while ambush is proc'd. Nice 😉. Untangler - destroying tangles suspends nearby enemies. Volatile Flow - orbs grant volatile rnds to our void heavys. Bricks from Beyond - heavy for void weapon kills. Origin Hones - Whenever an activity had an overcharged weapon modifier, any of the weapons with qualifying foundry's will be overcharged and gain the flat 25% regardless of the surges. Allied Unraveling - rapid stand weapon final blows grant unraveling rnds, the effect is greater the more allies that are near. Then Medieval Champ or Prismatic The weapons: This is the optimal loadout for this kit, edit and adapt things as you like. Kinetic - Any primary but Quicksilver Storm is what this kit was designed for. Other great options; No Time, Revision Zero, & Bad Juju. However, QS + 10% + the artifact... turns the AR into a special weapon. Special - you want anything arc, but THE BEST weapon is "The Path of Least Resistance". Why? It has Ambush and Voltshot. Crafted, w max reload... stats for all, and voltshot. A flat 20% buff while ambush is active, plus the 10% for your weapon mod... plus the flat 25% when there's an ovrrcharge weapon modifier... + voltshot + blinding explosions turns it into a heavy weapon with unlimited ammo, unlimited blind, unlimited tracers & orbs. Unlimited Jolt... that's just your trace rifle. Heavy - Any void, but I'd recommend Retrofit Escapade with 4th and Target Lock. It has ambush, so +20%... it will always be overcharged on top of it, an it will make heavy for itself and your teams when you kill majors/elites+ with it. And Volatile rnds. Even though, it doesn't beat Starfire for single target dps, this kit is still one of the best PvE kits in the game, better than any Contraverse or any Nancy kit, by the numbers. Probably the 3rd best PvE warlock kit in the game. It's super fun, super strong... can't be more anti-meta other than QS, and it's unique. I love it. My favorite build right now across all three classes. I'll post a Tldr comment soon, that's just a list without the explanations too 😉👍💠.[/quote]. Oh so much text. Ps; you stay over their with Thor’s Orbs. I don’t want any of em

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