I think the biggest problem I personally have with prismatic warlock is the glaring lack of synergy. Within the Hunter and Titan trees, every super does something unique, and nearly every melee, grenade, and aspect can be combined with multiple separate options for interest and engaging interactions and satisfying gameplay loops (at least on paper, and given the gameplay shown so far). There is a build for every situation and playstyle within them. The warlock however, sees a near complete lack of synergy (or at least interesting/competent synergy in the few situations where it is there), or it requires one to wait for a moderate effect either other class could have in an instant, and with a larger payoff. I’ll break down how I see everything fitting together but feel free to tell me how y’all feel about this. Get ready, it’s gonna be a long one!
ASPECTS:
- Feed the Void: Can be utilized with every single ability listed, but this is pretty much where the decent synergy potential ends, and there really is no depth to it. Feed the Void in my opinion is a glorified fragment, given that the fragment that grants devour makes it just as easy to proc given the amount of orbs everywhere, all the time. And to get the full OG devour effect you’d still need to slot the fragment anyways, which I find crazy. Again though, still by far the only solid aspect option here apart from weaver’s call.
- Hellion: This dollar store arc soul has almost no synergy with any ability within the kit. Can trigger devour? Yes. Can it scorch? Yes, but I doubt it will contribute nearly enough scorch to actually make a difference specifically in the prismatic kit. Along with this, even in the gameplay we’ve seen so far, most enemies end up being defeated long before the bolt even reaches them. This isn’t like arc soul which provides extra rift regeneration. This does nothing else. It is near useless in this context.
- Recommendation: I would replace this with Heat Rises. Heat Rises has the potential to interact with multiple aspects and melees to fulfill various fantasies and gameplay loops. One I’ve seen floating around is the Walking (or floofing) Apocalypse which would see the warlock use needlestorm, heat rises, feed the void, storm grenade, arcane needle, and necrotic grips. You could also use weavers call instead along with the fragment that grants healing on grenade final blows for more pests to bother your enemies. You could also use any other grenade or melee to suit your needs and any would fit perfectly here.
- Lightning Surge: This is by far and away the worst of the slide melee aspects for PvE. It is the only one of them that requires you to hug the enemy. Every single other similar aspect sees the effect cast out of the guardian, all while two in particular have very exceptional range. They also allow for repositioning mid melee which can be critical. Lighting Surge’s damage is not impressive at all given the the extreme drawback it puts forward. All of the DR and devour in the world will not save you from dying in this context. I understand it does have synergy with arcane needle, but that’s just three chances to die. Compare this to Consecration and Frenzied Blade. Three charges, just the same. The difference is Consecration is. It only safer given its great range, but it also holds two separate attacks, allows repositioning, deals a MASSIVE load of damage, and ignites for a large chunk of damage. They are the same concept, but one is obviously better than the other in every respect.
- Recommendation: If this cannot see a meaningful change such as casting the ball if lighting out of yourself (which I doubt will ever happen), I would suggest Arc Soul in its place. This could work very well, even with Phoenix Dive. Simply have the Arc Souls spawn on anyone who was hit with the healing burst. Personally I think the overcharged variant should be baseline and have amplified instead cause each kill to spawn an ionic trace or perhaps jolt target intermittently. Either way, this is a far better alternative and much better than hellion in just about every way at least from the gameplay I’ve seen so far. Arc Soul could function very well with Feed the Void of course, but I think an even more interesting interaction would be with Weaver’s Call. With this, your rift (or dive) energy could come back much quicker (though I also don’t think the energy return should be dependent on whether or not you’re playing with someone but that’s another convo), which means if you wanna be a light and dark summoner, you’ve got a great arc soul and all of your Threadlings, and the increased class ability recharge rate can see both have a great amount of uptime. The interaction with Dive in particular given its lower base cooldown and potential for aggressive play with Weaver’s Call sounds like a lot of fun.
- Bleak Watcher: One of the coolest abilities in the game, and yet so terrible compared to so many options. I know this one might piss some people off, but think about. You’re sacrificing a whole damage grenade for a turret that take two separate volleys over around three seconds to freeze one enemy (or more, but only if they are tightly bunched up). I do see the synergy with devour for increased grenade regeneration, but an army of bleak watcher doesn’t matter when you could outright kill everything with most other ability combos, or honestly just with guns. If it dealt more direct damage, I’d change my tune, but I don’t see this actually being all that useful especially when comparing it to something like a vortex grenade, which synergizes with multiple abilities within the kit, notably Penumbral blast.
- Recommendation: In order to free up the charge animation for Heat Rises, I would suggest either Iceflare Bolts or Frostpulse. Frostpulse would be a cool ability to have, especially paired with a Dive and literally any of the other aspects listed. Like Weaver’s Call, Frostpulse would work very well with the extra recharge from Arc Soul all while Arc soul would immediately shoot to shatter enemies before you even get out of the animation. The same thing would work with Weaver’s Call. This would allow you to use your class ability aggressively since you aren’t tied to a long rift animation. I’d imagine using astrocyte with devour and Frostpulse. Blink above the crowd, dive in and freeze them, blink back out also causing volatile, and use literally anything to cause those awesome double explosions. Iceflare would also be a great option and instead proc off of defeating enemies with abilities or maybe defeating enemies with any debuffs applied to them (so you aren’t tied to freeze). This means while also having access to direct damage, you will have good CC added in. I’d imagine using a weakening vortex to suck everything in, either let them die or maybe throw a Penumbral in for the extra shatter damage and watch Iceflare bolts spread to other enemies. A great all around effect when paired with these aspects and abilities. If it were to proc off if ability kills, it would work great with every aspect and ability at the warlock’s disposal, allowing great versatility while also losing winters wrath to not be absolute trash in PvE, just kind of trash lol.
- Weaver’s Call: The only other good addition apart from feed the void, and would pair very well with any recommendation I made allowing for a ton of synergy.
SUPERS:
- Nova Bomb: Cataclysm: Slowva is the exact same concept as Needlestorm, but worse in every way. Think about it. The super tracks, explodes, then releases little baddies to track down escapees. You need to hug your target to guarantee hit since the tracking usually sees it fly way off course to random enemies (and you cannot throw it over enemies if you want to hit a larger enemy further back) since it will just fly directly down to them. It can explode in your face if any powerful enemies shoot it (potentially killing you), and deals around half of the damage Needlestorm can put out.
- Recommendation: I’d suggest Nova Warp here. It is the only good roaming super in PvE to the warlock’s name, and can put up a bit of a fight in crucible if you can catch enemies off guard. The new changes to Nova bomb did absolutely nothing to fix what is wrong with the super as a whole and two extra seekers won’t do anything to make it any better. Even vortex would’ve been a better choice since at least that causes a different effect and lack tracking (by this I mean it’s more unique from Needlestorm), but again I’d still say Nova Warp especially for those who want a very aggressive playstyle.
- Winter’s Wrath: Probably one of the worst roaming supers in PvE. Without iceflare bolts to carry it, it struggle with ad clear and honestly deals pitiful damage anyways, even with the exotic equipped. That of course is assuming your shatter pulse even reaching anything before nearby guardians shatter whatever you’ve frozen. A genuinely terrible super outside of PvP.
- Stormtrance: Stormtrance is a close second to winter’s wrath in terms of usefulness. Unless you plan to only fight red bars in patrol, you’re not gonna get much use out of this. Nothing was changed which is super disappointing. It could’ve benefitted from a great damage increase and an increase in range.
- Recommendation: The obvious option here is Chaos Reach. While not all that amazing either, it is by far the better of the two and provides another unique super for those who want it.
P.S. Why the heal thing nade? Most warlocks are sick of being forced into support. “Born to Nova forced to Well” such suck a common phrase for a reason lol
EDIT: Added a couple things
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10 RepliesEdited by The Hermit IX: 6/2/2024 6:35:56 PMhttps://www.youtube.com/watch?v=APIkWcizxkA This is a no brainer starting point. It’s footage of it being used. Let’s hold off condemning things before we actually play them. Titan mains did exactly what you’re doing when Strand was set to be released. Before they played it they were sure it would be awful. We all know how wrong they were. Wait until you play it this week. Everything I’ve seen looks like it’s powerful.
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8 RepliesEdited by cycofreak3: 6/2/2024 1:33:09 PMGod I'm so glad to see someone mention the stupid speaker mask. Screw that thing, it's not even necessary ffs. I don't care if it shoots 5 healing orbs, 1 healing grenade can heal a team of 6 without a bloody exotic. Meanwhile arc hunters bout to be better stormcallers than warlocks. Dodge? Jolt nades for all! Melee? Jolt nades for all! Grenade? Jolt for all! I wish Bungie would just confirm that they want titans and Hunters to be the big hitters via dps supers and roaming supers/neutral game and warlocks are support so we can let the hope die. Edit: Could you imagine Bungie giving Hunters a new support super while warlocks got a cool, [i]NEW[/i] super? Man, they'd be so pissed and we'd all be hearing about it. Instead a few players who have a warlock are voicing their opinions but we know nothing will come of that.
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2 RepliesEdited by ACROCANTHUS: 6/2/2024 4:55:01 PMFeed the void can stay for sure. Personally, I don't want to touch heat rises with a 100 ft pole. I hate the way that aspect plays. If hellion sucks, they'll buff it. It's likely one of those abilities that gets harder in tougher content. I think for arc I'd prefer Electrostatic mind. It would likely work with any ability or debuffed target like stylish executioner and give a serious amount of ionic traces and almost constant amplified uptime. For stasis, iceflare bolts 100% should have been the aspect the subclass has NEVER once played well without that aspect in my opinion. And for strand, with the changes weavers call was definitely the best call. The rest either don't work, or just aren't good. Maybe if they made weavewalk give an extra melee charge and gave it another fragment slot or two it would be good. I think replacing nova bomb with warp and stormtrance with chaos reach would also have a positive impact. Stareater chaos reach sounds great. And yeah, no idea why we got a heal nade turret exotic. Not happy about that.
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1 ReplyEdited by BetweenMyself: 6/2/2024 4:43:01 PMPrismatic Rift Build for Solo Play: Use the [b]Helion[/b] and [b]Weaver’s Call[/b] Aspects to deploy offensive capabilities with your Rift. Use [b]Vesper of Radius[/b] to add damaging blasts to your Rift and regain Class Ability energy more quickly when surrounded by enemies (using [b]Stormtrance[/b] alongside [b]Vesper[/b] will make your Rift blasts Blind enemies as well). Equip [b]Facet of Protection[/b] to give yourself more damage resistance when surrounded by enemies. Use [b]Arcane Needle[/b] as your melee (three charges and good range). Equip [b]Facet of Dawn[/b] to make yourself Radiant when you land a powered melee hit. Equip [b]Facet of Hope[/b] to increase your Class Ability energy recharge when you have an Elemental Buff. Equip [b]Facet of Purpose[/b] to grant yourself an Elemental Buff when picking up an Orb of Power (this final Facet choice assumes [b]Helion[/b] plus [b]Weaver’s Call[/b] will result in having four Fragment slots available and is therefore the easiest to drop while maintaining the build if they add up to three Fragments instead). Throw in [b]Healing Grenades[/b] for an additional Healing choice as Restoration counts as an Elemental Buff. Select armor mods that promote your ability to regenerate Class Ability energy and generate orbs. Consider Exotic weapons that will allow you to quickly regain either Class Ability or Melee energy ([b]Traveler’s Chosen[/b] or [b]Monte Carlo[/b], or those that will allow you to grant yourself Elemental Buffs ([b]Navigator[/b] or [b]Wicked Implement[/b]). - You now will be able to more quickly regain Rift energy whether you’re surrounded by enemies or fighting from a distance and have three separate offensive abilities activating with each Rift use. (΄◉◞౪◟◉`)