Patch 2.0 Warlock Build

  • Demnok Lannik the Warlock is a ranged intelligence hero who possesses many powerful teamfight spells capable of inflicting chaos upon the enemy team.
  • Demon Hunter build for fast and efficient leveling, based around Elemental Arrow and Sentry. Updated for Patch 2.2.0.
  • Aug 01, 2015  Destiny s new Stormcaller subclass will have a lot of powerful perks that can lead to unlimited pow ok you get it already. The DLC is going to have a.

Ever since I saw the Perpetual Charge perk grenade kills recharge melee, melee kills recharge grenade for Stormcallers I ve wanted to make a build around it. Since playing TTK I ve come up with a theoretical build that focuses on extremely fast grenade and melee recharge and never using your super ability.

Why would I not want to use my super.

Two words: Alchemist s Raiment. At first glance this Exotic chest armor seems mediocre and meant for simply farming glimmer and looking fly as hell. The real gem of this item comes from the second half of its Exotic perk: With full Super, Orbs recharge your grenade and melee. If I m interpreting this correctly that means that when equipped you can still pick up Orbs of Light even if your super is full and doing so recharges grenade and melee abilities.

Synergy, my friend. Synergy. Also, becoming an electric death god. It means that with Perpetual Charge all of your grenade and melee kills recharge one another. With Alchemist s Raiment, while you re super charged, all Orbs recharge your grenade and melee as well. Throw on top of that maxed out Discipline and Strength Intellect is useless here and you won t be able to use your grenade and melee abilities fast enough. If that isn t enough recharge for your liking why don t you pick up the Rising Storm perk for Thunderstrike which causes its HITS to recharge your super, grenade, AND melee. Boom.

But wait, there s more. Since this build requires Alchemists Raiment and not using your super energy we can add even more synergy to the mix. Remember that new Exotic Warlock scout rifle Tlaloc. Well it just so happens that when you are sitting on your super energy it transforms into a beast of a gun. Oh, and kills with it recharge your grenade ability. Starting to see a pattern here. Good, just checking.

Helmet perks are perfect for this build and you can tailor your helmet slot to fit your playstyle. Since Alchemist s Raiment lets us pick up Orbs even when our super is charged we can constantly reap the benefits from perks that recharge grenade/melee and regenerate health/shields. Can you imagine rolling around chucking grenades left and right and lightning-punching anything that gets in your grill and not dying because any Orb you pick up regens your health. I can. And it arouses me greatly. It is basically like a permanent Radiance.

Use boots with bonus Agility on Arc double kill for added ass-kickery.

Stormcaller Is Credit to Team.

You might not be using your super to generate Orbs for your teammates but if you use an Artifact that can generate Orbs on Arc grenade or melee kills you will be pooping out more Orbs than is healthy for you.

That concludes this psuedo guide/theorycrafting session. Could this work. Would it be viable. Am I full of crap and should have gone to bed hours ago instead of staying up until in the morning writing this. Let me know what you think.

EDIT: As a few people have correctly pointed out Monte Carlo would also be a good option for Exotic weapon as it would give you crazy uptime on Thunderstrike which, with Rising Storm, also charges your grenade. Oh, and a good shotgun with Army of One wouldn t hurt either.

UPDATE as of 10/14/2015: After maxing out Stormcaller and acquiring the requisite items I ve been able to test and come up with a few things. The above build started out as a simple idea. A theory I wanted to test. Once I unlocked Perpetual Charged I realized how excessive and selfish my old build was. If you play smart you won t ever have to worry about not having grenade or melee abilities up. Oh, and you will use your super this time round.

Here is the build that I came to really enjoy playing.

Monte Carlo - To keep Thunderstrike constantly charged and ready to go. Solid weapon as well.

Claws of Ahamkara - Gives you an extra melee charge which is important for reasons I will explain below.

Rising Storm - You re gonna be using Thunderstrike a lot, why not make it do as much work as possible.

Perpetual Charge - This is the engine of our build. A melee ability kill instantly recharges your grenade ability and vice versa. With this perk, as long as there are plenty of things to kill, you are going to be able to chain grenade and melee kills constantly. Thunderstrike does not one-shot some low-tier enemies so make sure you put a few rounds in them before finishing them off with it.

Transcendence - This fits perfectly with the flow of our build. With Claws of Ahamkara you will be able to use a melee charge to recharge your grenade and then save that second one for a Transcendence-enhanced Stormtrance. It is a monster of a perk if used properly.

Optional Perks: Your Mileage May Vary

Superconductor - Makes your Stormtrance even more killtacular. What s not to love.

Chain Lightning - Not a bad perk by any means. If you want to weaken other nearby enemies for a grenade or another Thunderstrike kill this is a good choice.

Feedback - If you don t like how weak Thunderstrike s damage feels then this is a good perk for you. Your Thunderstrikes will be able to do more damage and recharge even quickergranted you are getting struck by melee attacks. I generally try to stray away from perks that require me to be in harms way but I have toyed around with it and it can certainly work in this build.

Kill stuff. Okay that was a little vague. Kill stuff with LIGHTNING.

But seriously, just keep weaving kills with your grenades and Thunderstrike and you will obliterate most things that get in your way. Your Thunderstrike isn t for doing damage it is for getting kills and the same goes for your grenade. Use your weapons to weaken enemies then finish them off with abilities. Be mindful of which ability is up and which is on cooldown. If your grenade and both melee charges are ready then open with a grenade, kill an enemy with Thunderstrike to recharge your grenade, then rinse and repeat. Don t just throw things out willy nilly. Be smart with your cooldowns. When your Stormtrance is charged look to see which abilities are still on cooldown and refresh them as soon as is possible so you can fry that big bad Major or Ultra. Grenade on cooldown. Kill something with Thunderstrike. Thunderstrike s on cooldown. Shoot at stuff with Monte Carlo until it is off cooldown then super it up.

The old build was just reallyunnecessary. I think an Alchemist Raiment/Tlaloc build is much better suited for a Sunsinger Fireborn build. It relied heavily on teammates making Orbs when you yourself made hardly any. It just didn t work. With this build you still get to have crazy uptime on your abilities but you also get to have a super that lasts way longer and makes Orbs for your buddies. Everybody wins.

Updated: July 28, 2015 Bug Fixes. Fixed an issue that affected scripts used in macros. World of Warcraft Patch 6.2.0, Build 20216.

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Crusader Endgame build based around the Condemn skill with The Akkhan set. Updated for Patch 2.4.

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patch 2.0 warlock build

[GUIDE] Who Needs a Super Anyway?: A Stormcaller Build Idea • /r/DestinyTheGame