Welcome to our first post-Shadowkeep release PvE build for Destiny 2.
Last time we had a PvE build for Gunslinger Hunter’s. That build is still viable, still extremely good, but nerfed a little because of the reduced super energy on Orb pick up and longer super cooldowns in general.
Right now, in the Season of the Undying, Void classes are extremely popular and extremely powerful. Arc classes get to have some fun to. It’s all because of the Eye of the Gatelord Artifact, and namely the Oppressive Darkness class item mod that makes it so causing damage with a Void grenade adds a weaken effect to enemies (it’s a 30% damage debuff). It’s very powerful, and Void sublasses are getting A LOT of use right now in PvE because of it.
We have something a little different though, and that’s a build utilizing a Solar subclass. Solar classes got no love this season, but they can still have a purpose even in the hardest content in the game.
Our Hunter build was geared more towards solo play, this one however is geared towards group play. The raid, Vex Offensive (as easy as that is), higher level Nightmare Hunt’s and Ordeal Nightfall’s.
This build is for our Warlock’s who in traditional RPG’s and MMO’s like to take on the vital role of a Healer/Support class.
With this build, you have one job. You’re not the primary damage dealer, though you’re not useless here of course, and your main objective is to keep your fireteam alive and buffed and we have a lot of tools at our disposal to do just that.
So let’s right to it, this is the Verity’s Healer PvE build for Warlocks in Destiny 2.
- CLASS ABILITY: HEALING RIFT – Conjure a well of Light that continuously heals those inside it.
- MOVEMENT MODE: BURST GLIDE – Jump while airborne to activate Glide and start an airborne drift with a strong initial boost of speed.
- This jump is personal preference for PvE, doesn’t impact the build. You use the one you like best.
- GRENADE: SOLAR GRENADE – A grenade that creates a flare of Solar Light that continuously damages enemies trapped inside.
- This also doesn’t really matter and you can use the one you like best.
ATTUNEMENT OF GRACE
This is the middle skill-tree.
- WELL OF RADIANCE – Thrust your Daybreak sword into the ground. The sword continuously projects a powerful aura that heals and empowers nearby allies.
- GUIDING FLAME – Strike an enemy with this melee ability to inflict burn damage and empower yourself and nearby allies.
- BENEVOLENT DAWN – Healing or empowering allies regenerates your grenade, melee, and Rift energy.
- DIVINE PROTECTION – Hold L1 to convert your grenade into a Blessing that heals ally targets and drops overshields you and your allies can pick up. Activate Divine Protection while Gliding to hover in mid-air.
Just from our class/subclass abilities here, we’re doing the following things:
You’re placing a healing rift, preferably in useful locations that your team can properly utilize the rift. You don’t want to put it out in the open of a bunch of powerful enemies; the objective is for teammates to get in, heal, and get out. Or stay in and do damage if you have it in a safe space.
Guiding Flame will allow you to melee an enemy, preferably a strong one like a Champion or an Ultra to give everyone nearby a nice little buff.
Divine Protection means you can convert your grenade into one that heals allies or drop an overshield that you/allies can pick up. It’s one of the tools we have for healing on the go quickly, and when we have no healing rift.
Benevolent Dawn makes it so that anytime you heal or empower your allies, you get energy for your grenade, melee, and Rift… all the tools that we’re using to heal/buff our teammates. So it creates a nice chain.
Well of Radiance is what you throw down when its time to do DPS on a boss. It’s powerful a rift that heals and gives increased weapon damage .
Benevolent Dawn pairs nice with our Primary Weapon of choice; Lumina.
Lumina is the exotic kinetic hand cannon that was introduced in Season of the Drifter and is obtainable through a quest that is fairly straightforward and easy enough.
- NOBLE ROUNDS – Kills with this weapon leave behind Remnants. Absorbing a Remnant converts your next hipfired shot into an ally-seeking Noble Round and partially refills the magazine.
- CHAMBERED COMPENSATOR – Increases stability, moderately controls recoil, slightly decreases handling speed.
- ACCURIZED ROUNDS – Increases range.
- BLESSING OF THE SKY – Using a Noble Round on an ally heals them grants both you and them a weapon damage bonus for a short duration.
- POLYMER GRIP – Increases handling speed.
With Lumina, you’re picking off minor enemies and grabbing the Remnant to get the Noble Round. Lumina has a magazine size of 12, you can have a max of 5 Noble Rounds stored up.
You have to remember to ADS with Lumina when shooting at enemies. Hipfiring at enemies when you have Noble Rounds is going to do nothing to the enemy. So always ADS at enemies, and only hipfire Lumina when you’re looking at a teammate (or you don’t have any Noble Rounds).
When you hit an ally with Lumina’s Noble Rounds, you heal them and give them and yourself a buff to weapon damage. Healing a teammate with a Noble Round also triggers Benevolent Dawn, which again gives you ability energy for your grenade, melee, and Rift.
As the medic of sorts, you need to hang back just a little to keep an eye on your fireteam. Unfortunately, Destiny 2 doesn’t include fireteam health/shields on your screen, so unless you’re looking at them or they call out to you, you’re not going to know they need healing.
You have some leeway with your energy weapon; use what you have that’s best/you like best.
I recommend Recluse because it’s a primary, but Subjunctive (Vex Offensive SMG), Adhortative (Vex Offensive Pulse, you want Feeding Frenzy/Multikill clip), or an Auto Rifle (Galliard-42 XN7568 or Valakadyn with Outlaw/Killclip) would be decent as well. You could also rock something like Loaded Question or Retold Tale, but I really recommend an SMG/AR/Pulse that can put enemies down quickly and isn’t going to run out of ammo. Again, you’re not really the damage dealer here, so you don’t need a special weapon. Double primary is the way to go here, because we need to be getting kills with our energy weapon and not hunting ammo.
For heavy weapon, Love and Death grenade launcher (with Spike Grenades and Full Court), or a machine gun (like 21% Delirium or Hammerhead) will suffice.
This exotic helmet was your reward for completing the Warmind campaign. It’s never been a popular exotic choice, and it still isn’t. However, it works well for this build during this Season.
Verity’s Brow comes with the perk The Fourth Magic. Energy weapon kills boost grenade recharge rate for you and nearby allies. This is why I recommended a primary energy weapon that has a lot of ammo and can chew through enemies pretty easily.
With so many people using the Oppressive Darkness mod, grenade recharge is a vital part of many of the void builds. With this helmet, you’re not only giving yourself grenade energy to use to heal or provide an overshield, but you’re also helping all your Void friends get their Oppressive Darkness charged grenades back faster as well.
When you kill an enemy with an energy weapon, you’ll get a stack of Death Throes. This can stack to 3x, and last for 11 seconds. At 3x, you’re obviously getting more energy back faster. The higher your discipline, and the higher your teammates discipline, the faster you’ll get your grenade back.
If you pull this exotic out of collections, it’s gonna come with solar energy and a low total stat roll of 48. Obviously trash, but you work with what you got. You do have some options though for mods; you can either go SMG/AR ammo finder or targeting.
If you bump the energy up to just 5, and then you can rock a Discipline Mod with SMG ammo finder and SMG targeting (or AR’s if that’s what you’re using), or you can rock the targeting mod with a paragon mod to help you get your Rift back faster.
For your gauntlets, I’d say run an enhanced hand cannon loader and/or an enhanced loader for SMG. You could also just use one of the loaders and pair it with Fastball (increase grenade throw distance) and your choice of Paragon/Discipline/ Strength mods based on how much energy you have.
For the rest of the armor pieces, just use what you want that pairs well with the weapons. If you have a Void chest and don’t have Field Prep on your Love and Death, you might want to use Grenade Launcher Reserves. Again, this is personal preference based on what you’re using. I would recommend an assortment of Paragon/Discipline/Strength mods though just to help you get all of your abilities back even faster because each one serves a purpose in this build.
This build has a ton of synergy, Literally everything you’re doing, outside of getting a kill with a heavy weapon, is synergizing with something. Healing with Lumina is procing Benevolent Dawn, kills with your energy weapon is stacking Death Throes to help you and allies get grenades back faster.
It’s a wonderful chain working here where everything is fueling something else and you always have a way to heal or buff a teammate.
If you’re a Warlock who loves playing Support/Healer, give this build a try and tinker with your armor mods to perfect it for you and see what you think. And be sure to let me know how you like it in the wild by dropping a comment below.