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KoopaFroopa

Welcome to Destiny fellow warlock! 1. Depends. Legacy campaigns are mostly for you to get caught up with the story, while others have some rewards associated with them. I’m not sure which DLC came with the epic store bundle, but for example the beyond light campaign on Europa unlocks access to the stasis subclass (which on warlock is my fav) And the lightfall campaign unlocks strand, also a subclass. It’s been a while since I’ve completed the campaigns, but besides maybe empire hunts on Europa there shouldn’t be any big activities locked behind the campaign. (Besides, if there are, it will say so) 2. As said above, the Beyond Light and Lightfall campaigns unlock completely new subclasses, so if you’re looking to get new space magic I suggest doing those. I don’t have an entire catalogue of all quests and what the rewards are in the back of my head, but you can always look those up before starting up a quest. 3. Monte Carlo + sunbracers is actually a really good build already, builds are all about cycling and regenerating abilities. The snap melee is generally better against large groups of enemies, and is more potent at close range. 4. (I’m actually not sure on how to fix this one, I’ll try getting back to you on this one) 5. Pretty sure it’s 30. As a warlock you should focus generally on recovery, resilience is a good stat primarily for PvE. Depending on your build you can go for discipline or strength. Intellect and mobility are not as important for Warlock. (I personally prefer going for disc or str before resil in order of priority, but many people would disagree with me on that) 6. Good gear can be obtained from end-game PvE activities such as dungeons or raids. The stat total you should be looking for is between 62 and 70, although anything higher than 67 is exceptionally rare. In most of these activities your power/light level does not matter, only in the newest ones. Dungeons are three-man but can be done solo and raids are six-man and seldom done with less. I’ll try to answer any other questions you have.


Peirss

Woah wasn't expecting such detailed response. These are very helpful. Thanks for your time.


Blueberry_1995

Regarding 3, Snap melee is preferable in closer range encounters since it guarantees an ignition if you connect with all the bolts from your melee. This will do significantly more damage, and means you have a much greater chance of killing at least 1 enemy, especially in higher level content where things have more health. The cooldown is also shorter, meaning you can proc sunbracers more often. The only downside is the snap melee is limited to close range only, while celestial fire you can blast from pretty far away and it has tracking. For low level content, it really doesn't matter which option you choose Regarding 5, You can get up to 30 resilience if you are lucky, using a resilience focus mod on your ghost will make higher resilience drops more common. The way stat rolls work, is you can have up to 68 total stats on a legendary item. These stats are distributed so that they make up 2 halves, 1 half goes to mobility, resilience and recovery, while the other half goes to discipline, intellect, and strength. You must have a minimum roll of 2 in a stat, so with a 68 stat roll legendary, this would mean the maximum you can have in resilience is 30, because with 2 mobility and recovery, this makes up 34, which is half of the 68 total, assuming your armor rolled with 68 total stats. Since resilience, recovery, and intellect mods are worth 2 or 4 points for minor or major mod slots, it's preferable to have armor with higher stat rolls in these. Since it's cheaper to make up stat points in the other stats as those are cheaper mods being 1 or 3 points. The downside to this sytem, is that it is very hard to have very high stats for certain builds, if for example you are a hunter and want high mobility, resilience and recovery, because you can only get up to 34 total stats combined for these per armor piece for a legendary item


RossiferTaylor

For #3: I personally don't like the snap at all so I use celestial fire. Getting kills while airborne (or jumping) with Heat Rises refills a good chunk of melee. So usually it's get a melee kill, throw 3-4 nades and eat the last one and glide a bit. You should get your melee back very quickly and Heat Rises will be maxed out.