Solar 3.0 has opened us up to a world of build potential with our Guardians, but this one today I want to showcase could be the best one yet if you want to jump into endgame activities. This combination of mods, exotic armour and solar 3.0 aspects and fragments make you pretty much unkillable, which in turn is going to make endgame activities like Nightfalls, Dungeons and Raids much easier. Today I am going to go through all the components of this warlock build, so you can get that endgame loot easily and quickly.
This build is centred around a couple of elements primarily The Stag Exotic Armour and the Classy Restoration mod. This combination is going to make us very hard to kill, and then we’re going to be using elements of our Solar 3.0 kit, specifically, scorch, to help us regain our class ability nice and fast, plus boost our restoration and resilience.
Scorch is a damage-over-time debuff which you can apply to enemies with Solar abilities (grenades, melee, super and some weapons and perks). Enemies can be scorched by solar damage, then it stacks, and enemies take damage over time. Combine this with a few aspects and fragments in Solar 3.0 and we’re going to be able to recharge our class ability nice and fast as well as have longer-lasting restoration effects. All added up this is going to make us nearly unkillable, plus when paired with the Stag, Healing Rifts and Well of Radiance, it’s going to be near impossible to die.
Classy Restoration is the key to the build, and to get that you’ll need to open that up on your artefact, this happens roughly in the mid-30s of the season pass. If you haven’t got there yet, make sure to do seasonal challenges, plus loads of bounties too. Once you get this mod, it’s going to change the way you play in Season of the Haunted. This is going to be the season to do solo activities like Dungeons, plus you’ll be able to easily get through Grandmaster Nightfalls and other endgame activities.
Let’s dive into the build in more detail.
Solar 3.0 Setup
- Grenade – Firebolt Grenade
- Melee – Incincerator Snap
- Class Ability – Healing Rift
- Super – Well of Radiance
Touch of Flame – Your Healing, Solar, Firebolt, and Fusion Grenades have enhanced functionality. Healing Grenade has improved cure and restoration, Solar Grenade increases linger duration and fires blobs of lava, Firebolt Grenade increases target search radius and count, and Fusion Grenade explodes twice.
Icarus Dash – Dodge quickly while airborne. While Heat Rises is active, you have an additional dodge. While airborne, rapidly defeating targets with your Super or weapon grants Cure to you. A golden feather, drifting in the wind. One gust carries you where you need to go.
- Ember of Singeing – Your class ability recharges faster when you scorch targets.
- Ember of Searing – Defeating scorched targets grants melee energy (+10 resilience)
- Ember of Solace – Radiant and restoration effects applied to you have increased duration.
- Ember of Ashes – You apply more scorch stacks to targets.
With our Solar 3.0 setup, we’re going to be using our abilities to Scorch targets, for example, our grenade and melee abilities are going to help here. Then through our fragments, we’re going to be using Scorch to regen our class ability nice and quickly through Ember of Singeing. Ember of Searing is going to give us +10 to resilience, which will help us get near 100, which gives us a 40% damage resistance. Ember of Solace is great too, given our restoration effects last longer.
The Stag is an Exotic Warlock Helmet. Let’s look at the perks.
- Dearly Departed – Your Rift provides damage reduction to allied Guardians standing in it. Grants Rift energy when you are critically wounded. On your death, creates a healing rift on your corpse.
- Plasteel Reinforcement Mod – Increased Resilience.
The Stag was already good, but when paired with Classy Restoration, this is the key to making yourself near unkillable. Dearly Departed provides damage reduction, then also gives you big chunks of class ability energy back when you are critically wounded. This is going to come in clutch when your facing hundreds of smaller enemies, or when you are battling bosses.
The weapons are up to you. I am using weapons that are going to bolster my healing through the perk Vanguard Vindication, where final blows grant health. Also, I’m using an exotic weapon to scorch enemies, which in turn is going to restore class energy faster, allowing me to use my class ability much more.
Let’s look at the weapons.
Kinetic – Duty Bound (Auto)
Duty Bound is a Legendary Kinetic Auto Rifle with an Adaptive Frame meaning it has a well-rounded grip, reliable and sturdy.
We also have useful origin traits
- Stunning Recovery – Stunning a Champion partially refills your magazine, triggers health regeneration, and improves recovery for a short duration.
- Vanguard’s Vindication – Final blows with this weapon grant a small amount of health.
Energy – Skyburner’s Oath
This is an exotic energy Scout Rifle
Slug Rifle – This weapon lobs explosive slugs. When you’re aiming down sights, the slugs travel fast and straight. When you’re firing from the hip, the explosion is larger and applies Scorch to the target.
- For the Empire – This weapon is Full Auto, does extra damage to Cabal, and penetrates Phalanx shields.
This one has seen a rework and has been retrofitted for Solar 3.0. This helps us spread more scorch, which is going to lead to explosions.
Power – Chain of Command
This is the ritual weapon for Season of the Haunted, and comes with a good selection of perks. We have Adrenaline Junkie, Demolitionist, Osmosis and Adaptive Munitions. I’m going for Osmosis and Adaptive Munitions.
- Osmosis – Using your grenade ability changes this weapon’s damage type to match your subclass until you stow it.
- Adaptive Munitions – This weapon adapts its damage output and effectiveness against energy shields that don’t match the weapon’s damage type.
I’m using a couple of variations of mods. Some for Resilience & Restoration, elemental well mods for damage and health, plus champion mods for endgame content. You can swap out the weapons for ones that work with the champion mods in the future.
Resilience & Restoration
- Classy Restoration – Activating your Solar class abilities grants you Restoration.
- Resilience (100 or as high as possible resilience)
Elemental Well Mods
- Elemental Ordnance (2) – Defeating a combatant with a grenade spawns an elemental well that matches your subclass energy type.
- Bountiful Wells – Elemental Well mods that cause you to spawn elemental wells can now stack, spawning additional wells for each additional copy of the mod you have equipped.
- Font of Might – Picking up an elemental well that matches your subclass energy type grants a temporary bonus to weapon damage of that same elemental type.
- Well of Life – Picking up a Solar elemental well grants increased regeneration for a short period of time.
- Overload Auto Rifle/SMG – Uninterrupted fire from your equipped Auto Rifles and Submachine Guns grants bullets that stun combatants, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.
- Unstoppable Scout Rifle – Aiming down sights for a short time causes Scout Rifles you wield to fire a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions.
Let me know what you think of the build in the comments, plus if you have any improvements, let me know.
That’s it for this guide for a near unkillable Warlock PVE build with The Stag and Solar 3.0. For more Destiny 2 content like this check out This Week In Video Games on YouTube and subscribe today.