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Hello, Librarian Husky here! I genuinely believe this is going to change how every Warlock plays Destiny. Yes, Prismatic just came out and while it does have some insane Build potential, I don’t think anything can even come close to what this can provide. When looking at everything, it has crazy synergies, and it reminds me a lot of our old Polar Lance Build that we had last season. This is going to be the second version of infinite Ignitions, and it does exactly as the name says. This Build is a ton of fun, and there’s a lot going into it, so be sure to stick around to the end so you can learn everything.
Understanding the Ignition Mechanism
Starting off, I think we first need to talk about how ignition is going to work in this Build. We have a brand new artifact perk called Solar Fulmination. Your Ignitions do increased damage in an increased radius. So, on paper, this artifact perk seems very easy to understand. You get more damage and you get more radius on your Ignitions, and while yes, that is true, it also has another benefit to where it sort of applies a second ignition.
Benefits of Solar Fulmination
This “second ignition” will actually increase your base damage of the ignition by 25%, but it’s going to further play into some of our fragments that will synergize extremely well with it. That first fragment is actually going to be Ember of Charge, so your solar Ignitions spread Scorch to affected targets.
Enhanced Scorch Stacks with Solar Fulmination
You’re actually going to apply 40 Scorch stacks if any enemy is hit with that ignition. The cool part about Solar Fulmination is that second ignition can also apply Scorch. So what that means is now whenever you ignite a single target, not only are you getting that increased damage but you’re applying two forms of Scorch.
Double Scorch Mechanism
The second form will work the exact same way with Ember as the first ignition. This means you’re applying 40 Scorch from the initial ignition, and then from the secondary one from the artifact perk, you’re applying an additional 40. That’s 80 Scorch stacks.
Ember of Ashes Synergy
Since we’re at 80 Scorch stacks, that’s where our next fragment, Ember of Ashes, comes into play. You apply more Scorch stacks to targets, increasing your Scorch everywhere in the Build. The main thing is on those Ember of Char Ignitions; it’s now going to provide you 60 Scorch. On both Ignitions, that’s going to equal 120 Scorch, so you will always cause an ignite.
Optimal Gear and Build Synergies
It pretty much is that turned up to 11, and of course, everything else in our Build is going to help play into that play style. For gear with this Build, as you’ve all seen, Dragon’s Breath is going to be a major part of this. This thing is absolutely devastating paired with this Build. You can basically just shoot this in a group of ads, and it’s going to constantly ignite enemies, proccing everything else we’ve discussed.
Dragon’s Breath and Synergies
Dragon’s Breath is also very good for boss damage. It pairs great with our super, our special weapon, and provides passive damage and ad clear. You’ll pretty much always have ammo for this weapon.
Exotic Perk and Synergies
Our next exotic is actually going to be Dawn Chorus. This has the exotic perk “Rites of Ember,” where your Daybreak projectiles deal more damage and Scorch targets on impact. Your Scorch is improved, and you gain a small amount of melee energy when your Scorch damages a target. The Daybreak part of this exotic we won’t be taking advantage of because we’re running Song of Flame.
Enhanced Scorch and Melee Energy
The other part of this exotic is that your Scorch is going to deal more damage, and every time you have Scorch on an enemy, you will get melee energy. Both of these are very strong, as adding extra Scorch damage is obviously beneficial, and getting your melee back faster is very useful. Your melee will be a strong tool to proc ignites as well.
Final Equipment Recommendations
For the final pieces of your equipment, you’ll want to run a solar sniper rifle. This is important for maximizing your Build‘s effectiveness and taking advantage of all the synergies we’ve discussed.
Enhancing Sniper Damage and Scorch Application
Advantage of Incinerating Rifle Rounds and Sniper’s Meditation. With Sniper’s Meditation, we’re going to get increased damage every time we deal damage with our sniper. Then, with Incinerated Rifle Rounds, we can apply Scorch whenever we land a precision hit with our sniper. This is very beneficial because Scorch is going to be doing increased damage.
Synergizing Scorch and Ignition
We will also be able to ignite enemies because, with Ember of Ashes equipped, it will take three sniper rifle shots to actually proc an ignite. This is extremely strong, not only for extra boss damage but also on champions or tougher targets. You can hit three headshots, proccing ignite, and then everything else we discussed will start chaining ignites.
Ignition Without Dragon’s Breath
You don’t need Dragon’s Breath to start igniting enemies. You can land three precision shots on a single target, which is very easy to do in higher-level content like GMs, and you’ll start igniting enemies everywhere.
Anti-Barrier Sniper and Versatility
The cherry on top of a solar sniper rifle is going to be anti-barrier sniper. This sniper can actually stun barrier champions but can also shoot through shields—any shield, like a Hydra shield or a Cabal shield. This is very useful and allows us to deal with all three types of champions efficiently.
Hand Cannon and Overload Synergy
We’re also going to be running a hand cannon with the Overload Hand Cannon mod this season. I highly recommend any hand cannon that can get Shoot to Loot because this is a very strong ability. You can shoot ammo from across the map and pick up orbs, which will play into our armor mods. Pairing this with Explosive Payload is great because you don’t really have to aim; you can shoot the ground, and it will pick up from the AOE radius.
Comprehensive Loadout
With all that, your hand cannon is overloaded, your sniper is anti-barrier, and every single ignition you do will actually stun champions. You can take this loadout into literally any activity, and it will have you covered.
Subclasses and Abilities
Let’s move on to the subclass and talk about how this rounds everything out. First off, we’re going to be running Helion. Activate your class ability to summon a solar mortar that lobs searing projectiles at distant targets. Targets damaged by the mortar are scorched. Helion is very strong with this Build because you’ll be able to use your class ability all the time, so you’ll have a permanent Helion by your side.
Enhanced Scorch and Ignition with Helion
As it reads, you’ll be doing Scorch damage, which is already improved with Dawn Chorus, making this do more damage. On top of that, since you are applying Scorch, this can lead to ignites, which can then proc everything else we’ve discussed. Helion is very strong for ad clear and additional boss damage.
Maintaining a Companion and Aspect Selection
You always want to make sure you have one by your side at all times in any circumstance. Our next aspect is Touch of Flame, which buffs our grenades. We will be running the fusion grenade because it does a ton of damage, and with Touch of Flame, it will make our fusion grenade explode twice. Fusion grenades with Touch of Flame will apply 60 Scorch stacks, making it easier to lead ignites from other elements in the Build, such as your Helion.
Fusion Grenades and Damage Output
Since it does double Ignitions, this can do a ton of damage. In any boss scenario, you can start by throwing one of these to apply Scorch and do a ton of damage. If you run out of your super, you can throw that after your super ends. It is very strong.
Enhanced Melee with Incinerator Snap
For our melee, this is going to be a crucial part of Ignitions. We will be running the Incinerator Snap. The way this works is that if you snap the ground in front of you, all the sparks that come out from your Incinerator Snap hitting an enemy can cause an ignite. With Ember of Ashes, this makes it extremely easy because you’re going to be applying more Scorch stacks with those sparks. Once you get the rhythm of this down, it becomes a powerful tool.
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Ease of Igniting Enemies
I can’t even describe to you just how easy it is to ignite enemies. If you want to run Celestial Fire, you can, but I cannot stress enough how strong this is. Since you basically have a guaranteed ignite anytime you want, especially at close range, your sniper can handle long-range ignites, and Dragon’s Breath as well. This close-range ignite can proc everything we’ve already discussed, making it super strong. We will be able to spam these ignites effectively.
Class Ability Choice
For our class ability, I prefer to run Phoenix Dive just because it has a lower cooldown and can apply Cure to yourself. This is great as it allows you to have your Helion up more often with that lower cooldown.
Optimal Super Selection
For your super, I like to run Song of Flame. Yes, our exotic pairs well with Daybreak and can do good damage, but honestly, Song of Flame is just so strong. Even paired with Dawn Chorus, I think it’s a bit better. I’ve tested it by shooting Dragon’s Breath at the boss and then using Dawn Chorus, and it ends up doing less damage than if I were to use Song of Flame and repeatedly shoot Dragon’s Breath.
Maximizing Damage Output
Remember, with Dragon’s Breath, every time you ignite an enemy, it will reload the gun. So you can spam your abilities with Song of Flame, shoot Dragon’s Breath every time you get an ignite, and ignite things like crazy. You’re also getting increased damage from the artifact perk, making this strategy incredibly effective.
Strength of Song of Flame for Ad Clear
On top of that, Song of Flame is also extremely strong for ad clear. You get 90% damage reduction, and it is very easy to ignite enemies with the abilities it provides. These ignites can then start chaining reactions to kill everything in the room, making it ridiculously strong.
Fragment: Ember of Singeing
First off, we’re going to be using Ember of Singeing, so your class ability recharges faster when you scorch targets. This is great because everything in the Build is scorching, even Helion itself. Use your class ability to get a Helion, the Helion‘s going to scorch, and then you will proc Ember of Singeing to get your Phoenix Dive back a lot faster, ensuring a permanent uptime of Helion. It is very effective.
Fragment: Ember of Searing
Our final fragment is going to be Ember of Searing. Defeating scorched targets grants melee energy and creates a Firesprite. This is great because, again, our enemies are going to be scorched with everything in the Build. We’ll get melee energy, which pairs with Dawn Chorus, also providing us melee energy while we’re scorching the targets. Scorching the targets gets us melee, killing the scorched targets gets us melee, and we’re also making Firesprites. When you pick up a Firesprite, you get grenade energy back, further enabling us to spam grenades.
Combining Abilities and Mods
With all this combined, your class ability and melee will always be spammable, and your grenade will be almost spammable with the setup. We’re going to play further into armor mods to help improve that as well. Let’s take a look at the remaining artifact perks. We’ve already covered most of them, but we are also going to be running Radiant Orb, so if we pick an orb up, we can get Radiant.
Utilizing Shoot to Loot and Radiant Effects
This is going to be great because we will have Shoot to Loot, allowing us to shoot an orb from a mile away, giving us Radiant. On top of that, Shatter Crush will increase our grenade recharge rate when we have Radiant. As we already mentioned, everything else is going to be spammable. With grenades, we’ll get that energy back a lot faster.
Counter Energy and Elemental Siphon
We’ll also be running Counter Energy, so when we stun a champion, we get a big chunk of ability energy back to our lowest ability. Since our entire Build can stun, you’ll always be able to proc this and never have to worry about it. Finally, we’ll use Elemental Siphon. Whenever we get rapid elemental kills that match our super, we will make an elemental pickup. This is another way to make more Firesprites.
Maximizing Firesprite Production
With Dragon’s Breath, it already makes Firesprites with its Catalyst. On top of that, you’re now making even more with Elemental Siphon. All those Firesprites can help you get more grenade energy.
Optimal Stats Distribution
For stats, I like to go with 100 Resilience to get 30% damage reduction. Then, I would opt for 100 Strength because you want to spam this melee a lot. I cannot stress just how strong Incinerator Snap is with this Build. Additionally, go with 100 Discipline. Put everything else in Discipline so you can spam your grenade more often. As you see, it’s a 36-second cooldown with not much playing into it with other Firesprites, and some of our armor mods will further enhance this setup.
Efficient Use of Fusion Grenades and Recovery
You’re going to be able to spam your Fusion grenade a lot. If you have any stats left over, invest in Recovery so you can use your Phoenix Dive more often to keep your Helion up.
Armor Mods Configuration
Now jumping into armor mods, this is what I’m running if you would like to copy them down. Starting off, we’re going to be running Harmonic Siphon and Stasis Siphon. I’m running Harmonic Siphon so I can make Orbs of Power with my Dragon’s Breath and sniper rifle. I’m also running Stasis Siphon so I can make orbs with my Vulpecula. If you’re not running Vulpecula, you can use something like Kinetic Siphon if you want to run Midnight Coup.
Importance of Orb Generation
Having both siphons ensures you can always make orbs, which are very strong for this Build. Orbs are crucial for your survivability and can grant you Radiant, which can proc effects like Shatter Crush. You want as many orbs as possible, so having both siphons for your weapons is very beneficial.
Additional Mods and Heavy Ammo Management
Next up is a Heavy Ammo Finder to generate heavy ammo for your Dragon’s Breath. You’re going to use Dragon’s Breath a lot with this Build, so this is great to have. If you aren’t using Dragon’s Breath as much or if you just don’t want to run it, you can opt to take something like Dynamo, Ashes to Assets, or even Hands-On. All these will be very good for getting extra super energy.
Super Energy and Heavy Ammo Management
I don’t really think you need additional super energy mods since you already get your super pretty quickly with the amount of damage you’re doing. I prefer to take Heavy Ammo Finder to have more ammo for Dragon’s Breath. If you’re not running Dragon’s Breath, you still get more heavy ammo for whatever you’re using.
Arms Mods for Ability Energy
Next up for our arms, we’re going to be running Impact Induction and Focusing Strike. Whenever we cause damage with our power melee, which we can spam almost all the time, we’re going to get grenade and class ability energy back. This is very strong for this Build and further supports our ability spam.
Grenade Kickstart and Armor Charge
Our final mod is Grenade Kickstart. This mod takes advantage of our armor charge, allowing us to throw our grenade and get a huge chunk of energy back. I’m not taking any loader mods because I’m running Shoot to Loot, which will reload the gun itself. Since we can pick up orbs, we’ll always have maximum armor charge stacks for Grenade Kickstart, enabling us to spam our grenade a lot with this Build.
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Survivability Enhancements
When it comes to survivability, it’s more of a glass cannon Build, but with these mods and Shoot to Loot, that kind of counteracts that. Whenever you shoot an orb, you’re going to get a huge chunk of health—you get 70 health—and with Better Already, you’re actually going to start your health regeneration. Typically, this mod is kind of trash because if you get shot, the effect goes away. But since you can be at a long range with Shoot to Loot, you can shoot an orb, get that huge chunk of health, start your health regeneration, and become very tanky.
Ammunition Management
For the final mod, I like to run a Solar Scavenger so I can get more ammo for my Dragon’s Breath and my Kilo Sniper Rifle. Since you’re going to be using these two pretty much all the time, this is great to have to ensure a decent ammo economy. You are also going to be making heavy ammo with your Heavy Ammo Finder mod, which further contributes to more ammo, pairing well with the scavenger for your Dragon’s Breath.
Class Item Mods
For our class item, I like to run Bomber so whenever I use a class ability, I get grenade energy back. Since I can spam my class ability, this is a great way to get our grenade energy back. As I was saying, all of our armor mods are going to play heavily into getting our grenade back while our subclass is getting our class ability and melee back.
Powerful Attraction and Orb Collection
Next up is Powerful Attraction. Whenever I use my class ability, I can pick up orbs around me. This is great because we can proc things like Grenade Kickstart and Radiant, get our health back, and benefit from everything in this Build. Since you can use your class ability a lot anyway, this is just great to have.
Reaper and Orb Generation
I like to run Reaper so whenever I use my class ability, the next kill I get will make an orb. This is great because we can spam our class ability, kill the enemy, make an orb, and use Shoot to Loot to pick that orb up. This plays into everything else we’ve already discussed, making the Build incredibly strong.
Transmog and Appearance
Finally, for the most important part of the Build: the transmog. I’m running a theme inspired by birds, trying to put as many feathers on my Warlock as possible. I took advantage of the Dawn Chorus ornament, and I think it turned out looking pretty sick. If you want to make your Warlock look like this, definitely copy it down.
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- Understanding the Ignition Mechanism
- Benefits of Solar Fulmination
- Enhanced Scorch Stacks with Solar Fulmination
- Optimal Gear and Build Synergies
- Enhancing Sniper Damage and Scorch Application
- Hand Cannon and Overload Synergy
- Maintaining a Companion and Aspect Selection
- Ease of Igniting Enemies
- Strength of Song of Flame for Ad Clear
- Utilizing Shoot to Loot and Radiant Effects
- Efficient Use of Fusion Grenades and Recovery
- Super Energy and Heavy Ammo Management
- Survivability Enhancements
- Reaper and Orb Generation
- Understanding the Ignition Mechanism
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The Ultimate Warlock Build Guide for Infinite Ignitions and Synergies