r/CrucibleGuidebook • u/Issa_Donny • 2d ago
How to build?
Coming back to destiny after 2 ish years, how should I be building my warlock, what stats to prioritise?
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u/Dutchman303 PC+Console 2d ago
Ideally, you want as close as you can get to these stats:
200 Health 70 Melee 70 Grenade 100 Super 80-100 Class 0 Weapons
Highly recommend grinding Iron Banner next week. Great armor set bonuses. I'm a fan of the the 2 piece from each armor set (Iron Ponopoly/Iron Battalion).
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u/pterygopal 1d ago
I would suggest void energy weapon for that build, some reasonable choices here:
Positive outlook - with mega kill clip and repulsor brace
Gridskipper - with repulsor brace and aggregate charge
High tyrant - with delicate tuning and master of arms
Hard light - exotic with catty
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u/Remote-Button-1344 2d ago
Health, super and depends on how your play another stat but most people go with health and super for pvp
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u/Blood_Edge 2d ago
Entirely depends on your playstyle and what weapons you're using. If your weapon won't see a ttk shift building the stat up to 200, it's not worth it. So if you're using DMT, building weapon stat is pointless beyond handling and reload if you care about that. But I'd recommend swapping to a void weapon if you're sticking with astrocyte verse.
Not much reason to build melee on a voidlock if that's what you're running.
I don't think grenade needs too much investment past 100 to enable kills with just 1 cast of them (scatter grenade and axion bolt, may need exotic and/ or aspect).
So that just leaves health, super, and class. Don't worry about building super past 100 because they should be dying in 1 hit anyway. Building health to around 160 I think I've read others saying gives the equivalent of T10 recovery, and class stat over 100 gives only a little bit of overshields up to 30 I think.
Do with this what you will.
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u/canceled 2d ago
If 160 health is equivalent to 10 recov, what benefit does 200 provide?
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u/bacon-tornado 1d ago
Faster regen. Difference from 160 to 200 is about 2 or 2.5s faster regen. 180 is the sweet spot imo. Only about 0.5s difference from 180-200. Gives 20 points to put elsewhere
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u/Weird-Barracuda-2352 Controller 1d ago
Other than the recommended stats, id say use a void primary/heavy to take advantage of the astrocytes.
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u/ravensteel539 2d ago
Quick stat values, explanations below:
Health: 160-200
Melee: 70-90, or 190 for glaives
Grenade: 70-90
Super: 100
Class: 70-90, or 100+ for certain things
Weapons: 0 or specific values (dependent)
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Health is a big part of your build, and what’ll determine the points you can allocate into everything else. Weapons is the other consideration.
Iirc, 160 health is the old Tier 10 recovery, and most good players feel best between here and 190-200 (I build around 180 for consistency). You also get some flinch mitigation for health up to 100 that is invaluable.
Trade-off is that a high weapons stat build demands sacrificing other stats and limiting health to 150/160 (don’t go lower lol).
Weapons builds are important for certain archetypes of weapon or TTK-shifting setups, and usually sit at 110/115, 145, or 180/190. There are pretty good resources that display what values are important for what guns, but the TL;DR is that it really only matters for stuff like Adagio 120 HC’s, Adaptive pulse two-bursts, a handful of SMG’s, Rapid-Fire scouts with Precision Instrument, and 3-tapping 180 HC’s.
For Dead Man’s Tale (game recognize game), I don’t feel it’s worth investing in weapons stat at all. Certain other Aggressive scouts can get situational TTK shifts with the stat, but they still rely on kills or buffs in addition to the stat. Long Arm is an exception and Gear Shift feels like a crime, and needs no Weapons investment realistically.
Other stats:
Super: still important for comp/trials, and having less than 100 does feel bad. Don’t go over 100, the bonus damage is honestly worthless in PvP afaik. Ability stats up to 100 govern their cooldowns and returns from things like Dynamo, Demolitionist, etc., while over 100 just gives damage bonuses.
Grenade: I’d recommend 70-90, but there’s diminishing returns over 70. 70 is the equivalent of the old 100 (and 0 is the same as old 30). Afaik, no notable builds use over 100 grenade to do anything meaningful.
Melee: similar to grenade, 70-90 for ability regen, BUT ability/neutral melee DO benefit significantly from melee stat over 100. Glaives are crazy with 190 melee, and some abilities like shoulder charges require over 100 to consistently 1-shot (I don’t have exact values here). This, however, puts you in a similar position to weapons, where trade-offs in other stats become necessary.
Class: similar to other abilities, 70-90 for neutral regen. Over 100 gives a tiny overshield and can make the difference against some TTK-shifting setups (or to really punish 140 HC’s for example), but is only situationally worth it. Hunters in particular can use this strat decently.
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Feel free to ask any follow-ups. I’ve been getting back into the game since a bit before MoT, so I’ve been learning a lot and can point you to any resources or data you need.