Destiny Guide: How to Beat the Prison of Elders as a Warlock

There are flames that even the Darkness cannot extinguish.

Set The Prison of Elders Ablaze As a Sunsinger

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The Sunsinger is a great subclass in Destiny. Some would even go as far as to say that it is one of the absolute best classes in House of Wolves for activities such as the Prison of Elders. Its armor, recovery, and Solar alignment make the Sunsinger a powerful contender within the Prison of Elders’ many arenas. What makes this particular subclass even greater is its ability to serve well as a death dealing offensive class that can get into the fight, as well as an amazing support class for when the going gets a little too rough.

In order to select the abilities that are right for you, and the role you wish to play, you must first decide what that role is. Do you want to lead the charge and be a dealer of death? Or would you rather hang back and cover your teammates as they deal with the bigger baddies? Depending on how you want to play, follow the suggestions for that play-style. Also feel free to mix it up if you’d be more comfortable with something in the middle.

Aggressive

Sunsingers are incredibly powerful, and have several abilities that allow them to turn up the heat on their enemies in a serious way. That allows for this particular subclass to lead the charge in the Prison of Elders, although it requires a few specific tweaks that will keep a Warlock running Sunsinger in the fight longer.

Since playing aggressively means you’ll find yourself on the receiving end of some powerful gunfire during the Prison of Elders, you’re going to want to make sure that your Warlock can take the heat. Divine Order and Arcane Spirit are must have abilities for aggressive Sunsingers since they provide a nice buff to both Armor and Recovery, although they leave you with a pretty low Agility rating. To counteract the loss in Agility, utilize the Balanced Glide ability to at least provide some solid movement while in the air.

For offensive abilities there are a few options that will have a Warlock burning through hordes of enemies inside the Prison of Elders. Viking Funeral makes the Ignite ability of the Scorch attack last longer as well as lower the defense of the affected enemy. Touch of Flame adds the Ignite effect to grenades making Viking Funeral even more useful in an aggressive build. Throw in Brimstone for good measure in order to have Scorched enemies explode, taking down their buddies right along with them. You can wrap the package up with Fusion Grenades since they deal more damage when they stick to a target. This build will make a Warlock the nightmare of every major and ultra enemy in the Prison of Elders.

As far as Radiance goes, Fireborn is still the best ability modifier even on an aggressive build due to the hectic nature of the Prison of Elders. On higher difficulties a timer is put on revives (like the raids) making the ability to instantly pick yourself up invaluable.

This build will leave the Warlock a bit on the slow side, making it less desirable for the bomb diffusal challenge, but it can definitely hold its own during every other part of the Prison of Elders.

Supportive

As useful as an aggressive Sunsinger is during the Prison of Elders activity, having one in a supportive role can be just as helpful (if not more so). While the Warlocks lack the speed and stealth of a class such as the Hunter’s Bladedancer, they are still very capable in covering their fireteam and achieving those clutch revives.

To maximize the supportive Sunsinger’s potential, Arcane Force and Ancestral Order will provide the balance necessary for revive runs, and the ability to hold off waves of additional enemies as the Warlock’s teammates deal with the bigger foes. Focused Burst will add an extra bit of speed to the Glide ability to allow the Sunsinger to cover ground quicker and get to downed ally with haste.

Attacks should be focused more on crowd control so the Warlock could easily eliminate most basic enemies with ease, to keep the bigger damage dealers from getting swarmed. Gift of the Sun, along with either the Solar or Firebolt Grenade, make for excellent crowd control. The Solar Grenade is perfect for keeping enemies from swarming doorways and creating choke points. While the Firebolt Grenade helps to pick off enemies hiding behind cover, without putting the Warlock itself at risk. Flame Shield is also recommended for the Scorch ability. During support runs, you’ll want to have that extra level of protection, especially if your buddy’s orb is surrounded.

Keeping Fireborn as the Radiance skill is a must, along with the Radiant Will perk. This will make sure you’re able to dish out a bit of extra grenade damage when you return from the grave, as well as allow you to survive the more tricky revive and supply runs.

Using the Sunsinger in this way will make sure there are never too many additional enemies (adds) on the screen. The extra speed and agility will make running for objectives much more of a viable option than with the aggressive build. In arenas such as the Fallen and Vex arena, where there are more hiding spots, the supportive Sunsingers grenades will prevent flanking, while also allowing easier movement.


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Ishmael Romero
Just a wandering character from Brooklyn, NY. A fan of horrible Spider-Man games, anime, and corny jokes.