Continuing our walk through the second subclasses for each of the main classes in Destiny, today let’s look at the Sunsinger subclass for the Warlock. It’s definitely a different beast from the Voidwalker subclass, not just for the difference in the damage type, but for the focuses that the upgrades set up for. Tomorrow will wrap up the subclass guides with the Bladedancer for the Hunter, and on Thursday I’ll do a postmortem on the first month of Destiny‘s lifespan before starting to look ahead again to Borderlands: The Pre-Sequel, Sunset Overdrive, Call of Duty: Advanced Warfare and Halo: The Master Chief Collection.
Before I dive into the actual upgrades for the Sunsinger, it’s important to look at your gear for Sunsinger builds. With Voidwalker builds, you can totally get away with a strength build, using Energy Drain to continually keep your grenade and Nova Bomb charging. Sunsinger on the other hand really benefits from a discipline build – keeping your grenades up is super important, especially when paired with Radiance. We’ll get into the specifics as we talk about Radiance, but keep in mind that when getting gear – it might not be a bad idea to keep a second set of gear specific to either subclass, especially if you are going to switch back and forth.
With that said, let’s start off with the grenades for the Sunsinger subclass. You have access to the Solar, Firebolt and Fusion grenades. The Solar grenade essentially is a fire damage variant of the Vortex grenade – it’s got a good blast radius and stays up dealing damage over time for a good bit. Similarly the Firebolt grenade is close to the Axion Bolt grenade – it has a short first explosion, before sending out fireballs to hit enemies. It’s not quite as effective at hitting enemies around corners, but it does send out three bolts, which travel much faster. I like it in PvP myself for hitting enemies you can’t see around corners. Finally, the Fusion grenade really excels for taking down bigger enemies – it deals bonus damage if it’s stuck to a target. Depending on your preferences, I think your best options are the Solar and Firebolt grenades – both are really strong choices, and pair well with Radiance.
Before that, let’s hit the melee ability for Sunsinger – the Scorch melee attack. A lot like Energy Drain, it has a lot more range than you might expect, so don’t let that fool you. As a base attack it deals solar damage, and lights enemies on fire, dealing some damage over time. The upgrades for Scorch include Flame Shield, Solar Wind, and Brimstone. Flame Shield grants you an overshield when you deal damage with Scorch – which helps if you’re running around in the fray. Solar Wind makes hits with Scorch knock enemies back, keeping you a bit safer. Brimstone causes kills with Scorch to make enemies explode – giving you a bit of an option against groups of enemies. I like Flame Shield, especially in the Crucible – having an overshield is always a good thing. One thing to keep in mind – Scorch has a bit longer cooldown than Energy Drain does, so going with a discipline builds means you probably won’t be tossing Scorch around a ton.
Now we get to the crux of the subclass – the super ability, Radiance. The description of Radiance is a little obtuse – just saying that it increases the effectiveness of all your abilities. What this translates to is a much much shorter cooldown on your grenade and Scorch. That’s why it’s so important to go with a discipline build – using that stat’s effect combined with Radiance lets you toss around grenades like crazy. It’s not at all unreasonable to get out at least six grenades during one Radiance. Not only does that help by clearing groups of enemies out quickly, but it also generates lots of orbs. Radiance’s upgrades are Song of Flame, Radiant Skin and Fireborn. Song of Flame reduces all the cooldowns for nearby allies, helping keep them supered, with grenades and melees up. Radiant Skin gives you a pretty sizable damage reduction with Radiance active. Fireborn lets you activate Radiance after you’ve been killed, essentially acting as a self-revive. Depending on what you’re going to be doing in game, you can mix up what upgrades you have on. Song of Flame is good if you have a group of teammates in PvE, while Radiant Skin and Fireborn both get more use in the Crucible. Fireborn is also nice to have for high level strikes that you can’t respawn without a teammate reviving you.
As for the class modifiers we have Radiant Will, Viking Funeral, Sunburst, Touch of Flame, Angel of Light, and Gift of the Sun. Radiant Will extends the duration of Radiance, giving you even more time to toss around grenades, and keep cooldowns low. Viking Funeral makes enemies you ignite burn longer and take more solar damage, nice to have extra damage anytime. Sunburst makes it so kills with Scorch have a chance to drop Orbs of Light, again helping your teammates stay supered. Touch of Flame makes it so every grenade ignites enemies, giving them all damage over time. Angel of Light allows you to hover in midair if you aim down the sights while in the air, which is a nice tactical move, especially in the Crucible. Gift of the Sun gives you a second grenade – again pairing incredibly well with a discipline build and Radiance.
Upon first glance, it might look like Sunsinger is a buffing class, thanks to keeping cooldowns low and adding damage resistance with Radiance; but in practice, Sunsinger is a lot like Voidwalker – it’s a glass cannon class that lets you throw lots of grenades that can cause damage over time, while at the same time, you still have some fragility to deal with. It’s a lot of fun to play in the Crucible for sure, using Flame Shield and Radiant Skin to keep you alive in the fray while still tossing grenades out there to get kills.