Destiny 2 Season of the Splicer is here and it’s time to elevate your fashion game. Along with new weapons, a 6 player activity, armor, story missions, and season pass, the heavily requested armor transmogrification feature is finally arriving. In this season, players will team up with the Fallen Captain Mithrax to stop the Vex from plunging Earth into total darkness. If you’re looking to hop into some endgame activities, it’s critical to have some semblance of a build if you want to survive endgame content. While there are a lot of different directions you can go with your Warlock, today I’m focusing on healing/buff build around the Boots of the Assembler exotic.
When assembling (Hah) this build I wanted to make sure it was viable in both Grandmaster Nightfalls and the returning Vault of Glass raid. Keep in mind, this isn’t the only build you should use, as there are a ton of great exotics like Geomag Stabilizers and Verity’s Brow worth making a loadout for. This is simply highlighting a support-focused build to help keep our teammates alive.
Boots of the Assembler Build
Weapons
- Kinetic – Lumina
- Energy – Empty Vessel, Salvager’s Salvo, or Deafening Whisper
- Heavy – Anything
The foundation of this build revolves around deploying our Healing Rift to scatter healing orbs to our fireteam members wherever they are on the battlefield. While you can run this with Well of Radiance, the great thing about this is exotic is it works with any subclass. Because of this, we will be relying on Lumina to buff our team’s damage, while the Boots of the Assembler’s orbs provide healing. These two combined give us unparalleled support options, allowing skilled players to keep their teammates healthy and empowered. I strongly recommend finishing the Lumina catalyst if you have it, as the ability to spawn two orbs a kill instead of one just adds so much consistency to this build.
For the Energy slot, I really like any of the three breach loading grenade launchers above. When combined with the seasonal Breach and Clear mod, we can debuff enemies, making them even easier to kill. This will be critical for Grandmaster Nightfalls, as the ability to quickly melt Champions will make all the difference. It’s the best mod introduced this season and should be run with any endgame content in mind. As for your Heavy, this really comes down to personal preference. I like using a Rocket Launcher here, simply because the Argent Ordnance mod gives us terrific burst damage potential for bosses.
Additionally, for your stats, you’ll want to prioritize getting 100 Intellect and Recovery if possible. These are two of the best stats to have maxed out. So if you’re like me and got a bad roll of Boots of the Assembler, be ready to go farming when that Legendary Lost Sector is available.
Core Mods
Core Mods are simply the modifications I highly urge you to try and incorporate into your build. Yes, they aren’t entirely necessary, but they can make a big difference in your overall performance.
-
- Breach and Clear (Any Element, 9 Energy): It’s literally the best mod available right now. For 9 Energy, you will have the ability to debuff any bosses or Champions for a short duration when they’re hit with a grenade launcher. This is a hilarious potent mod, as it gives you more utility and makes your Lumina weapon buffs even better.
- Protective Light (Void, 2 Energy): Protective Light is a fantastic failsafe mod for endgame content. Enemies can hit very hard in raids and Grandmaster Nightfalls, so being able to reduce incoming damage when your shield breaks can, quite literally, be a lifesaver. You will need to be able to obtain stacks of Charged With Light, so keep that in mind.
- Reactive Pulse (Arc, 3 Energy): A defensive mod, Reactive Pulse will unleash a wave of Arc energy around you when you take damage and are surrounded by enemies. Since we are mainly confining ourselves to our Rift to heal teammates, Reactive Pulse gives us some added defense if enemies swarm our position.
Additional Mods
These are simply some armor mods to consider running if you need to use up additional Energy. None of them are key to the build, so don’t feel forced to hunt down and run them.
- Blast Radius (Any Element, 1 Energy): Not only are there no penalties for running it, but it works wonderfully with mob-clearing grenade launchers like Deafening Whisper and Salavager’s Salvo.
- Bomber (Solar, 2 Energy) or Outreach (Arc, 2 Energy): Two mods that essentially fill the same roles, but for different abilities. All these do is either reduce your grenade or melee cooldown whenever you use a class ability. Since the crux of our build is the Rift, we can give our self a minor cooldown reduction for just playing to the Boosts of Assembler’s strength. Keep in mind, the Rift’s cooldown will not start until the Rift is completely gone.
- Argent Ordnance (Any Element, 1 Energy): This is for only those deciding to run a rocket launcher in their Heavy slot. Argent Ordnance will consume a Charged With Light stack and give you a Godslayer Warhead. This missile does increased damage and can actually stack so if you need to fill a slot on a piece of armor consider running 1-2 of these.
- Powerful Friends (Arc, 4 Energy): Powerful Friends is just a great mod if you know your fireteam is running Charged With Light mods as well. Since Blastr Radius will always be feeding us Charged With Light stacks, Powerful Friends ensures our entire group has access to their mod’s benefits. Plus, you can get +20 Mobility, which is always a nice bonus!