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The Witch Queen is almost here, and with it comes a complete revamp of the Void subclasses to what Bungie calls Void 3.0.
This update brings the customization of the Stasis subclass to Void ones, giving Guardians new ways to build their characters in Destiny 2.
It’s important to note here up front that this Voidwalker PvE Witch Queen Starter Build is just that; a Witch Queen Void 3.0 starter build. It is for people who have been playing the game, and thus will immediately have the Aspects and Fragments unlocked without needing to do New Light content.
As a starter build, it contains only weapons and mods we already have, paired with what we know about Void 3.0. It’s a build that you can equip now, and then just make your subclass customization changes first thing at launch and be ready to go.
We will have at least one of these for each class, starting of course here with the Warlocks which are already powerful and popular in PvE and will soon be even better.
This is Nezarec’s Chosen, the Void 3.0 Voidwalker PvE Witch Queen Starter Build.
Abilities
- – Empowering Rift: Conjure a well of power that increases weapon damage for those inside it.
- – Burst Glide: Jump while airborne to activate Glide and start an airborne drift with a strong initial boost of speed.
- – Scatter Grenade: A grenade that splits into many submunitions and covers a large area with multiple explosions.
- – Nova Warp:– Step between dimensions to subvert the laws of physics.
The abilities are more personal preference than anything, not a huge part of the build necessarily. If you prefer Nova Bomb, use that instead of Nova Warp. If you’re good at Blink, use that.
You’ll have six grenade options, use the one you like best. Right now, I like Scatter, but the change to Vortex (it’ll suck enemies in), and Suppression (to counter the new Hive Guardians) are both options I’ll be looking at.
We’re using Empowering Rift because healing shouldn’t be much of a problem.
Aspects
There will only be three Aspects in Void 3.0, and of course only two can be equipped at a time.
- – Feed the Void: Defeat an enemy with a Void ability to activate devour.
- – Child of the Old Gods: Cast your Rift to summon a Void Soul. When you damage an enemy with your weapon, your Void Soul will launch itself towards them and detonate nearby, attaching draining tendrils which deal damage and weaken the target. When your Void Soul deals damage, it restores either melee and grenade energy (if running Healing Rift), or health (if running Empowering Rift) back to you. Defeating an enemy who is being drained grants Rift energy.
The other Aspect, that we’re not using in this build, is Chaos Accelerant which allows you to overcharge your grenade.
With the two we’re going with you can see why healing won’t be a problem. Our Void ability kills will trigger devour, and our Void Soul from Childs of the Old Gods will restore health when the Soul damages an enemy.
[embedyt] https://www.youtube.com/watch?v=CQHBB6MAezk%5B/embedyt%5D
Fragments
This is a little tricky to list for a few reasons. The big one is that we don’t know how many Fragment Slots Feed the Void has. Chaos Accelerant has one, Child of the Old Gods has two. To be safe here, I’ll assume Feed the Void has one, giving us three fragments to play with.
We also don’t know what all the fragments are, as not all will be available on day one (some will only become available after the World First raid completion).
We know of four fragments: we’re picking three here and hoping none of them are locked behind the raid completion.
- – Echo of Expulsion: Void ability kills cause enemies to explode; Intellect bonus.
- – Echo of Provision: Damaging enemies with grenades grants melee energy; Strength penalty.
- – Echo of Undermining: Void grenades weaken enemies; Discipline penalty.
The other fragment we know of is, Echo of Domineering: After suppressing a target, gain greatly increased Mobility for a short duration and your equipped weapon is reloaded from reserves; Discipline bonus.
Now I like what Echo of Domineering does, and hopefully Feed the Void has two slots so we can run all four anyway. But as is, using scatter grenade we don’t have anything to suppress enemies so the only benefit from Domineering would be a discipline bonus.
Given our exotic armor and weapon choice, that really doesn’t matter, and it would just offset the discipline penalty from Undermining.
Moving on, our Exotic Armor piece.
Nezarec’s Sin
Abyssal Extractors – Void-damage kills increase ability recharge rate.
With this build, if we get a kill, it’s pretty much proccing Abyssal Extractors. Shooting an explosive barrel or certain finishes won’t, but everything else will trigger it. That would be all three of our weapons, our grenade, melee, super and Void Soul. Everything we do is feeding us ability energy.
In turn, we’re putting down Empowering Rift’s and activating Child of the Old Gods often. We’re tossing grenades and chaining explosions. We’re constantly being healed, making wells that protect us and give us even more weapon damage.
We’ll be going through the beginning Witch Queen missions with fantastic survivability and also quite the damage dealer as well.
We’re pairing Nezarec’s Sin with our three weapon choices, going all in on Void to keep Abyssal Extractors procced.
Traveler’s Chosen
Our primary/kinetic weapon is the exotic sidearm, Traveler’s Chosen with the completed catalyst. This is already a favorite of mine pre-Witch Queen, and it’s about to be even better.
All of the exotic primaries are receiving a 40% damage buff against regular red-bar enemies, and Traveler’s Chosen already destroys minor enemies (granted you have to be in sidearm range).
- – Gathering Light: Final blows with this weapon grant stacks of Gathering Light. Long press reload to consume stacks, granting melee, grenade and class ability energy based on the number of stacks.
- – Gift of the Traveler: Each stack of Gathering Light improves this weapons reload, handling and target acquisition.
The catalyst gives us Full Auto and Osmosis: Using your grenade ability changes this weapon’s damage type to match your subclass until you stow it.
So, when we have Traveler’s Chosen with Osmosis activated, we’ll be doing about 5% less damage than if it were kinetic. That’s not much of a loss, and we’ll make it up anyway and it’s worth the tradeoff because we’ll proccing Abyssal Extractors.
As we’re mowing down minor enemies with our grenades and void damage Traveler’s Chosen, we’re proccing Abyssal Extractors and stacking stacks of Gathering Light.
This combination will let us have our grenade and rift available whenever we want them. That allows us to keep devour active, and have our empowering rift up with our Void Soul buddy weakening enemies. Enemies that die to our scatter grenades are exploding, potentially killing nearby enemies. Those that don’t die, are being weakened by Echo of Undermining (which gives a 15% damage buff against the weakened enemy, so it’s just a less potent version of the old Oppressive Darkness artifact mod.
Our other starting weapons are:
Weapons
– Glacioclasm – Void fusion rifle
– Falling Guillotine – Void sword
Now you could do Null Composure and Threaded Needle if you want. I’m using Glacioclasm because mine has Demolitionist and its high damage. Traveler’s Chosen is making quick work of minors, Glacioclasm will make quick work of majors. Kills with it will give me grenade energy (plus proc Abyssal Extractors for more energy) and I can quickly reload it by throwing a grenade).
Breaking out Falling Guillotine because it’s been a while since I’ve used it and considering we have a sidearm and a fusion rifle, we’re going to be in the thick of the action the whole time. Hanging back with a Threaded Needle doesn’t fit the build. I play with guys who like Gjallarhorn, so when I play with them, I might swap the sword for either a Royal Entry or Bad Omens.
Swords make quick work of most things, I can toss down the empowering rift and whack away at majors, champions, and ultras.
Armor Mods
And again, this is a starter build using only mods currently in the game. It’s very likely that Witch Queen will introduce new mods that will probably be better and do some cool things, but you probably won’t have access to the cool ones at the start of the campaign.
Stats are also whatever you prefer and have. I don’t have super optimized gear myself on my Warlock, so I’m just rocking 100 recovery, 73 discipline, 63 intellect, and 21 resilience. Mobility is at 63 and with the penalty, strength will be at 19 but of all the stats for us mobility and strength mean the least.
On my Void Nezarec’s Sin I’m rocking Well of Tenacity: Picking up a Void elemental well reduces the damage you take from combatants for a short period of time. Also have Fusion Rifle and Sword Ammo finders and a Discipline Mod.
On my void Gauntlets I have Elemental Ordnance: Defeating a combatant with a grenade spawns an elemental well that matches your subclass energy type. As this is a starter build for the campaign, we’re not worried about artifact/champion mods. So, I have Bolstering Detonation: Grants class ability energy when you cause damage with a grenade and Fastball: Increases grenade throw distance. Also, a Discipline Mod.
On my void Chest piece, Font of Might: Picking up an elemental well that matches your subclass energy type grants a temporary bonus to weapon damage of that same elemental type. Concussive Dampener, Sniper Resistance and a Recovery mod.
On my solar boots, Bountiful Wells: Elemental well mods that cause you to spawn wells can now stack, spawning additional wells for each additional copy of the mod you have equipped. Fusion Rifle Scavenger and a Recovery mod.
On my arc bond, Seeking Wells: Elemental wells you create will move across the ground toward nearby players. Also, Distribution: Reduces all ability cooldowns when using your class ability near targets, and a Recovery mod.
You only need one of each armor affinity. Void to get Well of Tenacity, Solar to get Bountiful Wells, and Arc to get Seeking Wells. That gives you leeway with your other two armor choices. For example, you could rock Stasis gloves with Elemental Ordnance and Grenade Kickstart if you really wanted to get just a little more grenade energy as soon as you toss it.
And that’s our Voidwalker PvE Witch Queen Starter Build. This is the build that I will be jumping into the Witch Queen campaign, on Legend difficulty, with. There is of course a lot of leeway here; you can use pretty much any void energy and power weapon that you want.
Will have to give this a shot after my initial run through on Titan.
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