/ Destiny 2

A Visual Guide for Dawnblade, a Warlock Subclass

“Spread your wings and set the sky ablaze.”

Dawnblade is the new solar subclass of the Warlock class and it replaces the Sunsinger subclass from Destiny 1. Gone is the ability to self resurrect, replaced with a new super ability — Daybreak — that is similar to Titan Sunbreaker’s Hammer of Sol.


Daybreak

Weave Solar Light into blades and smite your foes from the skies.

Daybreak is Dawnblade’s super ability that allows the Guardian to throw multiple flaming swords that explodes on impact, dealing heavy damage in a tight radius. It is best used while airborne so the Guardian have a better view and able to target with higher precision and over obstacles.

  • You can fire off a maximum of 6 swords while in non modified super mode.
  • While in super mode, you have no cool down on your Icarus Dash

Warlocks can pick from one of two available packages that will differentiate themselves within their own subclass — Attunement of Sky and Attunement of Flame. Most package skills are passive powers that complement or boost existing abilities in specific ways.

Attunement of Sky

Attunement of Sky focuses on aerial combat and recommended for Guardians that prefer being airborne.

Winged Sun

Engage your enemies mid-flight. Fire weapons and throw grenades while gliding.

Normally, if you start firing while gliding, you will exit glide mode and drop down. With Winged Sun, it will allow the Guardian to glide and fire at the same time.

Heat Rises

Airborne kills recharge your Grenade and Melee energy. Casting Daybreak instantly refills all your ability energy.

Coupled with the Winged Sun passive, the Dawnblade will have little trouble recharging their energy via airborne kills. Energy gain has considerably dialed back in Destiny 2, thus this passive will be immensely helpful in player vs environment (PvE) situations.

Swift Strike

Strike an enemy with this Melee Ability to burn your target and temporarily increase your movement and reload speed.

After meleeing the enemy, it will leave a damage over time debuff on them. It is a nice boost of damage to finish off enemies. The buff to movement and reload speed lasts for fifteen seconds.

Icarus Dash

Press crouch, crouch while midair to dodge.

Useful to get out of intense situations and out of enemy fire while airborne. And look cool doing it. The direction of the dodge can be controlled by moving in the direction that you want to dodge towards. It’s also great for getting that slight speed boost to get to a obstacle to hide behind.

Note: Dodging does not make you invulnerable (no iframes).

Attuement of Flame

Attunement of Flame was not available in the beta. I will add more information and images to this section once the game is out!

Igniting Touch

Strike an enemy with this melee ability to burn them and cause them to explode when killed.

Fated for the Flame

Daybreak projectiles seek targets as they travel and, upon impact, launch a streak of deadly flames.

Everlasting Fire

Kill an enemy with Daybreak extends its duration.

Phoenix Dive

Hold crouch while midair to quickly descend and restore your health. While Daybreak is active, Descent causes explosive damage.

Class Skill

Warlock Guardians can pick one of two class skills:

Healing Rift

Press and Hold crouch to conjure a well of Light that continuously heals those inside it.

Two things about the healing rift:

  • When you are at full health, the rift will generate an overshield for you — as indicated by the blue health bar in the GIF above (left).
  • It will begin to heal you as soon as you step into it and it will continuously heal you even as you take damage while in the rift.

Empowering Rift

Press and Hold crouch to conjure a well of Light that increases weapon damage for those inside it.

In the GIF above, the Guardian deals 45 damage normally (left). While standing in the rift (right), they deal 58 damage to the same enemy. This means the rift gives roughly a 30% damage boost to the Guardians standing in it.

Grenade

Dawnblades may choose one of the three following grenades:

Solar Grenade

A grenade that creates a flare of Solar Light that continuously damages enemies trapped inside.

The Solar Grenade explodes on impact and leave a mini sun that will continuously damage enemies in its radius. Great in small and tight spaces where movement is limited. Also great for flushing out enemies behind covers and corners.

Firebolt Grenade

A grenade that unleashes bolt of Solar Light at nearby enemies.

It launches fire bolts upon detonation where they will seek out targets to hit Thus the firebolt grenade is great in open spaces and it doesn’t need enemies to be grouped up closely to be effective.

Fusion Grenade

An explosive grenade that deals bonus damage when it attaches to a target.

Deals massive damage if it is attached to an enemy.

Movement Mode

It will take new Guardians awhile to get used to the glide mechanic. The boost from the glide is dependent on the direction and momentum of the Guardian at the time of activation.

This means that if you immediately jump the second time (activating the glide) after the first jump, you get the maximum vertical boost. If you were falling and you activated the glide, the boost would not do much in terms of vertical boost but it will provide you with more direction momentum.

Strafe Glide

Jump while airborne to activate Glide and start an airborne drift with strong directional control.

This glide allow greater distances. Think long jump!

Burst Glide

Jump while airborne to activate Glide and start an airborne drift with a strong initial boost of speed.

This glide allow greater vertical heights. Think high jump!

Balanced Glide

Jump while airborne to activate Glide and start airborne drift with both moderate and directional control.

A balance between Burst Glide and Strafe Glide.

Tips

  • To exit glide mode, jump again and you’ll drop back down.
  • If you go over a ledge (dropping off) or if the floor disappears beneath you (happens often), that will be considered as your first jump. So technically, the first jump after falling off would be considered your second jump and thus it will activate the glide.
  • To maximize vertical gain from the glide, jump immediately after the first jump — that’s when you have the maximum vertical momentum.
  • To maximize the glide effect — sprint, jump and jump again at the peak of the first jump. This will activate the glide at the peak of your forward momentum.
    Hope you liked this guide! This guide will be continuously updated whenever Bungie make any changes to the game.

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