|Legacy Primary Engram||Maybe||31|
|Crest of Alpha Lupi||Titan||Any||13|
|Young Ahamkara’s Spine||Hunter||Gunslinger||13|
|Heart of the Praxic Fire||Warlock||Sunsinger||13|
The Crest of Alpha Lupi is the perfect example of a very good, but very boring Exotic. As a “Keeper of the Pack” Exotic it’s all about team synergy, but know it’s more difficult to use because of the Revive changes. Your first Super “orb move” will grant you an extra orb – making the cap one higher overall. Defenders will make 3 with WoD, Sunbreakers will spawn 2 with the first significant Hammer kill, and Strikers will pop one more when they shake the earth.
Aside from this, you’ll be able to resurrect teammates with lightning speed, and they you. One of these perks is excellent for PvE, and both are quite good for PvP. Arguably, revive speed is less important in PvE these days, with Nightfall having the 30 second hard cap, but orb generation is more helpful than ever. For Sunbreakers, that’s 20% more orbs; for Defenders, 50%. These are non-trivial. Solo players will want to avoid it.
An excellent choice for PvP and a fine choice for PvE. The Exotic perk grants you an extra tripmine grenade for your Gunslinger, and also lets your tripmines linger long after you throw them, allowing your Guardian to dictate the pace and direction of battle. With enough Discipline, you can get multiple tripmine grenades up at once, leading to some very interesting scenarios. To see success in the crucible, try tossing them behind sight lines to pre-emptively control a chokepoint.
In PvE, these lose their luster in situations which there’s no obvious walls or areas where enemies rush through; you’re left with the “extra” grenade, which quickly becomes redundant. Of course, if you’re patient and economical with your other weapons, managing to save up two grenades for a beastly foe (think Heroic Ogres in King’s Fall) can be a very viable strategy.
Sunsingers retain a niche as the only roaming Warlock Super in which you can make 7-8 orbs, whereas Stormcaller tops out at 5-6. Heart of the Praxic Fire overcharges your grenade, allowing you to get off (on average) 1 to a maximum of 3 more grenades, depending on your Discipline. This might not seem like much, but it’s a vertical increase in damage potential, and can even bank a couple of Grenade charges for after your Super ends, if you’re running Gift of the Sun.
It’s a great fix for a lower Discipline score hurting Fireborn/Radiance’s offensive potential. In PvP, one or two extra grenades might mean the difference between a kill and a death.