Bleh double post.
NO dont listen to Datto, seriously misinformed and makes horrible suggestions. i would say he is the drift0r/levelcap of destiny but that would be insulting both of them.
Voidfang is probably the best piece for warlocks, considering that grenades are the most important aspect of using a warlock. and it works for both subclasses.
the buff on the Voidfang specifically says
- Increases amount of Hand Cannon ammo
- Increase the amount of Special Weapon Ammo you can carry
- Your axion bolt grenade spawns an additional seeker. Respawn with full grenade energy.
That's pretty specific. The sunsinger class would seem to not benefit by the third buff. Axion bolt is just VoidWalker class. Unless they mean the second half of that buff, applies to both classes? But if so, what does that mean? Respawn? Don't your grenade charges fill up after death anyways?
no your grenades are still on recharge when you die, voidfang is even better on sunsinger when you have double nades (last skill) (in comparison the burn doesn't last to long, and the hover while shooting is very situational), that means you respawn with 2, so you can ditch both nades, die, rez and burn through your super while having both nades to toss, note is best to let both nades recharge before your super drains.
note voidfang is meh for hard raid and nightfall where dying isn't a good option, but once again you have self rez.
for the most part you shouldn't be taking into account the ammo buffs, simply you will always have alot of primary ammo, so the + handgun is really just a cherry ontop for hand cannon users. all special ammo is nice, and the axion bolt thing is kinda average, its another cherry you don't abuse.
the other alternative is heart praxic fire, which supercharges your ability recharge speed, specifically it lets you chuck nades one after the other instead of having a delay, so its really pick your poison.
in comparison to the other warlock exotics, skull of dire ahamkara is nice, specifically for the buff on siphoning to get your recharges going faster, but generally you can get more out of your "melee hits recharge nades" and "weapons kills add nade energy" (new monarchy and vanguard shotguns are amazing) the harder to kill part is generally redundant, i haven't died using nova in pve, and the times i did die in pvp while using nova skull won't help. apot veil is in the same boat but offers much less, sun breakers are nice on paper, bad in practice simply because the AI and any good player will move out/away for the AoE, your nade will sit their doing nothing extra. light beyond nemesis is warlock alpha lupi, its nice for revives in say salvage, skirmish etc, but i don't see the point in the long run.
specifically the armanterium it becomes useless once your burn both nades, on the class the benefits more buffs to its melee/super, and if your are placing your nades more effectively you won't need 2. for example i compared helm 14 and arma on 2 VoG hard runs where i would hold the middle for templar and gatekeepers, the 2 nades left me stranded and without options while 14's blind stalled the spawns effectively to control traffic.