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Destiny 2 - All Classes, subclasses, and perk trees. A breakdown of all the subclasses and perk tress for each of Destiny 2's classes, the Hunter, Titan, and Warlock.
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Happy birthday!![Hunter Hunter](http://071bc3d04e2671665c74-5a267f839fbe60d0845a37698418bb02.r26.cf5.rackcdn.com/wp-content/uploads/2014/09/destiny-hunter-class-artwork-level-1-level-6-level-14-level-20.jpg)
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And while there has been discussion it typically gets diluted by complaints from other the other classes or sidetracked into discussion about Mobility (so if at all possible I'd like to stay on point and talk about Hunters first).I'm not entirely sure how you're supposed to tackle an issue so large, so I thought I'd just list some of the issues that I know of from my experience playing. A lot of this is going to be PVP biased since this is where I spend the bulk of my time, and I'll try to sneak in some PVE stuff too, but if you're aware of something I haven't listed I'll try to address it and add it to the list. The Nightstalker bow should be an instant kill on direct hit. It takes tremendous skill to hit players, especially on console, and to not be rewarded with a kill is a bit insulting (this is a SUPER for crying out loud).
Also given the fact that tethered enemies do not count towards Super kills means this subclass has no method to complete related bounties. Killing tethered enemies in PVP and PVE should count towards Super Kill bounties. touched on this above, the Nightstalker should have a means to complete Super related bounties that require Super kills. They should not have to switch subclasses.
The tether should react immediately and snare nearby players after it hits any surface. And just be more reliable overall. Every Nightstalker Hunter knows what I'm talking about here.
Remember when that Titan activated their Super, slammed repeatedly while completely immune to the effects of the tether, destroyed the anchor, and then killed you? Good times. The Golden Gun should OHKO other players using their Supers OR offer increased resilience so they can take multiple hits from a Super.
this is a pretty huge thing for me in PVP. Why is it that a Hunter can be OHKO'd by another projectile Super while requiring two Golden Gun shots to kill a Guardian using their Super?. Golden Gun needs a huge damage boost in PVE. Gunslinger is an example of a subclass that was never balanced for PVE.
Using Six Shooter and the Golden Gun struggles to take out mid level orange bars and can't even dent a yellow. And don't even get me started on crowd control. I believe a video went up the other day which demonstrated how far behind the Golden Gun is from other Supers. I'll link it later if I can find it.
Thanks to Valyris for directing me to the video. You can watch it.
The timer on the Golden Gun should increase to fall in line with other roaming Supers. and I'm not asking for additional shots. I only think it is fair since these other roaming Supers can make loops of the map and I can't even make it from C to B objective without it wearing off.
Could it increase the potential to spawn kill? Sure, but every other Super can already do this. The throwing knife should have it's damage buffed to D1 levels.
landing a hit, especially a precision hit, is incredibly difficult. These things are useless if they can't even finish off another Guardian. I main Six Shooter in Crucible and I only use them as low yield explosives to try to flush players out of corners.
Spectral Blades needs far better hit detection. this is a subclass I haven't had the chance of playing, but from my experience playing against them in Crucible I have to pity them. How bad is it that I've survived an entire Spectral Super by spamming jump and pushing my opponent. Typically they'll phase right around you. Sometimes they'll even hit you but it won't register. The class as a whole needs better access to Resilience and Recovery armor.
this is a pretty huge one, and something Bungie had previously addressed before Forsaken launched (being able to Masterwork and reroll for better stats). Unfortunately it is a problem again after they made Year One armor obsolete and the Year Two armor stats became static (with mobility a standard roll on the majority of the common armor). This issue could be resolved if they gave mobility more meaning (run speed, ready, stow speed, and reload speed buffs, even if they were minor). Bungie could also just change the stats on what dropped to make it equal to what is available for all classes.If you've made it this far I thank you for reading, and again if you feel like I missed something please leave a reply, and if you disagree with something I said I'd definitely appreciate your feedback as well. And I feel dirty in asking but even a simple upvote could lead to this post hitting the front page and in front of the eyes of a Bungie employee. My hope is that with enough exposure Bungie might address some of the issues that have been brought up in this thread and across this subreddit.I'm going to press 'Post' now so hopefully the formatting doesn't get all gummed up.EDIT:Noteworthy comments from other Guardians:as well as.
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The difference between assembling a good group and a great oneThe fact is, especially with Destiny 2, that all three classes excel at different things. Knowing how they all work is crucial to understanding the difference between assembling a good group and a great one.So while you can (mostly) adopt the same loadout and weapons for everyone, using a melee weapon optimally as a swift Hunter who can quickly get in and out of situations is a different matter compared to the bulkier Titan.If you’re going to play by yourself, it doesn’t really matter what class you take. All three can handle any solo content that Destiny 2 may throw at you. Titan is probably the easiest to play because they can come back from the brink of death more than any other class (thus negating pesky checkpoints), but otherwise you’re good to go with any of them.Let’s talk about each class and why you might want to choose a Hunter, Titan or Warlock.As a perfect starter class, Warlocks fulfill a middle-of-the-road role.
They're not as slippery as a Hunter or as resistant to damage as a Titan, but they're easy to pick up and have some minor support responsibilities in Destiny 2.They offer the group stability and utility, and they can sometimes hog the glory with high damage.Traditionally, Warlocks have excelled at clearing out groups better than any other class because of their versatile kit and their crowd control-geared abilities. That also seems to be the case in Destiny 2, as they have a pair of group-oriented supers.
Cybernator ps2. I just had a quick run through on both.
There’s just one significant learning curveVoidwalker's Nova Bomb and the Dawnblade's Daybreak are both great at wiping out droves of enemies. Save them for the phases of boss fights where tons of enemies are swarming the group.
Since most fights feature this mechanic, Warlocks often have an opportunity to take advantage of the situation and exploit one of their strengths.There’s just one significant learning curve: Warlocks sport a floaty jump that’s hard to get used to compared to the Hunter’s more direct, traditional triple jump or the Titan’s subdued glide. Try jumping around in third-person a bit to reorient yourself and choose the Dawnblade class, which has several aerial abilities like Winged Sun (attack while gliding) and Icarus Dash (air dash).
Get your footing, literally, by practicing jump timing.In the past, outside of a few optional buffs (that usually weren’t optimal for most fights), Warlocks were self-serving creatures. But in Destiny 2, they’ve been reworked to assist the party, giving them a different feel.
Their biggest change is easily their area-of-effect (AOE) rift circle that they can plant on the battlefield.This either takes the form of Empowering Rift, which increases damage, or Healing Rift, which refills health. For learning content (also known as prog runs), take the latter. For content that you’ve already mastered, take the former. It’s better to be more damage-oriented so you can clear a Strike (dungeon) or raid boss faster. If your group needs more direct healing to learn content, you can easily swap.You could make a reasonable argument that Hunters have the highest skill ceiling. They get ripped apart like paper (and if the raids in Destiny are any indication, wet paper) and their triple jump antics can be very hard to control. But if you're the type of player who loves to constantly be moving, the Hunter is probably the most rewarding.Mobility allows you to make some fancy plays.
When you’re saving near misses for your party for raid mechanics, those could be immortalized in the YouTube record books. If you’re quick, you can also dodge incoming fire that other classes can’t.One of the Hunters' main strengths is how slippery they are. You can generally get to locations faster than anyone else. This is helpful in cases where you need to grab an objective like a boss fight that requires one player to grab a special item far away from the group. That’s an occasion that has come up in nearly every raid in the Destiny series so far.As a tradeoff for their mobility, they also take a ton of damage and sport less health and shields than their counterparts. Because of that, you need to become very intimate with the rate at which your shields recharge, so counting and getting used to that timing can save your life. Gunslinger is the easiest to start with because it’s saferPopping a crucial dodge at the right time could also mean the difference between being taken out of commission by a big damage ability or continuing to maximize your damage uptime.
In other words, where other classes might have to hide behind a barrier to dodge something, Hunters can move all the way across the map into a safe zone and keep firing. Some instances of damage are unavoidable, but as a Hunter, your aim is to avoid getting hit wherever you can.So about that Destiny 2 skill ceiling — there’s a few changes that allow for more optimal Hunter play.
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You’ll want to use Gambler’s Dodge (recharges your melee with a tumble) in tandem with the Arcstrider subclass for melee synergy. Use Marksman’s Dodge (reloads your weapon) with Gunslinger.What style you choose depends entirely on the fight and whether or not getting in close is a viable option, but as a rule Gunslinger is the easiest to start with while learning content because it’s safer.Whereas Warlock and Titan class skills help out the entire team, a Hunter’s dodge is entirely self-serving. If you’re going into progression content like a Strike on a higher difficulty or a raid with a set team, you might not be able to directly help out your group outside of raw damage and survivability.
Take that into consideration if your allies are dying often. Pay a Titan like a babysitterWhile the Titan Stroker subclass has the Fists of Havoc super (which slams the ground or shoulder tackles to clear out enemies), the Sentinel subclass is probably going to be used most often in group content.
Not only do you get the inherent class ability Barricade (which employs a large or small barrier), but the super Sentinel Shield is crucial for surviving high-end content. It blocks incoming shots for your team. If your enemies group up on you during stickier moments of a fight (which are usually scripted), sentinel shield can help you cut down on life-ending damage for flimsier classes like the Hunter.You’ll want to play a Titan like a babysitter.
You don’t need to move around the field as much as others, and staying near the majority of the team will benefit them when you need to pop any one of your several shields. Putting up a shield to assist in reviving a downed player is a game-changer and can save runs.Titans are basically the same as they were in the original Destiny (if you take the Ward of Dawn talent and regain the bubble effect on your super).
In Destiny 2, they just have an extra miniature shield they can pop more frequently. They are a crucial part of any group, and playing one will likely ensure that you can find a spot on any.
Consider just making all three classes Bungie/ActivisionIt’s highly beneficial for hardcore Destiny 2 players to dip into all three roles. Not only do you get three chances to raid every week for gear with three characters, but you’ll also naturally pick up on the nuances of each class and subclass.Being able to give advice to other players because you play their class (while possibly warranting a “you don’t pay my PlayStation Plus/Xbox Live subscription” retort) can save runs. The same goes for knowing how long a Titan shield or bubble lasts or how much health a Warlock buff can consistently pump out with their rifts because of experience. I can save your life.So if you're in it for the long haul, consider playing every class even if it’s just to the level cap.
As long as the Destiny 2 campaign is comparable to the first Destiny, it should only take 15 hours or so to reach max level (with more time to gear, but at the very least you’ve picked up on ability differences). Just be sure to bank or keep some cross-class gear from your first creation to ease the alternate character leveling process.
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