Before I get into specifics I want to talk about the basics of how classes effect gameplay. Every player starts the game with a Class and a Sub-Class. Put simply, your class determines [i]what[/i] you play as, your sub-class determines [i]how[/i] you play.
[b]Class Stats[/b]: Armor, Recovery and Agility. Each class specializes in one of these stats, lets talk about what they do:
- Armor: This dictates how many hits your shield can take. Titans specialize in Armor.
- Recovery: This dictates how long it takes before your shields start recharging, higher recovery = lower wait time. Warlocks specialize in Recovery.
- Agility: This dictates how fast you can run and how high you can jump. Hunters specialize in Agility.
[b]Sub-Class[/b]: I will discuss each class's sub-classes in their own sections later. New players will only have access to one sub-class, Striker for Titans, Gunslinger for Hunters, and Voidwalker for Warlocks. Once you reach level 15 with one character [i]all[/i] characters can access their second sub-class (even freshly made characters can switch in the tutorial level). Despite this, I highly recommend sticking with the starter sub-class when making a new character of a class you don't have experience with. The starter sub-classes are not inferior in any way they just seem to be the easiest ones to learn how to use properly. I also highly recommend that you fully upgrade your first sub-class before moving on to try the second. Trust me, life will be much easier for you if you stick with the first one until it's maxed out. At the very least make sure you get the first row of perks unlocked before entering the Crucible, those stat modifiers make all the difference.
Each sub-class tree is split into 8 columns. After unlocking the first four slots (grenade, jump, super, melee) you can only select 1 perk from each column. I'll go over basically what each column is here:
1. Grenade: Select what type of grenade you want to use. Unlike most other games, grenades in Destiny are treated like a rechargeable ability as opposed to something that requires ammo.
2. Jump Ability: Pressing the jump button while in mid air activates your jump ability, this will vary depending on your class. Some jump abilities will work differently depending when you activate them. For example, using a Titans Lift at the height of your jump will net you the greatest possible height while activating it on the way down will net you more forward motion. In other words, some of these jumps will carrying you in the direction of your current momentum as opposed to just "up."
3. Super: The truly defining trait of any sub-class. You know your super is charged when you see a thick yellow bar on your screen. Hold both your throw grenade button and melee button at the same time to use your super. Getting kills helps charge your super faster.
4. Melee Ability: If you've ever used melee overrides in Borderlands then you'll be familiar with this concept. A melee ability is a special ability that is used [i]instead[/i] of your normal melee when the melee button is pressed and the ability is charged. The ability must then recharge just like any other. Example: the Gunslinger hunter will throw a throwing knife, the Striker titan will charge his fist with Arclight. Most aren't as extreme a change from the normal melee as the Gunslingers is. Using your melee button while the melee ability is on cooldown just uses your normal melee.
5. Stat Modifier I: This perk slot will focus on increasing 2 of your 3 class stats.
6. Ability Modifier I: This perk slot will improve or alter your abilities in some way.
7. Stat Modifier II: This perk slot will focus on your class stats. The first slot always provides a slight boost to all 3 stats. The second and third slots each provide a boost to one of the stats that the class in question doesn't specialize in at the cost of the the 2 stats.
8. Perk Modifier II: This perk slot will improve or alter your abilities in some way.
[b]Armor[/b]: I've already discussed that different classes wear different armor but I'll reiterate.
- Titan: Heavy metal plate armor. Requires Plasteel Plating to upgrade. Class item is a cloth "mark" that hangs from the right side of the belt.
- Hunter: Tight leather padding. Requires Sapphire Wire to upgrade. Class item is a hooded cape or scarf. (starter scarf doesn't have a hood)
- Warlock: Long cloth robes. Requires Hardonic Essence to upgrade. Class item is a metal circlet on the left arm, some may include holograms.
Dismantling a piece of armor can grant the player a small amount of the class material that is required to upgrade armor of that pieces respective class, i.e. dismantling hunter armor can get you sapphire wire.
Destiny 101 Full List
https://www.bungie.net/en/Forum/Post/139731825
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