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Destiny

Discuss all things Destiny.
Edited by kklathan8613: 5/7/2015 7:26:46 PM
2

Destiny Informational - Class Abilties

** This is a work in progress. If I have any information wrong please let me know so I can correct it. Credit will be given in the post. I am going to update it when/as/how I can.*** ***On Bat: Updating for Expansion II *** Greetings everyone. I am a proud member of DoD Beyond (ps3 clan) and am here to share with you some information that I have collected on how each class's abilities work. This is information that I have taken from the internet and information that I have acquired through personal testing. If your experiences do not match the data I provide, please contact me and I will update this post. Full credit will be given. The three main stats for each class are [b]Armor, Recovery[/b] and [b]Agility[/b] [b]Armor[/b] - Despite the name Armor does not mean that you take less damage. Instead it gives you more health. Do NOT confuse this with the Defense stat on your gear. Armor will not reduce the amount of damage you take in any way, it simply gives you more HP. Look at your health bar, the last quarter on the left is your health, and the rest of the bar is your shield. Armor increases your HEALTH only. Your shield will still absorb the same amount of damage, but the last quarter of your health bar will have more HP in it. In PvP with the lowest armor possible (warlock) you have around 188 HP. A warlock and Hunter can max at about 197 HP on a max armor build, which will survive a direct hit from a Tripmine Grenade. Titans are another story. A Defender Titan at minimum armor has around 202 HP. At max armor he has about 206 HP. [b]Recovery[/b] - Recovery does two things, it decreases the time between when you last take damage and when your shield starts recharging, and it increases the speed at which the shield bar refills. As tested on a Titan, with max Recovery both of those times are about 20% faster verses a minimum Recovery build. For maxed out Recovery (warlock) it is about 25% faster then with the most minimal Recovery (Titan). [b]Agility[/b] - Agility increases your running speed and increases your jump height. The difference in running speed at max Agility verses minimum Agility is approximately 10%. Agility also only increases the height of your first jump if you are a Warlock or Titan. The difference between maximum and minimum Agility in terms of Jump height is also approximately 10%. Please note that this is normal running speed. Every Guardian sprints at the same speed regardless of agility. [i][b]Warlock[/b][/i] Warlocks start off with the highest Recovery, and low Armor + Agility. The Warlock melee has the [i]largest range[/i] of any melee in the game. The only one which ties it is the Bladedancer's Blink Strike, none reach further. Furthermore the Warlock melee has the largest Auto Aim of any Melee attack. Each melee attack will deal 122 damage in PvP, and will do varying amounts of damage in PvE dependent upon the level difference between you and your target. The Warlock Jump move is called Glide. By hitting the Jump button a second time you well, glide though the air. IMHO this is easily the worst jump skill in the game, as it is the hardest to control and makes you a predictable target in the Crucible. [u][i] - Sunsinger[/i][/u] - Solar [b]Grenades[/b] 1) [u]Solar Grenade[/u] - Creates an AoE that damages any enemy within. Lasts for a base of 4 seconds and ticks 8 times per second. In PvP the initial explosion does 49 damage with damage falloff the further you get from the center of the explosion; each tick does 13 damage. 2) [u]Firebolt Grenade[/u] - This creates a very small initial explosion but sends out firebolts that damage enemies within Line of Sight of the explosion. Each enemy is hit with only 1 firebolt, with each firebolt doing 97 damage. 3) [u]Fusion Grenade[/u] - This grenade will do more damage if you are able to stick it to an enemies body. The explosion is small and does 132 damage but if you stick it to an enemy you will deal a total of 229 damage, resulting in a one hit kill most of the time. [b]Super[/b] The name of the Super is [i]Radiance[/i]. It reduces all incoming damage by about 50% (NOT grants extra HP, reduces damage) and drastically increases the recharge rate of your grenade and Melee. Also your Scorch melee becomes a 1 hit kill. All enemies that you kill with spawn Orbs of Light. Radiance lasts for about 14 seconds or until you die. At 0 Discipline your Grenade has a 1 minute cooldown; with Radiance active that becomes 3.5 seconds. At max Discipline your grenade cooldown is 1.5 seconds. At 0 Strength your Melee will not finish the cooldown by the time Radiance ends, at max Strength the cooldown is 7.5 seconds. Radiance can be modified by the following talents: 1) [u]Song of Flame[/u] - This will reduce the melee and grenade cooldown of any ally in range. Your ally needs to be within a radius of approximately 2x melee range to get the buff, and once they have the buff you need to stay in the general area (about 4x melee range) for them to keep it. This will last for the duration of Radiance. 2) [u]Radiant Skin[/u] - this increases the Damage Absorption of Radiance from 50% to about 54%. A 4% increase. 3) [u]Fireborn[/u] - This allows a Warlock to self revive. This can save the day in come cases, but you sacrifice using your Super to generate Orbs for your teammates. [b]Melee[/b] [u]Scorch[/u] - This melee has 2 parts: first is the [i]Strike[/i] portion. This just applies a solar modifier to your regular melee. Then there is the second part which is [i]Ignite[/i]; this deals Damage over Time to the enemy hit. In PvP this will deal an additional 35 damage (5 ticks of 7 damage) in just under 4 seconds. Again, in PvE your mileage will vary. It can be modified with the following talents: 1) [u]Solar Wind[/u] - This knocks back any enemy hit with Scorch 2) [u]Brimstone [/u]- Enemies killed with Scorch explode doing AoE damage. 3) [u]Flame Shield[/u] - Damaging an enemy with Scorch grants an additional shield which grants approximately 47% additional shields for about 14 seconds or until it is consumed. I very highly recommend using this all the time. [b]Tier 1[/b] - you will be able to pick one of these talents 1) [u]Sunburst[/u] - Killing an enemy with Scorch will spawn Orbs of Light approximately 33% of the time. You need to get the kill with Scorch to have this chance. 2) [u]Viking Funeral[/u] - This increases the DoT on Ignite; it will now do 70 damage instead of 35, increasing to 10 ticks of 7 damage each over a longer duration. 3) [u]Radiant Will[/u] - Increases the duration of your Super from 14 seconds to 17 seconds. [b]Tier 2 -[/b] you will be able to pick one of these talents 1) [u]Touch of Flame[/u] - All grenades will now Ignite enemies, and this works differently with each Grenade. ---A) [i]Solar Grenades[/i] - Only enemies caught in the initial explosion will be Ignited. If not caught in the initial explosion, Solar Grenades will not Ignite enemies. ---B) [i]Firebolt Grenades[/i] - All enemies caught in the initial explosion or in the firebolts will be Ignited. ---C) [i]Fusion Grenade [/i]- If caught in the explosion, the enemy will take Ignite damage. However if you stuck the enemy they are most likely already dead from the bonus damage. 2) [u]Gift of the Sun[/u] - Grants an additional Grenade. This does [b]NOT[/b] stack with the Exotic perk on the Starfire Protocol. You can have a max of 2 grenades. Period. Note that [i]the bonus Discipline grants to Grenade cooldown does NOT affect your 2nd grenade,[/i] meaning it takes 1 full minute to recharge this Grenade between use. 3) [u]Angel of Light[/u] - You hover for a brief time while Aim Down Sights (ADS) if you are midair.[/quote]

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