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Edited by Mischievus: 5/26/2015 2:58:54 PM
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Titans aren't OP but you can do well if you play smart. For Striker Titans: Flashbang grenades work well in small rooms, setup kills, and over all hit n runs. Very fun to use. Pulse grenades are good for area denial and to control opponents movement. Lighting grenades are great for setup kills and direct kills. I primarily use lightning grenades. For Fist of Havoc, choose whatever your good with. I go with the wave since I can get more kills that way but I do use aftershock once in awhile, especially in control. Helm of Inmost Light with the wave perk on is an awesome combo and aftershock is also good since you can deny an area and sometimes opponents just stand on the aftershock trying to get a control point only to die. For melee aspect, it honestly doesn't matter for a striker titan but i use discharge since usually if I'm that close there are multiple opponents and I can at least get their health down for my teammates. When I don't have my super, I use shoulder charge. When I do have it, switch to unstoppable for the moment so you can finish your FoH. Also, spec for more regen than armor. In crucible, getting back your health lost is important especially if your in cover against multiple opponents. Strafe in and out of cover, kill an opponent, stay in cover, regen health, strafe in and out again, and kill the other guy. Also, go max intelligence and discipline. Strength is useless on Striker Titan in crucible since if you are trying to melee, shoulder charge is better. For the armor you want to go with Armamentarium, Helm of Inmost Light, or Peregrine Greaves (new exotic). Armamentarium will give a huge boost to your discipline and allow you to carry more heavy and special ammo however it's exotic perk allows you to carry an extra grenade (doesn't matter which kind). This is great since you can heave grenades at one choke point to stop an enemy so that you can take care of the one trying to flank you. Helm of Inmost Light allows you to superman into enemies but with an added bonus of Aftershock or Wave. Great for when enemies pile up on a control point since not only can you kill most of the enemies but the stragglers and the people who got away from the initial impact have a nice surprise waiting for them. Last is Peregrine Greaves. Now I don't have this exotic but a person that I was on a fireteam with had it setup and he was demolishing people. Shoulder charge is already good but with the greaves, as long as you connect, the opponent is dead. Warlock with radiance? Dead. Bladehunter? Dead. Titan in bubble? Dead. Doesn't matter these greaves are monsters. That said, you still have shoulder charges weakness and 9 times out of 10, if someone sees you coming and they have a shotgun, you will most likely be dead. I honestly don't know about ACD/0 Feedback Fence since I don't have that nor have I seen anybody with it so your guess is as good as mine. Hopefully this helps man. I was crap in crucible before and my K/D and K+A/D were abysmal. After watching others play who had good end scores during a match, I was finally able to get better scores myself. Just got to be patient and not be afraid to retreat if all else fails. Anything over 1.0 K/D is great since you were helping the team succeed. Getting 20 - 25 kills is cool but when you have 30 deaths, it's not all rainbows and butterflies EDIT: Finally at work, haha. Added armor stuff
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  • Edited by Mischievus: 5/26/2015 2:56:23 PM
    So for Defender Titans: Magnetic grenades are easy kills. Works just like Flux and Fusion grenades. Spike grenades work similar to lightning grenades but can also be used like a pulse grenade. "Jack of all trades, master of none" Suppressor grenades are what you should use honestly. They can stop supers, grenades, and melee attacks. Takes skill and time to learn the mechanics but very good in capable hands. For Ward of Dawn, I like going with Blessings since you can get more mobile. Armor of light your stuck in the bubble and a well timed super will obliterate you. Weapons of light you really don't need in crucible, it helps greatly, but I'll take Blessings over Weapons. It especially helps later in the match where you see a GG hunter or a titan charging and you know it's time to retreat. For melee aspect, go with war machine or unbreakable. I go with unbreakable since it keeps my shield up. 7 out of 10 times unbreakable will fit the situation better than war machine. Gift of light is useless in crucible, gift of void is almost always going to be better for orb making. Bastion is good as well since your bubble of safety stays around longer. For the last perks, it really depends on your play style. With randoms, i find that Untouchable and Illuminated are best, especially untouchable. Having your bubble of safety ready to go quicker is going to be a lot better than the extra 2-3 seconds illuminated will give you for Blessings or Weapons. Iron harvest is really good with a fireteam. While best when used with a LMG, even with a rocket launcher, you will be making orbs for supers and combined with gift of void, you should be able to give your team their supers in no time. Unlike striker titans, you really have to spec your defender up right with your play style. You can become a shielded machine, with No Backup Plans, and everything spec'd to support that; meaning full strength, blessings of light, illuminated, etc. However, the most commonly used, and rightly so, exotic armor is the Helm of Saint-14. This is what makes defender titans a great asset. Anything in the bubble, outside of your fireteam, becomes blinded. Meaning that guy rushing into your bubble with a shotgun better be able to use his Crota helmet's third eye to find you. It's also very versatile to use since you don't have to actually be in the bubble for them to be blinded. Playing control on Asylum? Put a bubble in the corners and watch opponents round that corner and be like "Oh shit", panic, and either run away or run into your shotgun, Thorn, Red Death, whatever.

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  • Use pulse grenade for striker cuts of areas and if they need to revive someone damage them

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  • Yup, pulse grenades are best as area denial. In salvage and especially control, they work well. If your alone, throw a pulse grenade in the middle of a control point and you just gained a few seconds for your team to get into position and back you up. Playing Clash? Throw a pulse grenade right on the door frame. Stops enemies from rushing through or following up for a kill. This let's your team to either flank or get into a better firing position.

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