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9/16/2015 7:16:57 PM
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3 New Subclasses Unlocked and tested: This is my initial conclusion for PVP and PVE:

I have unlocked all three sub classes and played them in PVE and PVP; this is my conclusion after trying all three (list goes from strongest to weakest): 1. Big Trouble In Little China-town / Raiden (Warlock Stormcaller) General: Charges faster when around other guardians, short range, chain lightning PVP: Pro: I have seen quite a few multi kills in heavy ammo, but I have also demolished people using, so this super is basically map dependent. Tons of synergies between skills. Melee and grenades charge each other, increased melee range, panic button with super, and escape mechanism when heavily damaged. Cons: Short range? Grenades are mediocre without chain web. PVE: Pros: Chains on multiple mobs with extreme prejudice. (Copy and paste) Melee and grenades charge each other, increased melee range, panic button with super, and escape mechanism when heavily damaged. Cons: Probably not great for a boss fight except killing adds, but that's good too. 2. Titan SunNuker (Sunbreaker) General great synergy: more grenades and melee, and standing in spots = more nukes, but very limited range. The projectivle travels in an arc, so you can use it behind cover. This super and side abilities are better PVE than Fist of Havoc. PVP: Pros:Tracking hammers has great potential, and the damage done by melee is awesome with the DoT. Cons: Very vulnerable at range, but that's player issue; know your abilities. PVE: Pro: Every battle has tons of adds, so you can blow them to hell. Health regen for kills? I'll keep nuking. Cons: Not too defensive, but it wasn't meant to be. 3. Hunters low budget nova bomb (Nightstalker) General: There's no increase in super recharge speed, and no synergy (like titans get double melee/grenade regen when super energy is full). PVP: Pros: Dodge MIGHT be good, lots of traps for heavy ammo and points of interest. Cons: It's a weaker nova bomb that tangles people; little to no synergy between skills PVE: Cons: Traps are useless; you progress forward, so mobs don't return to old spots. Pros: Healing for killing tethered targets MIGHT be good group wise. I'll be playing my warlock and titan mainly. Who will you play? The hunter super might as well shoot a rainbow out of my character's butt instead of a and arrow off a bow.

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  • Edited by JReyno: 9/16/2015 10:47:35 PM
    Mm, no. Nightstalker is ridiculously good. Shadowshot doesn't lose potency like the damage supers. Tether with Blackhole completely shuts down hordes of enemies (incredibly useful against Taken). Nightstalker is also officially the go-to subclass for Orbs, as Light of the Pack makes any tethered enemy that dies generate an orb, no matter WHO kills them... even if it's some random patrol dude. Being able to make Shadowshot amplify damage to all targets or tether more targets at a greater range for a long time means that you'll be making orbs for days no matter what. If you want syngergy, use the Blood Bound perk for Shadowshot, and throw a Vortex grenade into a group of tethered enemies. Congrats for being able to kill groups faster than any other subclass. This same perk can make any damage super or ability relevant in any content. Shadowshot + Swords = Fun Also Monte Carlo + Smoke = blind all the things

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