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originally posted in:Destiny Ladies
10/20/2014 2:17:55 AM
2

Prima's Hunter Guide

Hunter Class Overview The Hunter class will appeal to players who enjoy a purely offensive approach to their attacks. It is the fastest and most precise of all the classes, using speed, agility and stealth to neutralize its enemies. Hunters, as well as both of the other classes, also come with two unique subclasses. The first one, Gunslinger, is the default class that everyone starts out with, while the second subclass, Bladedancer, is unlocked when a player reaches level 15. Within each of these sub-classes are specific Grenades, abilities, ability modifications and even passive abilities that are all unlocked by earning experience. It's here that players can begin to craft a Hunter that compliments their specific play style and set themselves apart from the rest of the pack.

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  • Gunslinger Subclass Every player who chooses the path of the Hunter will be forced to use the Gunslinger subclass until they progress their character to level 15. This means putting in a considerable amount of time to unlocking the different Grenades, Abilities and Passives that it has to offer. Beginning with Grenades, the Gunslinger comes with the Incendiary, Swarm and Tripmine, unlocked in exactly that order. Since players are only able to equip one type of grenade at any given time, once all three are unlocked, play style will be the determining factor in deciding which one should be chosen. Players who are looking to cause damage to several targets close together might opt to go for the Swarm Grenade, while others who are looking to keep their flanks secure could be drawn to the Tripmine Grenade. Here is a breakdown of what each one does. Incendiary - An explosive grenade that can catch enemies on fire and cause additional damage over time (DoT). Swarm - Detonates on impact, then releases several smaller drones that will seek out and damage nearby enemies for a short amount of time. Tripmine - Just as it sounds, this is an explosive grenade that detonates when enemies pass through the laser trigger. In addition to the Grenades, the Gunslinger subclass also comes with three unique Abilities that will allow players a deep amount of customization once they have unlocked all of the modifiers for each. The first Ability is tied to Movement and is called the Double Jump. Once unlocked players will be able to build upon their standard single jump, giving them the ability to cover larger distances and escape dangerous situations. The three bonus modifiers for the Double Jump are listed down below, but keep in mind only one can be used at a time. For clarification, this means that players could use their Double Jump + Higher Jump, but would have to remove Higher Jump if they decided they wanted to try Better Control or the Triple Jump. Better Control - This modification allows players an increased amount of control over their standard Double Jump, giving them the ability to easily change directions in mid-air. Triple Jump - Players who opt to go with this modifier will see their Double Jump replaced with a Triple Jump, just as the name suggests. Higher Jump - For anyone who is fond of the Double Jump, this enhancement will allow the jump to even greater heights. It provides similar benefits as the Triple Jump, it just takes a different path to get there. The Second Ability that comes with the Gunslinger subclass is a Super Ability called the Golden Gun, and when used correctly it can be an absolute game changer. By default, the Golden Gun will take four minutes and 30 seconds to re-charge after use, and therefore should be saved for some of the more difficult to kill enemies in the early stages of Destiny. Once activated, the Golden Gun will summon a flaming Hand Cannon that deals heavy damage with Solar Light. Just as the Ability before it, the Golden Gun also has three bonus modifiers, but only one can be used at a time. Deadeye - Drastically increases the accuracy of the Golden Gun. Combustion - When you kill an enemy using the Golden Gun it will cause them to explode. Gunfighter - Reduces the cool down time of the Golden Gun to four minutes, allow players to use it more frequently. The Final of the three Abilities is a Melee ability called the Throwing Knife. Just like the previous two, it also comes with three bonus modifiers, of which players will have to choose one. The Throwing Knife does not replace the standard melee attack, but rather allows players to engage targets that are just beyond melee range. The Throwing Knife has a cool down time of 55 seconds (the same goes for Grenades), and it's modifiers are as follows. Circle of Life - Killing an enemy with the Throwing Knife while the Golden Gun is active will extend the duration of the Golden Gun. Incendiary Blade - In addition to the damage dealt by the impact of the blade, enemies will catch on fire and continue to suffer DoT. Knife Juggler - Killing enemies by hitting their weak points (also referred to as precision kills) will immediately reset its cool down time. The next section of the subclass is where things can get just a little bit tricky, as Hunters will now have to choose between what are called Passives, which directly affect the attributes that can be seen in the top left of the inventory screen and are broken down into Armor, Recovery and Agility. These Passives divided into Tier 1 and Tier 2, with each tier having players choose one of the three options. Here is how Tier 1 breaks down. Path Forgotten - Grants players +2 Armor and +2 Agility. Path Forbidden - Grants players +2 Recovery and +2 Agility. Path Unknown - Grants players +2 Armor and +2 Recovery. The second tier of the Passives will allow players to choose another bonus out of three available choices. Way of the Drifter - Grants players +2 Armor, +1 Recovery and +2 Agility. Way of the Fearless - Grants players +5 Armor. Way of the Nomad - Grants players +4 Recovery and +1 Agility. To round out the Gunslinger Subclass, there are two more categories called Ability Modifiers that players will have to choose from. As has been the case throughout all of the choices, only one from each list can be used at any given time. Both categories put a large focus on enhancing abilities and are once again broken down into Tier 1 and Tier 2. The first tier is as follows. Scavenger - Picking up ammunition will reduce a the cool down time of the Grenade and Throwing knife. Keyhole - The Golden Gun receives a boost in its ability to penetrate, making it possible to cause damage to multiple targets with one shot. Gunslinger's Trance - Killing targets by hitting their weak points (also known as precision kills) will increase weapon stability. This is stackable up to three times. The second tier takes a similar tone as the first. Chain of Woe - Getting kills by hitting the weak point on targets, or precision kills will increase a weapon's reload speed. This stacks up to three times. Over the Horizon - Increases the range of the Golden Gun. Gambler's Dagger - Players are given an additional Throwing Knife. Example Gunslinger Subclass Setup Swarm Grenade Double Jump (Higher Jump) Golden Gun (Gunfighter) Throwing Knife (Incendiary Blade) Passive Tier 1 (Path Forgotten) Passive Tier 2 (Way of the Fearless) Ability Modifier Tier 1 (Scavenger) Ability Modifier Tier 2 (Gambler's Dagger)

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