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Destiny 2 – Opening Up the Subclasses

Welcome back Guardians, today we shall go down into the depths of the new and improved subclasses for us to wield. Granted Bungie only allowed the ability to play and view three subclasses. We are still unsure or have yet to see other footage to see what other subclasses are returning.

Subclasses we know

Subclasses returning so far are the Gunslinger and Striker. We have yet to see any gameplay with any other returning subclasses. Some are assuming that each Guardian will still have three subclasses, one of each element to choose from. In the meantime, let us start breaking down the current ones that we know about. (Special thanks to ypatel94 for listing the abilities)

 


Dawnblade: Dawn Comes on Swift Wings

Starting with the new Solar elemental subclass for the Warlock. These subclasses have been redesigned aesthetically pleasing to the eye. Each having separate nodes for jumps, grenades, new 3rd ability, and the choice between two different attunements.

Daybreak: This super ability that allows you to weave solar light into blades and smite your foes from the skies.

Grenades:

  1. Fusion Grenade: Explosive grenade that causes bonus damage when attached to target

  2. Solar Grenade: Creates a flare of Solar Light which continuously damages enemies trapped inside

  3. Firebolt Grenade: Unleashes bolts of Solar Light at Nearby Enemies

Jumps:

  1. Controlled Glide: Provides better directional control while in the air

  2. Balanced Glide: Provides bonuses to speed and control

  3. Focused Burst: Glide jump ability provides an initial boost of speed

Third Skill: (Press and hold O):

  1. Healing Rift: Conjure a well of Light that continuously heals those inside it

  2. Empowering Rift: Conjure a well of Light that increases the attack power of those inside it.

Attunement of Sky Tree:

  1. Igniting Touch: A powerful melee ability that ignites enemies and causes them to explode

  2. Risen Angel: While in the air, aim your weapon to hover in place for a short time. Dealing precision damage extends this effect’s duration

  3. Skyfire: While Daybreak is active, descend causes explosive damage where you land

  4. Phoenix Dive: Hold O while in-air to quickly Descend and regenerate health

Unnamed Tree:

  1. Firestarter: A power melee ability that damages enemies while also increasing your movement and reload speed

  2. Wild Fire: Engage your enemies’ mid-flight. Fire weapons and throw grenades while gliding

  3. Blazing Dash: Press O, O while midair to Dodge

  4. Everlasting Flames: Killing an enemy with Daybreak extends its duration

 

Gunslinger: A Lone Wolf Who Lives for The Perfect Shot

Golden Gun:

  1. Summon a flaming pistol that disintegrates enemies. (This is pretty much the same super ability as Destiny 1, but the big changes come with the attunement selections listed below)

Grenades:

  1. Tripmine Grenade: Places a tripmine grenade that sticks to surfaces and detonates when enemies pass through its laser trigger.

  2. Incendiary Grenade: Catches enemies on fire and causes additional damage over time

  3. Swarm Grenade: Grenade that detonates on impact releasing seeking drones to track nearby enemies

Jumps:

  1. High Jump: Double Jump with greater height

  2. Strafe Jump: Better directional control while in air

  3. Triple Jump: Upgrades Double Jump with a third Jump

Third Ability (Press O, O):

  1. Gambler’s Dodge: Dodging near enemies generates melee energy

  2. Marksman’s Dodge: Automatically reload your equipped weapon when dodging

Way of the Outlaw Tree:

  1. Bombs for Bullseyes: Precision hits generate grenade energy

  2. Chain of Woe: Precision kills increase weapon reload speed for you and nearby allies

  3. Six-Shooter: Golden Gun can be fired quickly up to 6 times but has a shorter duration

  4. Explosive Knife: Throw a knife at enemies that explodes shortly after impact when melee energy is full

Unnamed Tree:

  1. Line ‘Em Up: Precision hits with Golden Gun increases its damage and extends its duration

  2. Crowd Please: Precision Hits with Golden Gun generate Orbs of Light for your allies

  3. Gunslinger’s Trance: Enter a trance with each Precision kill, reducing the cooldown of your Golden Gun

  4. Knife Juggler: Throw a knife at enemies when melee energy is full. A precision kill with this ability immediately recharges it.

 

Striker: At Close Quarters a Fist Is Better Than Any Gun

Fist of Havoc (FoH):

This Super is now a consumption over time rather than a one-time use. Which means you can cast multiple ground slams or shoulder smashes in one consumption.

  1. Press R2 to slam the ground with the force of a maelstrom

  2. Press R1 to smash shoulder-first into your enemies

Grenades:

  1. Pulse Grenade: Periodically damages enemies in its explosion radius

  2. Flashbang Grenade: Disorients the enemies that it damages

  3. Lightning Grenade: Sticks to surfaces and emits bolts of lightning

Jumps:

  1. Increased Height: Greater height on lift

  2. Catapult: Strong initial burst of momentum

  3. Increased Control: Better directional control on lift while in the air

Third Skill (Hold O):

  1. Towering Barricade: A large Barrier that can be used for cover or to seal off dangerous areas for a short time

  2. Rally Barricade: A small barrier that allows you to peek over while aiming down the sights and instantly reloads your equipped weapon when you take cover

Code of Juggernaut Tree:

  1. Knockout: Breaking enemy shields increases your melee range

  2. Reversal: Melee kills immediately trigger health regeneration

  3. Frontal Assault: A powerful melee punch that grants you increased weapon stability

  4. Trample: Fist of Havoc lasts longer while sprinting. Killing enemies with FoH extends its duration.

Unnamed Tree:

  1. Shoulder Charge: After sprinting for a short time press R1 to slam shoulder-first into your target

  2. Aftermath: FoH disorients enemies and leaves a damage-dealing field in its wake

  3. Magnitude: Increases the duration of Pulse, Lightning Grenades, and Aftermath

  4. Aerial Strike: FoH deals more damage the longer it is in the air

Arcstrider, Sentinel, and Other Notes


The two additional subclasses that were mentioned with the release of Destiny 2 were the Arcstrider and Sentinel.  The Arcstrider provides the Hunter with a new Arc subclass. This one uses a bow staff charged with arc energy. The Hunter swings arc damage all around them causing havoc for their enemies.

The Sentinel utilizes the void energy to be both offensive and defensive for the Titan. The Titan can now pull out a bright purple shield upon super activation. They can either hold it up and defend against incoming attacks. Or it can be thrown at enemies in a very Captain America type of style.


Now I can’t confirm or deny that these subclasses will take over their predecessor. I believe that it would make sense for them to do just that.  We have not been able to confirm that Nightstalker, Sunbreaker, Stormcaller, or Voidwalker are returning to action.

The newest addition to the game is each class third skill ability. Each Guardian has a new ability which will transfer between all subclasses. So, Hunter’s dodge, Titan’s shield wall, and Warlock’s rifts might be available across subclass selection. Those unnamed skill trees listed above did not have a name associated with them yet. It seems like you have to acquire an item or consumable named “Ability Unlock” in able to unlock the next node or skill tree. Since the play tests didn’t allow these options yet, we have to standby until more data gets released.

Next time we will focus up our efforts on the Guardians armor and weapons.

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