Tuesday, September 12, 2017

Images from GameSpot Image Galleries On 09/13/2017

Updates from

GameSpot Image Galleries

GameSpot Image Galleries

In the 09/13/2017 edition:

WWE 2K18: Every Confirmed Wrestler On The Roster

By Mat Elfring on Sep 12, 2017 11:38 pm


This October, 2K Games will release the next game in its WWE franchise: WWE 2K18. Seth Rollins was revealed as the cover star of this year's game, and more recently, John Cena's career will be highlighted in the deluxe edition of the game, which you can see the contents of above. The biggest news came from early July when it was announced the game will be available on Nintendo Switch. We also discussed some of the changes to this year's game with 2K devs.

For WWE 2K18, the publisher has stated this year's roster will be the biggest one yet, topping last year's edition, which had 177 playable characters, including DLC. Here are the playable characters revealed so far, and we'll be updating this gallery as more are revealed up until its release in October.

Click here to jump ahead to the first batch of roster reveals: 47 characters [August 16]

Click here to jump to the second batch: 35 characters [August 23]

Click here to jump to the third batch: 41 characters [August 30]

Click here to jump for the fourth batch: 45 characters [September 6]

Current number of playable characters: 174

New characters for this year (so far): 36


Seth Rollins (Raw)


Kurt Angle (Raw/Legend)


Preorder bonus


John Cena (Free Agent)


Batista (Legend)


Deluxe edition bonus


Rob Van Dam (Legend)


Deluxe edition bonus


Bray Wyatt (Raw)


The biggest surprise from the first batch of reveals came from all the members of NXT's Sanity appearing in this year's game.


Dolph Ziggler (Smackdown)


Sami Zayn (Smackdown)


Dean Ambrose (Raw)


Baron Corbin (Smackdown)


Kalisto (Raw)


Akira Tozawa (205 Live)


Sin Cara (Smackdown)


Hideo Itami (NXT)


Eric Young (NXT)


Jinder Mahal (Smackdown)


Bushwhacker Butch (Legend)


Bushwhacker Luke (Legend)


Konnor (Smackdown)


Viktor (Smackdown)


Cesaro (Raw)


Sheamus (Raw)


Karl Anderson (Raw)


Luke Anderson (Raw)


Nikki Cross (NXT)


Alundra Blayze (Legend)


Emma (Raw)


Lita (Legend)


Summer Rae (Raw)


Paige (Raw)


Brie Bella (Retired)


Nikki Bella (Smackdown)


British Bulldog (Legend)


Buddy Robert (Legend)


Diamond Dallas Page (Legend)


Big Boss Man (Legend)


Mark Henry (Raw)


Bam Bam Bigelow (Legend)


Bret Hart (Legend)


Dusty Rhodes (Legend)


Undertaker (Legend)


Big Show (Raw)


Andre The Giant (Legend)


Kane (Smackdown)


Diesel/Kevin Nash (Legend)


Luke Harper (Smackdown)


Erick Rowen (Smackdown)


Sawyer Fulton (NXT)


Alexander Wolfe (NXT)


Killian Dain (NXT)


Braun Strowman (Raw)


Goldust (Raw)


Goldberg (Legend)


The second batch of reveals didn't have any huge surprises aside from NXT's Ember Moon. There was quite a bit of last year's WWE 2K17 DLC included in this batch.


Earthquake (Legend)


Jim "The Anvil" Neidhart (Legend)


Larry Zbyszko (Legend)


Brutus "The Barber" Beefcake


Greg Valentine (Legend)


Edge (Legend)


Godfather (Legend)


Eddie Guerrero (Legend)


Daniel Bryan (Legend/Smackdown)


Maryse (Raw)


Naomi (Smackdown)


Sasha Banks (Raw)


Bayley (Raw)


Ivory (Legend)


Natalya (Smackdown)


Mickie James (Raw)


Becky Lynch (Smackdown)


Tamina (Smackdown)


Ember Moon (NXT)


Kerry Von Erich (Legend)


Kevin Von Erich (Legend)


Jey Uso (Smackdown)


Jimmy Uso (Smackdown)


Mojo Rawley (Smackdown)


Zack Ryder (Smackdown)


Shinsuke Nakamura (Smackdown)


AJ Styles (Smackdown)


Bobby Roode (Smackdown)


The Miz (Raw)


Roman Reigns (Raw)


The Rock (Legend)


Randy Orton (Smackdown)


Triple H (Legend)


Brock Lesnar (Raw)


Kevin Owens (Smackdown)


The third batch of stars for the game included a few new 205 Live and NXT stars.


Samoa Joe (Raw)


Big Cass (Raw)


Rusev (Smackdown)


Finn Balor (Raw)


Chris Jericho (Smackdown/Legend)


Rick "The Model" Martel (Legend)


Mick Foley (Legend)


Ricky "The Dragon" Steamboat (Legend)


Jacqueline (Legend)


Rikishi (Legend)


"Macho Man" Randy Savage (Legend)


Mr. Perfect (Legend)


Lex Luger (Legend)


Razor Ramon (Legend)


"Ravishing" Rick Rude (Legend)


Vader (Legend)


Ric Flair (Legend)


Chad Gable (Smackdown)


Alexa Bliss (Raw)


Carmella (Smackdown)


Nia Jax (Raw)


Tye Dillinger (Smackdown)


Apollo Crews (Raw)


Dana Brooke (Raw)


Neville (205 Live)


Shane Thorne (NXT)


Akam (NXT)


Rezar (NXT)


Michael Hayes (Legend)


Jimmy Garvin (Legend)


Tommaso Ciampa (NXT)


Cedric Alexander (205 Live)


Asuka (NXT)


TJP (205 Live)


Roderick Strong (NXT)


Johnny Gargano (NXT)


Jason Jordan (Raw)


Nick Miller (NXT)


Dash Wilder (NXT)


Scott Dawson (NXT)


JBL (Legend)


The fourth, and final, batch of reveals came from IGN, and 44 more stars were added to the roster. However, this does not include DLC, which has yet to be announced.


Tatanka (Legend)


Typhoon (Legend)


Yes, we're aware the picture above is Tugboat.


Tatsumi Fujinami (Legend)


Booker T (Legend)


Trish Stratus (Legend)


Sycho Sid (Legend)


Jake "The Snake" Roberts (Legend)


Christian (Legend)


"Stone Cold" Steve Austin (Legend)


Aiden English (Smackdown)


Goldust (Raw)


Big E (Smackdown)


Kofi Kingston (Smackdown)


Xavier Woods (Smackdown)


Sting (Legend)


Shawn Michaels (Legend)


Titus O'Neil (Raw)


Enzo Amore (205 Live)


The Brian Kendrick (205 Live)


Shane McMahon (Smackdown)


Alicia Fox (Raw)


Stephanie McMahon (Raw)


Ultimate Warrior (Legend)


Charlotte Flair (Smackdown)


Curtis Axel (Raw)


Bo Dallas (Raw)


Kassius Ohno (NXT)


Darren Young (Raw)


Rich Swann (205 Live)


Gran Metalik (205 Live)


Noam Dar (205 Live)


"Gentleman" Jack Gallagher (205 Live)


No Way Jose (NXT)


Primo Colon (Smackdown)


Epico Colon (Smackdown)


Tyson Kidd (Injured)


Billie Kay (NXT)


Peyton Royce (NXT)


Rhyno (Raw)


Curt Hawkins (Raw)


Heath Slater (Raw)


R-Truth (Raw)


Tyler Breeze (Smackdown)


Fandango (Smackdown)


Vince McMahon (Legend)


The head of WWE was announced for the game prior to his 9/12 appearance on Smackdown.



Destiny 2: How To Be The Best Titan

By Edmond Tran on Sep 12, 2017 05:00 am

Titanic.


Have you taken on the pride and responsibilities of being the strongest, most selfless class in Destiny 2? Good. Here are some tips to help you succeed and feel like a total boss, whether you're with a fireteam or playing solo.

If you're a first-time Titan, consult our skill and ability galleries for the various subclasses, and be sure to check out all our Destiny 2 guides and walkthroughs for more information on what's happening with the shared world shooter. If you're curious about other classes, click from the links below.

But if you're ready to start thinking about optimizing your playstyle for endgame content, read ahead!



Be Proactive In Supporting Your Allies

The Titan's unique class ability creates a wall of cover, which is hands-down the most useful skill to help a team out during a firefight (Warlocks, don't read this). You have two versions to pick from here:

Rallying Barricade creates a chest-high cover that can fit three to four people behind it. Once you're crouched behind it, your fireteam can peek over the wall simply by aiming down sights. Once you pop back down, your gun will instantly reload. This is great fortification to set up if you're taking on a large group of relatively weak enemies like Acolytes or Dregs, since you can basically fire non-stop. That said, being able to instantly reload power weapons against Elite enemies is incredibly useful--imagine firing one-shot rocket launchers like a semi-automatic! But since most bosses tend to dance around a lot, assess the situation first so you don't waste your chance.

Towering Barricade on the other hand is great to pull out in really dicey situations like Strikes and Nightfalls. The wall created here is much larger, and can block big chunks of splash damage from Cabal Colossi if there isn't much safe cover around. Towering Barricade is also useful for protecting capture points in Crucible PVP from opposing fire, though you won't be able to shoot out of it as easily. Also note that an enemy Crucible team will take damage if they run through the Towering Barricade, so use it to deter them from using a certain path.


Every Good Fireteam Needs Ward of Dawn


The Sentinel's Code of the Protector trait tree is the one you should be using if you're working within a fireteam that needs help with survival in the game's most punishing content, like Nightfalls and Raids.

Within it is Ward of Dawn, the greatest defensive tool of any class. This shield dome blocks all incoming damage and gives you increased resistance to damage while within it. It's a great last-ditch tool to stop your teammates from dying or just give everyone a breather. It's also incredibly useful for setting up a safe zone around downed allies, which will let you revive them in relative safety. In PVP, Ward of Dawn is a valuable tool for making sure you and your allies can hold or protect a point.

If you're the guy in fireteam with Ward of Dawn, your teammates will learn to love and worship you. Remember that bit in Destiny 2's first cutscene, where Commander Zavala heroically saves the lives of everyone with him in the tower from Cabal gunships? That's you, and you're doing a great job.


Punch Everything For The Greater Good


If you and your Fireteam find yourselves in slightly more forgiving scenarios, you'll learn that for Titans, offence can often be the best defence. If your team is confident enough to fight together behind enemy lines the Melee skills in the Sentinel's Code of the Protector are incredibly advantageous to you and your team. You'll have the ability to both heal and grant bonus shields to yourself and nearby allies every time you kill someone with a charged melee attack. If you time this right, this can basically mean a second life for you all. The good kind of second life, not the weird social MMO kind.

The Sunbreaker subclass has similar melee buffs--Code of the Fireforged gives your charged melee kills the ability to grant bonus movement and reload speed, but obviously these traits are more useful when you're fighting at mid-range distance. So change it up depending on the kinds of encounters you're finding yourself in.


Punch Everything For Your Own Good


The "offense is the best defense" mantra applies to solo play, too. Titans can tank more damage than other classes, and each Titan subclass has a trait tree that focuses on boosting offensive potential. If you don't have any squishy Hunters or Warlock allies to babysit, flip over to one of these trees to kill more things, more quickly. This is also something to consider if you're in a Fireteam with another Titan filling the support role, and we've also found that these offensive traits are more useful for Crucible PVP.

For example, the Sentinel's Code of the Aggressor gives you an additional throw to your Sentinel Shield super, and gives you a trait that decreases your super cooldown when you kill enemies surrounded by other enemies--so get in there and keep that super up as much as you can!

The Striker's Code of the Earthshaker helps boost your area-of-effect damage potential with the Fists of Havoc super, leaving damaging fields of Arc damage after you perform ground pounds. It'll also give you an extra grenade charge, and your Pulse and Lightning grenades additional pulses. Both of these traits are a huge boon when facing big groups of clumped-up enemies, or when you need to create treacherous ground to soften up charging enemies.

The Sunbreaker's Code of the Fire-Forged really makes the Hammer of Sol super shine. It'll cause enemies hit by it to explore, the hammers to shatter, and throwing them into big groups can have spectacular effects.

Each of these Titan subclasses also comes with a brutal charging melee attack that does area-of-effect damage, which is a very strong opener after you sprint headfirst into a pack of enemies in PVE, or to surprise opponents around corners in the Crucible. The Sentinel's Shield Bash disorients enemies around you, the Striker's Seismic Strike triggers an Arc explosion, and the Sunbreaker's Mortar Blast sets nearby enemies on fire.


Know When To Stop Punching


With all the above in mind, a wise Titan knows when to retreat. Not punching things for a short period of time is better than having to restart from the beginning of a Darkness Zone. When all your abilities are on cooldown, your guns all need reloading, your health is flashing red and you're still surrounded by enemies, get the hell out of there.

Catapult Jump is a useful jump to have equipped any time you're not doing any serious platforming or traversal. It gives you a faster burst of momentum when you trigger the jump, meaning you can get the hell out of a sticky situation a little faster in 'oh shit' moments.

Towering Barricade, if you have it available, is also good tool to use on retreat. It can block a good amount of fire as you retreat to a safer position, or if the situation is right, you can simply fortify a position and take a breather while you wait for your health to regenerate.



25 Movie Props You Could Own Right Now, If You Were Rich

By Mat Elfring on Sep 12, 2017 04:55 am


If you are the kind of person that has a lot of expendable income and have a deep love for movies, the Prop Store's movie memorabilia auction might be right up your alley. On September 26, the company will have an event in London--as well as an online one--auctioning off items used in movies and television. Some of these items could cost the buyer hundreds of thousands of dollars. While there are hundreds of items being auctioned off, we found the 25 most expensive ones that you could buy, if you were rich.


25. The Joker's Costume


(Used in Batman, 1989)

Jack Nicholson wore this costume during the Tim Burton film. The full costume is dressed on a custom-made mannequin that resembles Nicholson's likeness as The Joker.

Starting price: $13,000

Asking price: $26,000-$39,000

Image Credit: Prop Store


24. USS Enterprise NCC-1701-D "Pyro" Model Miniature


(Used in Star Trek: The Next Generation, 1992)

This model of the Enterprise was used during the episode "Cause and Effect." During the episode, the Enterprise was destroyed time and time again. Industry professionals assembled the model, after it was blown apart.

Starting price: $13,000

Asking price: $26,000-$39,000

Image Credit: Prop Store


23. Jules Winnfield's Wallet


(Used in Pulp Fiction, 1993)

Prove what kind of person you are by owning a piece from the movie Pulp Fiction. Samuel L. Jackson's character carried this on him during the movie, and this is one of five wallets made for the film.

Starting price: $13,000

Asking price: $26,000-$39,000

Image Credit: Prop Store


22. Fluffy Costume and Display


(Used in Creepshow, 1982)

Featured in the story "The Crate," this Fluffly costume was created by legendary effects artist Tom Savini. The face has been replaced; however, the work was done by Greg Nicotero, who many fans know as the artist who worked under Savini on the film.

Starting price: $13,000

Asking price: $26,000-$39,000

Image Credit: Prop Store


21. Victor Van Dort Stop-Motion Puppet


(Used in Corpse Bride, 2005)

Johnny Depp voiced Victor Van Dort for the 2005 film, and this on-screen used puppet is available to bid on. The head contains a series of gears and mechanisms in order to change facial expressions. It's still in very good condition.

Starting price: $13,000

Asking price: $26,000-$39,000

Image Credit: Prop Store


20. Henri "Papillon" Charrière's Prison-Arrival Costume


(Used in Papillon, 1973)

Steve McQueen wore this outfit for the early '70s film that took place on a prison island. The actor wore this outfit during the scenes when he was travelling by boat to the island. According to the description, it has minor wear and tear from production usage.

Starting price: $13,000

Asking price: $26,000-$39,000

Image Credit: Prop Store


19. Pete 'Maverick' Mitchell's Flight Suit


(Used in Top Gun, 1986)

Fly into the danger zone, just like Tom Cruise's character did in the '86 film that made beach volleyball cool again. Cruise wore this flight suit throughout the film, and the only thing missing is a patch on the right side, which was removed after production.

Starting price: $13,000

Asking price: $26,000-$39,000

Image Credit: Prop Store


18. Marty McFly's 1885 Western Costume


(Used in Back To The Future III, 1989)

Great Scott! The hilariously historically inaccurate outfit Marty McFly (Michael J Fox) wore when travelling from 1955 to 1885 in BTTF III is available to bid on. The outfit does look a bit distressed, but that was intentional by production.

Starting price: $13,000

Asking price: $26,000-$39,000

Image Credit: Prop Store


17. Alien Creature Costume


(Used in Aliens, 1986)

This terrifying costume from the Alien sequel contains a black bodysuit with the exoskeleton mounted onto it. The headpiece is separate, and it's all contained on a custom mount. There is some slight damage to the suit and some residue from production.

Starting price: $13,000

Asking price: $26,000-$39,000

Image Credit: Prop Store


16. M41A Pulse Rifle


(Used in Aliens, 1986)

This weapon was handled by one of the marine's in James Cameron's film. It is made of a lightweight resin, so it was easy for the actors to handle on set.

Starting price: $13,000

Asking price: $26,000-$39,000

Image Credit: Prop Store


15. Marty McFly's Light-Up 2015 Nike Shoes


(Used in Back To The Future II, 1989)

If you've got the money, you can live two years in the past with Marty McFly's self-adjusting Nike shoes. There has been a bit of work done to the electronic components in the shoes, and the foam soles have a bit of cracking.

Starting price: $16,500

Asking price: $33,000-$46,000

Image Credit: Prop Store


14. RoboCop's Costume


(Used in Robocop 2, 1990)

By purchasing this costume Peter Weller wore, you become the savoir of Detroit, but you will not be required to wrestle in it. There has been some restoration to the costume, as age and use during production have caused a bit of wear and tear.

Starting price: $16,500

Asking price: $33,000-$46,000

Image Credit: Prop Store


13. Batman's Batsuit


(Used in Batman Forever, 1995)

According to the description, this costume was more than likely used by the stunt double in the film, Keith Campbell. While there is a little cracking on the cowl, the suit remains in good condition.

Starting price: $20,000

Asking price: $40,000-$66,000

Image Credit: Prop Store


12. Peter "Star-Lord" Quill's Hero Helmet


(Used in Guardians of the Galaxy, 2014)

The helmet worn by Chris Pratt in the first GotG movie is up for auction. It features LED lights on the side and the red eyes glow. There is distress to the helmet for the production of the film.

Starting price: $20,000

Asking price: $40,000-$66,000

Image Credit: Prop Store


11. Jack Torrance's Jacket


(Used in The Shining, 1980)

Jack Nicholson wore this jacket in Stanley Kubrick's iconic horror film. Even though it was made almost 40 years ago, the jacket is still in excellent condition.

Starting price: $20,000

Asking price: $40,000-$66,000

Image Credit: Prop Store


10. Captain Hector Barbossa's Costume


(Used in Pirates of the Carribean: The Curse of the Black Pearl, 2003)

Geoffrey Rush wore this intricate costume during the 2003 film. The costume comes with everything shown, including the pistol and the custom base. All of the items were distressed prior to production.

Starting price: $20,000

Asking price: $40,000-$66,000

Image Credit: Prop Store


9. Hand-Painted Mansion Portrait of Tony Montana and Elvira Hancock


(Used in Scarface, 1983)

Who wouldn't want a shot up picture of Michelle Pfiefer and Al Pacino? The bullet holes in this painting were not seen in the final cut of the film, and the picture, aside from aging and wear in tear, has been rolled up but remains in good condition.

Starting price: $20,000

Asking price: $40,000-$66,000

Image Credit: Prop Store


8. Darth Vader Promotional Tour Helmet


(Used for promotion during Empire Strike Back, 1980)

This studio quality helmet was not used for the film, but it was used for a promotional tour tied to the film. The two-piece helmet has a bit of wear and tear from age.

Starting price: $20,000

Asking price: $40,000-$66,000

Image Credit: Prop Store


7. Drop-Ship Model Miniature


(Used in Aliens, 1986)

This 1/12 scale model was primarily used for medium and close shots during the 1986 James Cameron film. There is some light damage to one of the wings, but it remains in good condition.

Starting price: $26,000

Asking price: $53,000-$79,000

Image Credit: Prop Store


6. DeLorean Time Machine Model Miniature


(Used in Back to the Future: The Ride, 1991)

Remember the Universal Studios attraction, Back to the Future: The Ride? Well, this is the DeLorean that appeared during the film that played in the ride, coming in at about a foot long. Some of the wiring has been restored, but aside from that, it's in good condition.

Starting price: $26,000

Asking price: $53,000-$79,000

Image Credit: Prop Store


5. 2015 Hill Valley Police Cruiser


(Used in Back To The Future II, 1989)

While you can actually ride in this Hill Valley Police Cruiser, it doesn't have a motor, so don't think you can take it out on the highway. This was the only full-size vehicle created for the film. There has been some restoration to the car, as it sustained a lot of wear and tear from being left in the elements for years.

Starting price: $33,000

Asking price: $66,000-$92,000

Image Credit: Prop Store


4. Indiana Jones' Bullwhip


(Used in Indiana Jones and the Last Crusade, 1989)

One of the most iconic pieces of movie memorabilia is up for auction: Indiana Jones' whip from the third film in the series, the Last Crusade, which comes with a photo signed by Harrison Ford using it. There is some fraying and wear and tear, but it's still in good condition.

Starting price: $33,000

Asking price: $66,000-$92,000

Image Credit: Prop Store


3. C-3PO Special Effects Head


(Used in Empire Strike Back, 1980)

Because of an error in manufacturing, some of the helmets made for C-3P0 were too small for actor Anthony Daniel's head, and this was one of them. However, it was used on set, as there were many times the droid lost his head. There are some scratches and chips, but the helmet remains in good condition.

Starting price: $40,000

Asking price: $79,000-$105,000

Image Credit: Prop Store


2. ILM Y-Wing Model Miniature


(Used in Return of the Jedi, 1983)

This Y-Wing model was used during the battle above the moon of Endor. It was created by Industrial Light & Magic, and contains some intentional production distressing, including smoke and laser damage.

Starting price: $66,000

Asking price: $131,000-$263,000

Image Credit: Prop Store


1. High Speed 'Empireflex' Camera Designed and Built by ILM


(Used in Star Wars: The Empire Strikes Back, 1980)

Finally, the priciest item for auction is the Empireflex camera, specifically designed for the 1980 film. This camera was designed to shoot at different speeds, including 72 fps, 24 fps, and stop-motion. The camera is in perfect working condition.

Starting price: $131,000

Asking price: $263,000 - $395,000

Image Credit: Prop Store



Destiny 2: All The Hunter Gunslinger Skills

By Matt Espineli on Sep 12, 2017 04:18 am

All The Hunter Gunslinger Skills


The Gunslinger returns in Destiny 2 but with a few changes. In this gallery, we've rounded up images of every skill for the Hunter's Gunslinger subclass, which returns from the first game. While the Gunslinger's Super sounds similar to that of the first game, two new Dodge abilities allow you to either automatically reload your weapon or generate Melee energy. There's also a version of Throwing Knife that causes it to explode when used at full Melee energy.

Here's a quick breakdown of all the skills and traits for the Gunslinger subclass, and for more info on everything related to the Hunter and other classes, check in with our guides below for all things happening with Destiny 2.

For even more Destiny content, we have a full roundup of our review and all our guide content here.


Super Ability: Golden Gun


Press L1 + R1 (LB + RB on Xbox One, F on PC) to summon a flaming pistol that disintegrates enemies with Solar Light. It's an easy-to-use Super, but in order to use it effectively, it takes a precise and steady hand.

Passive Buffs: Way of the Outlaw

Way of the Outlaw's passive abilities add benefits to the Golden Gun Super. It supports a greater mix of playstyles, making it a good choice for those who enjoy the mystique of the Gunslinger subclass, but don't necessarily have a steady enough hand to utilize the passive buffs from the Way of the Sharpshooter.

Passive Buffs: Way of the Sharpshooter

If you're adept at precision kills, Way of the Sharpshooter is for you. It sports passive abilities, all of which reward your deadeye talents while using the Golden Gun.


Grenades


Pressing L1 (LB on Xbox One and Q on PC) with the Gunslinger subclass enables the Hunter to toss grenades imbued with a variety of abilities. Here are the three different grenade types you can apply your character.

Incendiary Grenade - An explosive grenade that catches enemies on fire, causing additional damage over time.

Swarm Grenade - A grenade that detonates on impact, releasing multiple drones that seek nearby enemies.

Tripmine Grenade - An explosive grenade that sticks to surfaces and detonates when enemies pass through its laser trigger.


Melee


Pressing R1 (RB on Xbox One and C on PC) allows the Hunter to use a melee strike. With the Gunslinger, these melee attacks can be used from a distance.

Explosive Knife - Throw a knife at enemies that explodes shortly after impact when Melee energy is full.

Knife Juggler - Throw a knife from a distance. Precision knife kills immediately recharge your Melee ability.


Passive Traits


The Gunslinger's passive traits offer you two different ways of utilizing its power. One path embraces variety in shooting tactics, while the other focuses more on rewarding precise shooting.

Way of the Outlaw

Chains of Woe - Precision kills increase weapon reload speed for you and your nearby allies.

Deadshot - Significantly improves your ability to hit with Golden Gun.

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

Way of the Sharpshooter

Practice Makes Perfect - Enter a trance with each precision hit, reducing the cooldown of your Super.

Crowd-Pleaser - Enables precision damage with Golden Gun. Precision hits with Golden Gun generate Orbs of Light.

Line 'Em Up - Precision hits with Golden Gun increase its damage and extend its duration.


Class Ability


New to Destiny 2 are class abilities which gives Hunters, Warlocks, and Titans a unique skill to perform in addition to their special grenade and melee abilities. To use them, press and hold the Circle Button (B on Xbox One, V on PC).

Marksman's Dodge - Dodge to perform an evasive maneuver with a steady hand. Dodging automatically reloads your weapon.

Gambler's Dodge - Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.


Jumps


Unlike the Titans and Warlocks, the Hunter's jumping abilities focus on height and maneuverability Arcstrider jump options are as follows:.

High Jump - While airborne, jump a second time to reach greater heights.

Strafe Jump - While airborne, jump a second time with strong directional control.

Triple Jump - While airborne, sustain your air control with a second or third jump.



Destiny 2: How To Be The Best Warlock

By Alessandro Fillari on Sep 12, 2017 02:57 am

Enter The Space Wizard


In Destiny 2, the Warlock class has refined its spectral, elemental powers to offer much more to the fireteam's chemistry. With the Titan focusing on defense and heavy strikes, and the Hunter utilizing fast and hard hitting moves with finesse, the Warlock has upped their Space Wizard game to offer more support to their allies in the heat of battle--all the while getting in a some serious damage when it counts. If you want to have the power of the Warlock at your fingertips, there's a few things to consider while trying to be an efficient Space Wizard, and how to properly use those skills with other Guardians without missing a beat.

If this is your first time taking up the mantle of the Warlock, consult our skill and ability galleries for the various subclasses, and be sure to check out all our Destiny 2 guides and walkthroughs for more information on what's happening with the shared world shooter. If you're curious about other classes, click from the links below.

But if you're ready to start thinking about optimizing your playstyle for endgame content, read ahead!


Know Your Limits, And The Ways Of The Space Wizard


Much like the Mage archetype that it pulls from, the Warlock isn't really in a position to take up the brunt of damage on the frontlines. With most of their abilities focus on mid-to-long range damage, the Warlock can't touch the Titan's abilities for taking punishment and protecting itself. However, Warlocks more than make up for that in raw power and a number of support buffs that can amplify their attack power, along with abilities that can keep them in the game much longer. One habit to get into, even when playing solo, is to experiment with the many traits and modifiers that come with each subclass' skillset--which can make the Mage a serious force in battle. Though they're not bullet sponges like the Titans, or agile ninjas like the Hunters, the Warlock can hold its own with melee skills that can take out multiple targets at once, and can even drain the health of their enemies to support themselves in an intense fight.


Using Your New Class Abilities


Introduced in Destiny 2 are the brand new class abilities. The Warlock has the gift of placing down special Rifts that can augmented additional attack power, or the ability to heal their wounds along with their allies. Similar to grenade and melee skills, the class ability functions on a cooldown and can be used by holding down the crouch button. While quite effective for solo play, these Rifts are far more useful when in groups, especially when coupled with other class abilities like the Titan's Barricade, giving you extra protection while being amplified by the Warlock's buffs. The Warlock possesses a number of skills that benefit the group, and when you choose this class, you have to be ready to take charge and pop Rifts when the time comes.

Healing Rift: When placed down on a particular spot, the Rift will create a healing circle for those inside. When at full health, the Rift will continue its work and grant you an overshield. Though once you step out of its radius, the effect will drop.

Empowering Rift: Essentially working as the Weapons of Light buff from the original Destiny, this Rift allows Warlocks to amplify the attack power of their weapons, along with that of their allies while staying within the Rift.


Get A Feel For Their Movement


While Hunters and Titans have a focus on speed and reaching great heights with their jumping skills, Warlocks focus more on direct control and precision with their aerial movement. Gliding is a big part of the Warlock's movement in the air, allowing them to gracefully land on difficult surfaces, and even aim down the sights in mid-air to get a bead on their target. If you're coming from other classes like the Titan and Hunter, it may take some time to get used to the Warlock's hopping skills as they're more momentum driven than the others. If you get a poor running starting before a jump, you'll likely sink to the ground fast.

If you want to start off with jump skill that's well-rounded, then stick with Balanced Glide, which has equal focuses on direct control and speed during airtime. However, if you're looking for something that gets you going a little faster, then the Warlock's Voidwalker subclass possesses the Blink jump skill, which turns the glide into a teleport--similar to the Hunter's way of doing things.


Be Formless, Like Water


Along with the Titan and Hunter, the Warlock has a set of subclasses to choose from after acquiring artifacts and channeling the energy within them to continue their path forward. The subclasses have their own distinct strengths and weaknesses: Voidwalkers are high powered wraiths that can hit hard and fast while draining foes; Stormcallers rely on throwing bolts of energy from mid-to-long range; solar-imbued Dawnblades are flying swordsmen with amplified fire damage and projectile attacks from their flaming sword.Along with particular traits that can modify the subclasses drastically, it's important to get a feel of each subclass and test their limits--as getting too comfortable with one can put you in a vulnerable position where they made not be so effective. Each class is useful in its own right, and while it may feel like one is superior to the other, certain situations may call for you to utilize the skill-set of a specific subclass to survive.


Learn To Be A Parasite


As the very first subclass for Warlocks in Destiny, the Voidwalker takes advantage of a number of health draining and Void based attacks that debilitate foes. Unlike the other two classes, the Voidwalker's Super move--the Nova Bomb--is a one-time use. While that may seem like a hassle, the Nova Bomb is a massive attack resulting in tons of splash damage, which can hit a number of foes at once. Moreover, the Voidwalker can keep the Warlock in the action with its skills focus on draining health from foes with melee skills, and allowing the class to absorb their own grenade for health. With two unique skills trees, these two paths can alter the Voidwalker in a number of interesting ways.

Attunement of Chaos: This particular path focuses on disrupting the general power dynamic that most Guardians operate in. Not only can you turn enemies into bombs with your melee skill, and also sacrifice Super energy to shorten your cooldowns for your class skills, you can also alter the trajectory and speed of the Nova Bomb, turning it into a vicious orb of destruction that can also be detonated early with a well-time shot from your gun.

Attunement of Hunger: With this path, the Warlock has the means to last much longer on their own by taking advantage skills that suck the lifeforce out of enemies. With the Devour and Insatiable perks, you can absorb life from enemies and recharge your skills with a quick melee strikes. Also, the Nova Bomb will be amplified again, turning it into a Vortex that keeps enemies trapped inside for additional damage.


Learn To Take Flight


Being the new subclass for the Warlock, the Dawnblade brings a number of interesting tricks to the fold that can make the class a serious force in battle. Allowing the Warlock to take flight and hurl deadly projectiles capable of wiping out foes in a single hit, the Daybreak Super gives the Warlock expanded verticality and speed in the air--even letting them stay in-flight for the duration of the powered-up period. In addition to this unique Super, the Dawnblade's supporting traits grant the Warlock moves to boost their movement and reload speeds, along with Solar based damage over time modifiers for their offensive moves.

Attunement of Sky: With this focus, the Warlock gains additional aerial moves and buffs, allowing for new abilities such as a useful air-dodge, kills in mid-air granting reductions to cooldowns and easier Super energy, and the skill to aim down the sights while gliding through the air. If the Dawnblade's existing aerial skills have won you over, then stick with this path to enjoy an extra boost.

Attunement of Flame: Focusing on applying new moves and modifiers to your Super, this tree will grant buffs to Daybreak--turns its projectiles into homing attacks, allowing extended Super phases with repeated kills, and a useful air-to-surface attack that will vaporize nearby enemies. Many of these skills are fairly interesting, which can make the Daybreak Super feel far more versatile.


Learn To Bring The Thunder


Returning from The Taken King expansion, the Stormcaller subclass allows the Warlock to take point and channel Arc energy into devastating lightning attacks. Granted with extra speed thanks to levitation, the Stormcaller can float through the environment while chaining Arc damage against a large number of opponents. Along with these Arc focused attacks, this particular subclass can recharge Super energy and hit multiple enemies with melee strikes, in addition to calling in Arc sourced helper drones and single focused lightning bolts for massive damage.

Attunement Of Conduction: Taking this particular path will grant the Stormcaller with a helpful teleport skill during their Super phase, along with a series of buffs and cooldown modifiers that activate when using grenade and melee skills--including the added bonus of chaining grenade and melee damage to nearby enemies. This particular tree focuses on hitting multiple enemies at once with as few moves as possible, which can be especially useful when going solo.

Attunement Of The Elements: With this skill tree, you're given additional buffs for your Rifts and granted a special Arc Soul, which creates a drone for the Warlock and their allies. With the Landfall perk, the Stormtrance Super will begin with a massive bolt of lightning, vaporizing all enemies nearby. Moreover, the Rift abilities recharge much faster when near allies. This particular path is helpful during a Strike or a Raid, especially during instances where you're surrounded and you and your allies need an immediate second wind to keep up with the fight.


Be A Team Player


The Warlock's new skills for healing and augmenting attack power makes them an invaluable asset for the fireteam. While they're still useful for solo play, it's important to remember possessing such skills will make you responsible for helping the other Guardians out. Don't be afraid to run into danger if it means you can revive an ally near cover, as you'll be able to pop a Rift soon after to heal you both.

Also remember to coordinate with other members of the fireteam to ensure you can double up on class abilities together. With the Titan's barricade ability, the Rift can used to heal the crew or buff their damage output while taking advantage of the extra protection. This ability also has a place during PVP, but it must be used more intelligently. As you're constantly moving around during games like deathmatch and supremacy, leaving a Healing or Empowering Rift may not be wise when you're not behind cover and away from enemies. However, the Warlock's ability can be used effectively during territory game types, where staying on particular points with teammates is required--which will make you a valued member of the team.


Finding Your Niche


Though Warlocks don't get as much play as the Hunters and Titans, they're a key part of the fireteam's dynamic and can be a game-changer in the hands of a skilled player. While they're not as fast as a Hunter, nor do they have the strength and resilience of a Titan, the Warlock class makes up for it with their versatility and skills that focus on keeping them in the action, while supporting the crew when it counts most. As one of the more sophisticated classes in Destiny, the Warlock challenges players in ways they least expect, but if those picking up the class are willing to stick with it--and learn the ins and outs of each subclass--they'll be rewarded with a class that prides itself on being the Guardian's most resourceful class.



Destiny 2: All The Hunter Arcstrider Skills

By Matt Espineli on Sep 12, 2017 02:45 am

All The Hunter Arcstrider Skills


Destiny 2's new Arcstrider Hunter subclass is nimble class with the melee expertise of a warrior. With its trusty staff, it can inflict a variety of damaging electrical attacks. In addition, it also has a variety of useful dodging maneuvers, such as Gambler's Dodge, which allows you to fully recharge your melee ability if you evade attacks from enemies close to you.

Here's a quick breakdown of all the skills and traits for the Arcstrider subclass, and for more info on everything related to the Hunter and other classes, check in with our guides below for all things happening with Destiny 2.

For even more Destiny content, we have a full roundup of our review and all our guide content here.


Super Ability: Arc Staff


By activating Arc Staff with L1 + R1 (LB + RB on Xbox One, F on PC), you form a staff of pure Arc energy and acrobatically take out your foes. It's a great ability to utilize in a pinch that dispatches foes quickly. However, make sure to use it when enemies are grouped up to maximize damage output, as you don't want to be caught wasting time hitting one foe but then running across the battle area to take care of the rest.

Passive Buffs: Way of the Warrior

Way of the Warrior is suited for the more offensive type, granting dodge recharges and attack damage boosts as you amass kills.

Passive Buffs: Way of the Wind

Following the Way of the Wind offers benefits in increased sprinting, shortened dodge cooldowns, and reduced damage while using the Arc Staff.


Grenades


Pressing L1 (LB on Xbox One and Q on PC) with the Arcstrider subclass enables the Hunter to toss grenades imbued with Arc damage, but also with a few key differences. Here are the three different grenade types you can apply your character.

Flux Grenade - An explosive grenade that deals additional damage when attached to enemies. This can be effective against singular foes, but it requires precision.

Skip Grenade - A grenade that splits upon impact, creating multiple projectiles that seek enemies. It's not incredibly powerful, but can be useful during the game's early runnings.

Arcbolt Grenade - A grenade that chains bolts of lighting to nearby enemies. This is a powerful grenade that can eliminate nearby foes with ease.


Combination Blow


Pressing R1 (RB on Xbox One and C on PC) allows the Hunter to use melee strikes. With the Arcstrider, these melee attacks can be amplified with some rather unique traits.

Combination Blow - Kill an enemy with this melee ability to trigger health regeneration and increase your melee damage temporarily. This buff to your melee strike is well-rounded and effective in most firefights.

Disorienting Blow - Strike an enemy with this melee ability to disorient the target and nearby enemies. This attack is useful for buying yourself time to retreat from a sticky situation, or creating an effective offensive setup.


Passive Traits


The Arcstrider's passive traits focus on continuing a quick and steady flow of damage. They also give it ways to better stay out of the way from danger.

Way of the Warrior

Combat Flow -Melee kills recharge your dodge ability. If you want to make persistent use of your dodge ability, this passive trait is essential.

Deadly Reach - Dodging increases your melee range, allowing you to lunge further to strike enemies. Utilize this for an effective one-two strike.

Lethal Current - After dodging, each Arc Staff hit creates a damaging lightning aftershock. This is a great way to compliment your damage while using the Arc Staff, creating even more chances to devastate enemies in your wake.

Way of the Wind

Focused Breathing - Sprinting recharges your dodge ability. Increased maximum sprint speed. Choose this to decrease your chances of getting shot.

Combat Meditation - While critically wounded, melee and grenades recharge drastically faster.

Lightning Reflexes - You are harder to kill while dodging. This is a must if you're eager to increase your chances of survival during an intense firefight.


Class Ability


New to Destiny 2 are class abilities which gives Hunters, Warlocks, and Titans a unique skill to perform in addition to their special grenade and melee abilities. To use them, press and hold the Circle Button (B on Xbox One, V on PC).

Marksman's Dodge - Dodge to perform an evasive maneuver with a steady hand. Dodging automatically reloads your weapon.

Gambler's Dodge - Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.



Jumps


Unlike the Titans and Warlocks, the Hunter's jumping abilities focus on height and maneuverability Arcstrider jump options are as follows:.

High Jump - While airborne, jump a second time to reach greater heights.

Strafe Jump - While airborne, jump a second time with strong directional control.

Triple Jump - While airborne, sustain your air control with a second or third jump.



Destiny 2: How To Be The Best Hunter

By Miguel Concepcion on Sep 12, 2017 02:12 am

Hunters' Delight.


You've decided to save the solar system with the staff-wielding talents of the Hunter class in Destiny 2. Not only did you pick a well-rounded savior skilled in gunplay and melee combat, you're also going to look awesome when you rack up those kill counts. The base abilities and the power of your Super can take you far, but we have tips on how to make the most of this crafty and agile class.

To get a general handle of playing the Hunter--or any class for that matter--consult our Beginner's Guide. And be sure to check out our other Destiny 2 guides, tips, and tricks for even more help on how to master the game. If you're curious about other classes, click from the links below.

But if you're ready to start thinking about optimizing your playstyle for endgame content, read ahead!


Near, Far, or Invisible?


Every Hunter subclass is armed and qualified to be a useful contributor no matter the mode. These three Hunter types deliver different experiences due to their distinct abilities, and making the most of this class means mastering a subclass that plays to your strengths. Stick with your starting subclass, the Arcstrider, if you like to take the fight to the enemy, as it's hands down the best melee fighter. If you're not the up-close-and-personal type but still enjoy the rush of racking up kills, the ranged weapon prowess of the Gunslinger offers a wealth of abilities and buffs tailored for shooter fans. If you're less of a glory-seeker and more of a team player, there's gratification to be found in the Nightstalker subclass. It has a number of non-lethal yet highly effective abilities that immobilizes and disorients enemies, making them easy targets for nearby Guardians.


Movement Is King


The first several hours will be spent unlocking the Arcstrider's abilities. Both of its passive ability sets--Way of the Warrior and Way of the Wind--play up the class' melee strengths. This gives you a lot of practice at jumping into the fray and fatally punching enemies in quick succession. Become accustomed to jumping or rushing quickly into crowds and getting out once your health goes critical. When you max out your movement skills, you'll be able to triple jump, making yourself a tougher target to hit. And while the Hunter doesn't have a traditional midair power slam, you still can be an effective killer from the skies by coming down from a double or triple jump with a melee blow.


Master Dodging


What makes the Hunter the most agile class are its two dodge abilities. Both of these should be used as often as possible, not just for practice, but also so you can figure out which skill is right for you. If you're very comfortable with melee combat--or are sticking with the Arcstrider--the Gambler's Dodge is the way to go, since it recharges your melee ability. Complement this dodge with two passive abilities within the Way of the Warrior path, Combination Flow and Combat Flow. When used together, these powers can potentially make you unstoppable since one ability recharges your dodge ability while the other triggers health regeneration. The Marksman's Dodge is more suited to Hunters who lean toward ranged weapons, as it quickly reloads your armed weapon. This is especially useful if find yourself equipped with powerful weapons with long reload times.


Chain The Arc Staff


Since the Arcstrider is the first Hunter subclass you unlock, you'll get a lot of time to play around with the Arc Staff. It's one of the most user-friendly Supers in Destiny 2, allowing you to wail on nearby enemies. While you can do a lot of damage by relying on the powerful slam from the air, you'd missing out on the Arc Staff's lethal nuances. Since this Super uses both the melee and ranged weapon buttons, you can experiment with different combinations by using both inputs in a string of attacks.


Optimizing The Gunslinger


If, after spending a few hours with the Arcstrider, you find yourself more comfortable with ranged combat, switch to the Gunslinger after you've unlocked this subclass. Two of the Way of the Outlaw passive abilities add benefits to the Golden Gun Super. If you're adept at precision kills, you're missing out if you're not unlocking the Way of the Sharpshooter passive abilities, all of which reward your deadeye talents. The best complements to your precision as a sharpshooter are the area-of-effect benefits of the incendiary grenade. Combine these with the deadly throwing knives within either passive ability path.


Carefully Manage Your Golden Gun


A single shot from the Gunslinger's Golden Gun is one of the most potent Super attacks in Destiny 2. The trouble is that, by default, you only have three rounds before the Super needs recharging. It goes without saying that you need to pick your targets carefully. This doesn't diminish the value of the Gunslinger, though. Half of the subclass's eight passive abilities are designed to enhance this Super, whether it's improved accuracy, doubling your ammo (at the expense of a shorter duration), or increased damage.


The Adaptive Nightstalker


The Hunter Nightstalker is a lethal subclass, especially if you know how to tailor its abilities specific to PvP and PvE. Against the AI, it's an excellent support player, but it's also self-sufficient when you find yourself isolated. Use Vanish In Smoke to create an invisibility cloud for you and your nearby allies. It's also easy to take the fight to the AI, which is why you should prioritize the Swarm and Incendiary Grenades over the Tripmine Grenade. Conversely, you can surprise opponents in The Crucible with traps like the Tripmine and the Snare Bomb. Speaking of PvP, the Nightstalker can be a huge contributor defensively and offensively, especially when using Vanishing Step and Keen Scout to disappear and boost sprinting, respectively. Last but not least, look for armor that enhances sprinting and sliding, both of which go a long way in making you hard to kill.


Tap Into The Shadowshot


On its own, the Shadowshot--the Super ability of the Nightstalker--isn't lethal, but it restricts your foes' movements and abilities, making them vulnerable to your friends and your own follow-up attacks. This also makes the Nightstalker most useful when playing with a group. Whether alone or in a group, the true power of the Shadowshot is harnessed through your passive abilities. Under Way of the Trapper, you can enhance the Super with Deadfall, which unleashes Void Anchor traps. When choosing Way of the Pathfinder, the Moebius Quiver can transform the Shadowshot into a damage-dealing Super. Heart of the Pack, which conjures Orbs of Light as you kill, unscores the Super's usefulness against multiple enemies, as opposed to a single boss.


Don't Get Melee Cocky


Whatever melee abilities you're comfortable with, don't get overconfident when you're in crowds. Combination Blow--one of the Way of the Warrior passive abilities--triggers health regeneration and increase melee damage, and this boost can feel empowering, but you're not invincible. It can be easy to get caught in a killing spree and ignore your low health. This also applies to the Arc Staff. Just because you have the superhuman ability to disintegrate your foes doesn't mean you're impervious to attacks, especially when your staff can't reach far off enemies.



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