By Matt Espineli on Oct 25, 2017 12:15 am Preparing For Origins
The Assassin's Creed series has always been known for its extensive storyline and dense lore and mythology. The latest entry Assassin's Creed Origins is a prequel to the franchise, but it's useful to learn about key characters and events from past games. To help get you up to speed on all the important happenings in the Assassin's Creed universe, here's a recap of everything you need to know before jumping into Assassin's Creed Origins. Be wary, there are major spoilers ahead. Assassin's Creed Origins is releasing soon on October 27 for PC, PlayStation 4, and Xbox One. Ubisoft has detailed the minimum and recommended PC system requirements. And for more about the latest Assassin's Creed game, check out our roundup containing in-depth features and gameplay videos. You can also check out our comprehensive video documenting the complete history of the Assassin's Creed franchise. Those Who Came Before
In the beginning, Earth was inhabited by the Isu, an ancient species of advanced humanoids. They possessed precognitive abilities and were gifted scientists; they also had incredibly long lifespans, though they were not immortal. Their immense power and intelligence lead them to create the human race, whom they designed in their image to be a capable, but docile, workforce. But in order to ensure that humanity remained subservient to their rule, the Isu created several powerful devices--later known to humanity as Pieces of Eden--to enslave their minds. Rebellion And War
When the Isu created humanity, they designed them to be born with a chemical neurotransmitter in their brains that made them susceptible to the Pieces of Eden. However, over time interbreeding between humans and Isu lead to the creation of a hybrid race, who were immune to the effects of the mind-controlling devices of their benefactors. This resulted in an uprising by two hybrids, Adam and Eve, who stole a Piece of Eden known as the Apple to wage war against the Isu. While the Isu were technologically superior to humans, the ensuing war took a toll on them as they were heavily outnumbered; a result of the Isu having produced so many humans to work for them. After a decade's worth of fighting, the conflict came to an abrupt end due to a massive solar flare that devastated the Earth, resulting in heavy losses on both sides. This event became known as the Toba Catastrophe. Last Ditch Effort
During the war, there were three Isu scientists--Minerva, Juno, and Jupiter--who were actually aware of the solar flare that would hit Earth. They endeavored to prevent it by researching six different solutions; however, none adequately provided what was needed. Eventually Minerva created a seventh solution known as the Eye, a device capable of allowing them to manipulate the patterns and equations of existence. With its power, the Isu could deploy a planetary magnetic shield that would deflect the incoming disaster. In the midst of the experiments, Juno developed a deep hatred for humans. She made plans to take over the world and enslave humanity in the solar flare's aftermath. However, Minerva and Jupiter caught wind of this and imprisoned her consciousness. But before Juno could be sealed away, she tampered with the pattern of the Eye, so that it would release her from prison upon its activation. Minerva discovered this and decided that instead of letting Juno get her way, it would be best to destroy the device and let the solar flare occur. Messages To The Next Generation
Before the solar flare arrived to Earth, Minerva crafted a second Eye to relay messages to future generations of humanity in hopes of giving them the knowledge needed to prevent an inevitable second catastrophe. These messages were locked away in vaults hidden throughout the planet. Despite these attempts to help the future of humanity, Juno's evil ambitions persisted. In her imprisonment, she managed to fix the first Eye and used it to commune with future generations in hopes of swaying them towards accomplishing her goals. Reconciliation and The Fall of the Isu
The impact of the solar flare flipped the polarity of Earth's magnetic field and exposed it to the Sun's deadly radiation. While both the Isu and humanity survived the disaster, their numbers began to dwindle. As a result, both species made peace and worked together to rebuild the world. Several Isu took steps to influence the human race, endeavoring to spread their knowledge. Some of these attempts would manifest themselves in superstitions and religious myths passed through the ages across different cultures. Despite their best efforts to preserve their ways, the Isu eventually went extinct. Humanity continued to thrive through the centuries ahead, slowly forgetting the existence of the Isu as they split off into new civilizations and cultures. The Assassins And The Templars: A Battle of Ideology
As the centuries passed, humans began to discover several Pieces of Eden, which had survived the destruction of the Toba Catastrophe. The power the artifacts stirred debate towards how to use them for humanity's benefit. There were many who sought to fulfill humanity's true potential and decided it would be best to use the artifacts to create a utopia. While there were others who stood against their use, opting to give humanity complete freedom where all could live according to their own will. These two beliefs eventually manifested into two respective organizations, the Templars and the Assassins, who went on to wage a covert war spanning most of human history. Enter Desmond Miles
A key player in the Assassin-Templar conflict was a man named Desmond Miles. A modern day Assassin, Desmond was wary of his organization's tenets and lifestyle growing up. At age 16, he fled home and moved to New York City to work as a bartender. However, he could not escape his origins, and was kidnapped by the Templars, who had at this point masked their activities under the guise of a company called Abstergo. The unwilling Assassin was taken to one of Abstergo's laboratories where he was used as a test subject in the Animus, a device that could read the memories of a person's ancestors through the genetic memory encoded in their DNA. Leading the research experiment was a scientist named Warren Vidic and his assistant, Lucy Stillman. Their goal was to discover the locations of the Pieces of Eden. Assassin's Creed -- Destiny
Desmond was made to relive the genetic memory of his ancestor, Altair Ibn-La'Ahad--a member of the Assassin order during the Third Crusade. By exploring Altair's memories, Vidic was able to discover the locations of numerous Pieces of Eden. After finding this out, Abstergo executives ordered Desmond's execution, as he had outlived his usefulness; however, Lucy revealed to Desmond that she was an undercover agent of the Assassins, and promised his safety. Assassin's Creed II -- Becoming an Assassin and a Message From Minerva
Lucy busted Desmond out his cell and the two escaped from the Abstergo laboratory. Arriving at one of the Assassins' hideouts, Desmond and Lucy met with fellow members of the order, Shaun Hastings and Rebecca Crane. Their new goal was to train Desmond to be an Assassin using the Bleeding Effect, a symptom induced by prolonged exposure to the Animus that allowed a person to inherit abilities from their ancestors. Desmond returned to the Animus to experience the memories of Ezio Auditore, an Assassin who lived through the Italian Renaissance. As the group pushed further into the Italian Assassin's memories, they discovered his encounter with one of Minerva's messages, which warned of the impending catastrophe and recounted the story of the war between the Isu and humanity. But what shocked Desmond was Minerva revealing that she was actually talking to him through Ezio. Following this revelation, Desmond was pulled from the Animus, as the Templars discovered their location. Despite an altercation with Vidic and his goons, the group managed to escape. Assassin's Creed: Brotherhood -- Finding the Apple
The group fled north and set up shop at Monteriggioni, the former headquarters of the Italian Brotherhood during the 14th century. Once again Desmond used the Animus to dive into Ezio's memories in hopes of discovering information that could help the Assassins. However, the Bleeding Effect soon began to take a toll on him, as he began to experience more hallucinations. Regardless, Desmond pushed through it and learned that Ezio hid an Apple of Eden under the Colosseum in Rome. At the Colosseum, the group discovered a path leading to an underground chamber where the Apple was held. A hologram of Juno appeared before them to reveal the existence of the Isu's secret vaults. Desmond then grabbed the Apple from its pedestal, but in doing so, the artifact activated, allowing Juno to take control of him and kill Lucy. The shock of the ordeal caused Desmond to fall into a coma. Assassin's Creed: Revelations -- Escape From the Black Room
After the events of Lucy's murder, William Miles--Desmond's father and the de facto leader of the Assassins--dispatched several Assassins to retrieve the group from the Colosseum vault. Desmond was put back into the Animus to stabilize his condition. He awakened to find himself inside the Black Room, a safe mode built into the Animus' programming. There he met a visual construct of Clay Kaczmarek, a man who used the Animus prior to him during Vidic's experiments. Kaczmarek informed Desmond that he needed to keep reliving his ancestors' memories in order to awaken from his coma. Desmond experienced not only the later years of Ezio's life, but Altair's as well. His journey through the memories of both his ancestors allowed him to discover a message from Jupiter, who revealed the location of the Grand Temple, which housed all of the research conducted to prevent the first solar flare. After having discovered this, Desmond awakened from his coma, with Shaun, Rebecca, and his father standing beside him. Assassin's Creed III -- Finding the Grand Temple Key
The group travelled to the Grand Temple where they once again set up the Animus. Entering the Grand Temple triggered Desmond's Bleeding Effect, which revealed that a key was required to unlock its innermost chambers. Instead of reliving the memories of Ezio, Desmond dove into the memories of Haytham Kenway, an 18th-century Templar who once had possession of the key. However, he learned that it was actually Haytham's illegitimate son, an Assassin named Ratonhnhaké:ton aka Connor Kenway, who would later come into possession of it during the American Revolution. As Desmond searched through Connor's memories, he occasionally took breaks to embark on missions to obtain batteries to power the Animus. However, the arrival of the second solar flare rapidly approached, and with no leads on the Grand Temple key's current location, the situation grew desperate. In an effort to maximize productivity, Desmond focused on reliving Connor's memories, while William retrieved a new battery from a museum in Cairo. However, Vidic intercepted William and sent a video message to the group explaining that William would only be set free in exchange for the Apple of Eden. Desmond complied and traveled to the Abstergo facility where his father was being held, but instead of handing over the Apple, he used it to kill Vidic and his henchmen. Assassin's Creed III (Cont.) -- Saving the World
Desmond returned to the Animus and learned that the Grand Temple key was hidden in a grave in Massachusetts. Using the key to open the gate to the Grand Temple's inner chamber, Desmond and the group entered only to be greeted by Juno, who revealed that they could save the world using the Eye. However, Minerva appeared and urged Desmond not to activate the device, explaining Juno's schemes to enslave humanity. She insisted that while the device would save the world from the solar flare, it would also kill Desmond and allow Juno to complete her quest to rule over Earth. Despite Minerva's warnings, Desmond stated that if Juno was released, there could still be a slim chance that humanity could stop her. With his mind made up, Desmond activated the Eye, thus sacrificing himself to protect the planet and freeing Juno from imprisonment. Assassin's Creed IV: Black Flag -- Infiltrating Abstergo Entertainment
With the death of Desmond, Shaun, Rebecca, and William continued the fight against the Templars. However, William eventually stepped down as leader of the Assassins in order to go on a self-imposed exile. Shaun and Rebecca then went undercover as low-level employees at Abstergo, who had managed to create a new version of the Animus that could let people relive the genetic memories of anyone's DNA, as long as the DNA was harvested. With this new tech--which was created using Desmond's DNA--the Templars formed Abstergo Entertainment, a branch of the company that created consumer products using Animus technology. However, Abstergo Entertainment was a front for the Templars to locate and acquire new Pieces of Eden. The Assassins had an informant in the company, named John Standish, who began helping an unnamed Abstergo Entertainment employee (your player character) hack into the company's databases. The employee gradually fed the archived information to the Assassins. Assassin's Creed IV: Black Flag (Cont.) -- The Sage
Juno remained adamant towards advancing her schemes of world domination. However, she could do little without a physical body to transfer her consciousness into. Luckily, Juno had set a plan in motion prior to her imprisonment: she had managed to manipulate the human genetic code, creating a hidden trigger that would alter the genetic makeup of an individual, imbuing them with the memories and appearance of her husband. The experiment caused Juno's husband to be repeatedly reincarnated in human form for millennia. These reincarnations would be known as Sages. Unbeknownst to everyone, John Standish was actually a Sage and plotted to transfer Juno's consciousness into the body of the unnamed Abstergo Entertainment employee. However, the plan failed and Abstergo security guards gunned down John. Assassin's Creed Unity -- The Initiates
As a means of fighting the Templars, the Assassins enlisted the help of players using Abstergo Entertainment's gaming products. Those convinced to join were known as Initiates. With the help of an unnamed Initiate, an Assassin operative named Bishop managed to secure the location of an Apple of Eden via the memories of French Revolution era Assassin, Arno Dorian. Assassin's Creed Syndicate -- Juno's Next Plan
The Templars began using John Standish's DNA to create an Isu from scratch, aiming to explore the genetic memories encoded in its DNA using the Animus. But in order to achieve this, they needed a Piece of Eden known as the Shroud; one was known to be hidden somewhere in London. The Assassins caught wind of this and once again enlisted the help of an unnamed Initiate. By reliving the memories of Assassin twins, Jacob and Evie Frye, the Initiate discovered that the Shroud was located underneath Buckingham Palace. Shaun and Rebecca were dispatched to retrieve it, but were attacked by the Templars, who successfully escape with the Shroud. It was then revealed that Juno had secretly orchestrated the scheme from the beginning, manipulating the Templars into creating a new vessel for her to implant her consciousness. Assassin's Creed Origins -- What Could It All Mean?
While we know Assassin's Creed Origins documents the formation of the Assassin order, little is known about the game's modern day storyline. From what occurs at the end of Syndicate, it's clear that Juno will finally return. In addition, according to a video memo in that game, Desmond has a ten-year-old illegitimate son. However, he was born a Sage, which means he's genetically bound to serve Juno. It's possible Desmond's son could become a key component of Origin's modern day plot. Another important question stems from who you'll be playing in Origins. While Ubisoft could lean towards the Initiate route again, there's also the possibility for a completely new character. But given how Bayek--Origins' protagonist--sports the same lip scar that Desmond, Altair, and Ezio have, the genetic memories being explored must root from Desmond's DNA, seeing as that characteristic seems to run consistent with much of his family line thus far.
By Dan Auty on Oct 24, 2017 11:48 pm
The Saw series is one of the most popular and successful horror franchises of all time. Made on extremely modest budgets, the seven films released between 2004 and 2010 earned more than $870 million at the worldwide box office. The eighth movie, Jigsaw, arrives this week, and hopes are high that after a seven-year gap, the gory formula that made the franchise so successful still works. You can check out GameSpot's Saw story recap here, but which movies are the best? Here's our ranking of all seven films to date, from worst to best. 7. Saw 3D
While the series did well to make it to six movies without an entirely bad entry, its luck did eventually run out. Saw 3D is the worst Saw movie by some distance, and its mediocre box office results killed the franchise for seven years. The filmmakers attempted to inject some interest with the return of Cary Elwes as Dr. Gordon, who it turns out has been Jigsaw's apprentice since the first movie. But the confused, flaccid narrative, annoying characters, terrible acting, lame 3D, cheap production values, and general lack of Tobin Bell add up to a movie that even the biggest Saw fans hated. 6. Saw IV
Saw IV was the point that the series went from complicated to confusing. To its credit, it contains a great twist; it turns out the movie is happening simultaneously with Saw III, and that Jigsaw is orchestrating events from his deathbed. But there's an over-reliance on backstory and flashbacks, and for once Jigsaw's main victim--obsessed cop Riggs--seems completely undeserving of his test. Returning director Darren Bousman has since stated that he put very little effort into the movie: "I was a cog in a wheel of a well-oiled machine. It made me lazy and complacent," he told the LA Times. It shows. 5. Saw V
Given Saw III and IV can be seen as part of the same story, Saw V was a test as to whether the story could continue successfully after the death of both Kramer and Amanda. It's a reasonably entertaining film, but the new central villain--crazy cop Matt Hoffman, played by Costas Mandylor--lacks the dark charisma that Tobin Bell brought to his role. The traps, such as the pendulum and the glass coffin, are good, but the tests are not nearly as well integrated into the central story as the best movies in the series. 4. Saw II
The second film didn't begin life as a Saw movie at all. With the sequel rushed into production, a non-related script called The Desperate was rewritten to place it within the Saw universe, and its writer, Darren Bousman, was hired to direct. What's surprising is that it works, and really laid down the template for the movies that followed. The extravagant traps involving multiple people, the apprentices, the idea of Jigsaw controlling events from behind the scenes, all started here. But Saw II also has a simplicity and focus missing from some of the more narratively dense films that followed. 3. Saw III
Saw III was Jigsaw's final appearance while still alive, and it's still one of the best, with some personal stakes for all of Jigsaw's victims and a twisting plot that is both unpredictable and--unlike the later parts--largely coherent. It's got some of the series' most enjoyably gruesome traps, too. From the shotgun collar that Dr Denlon must wear while trying to save Kramer's life, to the rack, and the truly disgusting pig vat, Saw III delivers. 2. Saw
The original movie now seems so different from what followed that it almost feels part of another franchise. There's a small cast, only a couple of traps, and despite a variety of gory scenes, it plays out much more as a claustrophobic mystery thriller than the ludicrous horror melodrama that the series ultimately became. But it remains one of the decade's best shockers, with a gripping storyline and an ingenious final twist. 1. Saw VI
With the series becoming increasingly silly and confusing, hopes weren't high by the time the sixth movie rolled round. But against all the odds, director Kevin Greutert (who had edited all of the previous entries) knocked it out of the park. Some more casual viewers might prefer the small-scale intensity of the first film, but for true horror fans, as well as those fully invested in the unfolding story of Hoffman, Jill, and Jigsaw's legacy, this one is the nastiest, paciest, and most gruesomely enjoyable one of the lot. Hoffman was never the most compelling of villains, but it's great fun to see him try to stay one step ahead of the FBI, while Jill makes for a worthy adversary. It also had a satirical edge--Jigsaw's final victims are a bunch of crooked insurance agents--which makes their grisly deaths all the more satisfying. Sadly it was all a bit too late, and Saw VI ended up as the lowest grossing movie in the entire series.
By Chris Pereira on Oct 24, 2017 03:56 pm
It's October, and with Halloween drawing near, Blizzard is marking the occasion with a new Overwatch seasonal event. Halloween Terror 2017 is officially underway after some leaks, and what that means is there are new skins to get your hands on--but they'll only be distributed for a limited time. As it did in 2016, Halloween Terror replaces the standard Loot Box with a special themed one. This allows you to get the exclusive Halloween Terror 2016 cosmetics in addition to more than 50 new ones. Among them are a variety of skins, including Legendary ones for Ana, McCree, Zenyatta, and Symmetra. You can check out all of the new skins currently up for grabs in the gallery above. You can obtain Loot Boxes by leveling up or purchasing them, as usual. Any items you get can be used year-round, though they're only obtainable during the event itself. In addition to simply offering new cosmetics, there's also a new way to play. 2016's Junkenstein's Revenge event has made a return; this co-op, Horde-style mode has players facing off against waves of AI-controlled enemies. A new endless option this year allows you to see just how many waves your team of four can make it through. Leaderboards will track your progress and allow players to compete for the top spot. Halloween Terror 2017 is now underway on PC, PS4, and Xbox One. It runs until November 2 on all platforms. For a look at other celebrations, check out our roundup of all the in-game Halloween events and updates. Corsair Ana Corsair Ana Corsair Ana Van Helsing McCree Van Helsing McCree Jiangshi Mei Jiangshi Mei Dracula Reaper Dracula Reaper Dragon Symmetra Dragon Symmetra Dragon Symmetra Dragon Symmetra Viking Torbjorn Viking Torbjorn Viking Torbjorn Viking Torbjorn Viking Torbjorn Totally '80s Zarya Totally '80s Zarya Cultist Zenyatta Cultist Zenyatta
By Array on Oct 24, 2017 04:31 am Life of Crime
Although the Grand Theft Auto series truly rose to prominence when it transitioned to 3D with Grand Theft Auto III, it had already been around for years at that point. From its early days to GTA V's release and subsequent four years of success, GTA has become one of gaming's most influential franchises ever over its 20-year history, helping to redefine open-world design and gameplay. To commemorate the anniversary of developer Rockstar's much-beloved series, we're detailing the advancements and innovations that each of its entries introduced. From its humble beginnings on PS1 and PC to the staggeringly persistent sales of Grand Theft Auto V, here's a look at the evolution of GTA and how it transformed into the household name it is today. For a visual look at what we discuss here, check out the video version of the evolution of Grand Theft Auto. Following in the huge success of the series, its latest entry Grand Theft Auto V's online mode continues to do well. For the latest news and updates on GTA V's online mode on PlayStation 4, Xbox One, and PC, follow our full coverage here, including details on this week's new GTA content. If you're curious about the history and evolution of other big gaming franchises, watch our in-depth video features on the history of games and series like Uncharted, Assassin's Creed, and even games based on the Lord of the Rings. Grand Theft Auto
Platforms: PC, PS1 Release Date: October 1997 The first Grand Theft Auto must look archaic to fans of the more modern entries of the series. Its top-down perspective and jagged polygonal graphics are a far cry from the expansive, detailed city spaces we've come to expect. However, the game is still as crime-focused, mature, and violent as the series' subsequent entries. At the time, Grand Theft Auto was a pioneering game that helped introduce the concept of open-world design to action games with its free-form, objective-based missions. The freedom it gave you to pursue missions and explore laid the groundwork for many of the series' hallmarks. It also introduced the three major fictional cities the series has often used as settings: Liberty City, San Andreas, and Vice City. Grand Theft Auto: London 1969
Platforms: PC, PS1 Release Date: April 1999 Grand Theft Auto: London 1969 is an expansion for the first game. It introduced a new city to explore and expanded the number of cars to drive and activities to take part in, though it didn't change the formula of the original. Notably, London 1969 was the first standalone expansion pack to ever release on PS1. Grand Theft Auto 2
Platforms: PC, PS1, Dreamcast, Game Boy Color Release Date: - PC: September 1999
- PS1: October 1999
- Dreamcast: May 2000
- Game Boy Color: December 2000
While not the genre-redefining step that its successor would become, Grand Theft Auto 2 was a solid step forward that expanded on the groundwork established by the first game. Its major evolutionary shift came from its mission design. Instead of being forced through a linear sequence of missions, you now had the choice to freely accept missions from different--often opposing--gangs at any time. (Zaibatsu for life.) This created a chain of events that influenced how gangs perceived you. Also new were side missions, which have since become a staple of the series. When not playing through the story content, you could earn money by being a taxi, bus, or delivery truck driver. In addition, the game saw advancements in pedestrian behavior; people would walk on the street or enter public transportation vehicles, and if they were criminals, steal cars or engage in random fights with the police. Interestingly enough, Grand Theft Auto 2 released on four different platforms--even receiving a port on the Game Boy Color. The game would be the final core entry in the series to strictly utilize a top-down view--although an optional camera mode resembling it was included in Grand Theft Auto III and served as the inspiration for a GTA Online racing mode. Grand Theft Auto III
Platforms: PS2, PC, Xbox Release Date: - PS2: October 2001
- PC: May 2002
Xbox: October 31, 2003
While Grand Theft Auto 1 and 2 were both proofs of concept for what an open-world action game could be, it was Grand Theft Auto III that took that idea to the next level. Unlike in its predecessors, you were free to walk from a third-person perspective through a living, breathing 3D city. This simple shift in perspective increased your immersion within its world. With the open-world structure of its predecessors once again at play, the ability to freely take on missions or simply cause chaos was a satisfying and innovative gameplay loop. Storytelling was also more greatly emphasized this time around, with celebrity voice acting (Michael Madsen, Kyle MacLachlan, and Robert Loggia all played roles) and dramatic cutscenes. The protagonist, however, had little personality or backstory and wouldn't even get a name until a minor moment in San Andreas. GTA III let you take to the sky for the first time, albeit in inelegant fashion. The Dodo was a biplane that could be found in the airport as a secret of sorts, but flying it took extreme precision and patience. Additionally, this was the first game in the series to add Hidden Packages as a secret collectible for players to hunt down. While the game first released on PS2 in 2001, it later launched on PC in 2002 and Xbox in 2003. It was the first in a trilogy of Grand Theft Auto games that would come out within the next few years and influenced countless games to come. Grand Theft Auto: Vice City
Platforms: PS2, PC, Xbox Release Date: - PS2: October 27, 2002
- PC: May 12, 2003
Xbox: October 31, 2003
Released a year after GTA III, Grand Theft Auto: Vice City was an iterative sequel that expanded on III's framework. It offered an even more detailed city that was packed with new missions and vehicle types, like motorcycles and helicopters. Amid subtle quality-of-life improvements, one of the game's major additions was the ability to purchase businesses and properties, allowing you to increase your revenue stream and feel like you were making a mark on the game world. The game's narrative presentation also received an upgrade, featuring a protagonist who actually talked (unlike GTA III's Claude) and felt like a proper character. Its story centered on Tommy Vercetti (voiced by actor Ray Liotta), a former member of the mob who was set up and had to take over the city before its violent gangs killed him. Inspired heavily by Scarface, Vice City is most remembered for its 1980s time period, which it used predominantly in its satire of American pop culture. The game's soundtrack in particular is often considered one of the most iconic licensed video game soundtracks ever and helped the game to nail its '80s atmosphere. While Vice City was first released as PS2-exclusive in 2002, it would later launch on PC and Xbox in 2003. Grand Theft Auto: San Andreas
Platforms: PS2, PC, Xbox Release Date: - PS2: October 26, 2004
- PC & Xbox: June 7, 2005
The third and final entry in what became known as the GTA series' "3D universe," Grand Theft Auto: San Andreas again built on the previous two games while taking players to another radically different setting. The titular San Andreas was absolutely massive; while III and Vice City allowed players to explore different portions of a single city, San Andreas dramatically expanded on that with full-fledged takes on Los Angeles (Los Santos), San Francisco (San Fierro), and Las Vegas (Las Venturas). At the time, San Andreas's world was staggeringly large--which is just as well, as it needed that space to facilitate the newly introduced trains and planes. The latter finally provided a more rapid form of air transport, as previous games limited players to helicopters, the hard-to-fly Dodo, and, in Vice City, a single seaplane. San Andreas's story centered around Carl Johnson, who was a more dynamic protagonist than previous characters. The game introduced a new RPG-style character progression system that allowed Carl to grow in a number of ways--both figuratively and literally. Heading to the gym and taking part in mini-games provided the opportunity to increase his stamina and strength, but he also had to eat. Indulge in too many cheeseburgers and he would gain a substantial amount of weight, which could impact gameplay. As a whole, the game featured a marked shift toward focusing West Coast street gangs and was heavy influenced by 90's hip-hop culture. As with the two previous games, San Andreas debuted on PS2 before later being ported to both PC and Xbox. Grand Theft Auto Advance
Platforms: Game Boy Advance Release Date: October 26, 2004 Grand Theft Auto Advance, which was officially marketed under the name Grand Theft Auto, was the first entry in the series released exclusively on handheld devices. It released alongside San Andreas, but despite the move to 3D in the console games, Advance used the top-down perspective and Liberty City setting of earlier entries. Advance did mix in some elements of more recent games, adding side missions from GTA III and the ability for cars to flip over. Despite the ambition of bringing GTA to a handheld, the game was maligned for its mediocre story and technical limitations. It marked the only game in the series developed outside of Rockstar, having been created by Digital Eclipse. Grand Theft Auto: Liberty City Stories
Platforms: PSP, PS2 Release Date: - PSP: October 24, 2005
- PS2: June 6, 2006
Although it's been forgotten by many, Grand Theft Auto: Liberty City Stories was a significant game for the series. It marked the first 3D GTA game released on a handheld, bringing a comparable version of Liberty City from GTA III to PlayStation Portable. It also introduced a six-player local multiplayer mode, marking the franchise's first foray outside of single-player. Liberty City Stories was a prequel game starring one of the characters you met in the game on which it's based--in this case, GTA III's Toni Cipriani. Grand Theft Auto: Vice City Stories
Platforms: PSP, PS2 Release Date: - PSP: October 24, 2006
- PS2: March 5, 2007
Like the console games, the Liberty City entry on PSP was followed up not long after by a game set in Vice City. Titled Grand Theft Auto: Vice City Stories, the game was less novel than the previous one, as it couldn't pass itself off as the first handheld 3D GTA, nor did it introduce any major features that would become mainstays. However, it did improve on Liberty City Stories, providing a larger overall experience with longer missions and more memorable characters. There was also a new empire system where you could take over properties, install illegal businesses, embark on missions to upgrade them, and then reap the rewards. Multiplayer also evolved with new competitive modes, but it remained a local-multiplayer-only affair. Grand Theft Auto IV
Platforms: PS3, Xbox 360, PC Release Date: - PS3 & Xbox 360: April 29, 2008
- PC: December 2, 2008
As the first numbered entry in the series in more than six years and the beginning of what's known as the "HD universe," Grand Theft Auto IV set out to provide some major new innovations--with mixed results. With a shift toward a slightly more mature, darker narrative, it provided players with moral choices--such as whether or not to let a character live--that could impact the story. These didn't radically alter things and were limited in number, but they marked an attempt by the series to try something new. Similarly, GTA IV emphasized relationships with other characters. Despite being new to the country, protagonist Niko Bellic was able to quickly make friends--but those friends expected not to be ignored. Thanks to the mobile phone in Niko's pocket, you could expect to be contacted for a date with women you were seeing or a round of bowling with dear cousin Roman. Perhaps the game's biggest new feature was online multiplayer. It allowed up to 32 players to join together online for competitive and cooperative modes or to freely roam the city, albeit with no real objectives. GTA IV evolved unlike any previous game in the series thanks to downloadable content. Its two DLC expansions, The Lost and Damned and The Ballad of Gay Tony, introduced new stories and characters set within the same city, as well as new mechanics. The motorcycle-centric Lost and Damned finally added checkpoints to missions, mercifully allowing you to pick up your progress after a failure without starting from the beginning. Gay Tony later added the BASE jumping activity and mission scoring. Grand Theft Auto: Chinatown Wars
Platforms: Nintendo DS, PSP, iOS Release Date: - DS: March 17, 2009
- PSP: October 20, 2009
iOS: December 18, 2014
Years after GTA had moved on from the classic top-down perspective, Rockstar came out with Grand Theft Auto: Chinatown Wars, a throwback to the early days of the series. It featured the same sort of open-world gameplay the series was known for but packaged it in a way that we hadn't seen in almost a decade. The camera angle wasn't the only way Chinatown Wars differentiated itself from past entries. It featured a more stylized, comic book-esque art style (likely to accommodate the hardware constraints of the DS), the series' first asian protagonist, an "online" ordering system for ammo and weapons, and new types of interactions, such as breaking out the glass in a car to escape or turning a screwdriver to start a car. Police, an omnipresent threat to players in GTA, were no longer something to hide from; instead, you were encouraged to smash into police cars to disable them, which led to a reduction in your wanted level. The game would later be released for PSP, which featured improvements to visuals. An iOS port would also release several years later. Grand Theft Auto V
Platforms: PS4, PS3, Xbox One, Xbox 360, PC Release Date: Grand Theft Auto V is in many ways a culmination of everything the series has been building toward since its inception. The game grew both its single-player and multiplayer portions in significant ways, resulting in an experience that's far more multi-faceted than its predecessors. In terms of single-player, GTA V took its missions--which had long been unrelated, standalone activities--and tied them together for heists. These multi-part missions feature an escalating story and allow you to build toward something, as you yourself are tasked with putting the pieces in place to pull off a bigger crime. GTA V also adjusted the series' formula by having you play as not one but three different protagonists you can freely switch between, sometimes even during the course of a mission. GTA V's multiplayer component, GTA Online, continues to evolve to this day and has made the game a long-term moneymaker for Rockstar. It took GTA IV's concept of putting a bunch of players in an online version of a GTA city and ran with it. Up to 30 players can go about their business in a single instance of the city or take part in cooperative and competitive activities. Following a post-launch update, Rockstar introduced online heists, allowing players to collaboratively complete multi-part missions. While load times and matchmaking hurdles can mar the experience, the interlocking parts of four people working together in unison--some in the air, others scattered around on the ground--can be a beautiful thing. It's through all of the GTA V's advancements to the formula and consistent updates to its online mode that the game remains a massive success and the pinnacle of the franchise's evolution as a whole.
By Array on Oct 24, 2017 04:09 am All The Warlock Dawnblade Skills
With the new Dawnblade subclass, the Warlock rises from the ashes like a phoenix and unleashes intense heat and devastating sword strikes against the many foes fighting for control of The Traveler. As one of the new subclasses in Destiny 2, the Warlock's new Solar based subclass more than proves its worth during the opening hours. But there's much to this subclass than the flaming wings and fire sword that the Warlock conjures up. With new modifiers for your grenade and melee skills, and brand new passive abilities focusing on fighting in the air with grace and giving your attacks and added range and depth, the Dawnguard is able to hold its own in a fight and makes it an all around good subclass to stick with during your adventures. Here's a quick breakdown of all the skills and traits for the Dawnblade subclass, and for more info on everything related to the Warlock and other classes, check in with our guides below for all things happening with Destiny 2. For even more, we have a full roundup of all our Destiny 2 guides, tips, and tricks. Super Ability: Daybreak
By activating the Daybreak super with L1 + R1 (LB + RB on Xbox One, F on PC), the Warlock with be granted with a sword and wings to unleash waves of heat that can down most foes in a single hit. Flight mode can be activated by using the double jump, enabling the Warlock to stay in the air as they are attacking. R1 and R2 during Daybreak (RB and RT on Xbox One, Left and Right Click on PC) will throw flaming sword strikes. Passive Buffs: Attunement of Sky Focusing on the mobility of the Dawnblade, the Attunement of Sky tree focuses on buffs that grant quicker movement and reload speeds, the firing of weapons while gliding, and a useful air dodge. Passive Buffs: Attunement of Flame Taking the path of the Flame, you'll gain additional buffs to your Daybreak powers, granting homing projectiles, explosive melee strikes, and a unique dive attack during your Super which restores health and creates a gust of fire damage. Grenades
Hitting L1 (LB on Xbox One and Q on PC) with the Dawnblade subclass enables the Warlock to toss grenades imbued with Solar damage, but also with some differences. Here are the three different grenades you can apply your character. Solar Grenade - A grenade that creates a flare of Solar Light that continually damages enemies trapped inside. This movie is useful when you have foes pinned in fixed spot, allowing for delivering damage over time. Firebolt Grenade - A grenade that unleashes bolts of Solar Light at nearby enemies. Launching this grenade at a specific spot will cause the grenade to seek out nearby targets and damage them powerful bolts of fire. Useful in a packs, but not so much when against a moving target. Fusion Grenade - An explosive grenade that deals bonus damage when it attaches to a target. As described, this grenade attaches itself to targets before exploding, which will also damage nearby enemies. Melee
R1 (RB on Xbox One and C on PC) will allow the Warlock to use melee strikes. With the Dawnblade, these melee attacks can be amplified with some rather unique traits. Swift Strike - Strike an enemy with this melee ability to burn your target and temporarily increase your movement and reload speed. Along with the damage over time, the movement and reload speed boost are useful during a hectic fight. Igniting Touch - Strike an enemy with this melee ability to burn them and cause them to explode. In addition to damage over time, the explosion will cause bonus damage as well, which is useful for the more tougher foes. Passive Traits
The Dawnblade's passive traits focus on mobility and evasion, giving them a greater sense of speed during heavy fights on the ground and in the air. Each tree focuses on particular skills that give the Dawnblade the edge no matter where they fight. Attunement of Sky Winged Sun - Engage your enemies mid-flight. Fire weapons and throw grenades while gliding. While there normally isn't much room for jumping and shooting, this skill will make the Warlock's far more graceful during a fight--which is especially useful on the move. Heat Rises - Airbone Kills recharge your Grenade and Melee energy. Casting Daybreak instantly refills all your ability energy. During a tough fight, having this skill can be especially useful after popping your super, allowing you to go in hard refreshed and ready. Icarus Dash - Activate while midair to dodge (Circle, Circle on PS4, B, B on Xbox One, CTRL, CTRL on PC). This is move useful during tough fights when you're on the move. With Dawnblade active, you will even be able to move around much faster. Attunement of Flame Fated For The Flame - Daybreak projectiles seek targets as they travel and, upon impact, launch a streak of deadly flames. The Daybreak's strikes are devastating enough on their own, but this trait makes them even more deadly. Everlasting Fire - Killing an enemy with Daybreak extends its duration. If you're on a hot streak during your super, you can extend it event further by taking out groups of enemies--making you a real powerhouse for the fireteam. Phoenix Dive - Activate while midair to quickly descend and restore your health (activate by holding Circle on PS4, B on Xbox One, and CTRL on PC). While Daybreak is active, Descend causes explosive damage. This is one of the tricky traits, as it depends on how you move around during combat--but it can be extremely useful when in a tough fight. 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). For the Warlocks, they're granted Rifts with the ability offer buffs to allies, such as increasing attack power, and restoring health while standing within the spot where the Rift is located. Healing Rift - Conjure a well of Light that continuously heals those inside it. With the amount of damage you'll taking over the course of your adventure, this is great skill to have when you and your allies to duck behind cover and heal on the quick. Empowering Rift - Conjure a well of Light that increases weapon damage for those inside it. When you need to do some serious damage in a short amount of time, you can drop this Rift to increase the amount of damage your weapons dish out--this Rift is especially useful you have a boss weakened, and you want to get some strong and fast damage in. Jumps
Unlike the Titans and Hunters, the Warlock's jumping abilities tend to focus on more graceful, and having accurate control during the initial rise and descent. Gliding is a big part of the Warlock's mobility, which allows them to survey the field and plan ahead during a fight. Strafe Glide - Jump while airborne to activate Glide and start an airborne drift with strong directional control. Burst Glide - Jump while airborne to activate Glide and start an airborne drift with a strong initial boost of speed. Balanced Glide - Jump while airborne to activate Glide and start an airborne drift with both moderate speed and directional control.
By Matt Espineli on Oct 24, 2017 04:03 am Do the Voidwalk.
The Warlock comes prepared with a whole assortment of new skills and abilities, but sometimes you just need to fall back on the old and reliable skills that helped you out in the past. In Destiny 2, the Voidwalker subclass makes a return, along with a few notable upgrades. Along with the Stormcaller, and the brand new Dawnblade subclass, the Voidwalker returns with the focus on Void energy damage, along with the powerful and room clearing Nova Bomb, which is just as satisfying as ever. Here's a quick breakdown of all the skills and traits for the Voidwalker subclass, and for more info on everything related to the Warlock and the other classes, check in with our guides below for all things happening with Destiny 2. For more about Destiny 2 on PC, PS4, and Xbox One, read our in-depth feature containing Xur's location, all our reviews and guides, plus all the PC details you need. Super Ability: Nova Bomb
By activating the Nova Bomb super with L1 + R1 (LB + RB on Xbox One, F on PC), the Warlock charge up a single, devastating attack. Unlike other Supers that put you in a powered up state for a period of time, the Nova Bomb is a single use Super uses up your meter in an instant. While requiring a lot more precision and timing to use effectively, it's incredibly useful for clearing through foes in an instant and is an invaluable tool when you need a fast and hard hitting move. Passive Buffs: Attunement of Chaos If you believe yourself to be an agent of chaos, then the Voidwalker's path focusing on disruption is the one for you. With the passive buffs on this tree, you'll be powered up with traits that push your abilities to turn your foes into explosive targets, and making your Nova Bomb a slow moving orb of destruction that will seek your targets out. Passive Buffs: Attunement of Hunger With the path of Hunger, your moves have a more parasitic twist. For one, your melee moves will suck the life of your enemies to restore your own, and the Warlock can even absorb their own grenade to regain vitality in a pinch. More importantly, their Nova Bomb will transform into a powerful vortex that will contain trapped enemies and damage them over time. Grenades
L1 (LB on Xbox One and Q on PC) with the Voidwalker subclass enables the Warlock to toss grenades imbued with Void damage, but also with a few key differences. Here are the three different grenade types you can apply your character. Vortex Grenade - A grenade that creates a Vortex which continually damages enemies trapped inside. Focusing on damage over time, this Vortex Grenade will harm enemies that stay within a particular spot. While useful when you've got an enemy pinned, it'll be hard for it be effective on moving targets. Axion Bolt - A bolt of Void Light that forls into smaller bolts on impact that seek out enemies. This seeker grenade is useful for moving targets, but can be slow to track down its targets. Scatter Grenade - A grenade that splits into many submunitions and covers a large area with multiple explosions. Great in a crowd, and especially effective on elite targets. However, it can be tough to use on foes that absorb move often. Melee
R1 (RB on Xbox One and C on PC) will allow the Warlock to use melee strikes. With the Voidwalker, these melee attacks can be amplified with some rather unique traits. Entropic Pull - Strike an enemy with this Melee ability to drain your enemy's life force and use it to recharge your grenade. When you're in of your grenade skill, going in for a quick hit with this move will restore your other skill if you need it. Devour - Strike an enemy with this Melee ability to fully regenerate your health. For a short time afterward, kills restore additional health. This parasitic move will allow you to drain the life out of your foes, which can be invaluable during a larger fight with smaller minions running around. Passive Traits
The Voidwalker's passive traits focus on absorbing damage and charging up their skills, this subclass is very much the class that can look after itself if needs to, subsisting off their own power and vitality of the enemies they come across. The two trees focusing on different Passive Traits can alter your Voidwalker in a number of interesting ways. Attunement of Chaos Chaos Accelerant - Draw power from your Super to overcharge your grenade, making it deadlier and more effective. Though sacrificing your Super energy can be risky, and downright reckless in most situations, sometimes going for the grenade is more wise than wasting a Super. Bloom - Void ability kills cause enemies to explode. Given the Voidwalker's focus on causing mass damage to several foes, this can be incredibly effective when you've got a number of enemies bunched together. Cataclysm - Nova Bomb travels slowly and seeks enemies. Detonations shatter into smaller seeker projectiles. Fire your weapon at the Nova Bomb to detonate it early. Essentially turning your Nova Bomb into a Smart Bomb, this is a more tactical take on the Super, which can be used in some clever ways. Attunement of Hunger Feed The Void - Consume Your Grenade energy to regenerate your health. Grants the Devour effect. If you're in a pinch, eating your grenade to restore your health can be a serious asset during a nasty fight. Insatiable - While Devour is effect in active, killing enemies extends its duration and recharges your grenade. When you're on a roll clearing through enemies, this can be be a significant boost your momentum during battle, keeping you on the move with your skills at the ready. Vortex - Nova Bomb creates a singularity which continually damages enemies trapped inside. With the effectiveness of Nova Bomb apparent, this modifier can turn the Super move into something greater, especially if you can pin several targets in place at once. 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). For the Warlocks, they're granted Rifts with the ability offer buffs to allies, such as increasing attack power, and restoring health while standing within the spot where the Rift is located. Healing Rift - Conjure a well of Light that continuously heals those inside it. With the amount of damage you'll taking over the course of your adventure, this is great skill to have when you and your allies to duck behind cover and heal on the quick. Empowering Rift - Conjure a well of Light that increases weapon damage for those inside it. When you need to do some serious damage in a short amount of time, you can drop this Rift to increase the amount of damage your weapons dish out--this Rift is especially useful when you have a boss weakened, and you want to get some strong and fast damage in. Jumps
Unlike the Titans and Hunters, the Warlock's jumping abilities tend to focus on more graceful, and having accurate control during the initial rise and descent. Gliding is a big part of the Warlock's mobility, which allows them to survey the field and plan ahead during a fight. Strafe Glide - Jump while airborne to activate Glide and start an airborne drift with strong directional control. Burst Glide - Jump while airborne to activate Glide and start an airborne drift with a strong initial boost of speed. Blink - Jump while airborne to teleport a short distance. This is the one move is shared with the Hunter class. If the Warlock's glide isn't up to your style, then this move serves to be the best of both worlds--balancing grace with cunning.
By Matt Espineli on Oct 24, 2017 04:02 am All The Warlock Stormcaller Skills
Returning from the Taken King, the Warlock's third subclass is a powerhouse, and can become a real asset when looking to mow through bunches of enemies at once. Focusing on Arc damage, the Stormcaller is acquired last during the Warlock's adventures across the galaxy, and it has been upgraded since its last outing in Destiny 1. Essentially turning the Warlock into an all-powerful lighting wizard that will make Raiden and Ramuh stand up and take notice, the Stormcaller is subclass that brings the Warlock to the frontlines, where they'll unleash deadly bolts of chained lightning across the field. Focusing on speed, evasion, and being self-sufficient--the Stormcaller is an effective choice for players wanting to cut loose and unleash their skills. Here's a quick breakdown of all the skills and traits for the Stormcaller subclass, and for more info on everything related to the Warlock and other classes, check in with our guides below for all things happening with Destiny 2. For more about Destiny 2 on PC, PS4, and Xbox One, read our in-depth feature containing Xur's location, all our reviews and guides, plus all the PC details you need. Super Ability: Stormtrance
By activating the Stormtrance super with L1 + R1 (LB + RB on Xbox One, F on PC), the Warlock will enter a powered up state--levitating off the ground, giving them increased speed--and unleash a powerful torrent of Arc energy in front of them. Similar to the Dawnblade's super, the Stormcaller's special ability turns the Warlock into a powerful Guardian for a short amount of time, and one you would best avoid during PVP. During Strikes and Raids, the Stormcaller can be useful with clearing smaller minions and pinning elite enemies down with their Arc energy. Passive Buffs: Attunement of Conduction Focusing on keeping you on the move, while hitting as many foes possible, the Conduction path will introduce chain lighting skills to your melee attacks, keep your Super going for extended periods, and granting your super ability with a special teleport. If staying in Stormtrance is your main focus, then this skill tree is for you. Passive Buffs: Attunement of the Elements If you are a Warlock that wishes to support your allies, while still remaining a serious threat for your enemies, the Element tree is something to keep an eye on. Leaning towards buffing the Warlock's class ability skills--granting an increased recharge rate and summoning an Arc soul to guard your allies--and offering an explosion of Arc energy when unleashing the Stormtrance super, the Elements path is most effective when in numbers, and can be an invaluable assets for the fireteam. Grenades
Pressing L1 (LB on Xbox One and Q on PC) with the Stormcaller subclass enables the Warlock 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. Pulse Grenade - A grenade that periodically damages enemies inside its explosion radius. While effective on immobilized and slow moving enemies, it can be tough to use on mobile and floating foes. Arcbolt Bolt - A grenade that chains bolts of lightning to nearby enemies. Essentially acting as a Tesla Coil, this grenade is incredibly effective when you have a number of enemies bunched together. Storm Grenade - A grenade that calls down a focused lightning storm. This particular grenade type brings down a single bolt of lighting, which can be devastating to a group of enemies and to a single target, but can be tricky to nail down on a moving target. Melee
Pressing R1 (RB on Xbox One and C on PC) allows the Warlock to use melee strikes. With the Stormcaller, these melee attacks can be amplified with some rather unique traits. Chain Lightning - This electrocuting Melee ability hits at extended range and chains lightning from the struck target to nearby enemies. When enemies are grouped up, this can be invaluable melee attack that can hit two birds with one stone. Rising Storm - This electrocuting melee ability hits at extended range and recharges your Super, grenade, and melee energy. If you want to keep your distance, this skill can be valuable for staying where you are while getting a quick hit in.
Passive Traits
The Stormcaller's passive traits focus on being an asset for their allies, while delivering quick and devastating blows to your multiple foes at once. This subclass is very versatile, and can function well in groups and solo play. Here are the two trees focusing on different Passive Traits can alter your Voidwalker in a number of interesting ways. Attunement of Conduction Transcendence - When cast with full grenade and melee energy, Stormtrance lasts longer and fully restores health. If you're into saving your grenades and melee skills, then you'll be rewarded with an extended period of power with the Super, which can be especially useful during tough battles. Arc Web - Enemies damaged by your grenades chain deadly lightning to nearby enemies. On its own, this modifier is a useful for fighting crowds of enemies, but it can be effective when used with the right grenade type. Ionic Blink - Activate to teleport during Stormtrance. By clicking-in the camera control stick, this move will allow your Super powered Warlock to move much faster during Stormtrance. The Stormcaller will be able to dart around the field with ease, all while dodging incoming strikes from enemies. Attunement of the Elements Landfall - On casting Stormtrance, fire a bolt of lightning into the ground, creating a devastating shockwave under you. If you want to channel the almighty Shazam, then this skill will make simply activating the Super into a powerful attack, which can clear a number of enemies on its own. Electrostatic Surge - Your Rift charges faster when allies are near. Sometimes it's good to stay with allies, and this will enable you to recharge your class ability much faster. Arc Soul - Your Rift now grants you or any ally that uses it an Arc Soul to aid in battle. Along with recharging faster, this skill grants you and your friends a friendly Arc drone that offers support in additional Arc damage--which you'll see displayed on screen beside your character.
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). For the Warlocks, they're granted Rifts with the ability offer buffs to allies, such as increasing attack power, and restoring health while standing within the spot where the Rift is located. Healing Rift - Conjure a well of Light that continuously heals those inside it. With the amount of damage you'll taking over the course of your adventure, this is great skill to have when you and your allies to duck behind cover and heal on the quick. Empowering Rift - Conjure a well of Light that increases weapon damage for those inside it. When you need to do some serious damage in a short amount of time, you can drop this Rift to increase the amount of damage your weapons dish out--this Rift is especially useful you have a boss weakened, and you want to get some strong and fast damage in. Jumps
Unlike the Titans and Hunters, the Warlock's jumping abilities tend to focus on more graceful, and having accurate control during the initial rise and descent. Gliding is a big part of the Warlock's mobility, which allows them to survey the field and plan ahead during a fight. Strafe Glide - Jump while airborne to activate Glide and start an airborne drift with strong directional control. Burst Glide - Jump while airborne to activate Glide and start an airborne drift with a strong initial boost of speed.Balanced Glide: Jump while airborne to activate Glide and start an airborne drift with both moderate speed and directional control.
Balanced Glide: Jump while airborne to activate Glide and start an airborne drift with both moderate speed and directional control.
By Matt Espineli on Oct 24, 2017 04:01 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 more about Destiny 2 on PC, PS4, and Xbox One, read our in-depth feature containing Xur's location, all our reviews and guides, plus all the PC details you need. 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 the Circle Button (B on Xbox One, V on PC) two times in succession. 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.
By Edmond Tran on Oct 24, 2017 03:57 am All The Titan Sunbreaker Skills
Here comes the sun! If the new Captain America-esque Sentinel class doesn't tickle your fancy in Destiny 2, you can always decide to be Thor instead. First introduced in Destiny: The Taken King, the Solar hammer-wielding Sunbreaker class returns in Destiny 2 to bring the fire back into your space adventures. Sunbreakers specialise in being self-sustaining, dealing large amounts of damage over time with burn effects, stacking abilities for increased effect, and basically setting fire to everything in sight. They love bathing in fire, and many of the abilities you'll use will be enhanced when you're standing in self-made sunspots. Much like the Striker subclass, to gain access to Sunbreaker you'll need to find the Melted Hammer relic, which appears randomly in chests. Once you have it, you'll need to charge it by killing enemies and participating in Public Events, which are on a timer and can be found on the map. Once you've completed that requirement, you'll be given the opportunity to perform another Traveler's Shard mission. For more information on other Titan subclasses follow the links below: For even more, we have a full round up of all our Destiny 2 guides, tips, and tricks. Super Ability: Hammer of Sol
It's hammer time! Pressing L1 + R1 (LB + RB on Xbox One, F on PC) when your Super Meter is full summons your flaming hammer of Sol, ready to dish out some flaming justice. Here are your options: L1 (LB on Xbox One, Q on PC) - Throws your hammer. This is the primary method of attack, and with the right buffs, you can use hammer to create explosions and Sunspots around the battlefield, which can be very advantageous. Passive Buffs: Code of the Fire-Forged: Tempered Metal - With tempered metal enabled, any kills made with solar abilities (grenades, melee abilities, and your super) speed up reload and movement speeds for you and any nearby allies. Explosive Pyre - This trait upgrades your Hammer of Sol super to explode on enemy impact, creating area-of-effect damage which can cause additional triggers of Tempered Metal. Vulcan's Rage - This trait further upgrades your Hammer of Sol super to cause thrown hammers to shatter into explosive molten embers on impact. As you can imagine, under optimal circumstances these embers can kill additional enemies, cause more explosions, and trigger more instances of Tempered Metal. Passive Buffs: Code of the Siegebreaker Endless Siege - Endless Siege causes Hammer of Sol hammers to create additional sunspots on impact. On top of this, Your Titan will throw hammers at a faster pace while in a sunspot. This ability allows you to create more advantageous positions on the battlefield with your hammer, letting you be a little more mobile, while reaping all the buffs you get from standing in sunspots. Sun Warrior - While standing in sunspots, your Sunbreaker Titan's abilities recharge faster, and when active, your Hammer of Sol super will last longer, meaning you can throw more hammers. Grenades
Hitting L1 (LB on Xbox one, Q on PC) throws your grenade. The Sunbreaker's grenades are, unsurprisingly, focused on causing burn damage. Fusion Grenade - It's not the most exciting grenade of the bunch, but these explosive grenades cause bonus damage when attached to enemies. They have some light tracking, so put in the effort to make sure that enemy stays down. Fusion Grenades are also useful for making the most of the passive grenade buffs. Thermite Grenade - This grenade that sends forward a burning line of fire forward, and whose flames will cause damage over time for anyone that sits in it. This is useful if you find a substantial group of enemies in PVE, especially during indoor fights with tight corridors. Incendiary Grenade - The Incendiary grenade, as its name suggests, sets enemies on fire with its explosion, causing damage over time and weakening them for any follow-up attacks. Passive Buffs: Code of the Fire-Forged Tempered Metal - With tempered metal enabled, any kills made with solar abilities (grenades, melee abilities, and your super) speed up reload and movement speeds for you and any nearby allies. Passive Buffs: Code of the Siegebreaker Sol Invictus - Solar-based skills with Sun Warrior equipped will restore your health. Kills made with grenades and melee abilities will create sunspots, which are vital tools for the following traits in this tree. Sun Warrior - While standing in sunspots, your Sunbreaker Titan's abilities recharge faster, and when active, your Hammer of Sol super will last longer, meaning you can throw more hammers. Melee
Hit R1 (RB on Xbox One, E on PC) to punch. In Destiny 2, melee attacks can trigger a special melee ability after a period of cooldown. Each passive trait path offers the different kinds of buffs to your punches. Code of the Fire-Forged Hammer Strike - Much like the Striker's Shoulder Charge, this ability allows you to, while sprinting, smack an enemy with your hammer causing area-of-effect burn damage. Tempered Metal - With tempered metal enabled, any kills made with solar abilities (grenades, melee abilities, and your super) speed up reload and movement speeds for you and any nearby allies. Code of the Siegebreaker Mortar Blast - Punching an enemy with Mortar Blast unlocked causes them to explode with Solar energy, setting nearby enemies on fire. Sol Invictus - Solar-based skills with Sun Warrior equipped will restore your health. Kills made with grenades and melee abilities will create sunspots, which are vital tools for the following traits in this tree. Sun Warrior - While standing in sunspots, your Sunbreaker Titan's abilities recharge faster, and when active, your Hammer of Sol super will last longer, meaning you can throw more hammers. Passive Traits
Though we've already addressed some the perks in previous sections, here they are all together, as one. Code of the Fire-Forged Hammer Strike - Much like the Striker's Shoulder Charge, this ability allows you to, while sprinting, smack an enemy with your hammer causing area-of-effect burn damage. Tempered Metal - With tempered metal enabled, any kills made with solar abilities (grenades, melee abilities, and your super) speed up reload and movement speeds for you and any nearby Explosive Pyre - This trait upgrades your Hammer of Sol super to explode on enemy impact, creating area-of-effect damage which can cause additional triggers of Tempered Metal. Vulcan's Rage - This trait further upgrades your Hammer of Sol super to cause thrown hammers to shatter into explosive molten embers on impact. As you can imagine, under optimal circumstances these embers and kill additional enemies, cause more explosions, and trigger more instances of Tempered Metal. Code of the Siegebreaker Mortar Blast - Punching an enemy with Mortar Blast unlocked causes them to explode with Solar energy, setting nearby enemies on fire. Sol Invictus - Solar-based skills with Sun Warrior equipped will restore your health. Kills made with grenades and melee abilities will create sunspots, which are vital tools for the following traits in this tree. Sun Warrior - While standing in sunspots, your Sunbreaker Titan's abilities recharge faster, and when active, your Hammer of Sol super will last longer, meaning you can throw more hammers. Endless Siege - Solar Siege causes Hammer of Sol hammers to create additional sunspots on impact. On top of this, Your Titan will throw hammers at a faster pace while in a sunspot. This ability allows you to create more advantageous positions on the battlefield with your hammer, letting you be a bit more mobile, while still reaping all the buffs you get from sunspots. 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). Titans have the incredibly handy ability to generate cover out of thin air like the burly space magicians they are. This means if you're caught out in the open, or want to push forward, you can throw down some cover to help fortify your position. You have two options: Rally Barricade - This creates a small, chest-high wall that you and your team can crouch behind for cover, meaning you can peek over it while aiming down sights. It also has the incredibly powerful ability to instantly reload your equipped weapon once you pop back behind it, making it invaluable if you or your team have weapons that take a long time to reload. Towering Barricade - This creates a larger wall that doesn't let you peek from behind it or instantly reload your weapons, but is much larger and better-equipped to shield you and your fireteam from damage. Towering Barricade is useful in situations where you might be going against enemies that deal large amounts of splash damage. Think of this as a directional Ward of Dawn. Jumps
Titans sport jetpacks which allow them to perform, steady, prolonged double-jumps to reach great heights. This arguably allows them to make more precise landings when moving vertically compared to the other classes, whose jumps are faster and more floaty. Sentinel jump options are as follows: High Lift - Your standard jetpack lift, High Lift gives you the most vertical movement of all the jumps, so if you're trying to reach a high platform, High Lift will give you the easiest time. Strafe Lift - Strafe jump doesn't quite reach the same heights as High Life, but gives you much greater directional control for horizontal movement. This one's incredible useful if you like to shoot enemies from the air, since it makes you a harder target to hit. Catapult Lift - Catapult jump is unique in that it gives you a burst of momentum when you activate it. This one's useful for moving around the battlefield quickly, since you spend less time in the air, and are less of a target.
By Matt Espineli on Oct 24, 2017 03:57 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 more about Destiny 2 on PC, PS4, and Xbox One, read our in-depth feature containing Xur's location, all our reviews and guides, plus all the PC details you need. 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 effects. 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. The Gunslinger's 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 the Circle Button (B on Xbox One, V on PC) two times in succession. 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.
By Miguel Concepcion on Oct 24, 2017 03:55 am All The Hunter Nightstalker Skills
Destiny 2's Nightstalker Hunter is adept at subversion and suppression. It's the strongest Hunter from a support standpoint, with a Super and other abilities that weakens enemies, making them easier targets for nearby Guardians. Like other Hunters, its dodge abilities enhances its agility, making it a tough for foes to get a bead on you. Here's a quick breakdown of all the skills and traits for the Nightstalker 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 more about Destiny 2 on PC, PS4, and Xbox One, read our in-depth feature containing Xur's location, all our reviews and guides, plus all the PC details you need. Super Ability: Shadowshot
Passive Buffs: Way of the Trapper By activating Shadowshot with L1 + R1 (LB + RB on Xbox One, F on PC), you launch a Void Anchor that makes enemies vulnerable. It slows down foes, makes them more susceptible to damage, and locks them out of their abilities. This Super is best utilized when various passive abilities are unlocked. This path converts Super and melee abilities into proximity traps. This diverse foursome of buffs also includes speed boosts and vanishing tricks. Passive Buffs: Way of the Pathfinder If you're fond of the Nightstalker but want more damage options, follow this path. The Moebius Quiver, in particular, adds extra rounds to the Shadowshot. Grenades
Pressing L1 (LB on Xbox One and Q on PC) with the Nightstalker subclass enables the Hunter to toss grenades imbued with Void damage, but also with a few key differences. Here are the three different grenade types you can apply your character. Vortex Grenade - This is the default grenade of the Nightstalker. Its vortex can damage trapped enemies continually. Spike Grenade - This sticky grenade attaches to surface and discharges a wave of lethal Void Light. Voidwall Grenade - This Void Light grenade burns enemies with a horizontal wall. Melee
Pressing R1 (RB on Xbox One and C on PC) allows the Hunter to use a melee strike. With the Nightstalker, you can utilize melee attacks that obscure enemy vision. Snare Bomb - Throw a smoke bomb trap from a distance with this Melee Ability. The smoke bomb sticks to surfaces and detonates when enemies are near, slowing and disorienting them. Vanish in Smoke - Throw a smoke bomb explosive from a distance with this Melee Ability. The smoke bomb creates a cloud that makes you and nearby allies invisible. Passive Traits
The Nightstalker's passive traits sport an emphasis on utility. Way of the Trapper focuses on greatly increasing your chances of survival, while Way of the Pathfinder takes advantage of utility to deal high damage. Way of the Trapper Keen Scout - Sprint and sneak faster, and gain an enhanced tracker. Tethered enemies are marked for easy tracking. Deadfall - The Void Anchors fired from Shadowshot become traps and wait for prey. Void Anchors have increased range and last longer. Vanishing Step - Dodging makes you vanish from sight for a short time. Way of the Pathfinder Lockdown - Grenade and smoke effects last twice as long, allowing for strong territorial control and increased damage potential. Heat of the Pack - Killing tethered enemies creates Orbs of Light and increases Mobility, Recovery, and Resilience for you and nearby enemies. Moebius Quiver - Fire Shadowshot multiple times in rapid succession. Shadowshot deals massive damage against tethered enemies. 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 the Circle Button (B on Xbox One, V on PC) two times in succession. 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.
By Edmond Tran on Oct 24, 2017 03:55 am All The Titan Striker Skills
Do you love the crackle of Arc electricity in the morning? Maybe you like pounding the ground, tackling into things, and pretending nothing can hurt you. The returning Titan Striker subclass will make you feel all these things and more. In Destiny 2, the passive paths for the Striker can help you fortify yourself as an effective all-round soldier, or help you excel at dishing out huge amounts of lingering area of effect damage by amplifying your Fist of Havoc super and grenades. To gain access to the Striker subclass, you'll need the Battered Gauntlet relic, which can be randomly found in region chests. Once you have it, you'll need to charge it by killing enemies and participating in Public Events. Public Events occur on a timer, but their locations can be found on your map. Once you're done with that task, you'll unlock a Shard of the Traveller mission back on Earth. Upon completion, you'll unlock the ability to use the Striker subclass. Easy. For more information on other Titan subclasses follow the links below: For even more, we have a full roundup of all our Destiny 2 guides, tips, and tricks. Super Ability: Fists of Havoc
Fist of Havoc has evolved from its Destiny 1 iteration. Pressing L1 + R1 (LB + RB on Xbox One, F on PC) when your Super Meter charges you up with electricity and gives you two options: R1 (RB on Xbox One, C on PC) - A shoulder charge attack. This will track lightly towards the nearest enemy and is great for taking out lone targets while using less meter than the ground pound. R2 (RT on Xbox One, LMB on PC) - The signature Fist of Havoc ground pound that does area-of-effect damage and consumes a little bit of your super meter. One important thing to note is that your first ground pound with happen immediately upon activating your super, so be in a place that matters. Every subsequent ground pound will consume meter. Code of the Juggernaut Trample - This allows your Fist of Havoc to recharge slightly when you kill enemies with it. This means if you're faced with numerous enemies in PVE, try and catch groups with your ground pound to make the most of that super meter. Code of the Earthshaker Terminal Velocity - This causes Fist of Havoc to leave a large, damage-dealing field every time you slam the ground, and also means that ground pounds deal more damage the longer they're in the air. Having this perk means you should try and use your jetpack jump to get some air before attacking with ground pound. If you're playing on a map where you know you can get a height advantage, this can be a devastating and hilarious surprise. Grenades
Hitting L1 (LB on Xbox one, Q on PC) throws your grenade. The Striker's grenade options help boost their area-of-effect arsenal. Flashbang Grenade - Just like the name suggests, this is an explosive grenade that disorients enemies upon detonation, meaning PVE enemies won't attack you, and PVP enemies will be blinded. Pulse Grenade -This is a grenade that, once detonated, periodically emits energy pulses that damage enemies within its radius. This is a great tool to use on chokepoints, as well as less mobile enemy with larger health pools in PVE. Lightning Grenade - A godsend in PVP capture maps, this stick grenade sticks to any surface and then periodically pulses a large bursts of lightning that damages enemies. Lightning grenades are at their most effective when attached to walls, where the pulses can shoot horizontally into an area. Perfect for making an area hazardous for enemies to linger in or pass through. Passive Buffs: Code of the Earthshaker Aftershocks - This skill helpfully lowers your grenade cooldown after hitting enemies with your Seismic Strike ability. Getting a nice flow with your abilities going is made easier with this perk. Magnitude - This trait both gives you an additional grenade to throw, and increases the duration of Pulse Grenades and Lightning Grenades, meaning their lingering damage effects will last even longer that usual. Melee
Hit R1 (RB on Xbox One, E on PC) to punch. In Destiny 2, melee attacks can trigger a special melee ability after a period of cooldown. Titans have simple tastes, and enjoy punching things with purpose. If you're a Titan Striker, punching things will let you last longer in the battlefield, and helps you kill things more effectively. Each passive path offers different buffs to your punches. Code of the Juggernaut Frontal Assault - This trait boosts your weapon stability after a punch, meaning your subsequent shots will have less recoil. Reversal - Upon a melee kill, your character's natural health regeneration will activate, instead of requiring you to wait for a set period. This is best used towards the end of a battle, since taking more damage is counterproductive to the effects of this trait. Knockout - With this trait, breaking the shield of your enemies or critically wounding them increases your melee range. This makes the option of finishing off your enemy with a punch (and triggering the above effects) that much easier. Code of the Earthshaker Seismic Strike - This fun-as-hell trait gives you the ability to ram into your enemies after sprinting for a short time and deal explosive AOE damage. There's a visual tell letting you know when you can activate sprint. This charge has some light homing to help you make contact, and serves as a great opener for PVP. Passive Traits
Though we've already addressed some the perks in previous sections, here they are all together, as one. Passive Buffs: Code of the Juggernaut This is the path you want to take if you're more focussed on enhancing your survivability and ability to get amongst the action. Frontal Assault - This trait boosts your weapon stability after a punch, meaning your subsequent shots will have less recoil. Reversal - Upon a melee kill, your character's natural health regeneration will activate, instead of requiring you to wait for a set period. This is best used towards the end of a battle, since taking more damage is counterproductive to the effects of this trait. Knockout - With this trait, breaking the shield of your enemies or critically wounding them increases your melee range. This makes the option of finishing off your enemy with a punch (and triggering the above effects) that much easier. Trample - This allows your Fist of Havoc to recharge slightly when you kill enemies with it. This means if you're faced with numerous enemies in PVE, try and catch groups with your ground pound to make the most of that super meter. Passive Buffs: Code of the Earthshaker If you want to make the most of the Striker's capacity for area-of-effect damage, the Code of the Earthshaker is what you want to live by. Seismic Strike - This fun-as-hell trait gives you the ability to ram into your enemies after sprinting for a short time and deal explosive AOE damage. There's a visual tell letting you know when you can activate sprint. This charge has some light homing to help you make contact, and serves as a great opener for PVP. Aftershocks - This skill helpfully lowers your grenade cooldown after hitting enemies with your Seismic Strike ability. Getting a nice flow with your abilities going is made easier with this perk. Magnitude - This trait both gives you an additional grenade to throw, and increases the duration of Pulse Grenades and Lightning Grenades meaning their lingering damage effects will last even longer that usual. Terminal Velocity - This causes Fist of Havoc to leave a large, damage-dealing field every time you slam the ground, and also means that ground pounds deal more damage the longer they're in the air. Having this perk means you should try and use your jetpack jump to get some air before attacking with ground pound. If you're playing on a map where you know you can get a height advantage, this can be a devastating and hilarious surprise. Class Ability
New to Destiny 2 are class abilities which give 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). No matter which subclass you pick, Titans have the incredibly handy ability to generate cover out of thin air like the burly space magicians they are. This means if you're caught out in the open or want to push forward, you can throw down some cover to help fortify your position. You have two options: Rally Barricade - This creates a small, chest-high wall that you and your team can crouch behind for cover, meaning you can peek over it while aiming down sights. It also has the incredibly powerful ability to instantly reload your equipped weapon once you pop back behind it, making it invaluable if you or your team have weapons that take a long time to reload. Towering Barricade - This creates a larger wall that doesn't let you peek from behind it or instantly reload your weapons, but is much larger and better-equipped to shield you and your fireteam from damage. Towering Barricade is useful in situations where you might be going against enemies that deal large amounts of splash damage. Think of this as a directional Ward of Dawn. Jumps
Titans sport jetpacks which allow them to perform steady, prolonged double-jumps to reach great heights. This arguably allows them to make more precise landings when moving vertically compared to the other classes, whose jumps are faster and more floaty. Sentinel jump options are as follows: High Lift - Your standard jetpack lift, High Lift gives you the most vertical movement of all the jumps, so if you're trying to reach a high platform, High Lift will give you the easiest time. Strafe Lift - Strafe jump doesn't quite reach the same heights as High Life, but gives you much greater directional control for horizontal movement. This one's incredible useful if you like to shoot enemies from the air, since it makes you a harder target to hit. Catapult Lift - Catapult jump is unique in that it gives you a burst of momentum when you activate it. This one's useful for moving around the battlefield quickly, since you spend less time in the air, and are less of a target.
By Alessandro Fillari on Oct 24, 2017 03:50 am
With the fate of the galaxy resting in the hands of the resilient Guardians, they take part in a number of coordinated assaults on heavily defended locations filled with some of the toughest enemies in Destiny 2. Returning from the original game, these Strike missions yield some of best rewards in the game, but are quite challenging to tackle--even with a group of experienced Guardians. These Strikes will take player through set-piece filled dungeon runs with the possibility of dropping several high end gear for your characters, which make them a must for those looking to break into Destiny 2's more difficult content. In this guide, we'll be taking a look at every Strike boss in Destiny 2, and how you can get the upper hand against what comes your way. For more info on Destiny 2 for PC, PS4, and Xbox One, including breakdowns of the three classes, along with our skill and ability galleries for the various subclasses, be sure to visit our Destiny 2 guides and walkthroughs page for more information on what's happening in the online world of the Guardians. The Inverted Spire
Set on Nessus, The Inverted Spire Strike mission will take the fireteam to the lower depths of the Centaur planet, with the Red Legion performing a sizable excavation venture. Unearthing an ancient Vex construct that could put the entire world at even greater risk, the Guardians will have to face off against both the Red Legion and Vex in order to restore the already uneasy balance on Nessus. You'll be put through your paces as you avoid massive Cabal excavation gear, while maneuvering past the many Vex constructs that disperse through the machine race's timestream. After clearing the many obstacles, the fireteam will face off against the main boss of the Strike. Protheon, The Modular Mind
Making appearances throughout the mission, the big bad is Protheon, who resembles an elite variation of the Vex Minotaur. Wielding twin cannons, the boss comes in with a number of support units including Goblins, sniping Hobgoblins, Harpies, and exploding Fanatics. Set across three different phases, Protheon and the Guardians start off in a central room with the boss' back against the wall. Gradually, the fight locations change, making this one of the more unusual Strike boss encounters. In the first phase, The Modular Mind teleports around the room to flank your team, while several Harpies will swoop in to catch you off guard. Aim for its head to land precision hits while taking care of any additional mobs that drop in. After dropping a third of Protheon's health, the floor of the chamber will disappear, dropping the entire party another area to fight.After landing--and make sure to use your flight skills to soften the fall--the next phase of the fight will begin. Protheon stands on an elevated platform at the center, while the fireteam waits slightly below him. After taking enough damage, The Modular Mind strikes the ground, coating the entire floor in toxic energy--causing damage to the fireteam if they stay on the ground. Keep moving, and use the protruding blocks to rest above the ground to avoid damage. After dealing a bit more damage on the Mind,, the floor disappears again, and you'll enter the final phase of the fight. Reaching a new area, which is much smaller than the others, Protheon's attacks become more aggressive, and the irradiated waters around the platform are a constant hazard to keep track of. Once you hit the boss enough times, its head come offs, revealing a new weakpoint. Going into a frenzy, more exploding Fanatics enter the fight. Hit the boss with everything you have, and eventually your fireteam will topple this ancient Vex creation. The Pyramidion
With many callbacks to the infamous Vault of Glass raid in Destiny 1, The Pyramidion construct on the planet Io, is a peculiar spot to explore--which also makes for a challenging Strike mission to take part in. Over the course of this Strike mission, the fireteam will have to contend with waves of Vex infantry, along with the scourge of Taken that have invaded the complex structure. After clearing through different obstacles of The Pyramidion, even with some laser-grid traps and hacking sections, your fireteam reach the center of the structure and summon the Vex overlord within. Brakion, The Genesis Mind
Resembling a giant Hobgoblin, the Genesis Mind at the center of the Pyramidion can be a an odd fight. In the arena, several charging plates spring up after a period of time. Once you do enough damage to the giant Hobgoblin, it teleports away and shields itself behind an impenetrable force. Summoning several Goblins, the fireteam will have to charge up the alter's energy to disable the boss' shield, all the while fighting off minions and being careful of the main target's attacks. A good tactic to keep in mind is that it only takes one person to charge the alter. So having two other members of the fireteam find a good spot to fight is a good way to diminish the waves of enemies, while keeping aggro away from the friendly on the charge plate. After taking off sections of the boss' health, it will go into frenzy and bombard the party with attacks, while summoning additional units. Use the Vex architecture for cover and take advantage of class abilities to buff and protect your team. Moving infrequently, the large Hobgolin will maneuver around the field often. Even if you have Supers ready, save them for the final phase. During the closing segment of the fight, its attacks will become more predictable, and after destroying sections of its armor, it will be easier to get a steady shot--allowing you to unload all your best weapons and Super moves to win the fight. Savathun's Song
With the Hive having taken over the Archology base on Saturn's moon Titan, this Strike mission will take the Guardians on a search and rescue operation into the lower levels of the structure. Set within the base's Bio-Dome, a long-abandoned metropolitan hub for those living on Titan, the Hive have since taken up residence--turning it into a bizarre, and oddly colorful haven for the mysterious species. While fighting your way through the halls of the structure, the Guardians will learn more of the Hive's plans for the captured individuals, and how they'll be used in the coming events ahead. In the lowest level of the base, the fireteam confronts several Hive Wizards, who conjure up a massive Hive Shrieker, which is the source of Hive's dark magic in the Bio-Dome. A Really Big Shrieker
Essentially a giant and more off-putting version of the Hive Shrieker--a stationary, floating Hive creature that fires homing projectiles--the Guardians will have to contend with the boss and its minions. Largely enough, the fight with this boss isn't too difficult of a fight--though keeping track of all the enemies it throws at you will likely keep you on your toes. Much like a normal Shrieker, the boss will be able to use its hide to shield itself from all damage when it feels threatened enough. When that happens, the boss will summon minions of all types to take out the Guardians. While the first two phases are mostly Hive fodder, the third phase will bring in Hive Knights and Ogre, who can deal some serious damage as quickly as they arrive into the fight. Eventually, the giant Shrieker will summon two Hive Wizards, known as Savanthun's Handmaidens, who will cast a shield around the boss. In order to destroy the shield, one member will have to grab an available Void charge nearby, and run it up to the boss to dunk it into a slot to nullify the protection. Afterwards, destroy both Wizards and let loose with everything you have against the boss, which will be on its final legs. Unleashing explosive projectiles, use cover and run around the room to avoid damage, and eventually, the boss will meet its end. Exodus Crash
On Nessus, you explore the inner remains of the Exodus Black's crash site to assist Failsafe, who appears to have been affected by the Fallen's tampering with the ship's systems. Journeying to one of the more remote locations of the ship's remains, you contend with a number of Fallen scavengers, along with the meddling Vex, to restore Failsafe to working order. While going through the ship, Failsafe hopes to find more information about the crew, and where their whereabouts are--despite the fact that they've been dead for many centuries. Eventually, your party reaches the engineering deck of the ship, where you encounter the Fallen Captain Thaviks, who's got his eyes on the spoils of the ship. Thaviks, The Depraved
Throughout the Strike, your fireteam encounters several Shanks that look different than usual. These Overcharged Shanks would expel arc energy, conducting with several surfaces around the field, damaging and slowing down Guardians caught in the area. These encounters ultimately serve to foreshadow the nature of the fight with Thaviks. While the Fallen Captain brings in several units with him, and can even use cloaking tech of his own, these unique Shanks add an extra layer of challenge to the fight. During several stages after clearing sections of his health, Thaviks retreats, giving his crew the go-ahead to overwhelm your team.
During this fight, it's important to keep moving and watch all sides of the chamber--which has a central platform, along with an outer ring with several vantage points. It's easy to become overwhelmed during this fight, as the enemies can come from all sides, and Thaviks himself uses stealth to sneak about. As with most other fights, aim for the boss' head for precision hits, while avoiding his attacks the best you can. As the battle wages on, the Fallen Captain becomes more ballsy with his moves, using more melee strikes and calling in a number of Overcharged Shanks. Have one member of your fireteam be on Shank duty, while the other two take down the boss and rid the ship of the scavengers. The Arms Dealer
Tasked with invading the Red Legion base within the EDZ, your fireteam has to put a stop to one of the Cabal faction's most trusted and resourceful warriors. During this Strike, you contend with several waves of the Red Legion, along with the pesky Fallen looking to take advantage of the chaos to raid the Cabal stronghold. As you travel further inside the base, you encounter Red Legion machines of war, including siege tanks, flying assault ships, and many Cabal Centurions looking to prove themselves to their leader. After fighting your way through the base, you confront Bracus Zahn, one of the Red Legion's most trusted soldiers. Bracus Zahn
One thing is apparent during the lead up to this battle-- the Red Legion doesn't mess around when it comes to protecting what's theirs. Throwing dozens of enemies and vehicles your way, the Red Legion Arms Dealer lives up to his name by showing off how much resources he has at his disposal--and that doesn't let up one bit during the actual battle with Bracus Zahn. During this fight, the Red Legion elite pull out all the stops, summoning their dogs of war, armored Centurions, and even their flying vehicles. Set within a large field, with many places to hide and find cover, there's a lot of space to move around--which can be a blessing, but also a curse.
One major problem to keep in mind is that the boss throws a number of enemies at you, which may cause your fireteam to scramble. While getting distance from one another can be a decent thing during some fights, the boss' long range rifle--along with the Red Legion soldiers easily surrounding you--can make it hard to survive on your own. The best tip you can get is "stay together." It's likely you'll find yourself at the wrong end of the machine-gun blast or rocket, which means you'll need a revive fast. Eventually, Zahn will jump to an upper platform and gain a shield. This shield is impenetrable, making it easy for him and his minions to pick you off. To disable the shield, you need to find a solar charge on the outer edges of the arena, which can be slotted into nearby openings--dropping the shield and bringing the boss back to the ground. After destroying his shield twice, his health will near its end. At this point, pick off any nearby Red Legion soldiers, and let loose with your weapons against the boss to put a stop to his control of the Stronghold. Lake of Shadows
In this PS4 exclusive Strike, the fireteam will coordinate with Devrim Kay of the EDZ and the Vanguard to take out a coven of Taken. Assimilating an abandoned town east of Trostland, the Taken are using their magic to taint the waters in the area, which is problematic for those trying to get by in the EDZ. While exploring this section of the town, you find that the Taken have constructed several Blights around the area. These Blights summon more Taken, and the only way to disable them is by entering its affected zone and destroying them from within. After clearing through the dam section of the map, you find the leader within the site of the old Water Treatment Plant, which is now under Taken influence. Grask, The Consumed
The Taken are generally tricky to battle during many of the story and adventure missions, but this battle with Grask and his army keeps your fireteam on the move, and out of danger in surprising ways. The fight venue is set in a room with platforms in the center, with Taken energy coating the floor around it. While there are several large pipes and vents to leap onto, you spend most of your time on the central platform to get a steady shot on the boss. As a Taken Cabal, Grask wields a large shield, he and uses it to push off Guardians that get too close. Moreover, his melee hits are extremely powerful, so be sure to keep an adequate amount of distance. While battling the boss, it calls in reinforcements that spawn in the center or in the other areas of the room for vantage points.
After dropping his health down to half, Grask takes advantage of another ability that tethers Guardians to nearby Taken energy sources. Similar to the Nightstalker's Super move, these tethers keep you pinned, moving very slowly and slightly obscuring your vision. Open fire for the spots where the tethers are coming from to disable them for you and any teammates that get caught. During this final phase, Grask will become more aggressive and call in more Taken reinforcements. Be sure to keep your distance, as Grask runs over to nearby Guardians to score melee hits. Let loose with everything you've got, and you will soon come out on top and restore the area from the Taken's influence.
By Edmond Tran on Oct 24, 2017 03:49 am All The Titan Sentinel Skills
Do you love being the incredibly cool and useful person that protects their teammates from damage? Maybe you saw a Captain America movie recently, or just love the color purple. If any of that sounds like you, then you will 100% enjoy playing as a Titan Sentinel in Destiny 2. The Void-based Sentinel subclass in Destiny 2 is an evolution of the Defender subclass found in the original game. A number of signature skills--including the very useful Ward of Dawn dome shield--are still present, but Sentinels have the flexibility to allow for highly aggressive playstyles. The Sentinel is the first subclass you'll gain access to in Destiny 2's Titan campaign. To gain access to the additional subclasses, Striker and Sunbreaker, you'll need to perform an additional quest. For more information on other Titan subclasses follow the links below: For even more, we have a full roundup of all our Destiny 2 guides, walkthroughs, and tips. Super Ability: Sentinel Shield
Guardians Assemble! Pressing L1 + R1 (LB + RB on Xbox One, F on PC) when your Super Meter is full creates a shield made of Void energy. While the shield is up, you have a few options: R1 (RB on Xbox One, C on PC) - A melee shield attack. This will track lightly towards the nearest enemy and will be your primary method of dealing damage. L1 (LB on Xbox One, Q on PC) - Throws your shield. This attack will bounce off walls and between enemies to do damage, but you'll have to aim your throw carefully since you can only use it twice per activation at most, until you unlock a passive buff at Level 12. L2 (LT on Xbox One, LMB on PC) - Guard. You'll raise your shield and deflect incoming damage. Note that you'll still take damage if you're attacked from behind, or hit by explosive splash damage, but this ability will likely prove useful in helping your allies push forward through a treacherous area if they follow close behind. Passive Buffs: Code of the Protector: Ward of Dawn - At Level 12, you'll unlock the ability to use your meter to perform the Ward of Dawn super, a large, shielding dome that can protect your entire fireteam from projectile damage. You won't be able to hit enemies from within the dome, meaning you'll need to strategically pop in and out of it to attack. Also be aware that enemies can enter the dome and hurt you from within it, so keep an eye on any hostiles closing the gap, especially anything that can do melee damage. Passive Buffs: Code of the Aggressor: Shield Throw - While the Aggressor path takes away the option for Ward of Dawn, it gives you an additional shield throw when Sentinel Shield is activated, meaning you can do another round of potentially devastating group damage at a distance before needing to wait for a cooldown. Grenades
Hitting L1 (LB on Xbox one, Q on PC) throws your grenade. The Sentinel has some great grenade options with incredibly useful effects for both PVE and PVP. Magnetic Grenade - Like the name suggests, Magnetic grenades are attracted to enemies and have a generous homing trait. The grenade will physically attach itself to an enemy and explode twice. Magnetic grenades are great at making sure your grenade isn't completely wasted, since enemies can't escape the damage once it's attached. It's great guaranteeing damage if you put in at least a little bit of effort in aiming it, meaning it's ideal for PVP. However, those familiar with Destiny 1 might find that its damage has been reduced somewhat. Voidwall Grenade - This grenade creates a horizontal wall of burning Void flames that damages enemies who touch it. Formerly a Hunter Nightstalker tool in Destiny 1, Voidwall is useful for creating space. The most common applications are to cordon off a capture area in PVP, or using it as a way to weaken PVE enemies as they funnel through the flames to get to you. Another neat application is using the horizontal-spreading flames to catch enemies around corners, flushing them out. Suppressor Grenade - The suppressor behaves like your typical explosive grenade, but with the added trait of preventing enemies from using special abilities for a brief period. This suppression behaviour is incredibly useful in PVP. Enemies caught in the blast will be unable to use their grenade, melee, or super abilities for a short time, giving you and your allies a brief advantage over them. Enemy running towards you with their super activated? Throw a suppression grenade in their face and take them down. Passive Buffs: Code of the Aggressor Superior Arsenal - This trait reduces your grenade cooldown every time you make a grenade kill. This means if you're good at nailing your grenade throws, the game will reward you by letting you use them a little more often. Melee
Hit R1 (RB on Xbox One, E on PC) to punch. In Destiny 2, melee attacks can trigger a special melee ability after a period of cooldown. Titan Sentinels enjoy punching things with purpose, and their passive traits support that. Your teammates will love you! Each passive trait path offers the different kinds of buffs to your punches, and are all incredibly useful in PVE situations where you'll be killing a bunch of space dudes. So, never stop punching. Code of the Protector Defensive Strike - This trait means that killing an enemy with a melee attack creates a temporary overshield around you and nearby allies, allowing you to tank a bit more damage. Rallying Force - Melee kills with Rallying Force restore a small amount of health for you and nearby team members. This can save you from the brink of death if you're in the red, and coupled with Defensive strike, means that once you get in the thick of the action, punching things means you can last longer. Turn the Tide - This is a perk that gives you a nice boost overall--your Defensive Strike shields will last longer, and your overall melee damage and reload speed will be increased. Code of the Aggressor Shield Bash - Similar to the charge found in the Striker subclass, this trait lets you ram into enemies after sprinting for a short time, causing area-of-effect damage and disorientating anyone caught by it, meaning they'll be unable to act for a short time. This charge has some light homing to help you make contact and is a great opener for PVP. Passive Traits
Though we've already addressed some the perks in previous sections, here they are all together, as one. Code of the Protector Defensive Strike - This trait means that killing an enemy with a melee attack creates a temporary overshield around you and nearby allies, allowing you to tank a bit more damage. Rallying Force - Melee kills with Rallying Force restore a small amount of health for you and nearby team members. This can save you from the brink of death if you're in the red, and coupled with Defensive strike, means that once you get in the thick of the action, punching things means you can last longer. Turn the Tide - This is a perk that gives you a nice boost overall--your Defensive Strike shields will last longer and your overall melee damage and reload speed will be increased. Ward of Dawn - Gives you the option of using your super meter to perform Ward of Dawn, a large, shielding dome that can protect your entire fireteam from projectile damage. However, you won't be able to hit enemies from within the dome, meaning you'll need to strategically pop in and out of it. Also be aware that enemies can enter the dome with you to deal damage, so keep an eye on an hostiles closing the gap, especially anything that can do melee damage. Code of the Aggressor Shield Bash - Similar to the charge found in the Striker subclass, this trait lets you ram into enemies after sprinting for a short time, causing area-of-effect damage and disorientating anyone caught by it, meaning they'll be unable to act for a short time. This charge has some light homing to help you make contact and is a great opener for PVP. Superior Arsenal - A trait that reduces your grenade cooldown every time you make a grenade kill. This means if you're good at nailing your grenade throws, the game will reward you by letting you use them a little more often. In The Trenches - This perk reduces the cooldown of your super when you make kills surrounded by enemies. Shield bash your way into a weak mob, gun them all down, and you can ideally have your Sentinel Shield ready to take down the bigger goons. Second Shield - While the Aggressor path takes away the option for Ward of Dawn, it gives you an additional shield throw when Sentinel Shield is activated, meaning you can do another round of potentially devastating group damage at a distance before needing to wait for a cooldown. 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). No matter which subclass you pick, Titans have the incredibly handy ability to generate cover out of thin air like the burly space magicians they are. This means if you're caught out in the open, or want to push forward, you can throw down some cover to help fortify your position. You have two options: Rally Barricade - This creates a small, chest-high wall that you and your team can crouch behind for cover, meaning you can peek over it while aiming down sights. It also has the incredibly powerful ability to instantly reload your equipped weapon once you pop back behind it, making it invaluable if you or your team have weapons that take a long time to reload. Towering Barricade - This creates a larger wall that doesn't let you peek from behind it or instantly reload your weapons but is much larger and better-equipped to shield you and your fireteam from damage. Towering Barricade is useful in situations where you might be going against enemies that deal large amounts of splash damage. Think of this as a directional Ward of Dawn. Jumps
Titans sport jetpacks which allow them to perform, steady, prolonged double-jumps to reach great heights. This arguably allows them to make more precise landings when moving vertically compared to the other classes, whose jumps are faster and more floaty. Sentinel jump options are as follows: High Lift - Your standard jetpack lift, High Lift gives you the most vertical movement of all the jumps, so if you're trying to reach a high platform, High Lift will give you the easiest time. Strafe Lift - Strafe jump doesn't quite reach the same heights as High Lift but gives you much greater directional control for horizontal movement. This one's incredibly useful if you like to shoot enemies from the air, since it makes you a harder target to hit. Catapult Lift - Catapult jump is unique in that it gives you a burst of momentum when you activate it. This one's useful for moving around the battlefield quickly, since you spend less time in the air, and are less of a target.
By Edmond Tran on Oct 24, 2017 03:33 am Titanic.
Have you taken on the pride and responsibilities of being the strongest, most selfless class in Destiny 2 for PC, PS4, and Xbox One? 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.
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