What class I should take?
Beginners often ask this question, but is there any good answer for that? Let’s check.
Destiny is quick FPS game, so the most important thing is your “mechanic” skill. To say it with simple words – it’s about how good you are at shooting things. So this skill is the most important thing in the game, even more, important than the choice of class.
But still, classes offer a slightly different feel of gameplay because of skillsets, we will take a closer look at them in a minute.
First I will answer the question which I hear really often – if I pick wizard will it be easier to find a team for me? People who played a lot of MMO’s know that. The queue for tanks and healers are usually almost instant, while queues for DPS’es… You probably know. 😉 So to be honest everyone in the Destiny is DPS so there is no problem but indeed some skillsets may prove useful in certain situations.
So what can I say about classes with simple words without stats?
Warlock – powerful skills, great support options (boost dmg or heal), low mobility and slow jumps. In my opinion greatest clearing potential in the game.
Titan – at the beginning feels slow, sitting behind cover, but then striker comes out and everything is dead. His shields can turn worst situations to “easy peasy” ones. Fireteams like to have one for hardest content in the game – his supporting capabilities can be essential.
Hunter – very quick class, in my opinion subclasses of hunter make more impact on his play-style than other subclasses. Can be deadly close range, clocking assassin, can be sniper with bonuses to crits and can be front-liner who wacks everything till he is alive.
What I can recommend is focus on class abilities (rift, barricade, dodge) – they nicely show what will be key differences between classes. Everyone class can clear the room quickly with super, or whack a boss – of course in a different way and it may be mechanically easier or harder – but still possible. What is worth noticing is that hunter got the quickest jump – no floating. In some situations, it may be good, but in some this can make jumps a little bit harder to do. But as I mentioned before – it’s all about skill and weapons, more than the class itself. Remember that the most important thing is having fun, so try everyone eventually, and pick your favorite – and if you like all? Just play them all (remember of switching weapons, it will save you lot of time).
Below skill trees of every subclass currently in the game.
Warlock:
Class with very high recovery stat (they start to regen health quicker than other classes), but it comes at the cost of the lightest armor.
Rift:
Healing Rift – conjure a well of Light that continually heals those inside it.
Empowering Rift – conjure a well of Light that increases weapon damage for those inside it.
Jumps:
Strafe Glide – jump while airborne to activate Glide and start an airborne drift with string 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.
Super: Daybreak – weave Solar Light into blades and smite your foes from the skies
Solar Grenade – a grenade that creates a flare of Solar Light that continually damages enemies trapped inside.
Firebolt Grenade – a grenade that unleashes bolts of Solar Light at nearby enemies
Fusion Grenade – an explosive grenade that deals bonus damage when it attaches to a target
Attunement of Sky:
Winged Sun – engage your enemies mid-flight. Fire weapons and throw grenades while gliding.
Heat Rises – airborne kills recharge your grenade and melee energy. Casting Daybreak instant refills all your ability energy.
Icarus Dash – dodge in mid-air.
Swift Strike – strike an enemy with this melee ability to burn your target and temporarily increase your movement and reload speed.
Attunement of Flame:
Igniting Touch – strike an enemy with this melee ability to burn them and cause them to explode when killed.
Fated For The Flame – Daybreak projectiles seek targets as they travel and, upon impact, launch a streak of deadly flames.
Everlasting Fire – killing an enemy with Daybreak extends its duration.
Phoenix Dive – descend from mid-air to quickly restore your health. While Daybreak is active, descending causes explosive damage.
Super: Nova Bomb – Hurl an explosive bolt of Void Light at the enemy, disintegrating those caught within its blast.
Vortex Grenade – A grenade that creates a vortex which continually damages enemies trapped inside.
Axion Bolt – A bolt of Void Light that forks into smaller bolts on impact that seek out enemies.
Scatter Grenade – A grenade that splits into many submunitions and covers a large area with multiple explosions.
Attunement of Chaos
Chaos Accelerant – Draw power from your Super to overcharge your grenade, making it deadlier and more effective.
Bloom – Void ability kills cause enemies to explode.
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.
Entropic Pull – Strike an enemy with this melee ability to drain your enemy’s life force and use it to recharge your grenade.
Attunement of Hunger
Devour – Kill an enemy with this melee ability to fully regenerate your health. For a short time afterward, kills restore additional health.
Feed The Void – Consume your grenade energy to regenerate your health. Grants the Devour effect.
Insatiable – While the Devour effect is active, killing enemies extends its duration and recharges your grenade.
Vortex – Nova Bomb creates a singularity which continually damages enemies trapped inside.
Super: Stormtrance – While active, Stormtrance allows a Stormcaller to float across the battlefield, electrocuting and disintegreating foe after foe.
Arcbolt Grenade – chains bolts of lightning to nearby enemies.
Pulse Grenade – periodically damages enemies inside its explosion radius.
Storm Grenade – calls down a focused lightning storm.
Attunement of Ions
Chain Lightning – Deliver an electrocuting Arc melee strike at extended range that chains from the struck target to another enemy nearby.
Transcendence – When cast with full grenade and melee energy, Stormtrance lasts longer and fully restores health.
Arc Web – Enemies Damaged by your grenades chain deadly lightning to nearby enemies.
Ionic Blink – Press the Sprint button to teleport during Stormtrance.
Attunement of the Elements
Gale Force – This electrocuting Melee Ability hits at extended range and recharges your Super, grenade, and melee energy.
Landfall – On casting Stormtrance, fire a bolt of lightning into the ground, creating a devastating shockwave under you.
Rising Storm – Your Rift charges faster when allies are near.
Arc Soul – Your Rift now grants you or any ally who uses it an Arc Soul to aid you in battle.
Titan:
Class with very high resilience stat (they have the highest defense). What is more, they have boost ability which helps them to move quicker.
Barrier:
Towering Barricade – a large barrier that can be used to reinforce a position with cover from enemy fire.
Rally Barricade – a small barrier that allows you to peek over it while aiming down sights and instantly reloads your equipment when you take cover.
Jumps:
High Lift – Jump while airborne to activate Lift and launch into the air at greater heights.
Strafe Lift – Jump while airborne to activate Lift and launch into the air with strong directional control.
Catapult Lift – Jump while airborne to activate Lift and launch into the air with a strong initial burst of momentum.
Super: Fists of Havoc – supercharges your fists and slam the ground with the force of a maelstrom.
Pulse Grenade – a grenade that periodically damages enemies inside its explosion radius.
Flashbang Grenade – an explosive grenade that disorients enemies it damages.
Lightning Grenade – a grenade that sticks to any surface and emits bolts of lightning
Code of the Earthshaker
Aftershocks – damaging enemies with Seismic Strike recharges your grenade.
Magnitude – gain an additional grenade charge. Increases the duration of grenade effects.
Terminal Velocity – Fists of Havoc’s ground slam attack leaves a damage-dealing field in its wake and deals more damage the longer it’s in the air.
Seismic Strike – while sprinting, active this melee ability to slam shoulder-first into your target and release an Arc explosion on impact.
Code of the Juggernaut
Frontal Assault – strike an enemy with this melee ability to reload your weapon and increase your weapon stability.
Reversal – melee kills immediately trigger health regeneration.
Knockout – critically wounding an enemy or breaking their shields increases your melee range and damage.
Trample – killing enemies with Fists of Havoc extends its duration.
Super: Sentinel Shield – Summon a shield of Void Light. The shield can be used to attack, guard, and perform a Shield Throw.
Magnetic Grenade – a grenade that attaches to enemies and explodes twice.
Voidwall Grenade – a grenade that creates a horizontal wall of burning Void Light.
Suppressor Grenade – an explosive grenade that prevents enemies from using abilities for a short time.
Code of the Protector
Rally Force – Melee kills restore health for you and nearby allies.
Turn The Tide – Your Overshield from Defensive Strike lasts longer and increases melee damage and reload speed.
Ward of Dawn – When Super energy is full, press and hold activation key to create a shielding dome to protect you and your allies.
Defensive Strike – Kill an enemy with this melee ability to create an overshield around you and nearby allies.
Code of the Aggressor
Shield Bash – After sprinting for a short time, use this melee ability to unleash a devastating Shield Bash that disorientates enemies.
Superior Arsenal – Grenade kills recharge your grenade energy.
In The Trenches – Kills while surrounded by enemies reduce the cooldown of your Super.
Second Shield – Gain an additional Shield Throw charge while Sentinel Shield is active.
Super: Hammer of Sol – Activate to hurl flaming hammer projectiles at enemies, dealing significant damage with each hit.
Incendary Grenade – a grenade whose explosion sets enemies on fire.
Thermite Grenade – a grenade that sends forward a burning line of fire.
Fusion Grenade – an explosive grenade that burns enemies when it attaches to targets.
Code of the Fire-forged
Hammer Strike – While sprinting, use this Melee Ability to unleash a blazing Hammer strike that weakens enemies.
Tempered Metal – Solar Ability kills grant you and nearby allies bonus movement and reload speed.
Battle-Forge – Enemies killed by Hammer of Sol explode.
Vulcan’s Rage – Hammers shatter into explosive molten embers on impact.
Code of the Siegebreaker
Mortar Blast – Strike an enemy with this Melee Ability to release a Solar explosion setting nearby enemies on fire.
Sun Warrior – Solar Ability kills restore your health. Grenade and Melee Ability kills leave a deadly Sunspot in their wake.
Rings of Fire – While standing in a Sunspot, your Solar Abilities recharge faster and your Super lasts longer.
Solar Siege – Hammers create a Sunspot on impact. While standing in Sunspots, you throw hammers faster.
Hunter:
Class with very high mobility stat (they run faster then any other class on non-sprint). Medium armor is a nice addition.
Dodge:
- 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:
- High Jump – while airborne, jump a second time to reach greater heights.
- Triple Jump – while airborne, sustain your air control with a second or third jump.
- Strafe Jump – while airborne, jump a second time with strong directional control.
Super: Golden Gun – summons a flaming pistol that disintegrates enemies with Solar Light. Carries six bullets, each of which can kill a low-tier mob in one shot, but it’ll take two to finish an enemy Guardian in PvP.
Grenades
- Swarm Grenade – a grenade that detonates on impact, releasing multiple drones that seek nearby enemies.
- Incendiary Grenade – A grenade whose explosion catches enemies on fire.
- Tripmine Grenade – an explosive grenade that sticks to surfaces and detonates upon enemies who pass through its laser trigger.
Way of the Outlaw
- Explosive Knife – throw a knife from a distance that explodes shortly after impact with this melee ability.
- Chains of Woe – Precision kills increase weapon reload speed for you and nearby allies.
- Six-Shooter – Golden Gun can be fired quickly up to six times, but has a shorter duration.
- Deadshot – Significantly improves your ability to hit with Golden Gun.
Way of the Sharpshooter
- Knife-Juggler – throw a knife from a distance. Precision knife kills with this melee ability immediately recharges it.
- 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.
Super: Arc Staff – conjure a staff powered by arc light, and run around hitting things with it.
Skip Grenade – a grenade which splits on impact, creating multiple projectiles which seek enemies.
Flux Grenade – an explosive grenade which deals additional damage when attached to enemies.
Arcbolt Grenade – a grenade that chains bolts of lightning to nearby enemies.
Way of the Warrior
Combat Flow – melee kills recharge your dodge skill.
Deadly Reach – dodging temporarily increases melee range.
Lethal Current – Arc Staff attacks hit twice after dodging.
Shocking Blow – striking an enemy with this powerful melee attack emits a deadly bolt of lightning from your fist.
Way of the Wind
Disorienting Blow – striking an enemy with this debilitating melee attack. disorients the target. Killing a target with Disorienting Blow instantly recharges it.
Lightning Reflexes – take less damage while dodging with Arc Staff active.
Battle Meditation – when critically wounded, melee and grenade skills recharge faster.
Focused Breathing – sprinting reduces dodge cooldown, increased sprint speed.
Super: Shadowshot – Fires a non-lethal Void Anchor that slows affected enemies, causes them to take more damage, and prevents them from using abilities.
Vortex Grenade – a grenade that creates a vortex that continually damages enemies caught inside.
Spike Grenade – a grenade that attaches to any surface and emits a torrent of damaging void light.
Voidwall Grenade – a grenade that creates a horizontal wall of burning Void Light.
Way of the Trapper
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.
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
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.
Lockdown – Grenade and smoke effects last twice as long, allowing for strong territorial control and increased damage potential.
Heart of the Pack – Killing tethered enemies creates Orbs of Light and increases Mobility, Recovery, and Resilience for you and nearby allies.
Moebius Quiver – Fire Shadowshot multiple times in rapid succession. Shadowshot deals massive damage against tethered enemies.
So that will cover it. I guess everyone need to pick their favorite. Personally I’m in love with the hunter, but… What is your love?
See you in the game Guardians!