Destiny 2 is here, and with it comes a ton of changes to our favorite classes. We are going to take an in-depth look at these changes, compare them to O.G. Destiny, and give you all the tips and tricks to make sure you’re at your best, right from the start.
That is, unless you’re viewing this after already playing it… in which it case would be playing at your best, right after you’re done reading this. Yeah, let’s just go with that.
Dawnblade rift ability
- 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.
Sure, you can’t resurrect yourself from the dead anymore, but at least you can heal your entire team now; self-included. We also stole the defender titans’ empowering bubble and call it a rift now, which is way cooler. Both abilities will drop a decent sized glowing circle for you and your teammates that either heal or increase damage. This will be amazing in pve and the crucible as well. If your team is about to fight over control of a specific area, just drop your healing rift and collectively laugh when the bullets practically bounce off you. Healing rift also gives you an overshield when you are at full health, making you and your teammates even harder to kill.
Empowering rift will be much harder to use in the crucible; where staying within a small circle is not the best way to win a firefight against your opponents, but it could make for some interesting strategies. For example, if a few people on your team are using scout rifles, you can drop it while you and your team wait for the enemy team to show their heads. (CAMPING.) I can honestly see this being used a lot in trials as well, where there’s a lot more strategy involved and a lot of people pick a certain spot to watch for opponents.
Dawnblade jump abilities
- Strafe Glide – jump while airborne to activate Glide and start an airborne drift with better 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.
Same jump abilities as Destiny O.G. and honestly this choice comes down to what you’re more comfortable with. For example, Dawnblade has a rather odd build that benefits from you killing enemies while airborne. Usually it doesn’t really matter which of these you choose, since their so incredibly similar, but that could change with the new airborne build. Strafe is going to give you the most control over which direction you’re going or change to while jumping, but I have a feeling that burst glide is going to be the best option for crucible. With burst you will get a small push towards whatever direction you are jumping and this allows you to get out of a dangerous area or to your teammates quicker. Balanced glide is perfect for all of you indecisive players, it’s a mix of both strafe and burst.
- Daybreak – weave Solar Light into blades and smite your foes from the skies.
The new super for Dawnblade is absolutely insane and a whole lot of fun. It’s a lot like Arcstriders’ super, but you can fly around with it and there’s less confusing combos. With Daybreak, you can stay on the ground and use your flaming sword to destroy opponents; much like the heavy sword from the first Destiny. You can even fly up into the air and throw your flaming sword at your opponents from a distance. There’s also a passive you can choose that lets you to slam the ground and do a large aoe hit.
This is really a double-edged sword. (Pun intended.) On one side of the blade, you can fly around for a few moments and see a lot of the map and easily pursue opponents that may be hidden behind cover. You move fast enough in this form and do have a ranged attack but you are still at a bit of a disadvantage because you typically want to keep your head down in the crucible, and not only are you not doing that; but you’re literally lighting yourself up and yelling “Look at me, I’m on fire.” to the entire enemy team. If used correctly and carefully you have all the help you need to destroy the entire team; just try to stay out of the open, and move fast enough to reach them before they snuff you out.
- 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
I’m sure you’re noticing a theme here, they didn’t really change anything when it comes to grenades or the jump abilities in destiny 2 but that doesn’t mean the way they’re used is the same. The fusion grenade was the best choice for Destiny O.G. and likely will be in Destiny 2 since it attaches to enemies easily, and will kill anything it grabs a hold of. Firebolt grenades are your tracking grenade, but don’t usually kill players at full health.
Solar grenade is a great option for map control, it’s an aoe grenade that does a lot of damage to anyone who stands in it. Most players will opt to go around it rather than through it, and this gives you a nice way to keep them off a point, or cut off a particular path for at least a few seconds.
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 instantly 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.
This is where things get real weird, both of these passive trees have a lot of perks to being airborne and will make for some interesting builds and strategies. Winged Sun allows you to glide through the air and shoot at the same time, you can even launch your grenades while gliding and on top of that; airborne kills recharge both melee and grenade energy. You even have a dodge mid-air with Icarus Dash, it has a pretty long cooldown but works great; and it’s just what we need to not be such an easy target in the air.
There’s going to be a big learning curve with this class but it’s going to be worth it. I recommend going out of your way to get airborne kills so you can get yourself more and more used to it. Map awareness will also be a huge help to Dawnblades since any time an opponent is hiding behind or near a stack of boxes, or something you can glide over, you will have a big advantage over them. Lastly, Swift Strike gives your melee attack a burn dot to help finish off your opponents, and a nice boost to your movement and reload speed. This boost supposedly happens regardless of whether you kill the opponent, but hopefully you won’t have to test that theory.
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.
This passive tree revolves around your super, with almost every passive giving you a benefit to it. The flaming swords you launch at opponents when you’re in Daybreak will now seek enemies and leave aoe flames wherever they land. This is just like the Titans’ Sunbreaker subclass from Destiny 1 and is going to be very overpowered. You can launch a total of 6 swords when in Daybreak but that’s not including the perk Everlasting Flame, which extends its duration with each kill. You also have an instant self-heal; just crouch while mid-air to restore some health, or use it as a large aoe attack during Daybreak.
Attunement of Flame is a really strong choice for crucible, you don’t have to worry about all the airborne kills and you get an extremely strong super. The only downside is that almost all the benefits are only during Daybreak, which you obviously won’t be in all of the time. Phoenix Dive sounds great but won’t be useful in the middle of a firefight during a crucible match, everything happens too fast and this will only be used to recover afterwards, or possibly used if trying to get away from an opponent. Igniting touch gives you a burn dot and makes enemies explode when killed; which is just really, really cool looking.
Dawnblade has really added a unique approach to crucible strategies. If you go with Attunement of Sky, you’re going to have to get use to taking on opponents while airborne. Accuracy is going to be more important than it has ever been; since you will be moving through the air, and aiming lower than usual. Besides that, the more you are doing at one time will inevitably be a lot more taxing on your attention. It’s not just shooting while moving anymore, your airborne; and it’s going to take be a big learning curve.
Run out and do some crucible matches; try to go out of your way to get airborne kills, and make sure to take advantage of your aerial dodge as much as possible. The more you start killing enemies in the air, the easier it’s going to get. You’re going to have to re-learn where your opponents will be, and you’re going to get shot from other players a lot more; since you’re airborne and easier to find.
Daybreak is a whole new dance as well, with a lot of similarities to Sunbreaker. It still stands on its own; with how much it allows you to fly around the map, leaving none of your opponents safe from your fiery wrath. If you’re going with the Attunement of Flame passive tree than you really need to practice a lot with Daybreak, it will be your best tool against your opponents. Remember that your ranged swords will seek out your enemies and extend Daybreaks’ duration. Don’t activate Daybreak until you’re aware of where most of the enemy team is; this is not the kind of thing to waste on one person, and should be used to clear out the entire team in one go.