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 case it would be playing at your best, right after you’re done reading this. Yeah, let’s just go with that.
Sentinel class ability
- 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.
Titans get the ability to toss out barriers and help control areas, or provide your team with some great cover. Towering is a large shield, it’s tall and wide enough to block all damage coming in, and forces enemies to go around it; or run through it. This looks to be the best map control ability we’ve ever had in Destiny, it’s literally large enough to block entire openings of certain rooms, and can be dropped anywhere; so long as it’s not on a cooldown. Towering will eventually break once it gets shot at enough, but from what I witnessed in the beta, it can withstand quite a bit of damage. It also starts to crack and break, giving you a heads up that your cover is going down.
Rally is a much shorter barricade that provides cover you can shoot over. One of the nice perks is the instant reload it provides whenever you take cover behind it. Now for the downsides, you can’t shoot through the towering barricade; which makes it used for pure map control and reacting to snipers. Rally, allows you to fire from cover but it only blocks a bit of the damage coming in. Rally, leaves you especially open to grenades and anything with tracking. If you’re facing off against a titan, try to use their barricade to your advantage. Towering barricade leaves them stuck in a general area where they are easy to team shot if it goes down. Rally is similar but you can actually get some head shots still, and grenades will scare them out from cover. Remember these barricades only protect the front, so they will do nothing for you if an enemy comes from behind or your side.
Sentinel jump abilities
- 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.
We’ve got the same jumps as Destiny O.G. and although our subclasses have changed a lot, our jumps don’t make too much of a difference. High lift will do exactly as advertised, and get you higher than the others, but that’s typically not a concern in the crucible. This is useful in pve, and makes the platforming and enemy evading a bit easier; but height is not really your friend in the crucible.
Strafe is your jump with the most control, this is great for crucible; as it is the most adaptive jump we have. If you’re heading one way and feel your opponents bullets following you perfectly, you will be able to move towards a new direction, and try to throw them off. Catapult is pretty much the opposite because, once you jump in a certain direction you’re committed to it. The plus side, this makes you harder to hit initially when jumping, and lets you get in and out of fights faster than the other options.
- Sentinel Shield – Summon a shield of Void Light. The shield can be used to attack, guard, and perform a Shield Throw.
Sentinel titans get a roaming super much like Striker titans. You can attack with your void shield and even throw it; although sadly it only has one charge. (Two if you choose the Aggressor passive tree.) Fortunately the shield does ricochet, so you are capable of killing multiple opponents with one throw. The most interesting part about this super is we can actually guard with our shield and block attacks for ourselves or teammates.
This is an interesting take on the roaming super, you only have one or two chances with a ranged attack, and have to get in melee range to do anymore damage; but having a guard insures you make it to them alive. The fact that you can even guard your teammates to some extent, makes it even more versatile. This will be a difficult super to master, especially if you’re trying to defend your teammates in crucible, but it’s a much better option than a non moving bubble.
- 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.
Magnetic grenade is your best offensive choice, with its double explosion you will kill anything it attaches to, and have a decent chance of taking down anyone else close. The really nice thing is they seem to home in on opponents, and attach easily. Voidwall is not very useful in the crucible, it can give you some map control, but it does little damage; and is easily avoided. Suppressor is one of the best crowd control grenades you can use. If you’re being a team player and want to support as much as possible, than this is definitely going to be your go to grenade.
Suppressor will not only block your opponents from using abilities, but it will even shut down their super right in the middle of it. Arcstrider pole dancing their way towards you? Toss one of these in their general direction. I recommend getting good with suppressor grenades, and using them as much as possible in the crucible. Most players don’t like using them since they don’t really net you direct kills, but these grenades will give you a much better advantage against any team; if used at the right 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.
Protector is definitely your support passive, this is great since there’s not a lot of subclasses with this kind of utility. With this build your melee kills will not only restore your health, but your nearby teammates as well; and your melee ability gives you and teammates an overshield. We get a nice buff to help with reload speed and melee kills whenever we have our overshield active. The biggest perk to this passive tree is you get the original bubble from Destiny 1. You have a choice in using it, and can use your super as its normal roaming way; just don’t accidentally activate it.
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.
Aggressor is well…aggressive, and lets us use our super to kill; rather than save. Our melee ability disorientates enemies, allowing you to use it earlier on, instead of using it as a finisher. Superior Arsenal is great, grenade kills equals more grenades. You can pretty much just go on magnetic grenade sprees, and this is one of the only classes that can recharge their grenade by simply getting a kill with the grenade. Our super charges faster as we get kills surrounded by enemies, this will happen quite a bit without even trying in the crucible. Lastly, we get a second shield throw during our super, which is certainly better than one. Your shield throw will ricochet so having two of them can clear the team a lot easier than some other supers, if used at the right time.
Sentinel is an interesting change from the rest of the subclasses in Destiny 2. We are one of the only support-like subclasses available and are capable of literally saving our teammates from death. This will be a lot of fun in pve and make us a must have for any raid or difficult content; but in the crucible, it’s going to be a lot harder to use. The main focus here is to make yourself a tank, a distraction. If they are firing on you and you’re simply blocking it, than it lets your team freely take them out. This is a really unique role that can only be fulfilled so well by this particular class, and if you want to be the best, you’re going to have to lead your team to victory by being the shiniest distraction you can be. Don’t forget how incredibly useful suppressor grenades are, especially when going with a support heavy build and use your barricade ability to help control the map or provide some cover for your team.
If you’re going the aggressive route than try to throw your grenades to kill so they can instantly recharge and not waste them on map control. Use magnetic grenades to insure you get the kill and always have one ready to toss. You will want to get as familiar as possible with shield throw since you will have 2 charges and it’s your best way of nabbing kills during your super.