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 would be playing at your best, right after you’re done reading this. Yea, let’s just go with that.
Striker 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 throw down 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 or run through it. This is the best map control ability we’ve ever had in Destiny. It’s large enough to block entire openings of certain rooms and corridors, and can be dropped anywhere so long as it’s not on a cooldown.
Towering will eventually break once it gets shot enough, but at the same time it can withstand a nice amount of damage. It also starts to crack and break, giving you some heads up that your cover is going down. Rally is a much shorter barricade that you can duck behind and 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. These barricades only protect the front, so they will do nothing for you if an enemy comes from behind or your side; It also leaves you especially open to grenades.
Striker 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.
Though our subclasses have changed a lot, Titans have the same jumps as O.G. Destiny. High lift does exactly as advertised, and takes you higher than the others. 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 has 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 opponent’s bullets following you perfectly, you will be able to move in a new direction and try to throw them off. Catapult is pretty much the opposite. Once you jump in a certain direction, you’re committed to it. On 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. As a Striker this could mean the extra kill you’re running towards.
- Fists of Havoc – Supercharges your fists and slam the ground with the force of a maelstrom.
This super is now a roaming super, meaning it has a timed gauge and allows you to run around destroying as many enemies as possible before it runs out. This is a huge change to Strikers and puts it on par with all other classes. You run very fast and have enough time to kill the entire team if you’re efficient enough. Until the gauge is depleted you can slam the ground just like the old super from Destiny 1 and shoulder slam as much as you want. You are going to have a huge speed advantage, which is necessary since you have to get close to your opponents to kill them.
Fists of Havoc will be best used on maps with a lot of tight spaces. Essentially anything that screams “shotgun” will also apply to your super. In larger maps you will want to get as much of an idea as possible to the location of the enemy team. You run fast but if one opponent is on the other side of the map, you will probably run out of time before coming across them. To counter this super, keep your distance and try to kill the Flash wannabe before he can shoulder you into oblivion.
When trying to kill opponents, use your slam on groups of enemies and shoulder charge for solo guys or just to safely get around a corner. Don’t underestimate using your slam on a single opponent though. It is possible to miss with shoulder charge if they get behind something fast enough, so for those extra slippery Hunters and Blinklocks, slam the ground and overkill them.
- 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
Just as it was in Destiny 1, so shall it be in Destiny 2. Same grenades and the lightning grenade still reigns king. Flashbang is a bit situational. It is a nice CC but takes a few seconds to go off and does barely any damage at all. If your team has specific strategies for moving in on their opponents, then Flashbang might be better. It’s especially good in trials where the enemy team might be grouped up and holding down a certain area on particular maps. Toss it in and give your team a perfect opportunity to mow everyone down. Pulse grenade just doesn’t do the damage lightning can. If you like the way it throws I’d advise having fun with it in PVE, but stick with lightning for any crucible matches.
Code of the Earth Shaker
- 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.
This passive tree is crazy AOE city. You get two grenade charges and increased effect duration. Using lightning grenade means every match is “don’t touch the lava” for your opponents. Lightning grenade is already powerful and being able to lob two at a time if you reallllly want to? Ouch. To top off our fun “everything is lava” game, our super also leaves an AOE field on each ground slam, and our melee ability recharges our game-shattering grenades. If you’re going to use this passive tree, then you will need to practice with lightning grenade and throw out more Fists of Havoc when you use your super. I would pretty much forget about shoulder charge during super time. Our melee is shoulder charge and it sends opponents flying to their death, it’s a lot of fun and a great way to get around corners.
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.
This is a really weird passive tree. Very melee heavy, but it provides a lot of unique buffs that no other classes have access to. Our melee ability reloads our weapon and increases stability which sets you up to chain kills after a melee kill. This helps out a lot when you find yourself in a flight or fight situation; no ammo and just punching your way out of it as usual and even regenerating health on melee kills. Knockout is perhaps the most unique passive of all, increasing melee range and damage for critically wounding opponents.
This makes you a great finishing class in the Crucible. If anyone manages to survive a shootout or grenade toss, then your guardian will hulk out and be capable of telepathically super-punching opponents instead. Anytime you don’t manage to finish someone off, you are given a really cool advantage. Don’t worry about getting in close since your weapons will end up reloaded, your health regenerated, and increased weapon stability for anyone left standing. Just as the other passive tree is grenade heavy, Juggernauts are melee heavy and will need to take advantage of this. Practice getting as many melee kills as possible in the Crucible and push yourself to really go looking for them whenever Knockout is triggered.
Striker gets a huge boost in Destiny 2 with our new roaming super, and the passive tree choice is pretty easy. Grenade or melee? Which do you prefer? Grenade build is going to be your best bet and what you will see the most in the Crucible. Lightning grenades with extended duration being tossed at twice the normal rate is just too huge of an advantage in any game of any type. Code of the Juggernaut is a lot of fun and might be pretty useful in close quarter maps, but even so, it still won’t be as good as crazy lightning grenades
If you want to be the best Striker you can be, I highly suggest perfecting the lightning grenade and leaving the Code of the Juggernaut to PVE. Use your barrier to the team’s advantage. Close off certain paths, and completely nullify snipers for a bit while your team gets to a better position. Striker will be an odd combination of fast paced running around with your super, and staying back a bit to let your grenades do most of the work.