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.
Sunbreaker 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.
All titan subclasses share the same new ability with barricade. Towering works great at helping with positioning and will make a large wall like shield; the best part is it actually does good damage to any enemies who run through it or stand on it. Rally is a much shorter shield that use used as cover that you can fire over. It also reloads your weapon every time you take cover behind it. Both are great choices, Towering is very useful but you aren’t able to shoot through it and rally allows you to shot over it but leaves you very open to grenades and flanks.
Sunbreaker 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.
Same jump abilities all around for titans and there’s no real wrong choice here, it all comes down to your playstyle and what your most comfortable with. High lift will do as the name suggest, and let you reach the highest point of any of the three jumps. Strafe gives you more control than the other two which is always useful in the crucible to get away from enemy fire or explosions. Catapult will give you a burst into whichever direction you are jumping but you can’t really change direction too much once you’ve launched.
Hammer of Sol– Summon a flaming hammer and wreak destruction down upon your enemies.
Hammer of Sol is a roaming super that has some of the best range in the game. You can toss out a lot of hammers and they pretty much home in on anyone even close to where your aiming. With the passive tree, code of the Siegebreaker; you can make your super decrease slower and get a lot more use and kills out of it. It will also create sunspots where hammers land which increases the speed you throw hammers when standing on them. Not much of a learning curve with this super unless you are using the sunspots in which you have to be careful with your placement to toss out the most hammers but otherwise it’s a bit of run and spam whenever anyone or anything is in front of you….or beside you…or behind you…or literally anywhere on the map.
- Thermite Grenade – sends a line of fire in your target direction
- Fusion Grenade – causes bonus damage when you successfully attach it to an enemy
- Incendiary Grenade – sets enemies on fire dealing damage over time
Sadly, Sunbreaker seems to have the worst grenades out of all the titan subclasses but they still aren’t bad. Thermite moves quick and does do really good damage over time but the line isn’t really large enough to cover a lot of ground so it’s easily avoided and difficult to place exactly where you want it. Fusion is looking to be our best choice, it’s a sticky that does bonus damage on stick so, it will one hit kill as long as you stick someone with it. Incendiary is not too much fun since the grenade has a weird bounce to it, often sending it the wrong way or more likely; bouncing over the enemy you’re trying to hit. There’s quite a trick shot associated with using this grenade and sadly it’s not even worth it since it’s not a very strong grenade even with the fire damage over time.
Code of the Fire-Forged
- Hammer Strike – unleashes a blazing hammer strike when your guardian is sprinting.
- Tempered Metal – grants you and nearby allies bonus movement speed and reloading when you kill an enemy with any solar ability.
- Battle-Forged – explodes enemies struck by the Hammer of Sol.
- Vulcan’s Rage – Allows the Hammer of Sol to explode upon impact.
This is a bit of an odd passive tree, with a few movement speed buffs and a lot of explosions. Hammer strike is your melee ability but only works when sprinting, and you get a speed/reload buff with any solar ability. The rest is just a Michael Bay film, battle-forged makes enemies explode and vulcan’s rage makes your hammers to explode on impact. This will add a nice chunk of aoe damage and make it even easier to get kills, allowing you to be a bit off with your aim and still take them out thanks to the explosions. It really just seems to be a good excuse to run around spamming hammers at anything.
Code of the Siegebreaker
- Mortar Blast – when activated, causes enemies to explode and emit fire causing others to burn.
- Sun Warrior – restores player health with enemies killed with Solar abilities.
- Rings of Fire – charges Solar abilities faster and prolongs the duration of your Hammer of Sol.
- Solar Siege – Hammer of Sol creates sunspots on where it struck.
Lots of fun passives for this skill tree, melee attack causes enemies to Michael Bay and spread a burn to others nearby enemies. Sun warrior gives us some nice healing every time we get a solar ability kill, so grenades, our super or our melee will all heal us on kill. We also get a boost to ability cool downs and a longer super, giving us ample time to get as many kills as we want. Hammer of Sol creates sunspots, when you first activate your super it will create a sunspot under you so it’s good to actually activate this close to enemies and quickly throw your first hammer. From that point forward whenever you throw a hammer, it will leave a sunspot in its wake; so ideally you will be running to each spot after every toss and getting to throw out a lot more hammers. This won’t always work out that way and with how hectic crucible is, it’s more important that you just try to get the 3 or 4 kills you need to finish the other team.
Sunbreaker is a little weird this time around, unexpected movement speed buffs and a whole lot of explosions; not to mention having to place sunspots in the middle of your super. It’s also a lot of fun and has one of the easiest supers to get kills with. Grenades could be better but so long as you practice with the skill shot of your sticky grenade, fusion; you will be able to easily get one hit kills with them. Practice running to your sunspots and try to get the most out of your super but with how random the crucible can be, it may not always be feasible. Remember you get health restored for solar ability kills, so lob those grenades when you’re going down and don’t be afraid to melee out of desperation because it can not only gain you a kill but even bring you back to full health.