Destiny 2 is many things, but it’s all built upon one foundation: your class. Bungie’s solar system is home to three core classes: Titans, Warlocks, and Hunters. There are subclasses within these main roles, meaning there are both broad and fine strokes in regards to how you build your character. Each class and subclass provides new routes and, most importantly, new abilities. Want to know what those are? We’ve got the lowdown.
Here's what we know about the Destiny 2 story so far.
The gameplay premiere in Los Angeles revealed three brand-new subclasses that we’ve never seen before. Original Destiny players will be entirely unfamiliar with:
- The Dawnblade; a Warlock with the ability to summon a massive, firey sword and fly around throwing waves of energy at the bad guys.
- The Sentinel; basically a Titan Captain America, throwing a shield around and knocking enemies back.
- The Arcstrider is a Hunter with a summonable staff. They hit people with it. Natch.
Of these three, only the Dawnblade was available to see on the showfloor, along with the Striker for the Titans, and the Hunter Gunslinger. You can see full details on these subclasses below. When we get further access to other classes, you can be sure we’ll update with every perk, skill, and super.
Super: Golden Gun - summons a flaming pistol that disintegrates enemies with Solar Light.
- Swarm Grenade - detonates on impact, releasing multiple drones that seek nearby enemies
- Incendiary Grenade - an explosive grenade that catches enemies on fire, causing additional damage over time
- Tripmine Grenade - an explosive grenade that sticks to surfaces and detonates when enemies pass through its laser trigger
Class ability: Dodges
- Marksman’s Dodge - automatically reloads your weapon when dodging
- Gambler’s Dodge - dodging near enemies generates melee energy
- High Jump - upgrades Double Jump with even greater height
- Triple Jump - upgrades Double Jump with a third jump
- Strafe Jump - upgrades Double Jump with better directional control while in the air
Way of the Outlaw tree:
- Explosive Knife - throw a knife at enemies that explodes shortly after impact when Melee energy is full
- Chains of Woe - Precision kills increase weapon reload speed for you and nearby allies
- Bombs for Bullseyes - Precision hits generate Grenade energy
- Six-Shooter - Golden Gun can be fired up to six times but has a shorter duration
Second passive tree:
- Gunslinger’s Trance - enter a trance with each precision kill, reducing the cooldown of your Golden Gun
- Knife-Juggler - throw a knife at enemies when melee energy is full. A Precision kill with this ability immediately recharges it
- Line ‘em Up - Precision hits with Golden Gun increase its damage and extend its duration
- Crowd-Pleaser - Precision hits with Golden Gun generates Orbs of Light for your allies
Super: Fist of Havoc - supercharges your fists. While Fist of Havoc is active you can slam the ground with the force of a maelstrom and smash shoulder-first into enemies.
- Pulse Grenade - a grenade that periodically damages enemies inside its blast radius
- Flashbang Grenade - an explosive grenade that disorientates the enemies it damages
- Lightning Grenade - a grenade that sticks to any surface and emits bolts of lightning
Class ability: Barriers
- Towering Barricade - a large barrier that can be used for cover or to seal off dangerous areas for a short time
- 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
- Increased Height - upgrades Lift to travel to greater heights
- Catapult - upgrades Lift to provide a strong initial burst of momentum
- Increased Control - upgrades Lift for better directional control while in the air
Code of the Juggernaut tree
- Shoulder Charge - after sprinting for a short time, slam shoulder-first into your target
- Aftermath - Fist of Havoc disorientates enemies and leaves a damage-dealing field in its wake
- Magnitude - increases the duration of Pulse Grenades, Lightning Grenades, and Aftermath
- Aerial Strike - Fist of Havoc deals more damage the longer it’s in the air
Second passive tree
- Reversal - melee kills immediately trigger health regeneration
- Frontal Assault - a powerful melee punch that grants you increased weapon stability
- Trample - Fist of Havoc lasts longer while sprinting. Killing enemies with Fist of Havoc extends its duration.
- Knockout - breaking enemies shields increases your melee range
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 which continually damages enemies trapped inside
- Firebolt Grenade - a grenade that unleashes bolts of Solar Light at nearby enemies
- Fusion Grenade - an explosive grenade that causes bonus damage when attached to its target
Class ability: Rifts
- Healing Rift - conjure a well of Light that continually heals those inside it
- Empowering Rift - conjure a well of Light that increases the attack power of those inside it
- Balanced Glide - Glide jump ability provides bonuses to both speed and control
- Focused Burst - Glide jump ability provides an initial burst of speed
- Controlled Glide - Glide jump ability provides better directional control when in the air
Attunement of Sky tree
- Igniting Touch - a powerful melee ability that ignites enemies and causes them to explode
- Phoenix Dive - quickly descend from mid-air and regenerate health
- Skyfire - when Daybreak is active, descend causes explosive damage when you land
- Risen Angel - while in the air, aim your weapon to hover in pace for a short time. Dealing Precision damage will extend this effect’s duration
Second passive tree
- Wild Fire - engage your enemies in mid-flight. Fire weapons and throw grenades while gliding
- Firestarter - a powerful melee ability that damages enemies while also increasing your movement and reload speed
- Blazing Dash - dodge in mid-air
- Everlasting Flames - killing an enemy with Daybreak extends its duration
Each class will have access to three types of weapon: kinetic, heavy, and elemental.
- Kinetic weapons, which are what you might imagine - assault rifles, shotguns, big pistols, you name it.
- Elemental weapons, which are the same weapon types as the above but with one big change - they have to have an elemental infusion. In the first game this was very useful versus various types of enemies, to the point where the system had to be significantly changed in the Taken King expansion.
- Heavy weapons, less ammo, bigger explosions, you know the drill here if you've played a videogame before.