Ability: Difference between revisions

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====Movement Abilities====
====Movement Abilities====
{{Main}}[[Movement Ability]]
{{Main}}[[Movement Ability]]
Movement abilities define how a Guardian jumps. Hunters can do multiple jumps across the air, Warlocks glide in the direction they are facing, and Titans move upwards in a burst. Movement abilities are shared across the same class. All subclasses share three, but can have their own exclusive ones.  
Movement abilities define how a Guardian jumps. Hunters can do multiple jumps across the air, Titans move upwards in a burst, and Warlocks glide in the direction they are facing. Movement abilities are shared across the same class. All subclasses share three, but can have their own exclusive ones.  


====Grenade Abilities====
====Grenade Abilities====
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====Class Abilities====
====Class Abilities====
{{Main}}[[Class Ability]]
{{Main}}[[Class Ability]]
Introduced in ''[[Destiny 2]]'', Class Abilities are moves that define a class. All subclasses share two, but can have their own exclusive ones, with Hunters are capable of quick Dodges, Warlocks can create Wells to increase their damage or regeneration, and Titans can create temporary Barricades. Their cooldown depends on the Class' stat (Mobility, Resilience or Recovery).
Introduced in ''[[Destiny 2]]'', Class Abilities are moves that reinforce a class' role. All subclasses share two, but can have their own exclusive ones, with Hunters are capable of quick Dodges, Titans can create temporary Barricades, and Warlocks can create Wells to increase their damage or regeneration. Their cooldown depends on the Class' stat (Mobility, Resilience or Recovery).


====Super Abilities====
====Super Abilities====
{{Main}}[[Super]]
{{Main}}[[Super]]
Super abilities are game-changing moves that enable Guardians to survive overwhelming odds. Supers allow Guardians to deal massive damage in an instant, kill huge hordes of enemies, or enormously increase their strength and resilience. All subclasses have at least one super. Super cooldown depends on Intellect.
Super abilities are game-changing moves that enable Guardians to survive overwhelming odds. Supers allow Guardians to deal massive damage in an instant, kill huge hordes of enemies, alter their movesets temporarily, or enormously increase their strength and resilience. All subclasses have at least one super. Super cooldown depends on Intellect.


====Aerial Moves====
====Aerial Moves====
Some subclasses allow the Guardian to use an additional move while in the air. Examples are the quick Icarus Dash or the downward Shatterdive. They usually have fixed, short cooldowns.
Some subclasses allow the Guardian to use an additional move while in the air. Examples are the quick Icarus Dash or the plunging Shatterdive. They usually have fixed, short cooldowns.


===Enemy Abilities===
===Enemy Abilities===
Enemy abilites are defined as all the attacks enemies do without using their wielded weapon or fists, as well as most special movement modes like the [[Vex]]'s teleportation. This includes the use of Grenades. Enemy abilities have cooldowns as well, though less apparent than a Guardian's. While enemy abilities are exclusive to one base enemy type, [[Ultra]] enemies can often use abilites of other enemies, such as how [[Crota, Son of Oryx]] uses a [[Wizard]]s Darkness Blast, and they often possess abilities crucial to the progression of their battle.
Enemy abilities are defined as all the attacks enemies do without using their wielded weapon or fists, as well as most special movement modes like the [[Vex]]'s teleportation. This includes the use of Grenades. Enemy abilities have cooldowns as well, though less apparent than a Guardian's. While enemy abilities are exclusive to one base enemy type, [[Ultra]] enemies can often use abilites of other enemies, such as how [[Crota, Son of Oryx]] uses a [[Wizard]]'s Darkness Blast, and they often possess abilities crucial to the progression of their battle.


[[Category:Gameplay mechanics]]
[[Category:Gameplay mechanics]]
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