Subclass: Difference between revisions

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m (added bit about subclass mastery)
(added more info about subclass leveling and upgrades)
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{{quote|The focus is the thing that carries all your abilities. It allows you to take to take the [[Traveler]]'s light and turn it into effects in the world. The focus defines how you're going to be playing the game right now, much more so than your class.|Tyson Green}}
{{quote|The focus is the thing that carries all your abilities. It allows you to take to take the [[Traveler]]'s light and turn it into effects in the world. The focus defines how you're going to be playing the game right now, much more so than your class.|Tyson Green}}


'''Subclasses''' (formerly called focuses) are the primary way [[Guardians]] improve and level up. Each subclass advances from level one all the way up to twenty, with new abilities, passive bonuses, grenade types, and more unlocking over time. Subclass' abilities are shaped as the player levels up, and each upgrade tree is distinct.<ref name="Game Informer">'''Game Informer January 2014''', ''page 54''</ref> In any given subclass, the player is offered a number of tiers that give the player a choice of attributes such as:
'''Subclasses''' (formerly called focuses) are the primary way [[Guardians]] improve and level up. Each subclass advances independently from level, although until level 15+ these upgrades synchronize with level. New abilities, passive bonuses, grenade types, and more unlock as the subclass gains experience, with each subclass containing 28 upgrades. Subclass abilities are shaped as the player levels up, and each upgrade tree is distinct.<ref name="Game Informer">'''Game Informer January 2014''', ''page 54''</ref> In any given subclass, the player is offered a number of tiers that give the player a choice of attributes such as:


*Grenade type - i.e homing or proximity
*Grenade type - i.e homing or proximity
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*upgrades to [[super]] ability
*upgrades to [[super]] ability


Every class has numerous subclasses to acquire and develop, each with its own specialties. FSubclass is effectively a piece of equipment that can be changed at will, much like selecting a new weapon. One Subclass can be used as a competitive multiplayer loadout, while a second healing-oriented focus can be used for cooperative play. Subclasses are also meant to be synergistic with the gear the Guardian is wearing.<ref name="Game Informer"/>
With the exception of the three "base" abilities (jump, super, and melee), each column of three upgrades is mutually exclusive; only one can be active at a time.
 
Every class has two subclasses to acquire and develop, each with its own specialties. Subclass is effectively a piece of equipment that can be changed at will, much like selecting a new weapon. One Subclass can be used as a competitive multiplayer loadout, while a second healing-oriented focus can be used for cooperative play. Subclasses are also meant to be synergistic with the gear the Guardian is wearing.<ref name="Game Informer"/>


Upon mastering a subclass, the player is awarded an [[Exotic Weapon Bounty]] from his or her Vanguard, as well as an achievement/trophy.
Upon mastering a subclass, the player is awarded an [[Exotic Weapon Bounty]] from his or her Vanguard, as well as an achievement/trophy.

Revision as of 20:02, September 16, 2014

"The focus is the thing that carries all your abilities. It allows you to take to take the Traveler's light and turn it into effects in the world. The focus defines how you're going to be playing the game right now, much more so than your class."
— Tyson Green

Subclasses (formerly called focuses) are the primary way Guardians improve and level up. Each subclass advances independently from level, although until level 15+ these upgrades synchronize with level. New abilities, passive bonuses, grenade types, and more unlock as the subclass gains experience, with each subclass containing 28 upgrades. Subclass abilities are shaped as the player levels up, and each upgrade tree is distinct.[1] In any given subclass, the player is offered a number of tiers that give the player a choice of attributes such as:

  • Grenade type - i.e homing or proximity
  • Vertical movement - i.e short-range teleport or double jump
  • Melee bonus
  • Weapon specialty
  • Passive bonus
  • upgrades to super ability

With the exception of the three "base" abilities (jump, super, and melee), each column of three upgrades is mutually exclusive; only one can be active at a time.

Every class has two subclasses to acquire and develop, each with its own specialties. Subclass is effectively a piece of equipment that can be changed at will, much like selecting a new weapon. One Subclass can be used as a competitive multiplayer loadout, while a second healing-oriented focus can be used for cooperative play. Subclasses are also meant to be synergistic with the gear the Guardian is wearing.[1]

Upon mastering a subclass, the player is awarded an Exotic Weapon Bounty from his or her Vanguard, as well as an achievement/trophy.

List of Subclasses

Warlock
  • Voidwalker - increases damage dealt but decreases defense. Super ability is the Nova Bomb.[1]
  • Sunsinger - Super ability is Radiance which buffs and heals allies.[1]
Hunter
  • Gunslinger - specializes in single target damage. Super ability is Golden Gun.[2]
  • Bladedancer - specializes in single strike melee with the Arc Blade super ability. [3]
Titan
  • Striker - specializes in close quarters damage. Super ability is Fist of Havoc. [4]
  • Defender - creates a protective bubble shield known as the Ward of Dawn for any member of the fire team to hide out in.[5]

References

  1. ^ a b c d Game Informer January 2014, page 54
  2. ^ Bungie (2014-7-17), Destiny: Beta PlayStation 4, Activision Blizzard
  3. '^ Game Informer: Hands on with the three classes
  4. ^ Game Informer: The Character Progresson of Destiny
  5. ^ The Guardian: how the makers of Halo plan to change the future of shooters