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'''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 twenty-eight 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: | '''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 twenty-eight 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. | ||
*Vertical movement—i.e short-range teleport or double jump | *Vertical movement—i.e short-range teleport or double jump. | ||
*Melee bonus | *Melee bonus. | ||
*Weapon specialty | *Weapon specialty. | ||
*Passive bonus | *Passive bonus. | ||
*Upgrades to [[Super]] ability | *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. | 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. |