Subclass: Difference between revisions

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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.