Continuing our thoughts from yesterday, we’re looking at the state of the Crucible after the April update for Destiny. Yesterday we looked at the current state of the weapons in the Crucible, and today let’s talk about the subclasses. Titans and Warlocks have each gotten somewhat comprehensive tweaks since the launch of The Taken King, so we have a little to look at.
We’ll start with Warlocks since they just got the balance tweaks in the April update. Warlocks have always been strong in the Crucible – access to Blink, potentially the strongest melee attacks, and supers that are both duration based and power plays. What the new update really did is just help keep them from being overly strong against the other classes. There’s still a build that I think needs some attention – and in truth, Bungie knows it too, they talked about it on one of the lead up streams to the update. Let’s start with Voidwalker though. Voidwalker in Crucible has always been about burst power – grenades that do strong, quick damage, melees that keep you alive and a super that can wipe out whole teams if placed and timed right. After the update, Voidwalkers role just has been further defined. Instead of really being defined by Nova Bomb – which is still a big part of the class – I think Voidwalker now is more defined by the Energy Drain melee attack. It’s a simple build – focused around using your grenades to trigger Energy Drain, and that recharge, since the update, gets your grenade back in mere seconds. It’s a PvE powerhouse, that manages to retain its utility in the Crucible. Blink is still really strong, the melee range is still on the longer side, and Nova Bomb has always been strong. Overall, Voidwalkers didn’t change a whole lot – just became a little more focused. The patch really focused more on Stormcallers and Sunsingers. Stormcallers had been enjoying a pretty high time heading into April. Using Transcendence with Stormtrance had you Sith Lording around for a really long time. That came back a little bit – it’s still strong, but the duration isn’t nearly where it was. It needed it though, so I’m glad that it happened. The rest of the Subclass is still pretty similar to before – extended melee range, damage chaining with arc abilities, and grenades that are pretty lackluster. In certain game modes, Stormcaller can be the best choice – you can clear control points and roam for follow ups like a champ. Sunsingers are where I think Bungie will be revisiting next patch again. Yes, Flame Shield was reduced in strength, and Fireborn’s Radiance duration was also reduced. But Sunsingers’ real strength in Crucible play has long been a Viking Funeral/Touch of Flame/Firebolt grenade build. You keep damage going, by spamming the grenades with Radiance, and since you get even more grenades while Supered now, if anything the build’s power was increased. It’s an issue, but one that Bungie is aware of and, hopefully, trying to fix. Overall though, Warlocks are still in a really good spot – they’re pretty well balanced across the board, just takes a few games to get used to the jump behavior.
Next up Hunters – the class that I have always associated most with Crucible strength. Hunters are still in pretty much the same place – mainly because Bungie hasn’t taken a full look at the Subclasses yet like the other two. A lot of the same moves that used to work still do. Let’s start with the new Subclass – Nightstalker. While the Nightstalker might be the Hunter’s best PvE subclass, it has the steepest learning curve in Crucible play I think. The Shadowshot is more focused around control, not kills; the melee is actually a ranged slow, and the grenades are all area denial in nature. Once you get used to those little trick though, Nightstalker can be a really effective part of a team in objective games. Nightstalkers also have a pair of really strong exotic armor choices – the Graviton Forfeit and Sealed Ahamhakara Grasps. You really do need to learn Shadestep though to use Nightstalker at its best I think though. Bladedancers have always been super strong in the Crucible – that really hasn’t changed a hell of a lot. Arc Blade, while maybe not as tanky as the old days since there are lots of high impact options for weapons now, is still really powerful at getting kills. Blink is still the best jump for escaping danger; Blink Strike is a powerful, quick melee attack; and Skip Grenades have become one of the stronger pure damage grenades out there. The neutral game isn’t quite as strong – invisibility isn’t as powerful as it might seem, but in the right hands a build focused around that could be alright. Honestly, not a lot has really changed for Bladedancers, just the addition of a great new exotic chest piece in the Tarantella. Gunslingers are in a similar boat – nothing crazy has changed. Golden Gun is still as close to a guaranteed triple kill as any super can get; Throwing Knives give them a ranged melee option that’s surprisingly strong; and Tripmine grenades can litter the arenas. The neutral game is just that – neutral. There’s nothing super strong, just decent enough boosts for the knife and weapon handling. The Symbiote went from being a detriment, to back on that near-top tier. I happen to think that the Young Ahamkara Spine is overall stronger, since you’ll probably have Tripmines more often. Since Hunters haven’t gotten the same attention recently, there really hasn’t been a lot of changes to their place in the Crucible.
Titans, on the other hand, have gone through a bunch of changes over the last 6 months. Taken King brought them Sunbreakers, which were admittedly really strong. In December, each Subclass got a balance pass and put Titans into, what is I think, the best spot they’ve been in since launch. Strikers, which have always been my favorite Titan Subclass, are actually not a detriment in PvE now. In Crucible, Fist of Havoc is the best panic super out there, while also providing a perfect counter to supers and control/heavy ammo plays. Strikers have the best overall grenades for Crucible in the game I think – each one does different things and does them perfectly. Storm Fist is still weak – much like all the Titan melees are – but can net a kill or two here and there. Shoulder Charge is phenomenal as a one-shot kill, and the other column of upgrades provides a couple different options. Defenders, while they are the PvE powerhouses, are super fun to play in Crucible once you get over the learning curve. Suppressor grenades are king – they can totally shut down an enemy play. Ward of Dawn, while still a giant “use your Super on me” bubble, can provide a bit of safe haven for ammo grabs and control points. Force Barrier nets you an overshield, which in Crucible is a good thing to have. The neutral game isn’t super strong, but Bastion and Illuminated is a good combo no matter what. Sunbreakers, while not as powerful as they were, are still the best overall Crucible class I think. Hammer of Sol is a great roaming super, with potential for lots of kills. Fusion grenades are good one shot kills. Sunstrike can weaken enemies, or instantly recharge on kills. You can go with a sunspot build for extra damage over time. Cauterize keeps you alive while Hammer of Sol is active. And it’s not a particularly difficult class to learn how to play effectively. If you’re new to Titans, start here, then branch out.
Ultimately, I think the Subclasses are all pretty well set. Warlocks and Hunters still are clearly stronger in Crucible, but the gap isn’t nearly as big as it used to be. Destiny doesn’t really do a great job of differentiating between the three classes – they all feel very similar – which makes it easy to hop between them. That means Crucible doesn’t have to be only played with one class.