Destiny 2.1 Patch – Titanic Changes

DestinyI’ve talked here already a bit about the changes that Destiny‘s 2.1 patch brought to the weapon meta. In brief though, the four different primary weapon classes are all a bit closer together than they used to be. Maybe the exact figures weren’t quite to the level that we expected, but I do think that in general they’ve accomplished their mission. That said though, the patch didn’t just bring weapon changes and Sparrow Racing. The 2.1 patch is the first time that the subclasses have really been adjusted in just about a year – and in this case, it was all about the Titan.

If you follow my Destiny posts here, you know that I’ve played as a Titan since the Beta – it’s always been the class that just seems the coolest to me. With the addition of the Sunbreaker in The Taken King Titans got a second option in PvE and a dominant option in PvP. But even I can’t look at how strong the Sunbreaker was and say that it wasn’t too strong. It needed to come down a notch or two – and the older subclasses needed to come up one or two. So the 2.1 patch made those changes.

Destiny Titan

Sunbreaker basically just got pulled back slightly, mainly in PvP. While Hammer of Sol is active, prior to 2.1, we were all but unstoppable. It gave us the highest damage resistance yet – even above Radiant Skin Sunsinger Warlocks. With the right build and gear, you could tank through a Golden Gun shot – that’s a little silly, even I have to admit. Supers should all do something to counter the others, with Ward of Dawn being a little different. So that damage resistance came down a bit, the actual Hammer of Sol damage came back to the pack a little too. It’s probably still the best Titan PvP subclass, with versatile neutral game choices that impact the different phases of Destiny combat. And with the 2.1 patch, it has some competition finally.

Striker Titans have had a bit of a rocky road over the last year and change. Since they were the only purely offensive Titan class for Year One, if you were an aggressive player, you were probably playing them. In Crucible play, they were definitely the better option without a strong understanding of just how to work the Defender builds. But in end-game PvE, well, they just were bad. Basing the subclass around melee combat proved to be way too dangerous for its value. Add in that Fist of Havoc really had limited use against bosses and big groups of majors and that Storm Fist did so little damage it was funny and you can easily see why PvE end-game demanded Defender Titans. Not anymore though! Patch 2.1 made Strikers not only better, but actually relevant. It’s been a running joke that Titans have little T-Rex arms and that’s why they can’t punch anything. Well now they can with a melee range buff – and it’s noticeable too. In PvP I have found myself making lunges almost on par with Warlocks – not quite that far, but pretty close, enough to trade in a lot of melee fights.

Where I think the patch really shines is in the adjustments to the subclasses neutral games. Striker Titan’s strength going in was a strong neutral game – fantastic grenades, and good upgrade nodes to build either around melee health regen, grenade duration or Fist of Havoc versatility. The patch went ahead and tuned those nodes to be even more useful. Headstrong – which previously just had you leap farther while Fist of Havocing – now increases your sprint speed, and feels like you leap even further. It’s actually worth taking now over Transfusion or Aftershocks. Storm Fist got a pretty sizable damage boost to the point where it actually is worth punching low and mid-tier enemies. Amplify gets you 30% more super energy per kill now, making melee kills worth going for. Striker is more that just trash clearing now – it’s still not quite on the level that Defender is, but it’s way, way better in PvE than it ever was. In PvP terms, Striker still has the strengths it always did, but got that melee range boost and damage boost for Storm Fist actually makes a huge difference and brings it right up with Sunbreaker.

Defender Titan also got a little attention, just not quite to the same level that Strikers did. They’re still the best PvE subclass in the game, able to provide not only a safe haven with the Ward of Dawn – potentially buffed by Saint-14; but they also provide a pretty substantial stat boost to anyone that enters the Ward, either offensive or defensive. Really the biggest change with the patch is that now when you activate Ward of Dawn, your grenade and melee energy is refilled – instantly putting you back at full strength. In PvE, that’s a huge boost to potential DPS. In PvP, it means that you can better fight back against whoever comes up against you. With Defender really starting to show up a lot more in PvP play thanks to suppressor grenades and No Backup Plans taking away the risk for Force Barrier usage, the 2.1 patch really just reinforces that having a Defender in the mix in PvP is a good idea in just about any game mode.

If you play Destiny still, at this point it’s likely that all of this is old news. Destiny has evolved very clearly into a game that’s supported by a dedicated fanbase – I think it might get a good influx of players next week, but right now I think it’s more full of longtime players. But if you’re new, you might be wondering why Titans are starting pop up in Crucible play more than they used to. And I think the patch really was just what the class needed to keep us relevant. One last thing to keep in mind is that in advance of 2.1, Bungie had said that the other classes will be getting similar changes, so Hunters and Warlocks will both probably see a patch next month. I think I speak for all Titans when I say I hope that there’s a lovely little Blink nerf headed their way.

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Destiny Build Guides – Titan Defender Tips and Tricks

DestinyI ran through each of the default subclasses for all three main classes in Destiny a couple weeks ago. Now that I’ve had a bit more time to mess around with each of the second classes on each class, I will be doing the same thing – starting with the Titan, moving to the Warlock tomorrow and Wednesday will be the Hunter.

The Titan’s secondary subclass is the Defender. Overall, the Titan in general is the tankiest class across the board – the base armor stat is the highest of all three classes. The Defender subclass takes that mentality to heart, with a number of abilities that are designed to increase defense, not only for you but also for you squad. With that in mind, let’s dig into the abilities for the Defender a bit more in-depth.

Ward of Dawn

First up are the three grenades available to the Defender. In contrast to the Striker, the Defender uses void damage, both for the grenades as well as the melee attack. The three grenades are the Magnetic, Spike, and Suppressor grenades. The Magnetic grenade is great for large, difficult, single enemies – it attaches to enemies and explodes twice. The Spike grenade is an area control grenade – it sticks to any surface and spews out void damage. The Suppressor grenade is tailor made for PvP – it explodes and prevents enemies from using abilities. Since the Defender uses void damage, it’s a great choice for Venus and Mars, since the Vex Minotaurs have void shields on them. The three grenades all fill different roles pretty well too – Magnetic grenades are great for doing some serious damage to single enemies or tight bunches of them; Spike grenades help pin down a pathway, making enemies find a different route, or take some damage; and Suppressor grenades are awesome in PvP to keep the enemies from using their own abilities against you.

Titan Flag

Moving on to the melee ability for the Defender, we get to Disintegrate. Similar to the Storm Fist for the Striker, at its core, Disintegrate is a extra powerful melee strike. Beyond that though, killing any enemies with Disintegrate generates a Force Barrier around you, essentially granting you an overshield. The first upgrade for it, War Machine, makes it so while the Force Barrier is up, all your weapons reload and ready very quickly. Next up, Gift of Light makes it so while Force Barrier is up, any melee kills generate Orbs of Light – very nice to help boost your teammates. Finally, Unbreakable makes it so the Force Barrier continually recharges, keeping you extra protected. Disintegrate is great for giving you a quick boost to your shields while you’re right in the thick of it, and with Gift of Light, can help generate extra Orbs for your fireteam, helping clear fights even quicker. Because Force Barrier is tied into the base melee attack, you don’t need to worry about losing it with certain upgrades.

Moving on to the Super Ability for the Defender, let’s talk about Ward of Dawn. Ward of Dawn is the only Super across all the classes and subclasses that is fully defensive. Activating Ward of Dawn generates a large, purple dome of Void Light that totally prevents enemy fire. Enemies can pass through into it – at least in PvP they can – but that just puts them into close quarters with you and your team. The upgrades for Ward of Dawn start with Armor of Light, giving anyone inside the Ward of Dawn significant damage resistance. Next up is Blessing of Light, which gives anyone who passes through the Ward a temporary shield, extending the protection for a bit longer. Finally, we get Weapons of Light, giving anyone who passes through the Ward an increase to weapon damage – good for dishing out some extra damage to large groups of Major and Ultras, or bosses. Ward of Dawn in general is most useful when you are playing with a full fireteam, as it’s benefits apply to everyone.

As for the class and ability modifiers, the Defender has access to: Bastion, Relentless, Gift of the Void, Untouchable, Iron Harvest, and Illuminated. Bastion increases how long Ward of Dawn is up; Relentless increases the strength and duration of the Force Barrier from Disintegration; and Gift of the Void, which makes the Ward of Dawn generate Orbs of Light as it takes fire from enemies. Untouchable reduces the cooldown on Ward of Dawn; Iron Harvest makes Heavy Weapon kills have a chance to generate Orbs of Light; and Illuminated increases the benefits of Blessing of Light and Weapons of Light. These boosts are primarily based around Disintegrate and Ward of Dawn – there aren’t any modifiers that affect the grenades with the Defender.

Helm of Saint-14

In general, the Defender is a great subclass for a group of players that are playing together. Playing a solo Defender doesn’t really give you the full benefits that the abilities provide. It’s also a real good subclass to bring into the crucible for Control games, using Ward of Dawn to lock down a point for a bit. Just be aware that the other players can enter the Ward and can Super inside it if they are ready. It’s a class that is built to generate plenty of extra Orbs of Light for your teammates, to keep them supered and able to deal out a ton of damage. One other modifier that I’ve come across for the Defender’s Ward of Dawn was tied to the Exotic helmet Helm of Saint-14. One of the upgrades on this helmet, Starless Night, makes it so enemies that enter the Ward of Dawn are blinded. I don’t really know how useful this is in PvE, but I can see it being very nice in the Crucible.

Destiny Build Guides – Titan Striker Tips and Tricks

DestinyOne of the best parts of playing through Destiny is that freedom to choose different subclasses dependent on your main class. Once you hit level 15 you can select a second subclass, and can actually change subclasses across all your characters, regardless of their levels. With that in mind, I want to go through the subclasses for each of the main classes, starting with the original subclasses. Today we’ll go through the Titan’s Striker subclass.

Destiny Titan

The Striker subclass is based all around arc damage – the grenades, melee and super ability all deal arc damage. The super ability – Fist of Havoc – is essentially a giant ground pound, fantastic for clearing out good size groups of enemies, so far as they aren’t majors or ultras. In general, if the health bar is yellow, definitely weaken them before hitting them with the Fist of Havoc. One area where I would say to change that tactic is fighting the Fallen Captains. One of the things that’s not really spelled out in Destiny is how the elements actually work. Instead of specific enemies being weak against a certain element, it’s the enemies’ shields that dictate that. Enemies with blue shields take extra shield damage from arc damage; red ones solar and purple ones void damage. Fallen Captains have blue shields, so in general Striker abilities are awesome for breaking those shields really quickly. On the other hand though, Hive Wizards, Vex Minotaurs and Cabal Centurions all have shields that resist Striker abilities.

Striker Subclass Icon

In terms of grenade abilities, the Striker has the flashbang, pulse and lightning grenades. The flashbang is great for large groups of enemies that are too strong to just kill in one fell swoop, stunning most enemies for a short time to help with clean up. It’s useful in both PvE and PvP settings, since the stun affects players pretty effectively. The pulse grenade on the other hand is built more to be a straight damage grenade – detonating on contact and producing a pulse of arc damage every couple seconds. It’s great for clearing out a group of enemies in one attack, and in PvP terms, it’s good for holding down a point or doorway. Finally, the lightning grenade is sort of an upgraded version of the pulse grenade. It also produces damaging pulses, this time in the form or lighting bolts. The major selling point with the lightning grenade though is that it can be attached to any surface, which helps set up some attack angles that wouldn’t work otherwise. It’s a good way to help corral enemies.

The melee ability is Storm Fist, which is essentially a super powered punch, that deals arc damage. It can be augmented with Overload, which gives you a small chance to instantly recharge Storm Fist; Discharge, which gives you a small chance for Area of Effect damage, basically blowing up enemies you punch; and Amplify, which grants extra cooldown for the Fist of Havoc when you kill enemies with the Storm Fist. Each is actually pretty useful, but I would say that Discharge is more useful in PvE, and Overload is more useful in PvP for double melees. Amplify can be useful, but really needs to be coupled with gear with high Intellect stats to help with the recharge.

The Striker also has six other abilities/upgrades: Headstrong, Aftershocks, Transfusion, Unstoppable, Shoulder Charge, and Juggernaut. Headstrong lets you leap farther with Fist of Havoc, Aftershocks increases the duration of all the after effects of grenades and Fist of Havoc, Transfusion makes kills with Storm Fist trigger health regen, Unstoppable makes it harder to kill you with Fist of Havoc, Shoulder Charge gives you an extra melee attack after you sprint for a short period, and Juggernaut gives you a shield for a brief period after sprinting for a bit. These can all be chosen based more around personal preference, but I’ve found that Aftershocks or Transfusion is a good choice, and really any of the other three from the final tree work well too.

Fist of Havoc

Lastly, let’s actually look at Fist of Havoc and the upgrades for it. The first upgrade along the skill tree is Aftermath, which leaves a pretty large dome after using the attack that pulses out extra damage. It’s gotten me out of a couple jams when I super bosses towards the end of their health bars, but just a bit too early. The next upgrade is Death from Above, which gives you the ability to hover in mid-air while you aim the actual ground pound attack, if you trigger Fist of Havoc while jumping. It’s really useful with groups of enemies to ensure that you hit in the best spot. The final upgrade is Shockwave, which shoots out a wave of energy along the ground when you use Fist of Havoc. It’s another ability that helps ensure that you deal the most damage as possible. Each upgrade is actually pretty useful, but I like Death from Above the most I think. The nice thing is that there are some Exotic gear that actually grant some of these upgrades with them, so you can set your class abilities based around them.

Ultimately, I really like the Striker subclass – it’s a great tanking class, that’s still able to deal a ton of damage. Taking the codexes that boost armor and recovery help keep you alive longer when your shield breaks (which it will, if you’re using your melee and super a lot) and a lot of the Titan gear has strong defense ratings to help with that. I would recommend building a Striker with Lightning grenades, Discharge for Storm Fist, and Death from Above for Fist of Havoc. Add in Shoulder Charge to give you another melee attack to help deal damage in close range and Aftershock to keep your Lightning grenades zapping longer. I think you’ll find playing a Striker plenty of fun, in both PvP and PvE.

Let’s Take A More Detailed Look at the Destiny Beta: The Classes

DestinyEven though the Beta for Destiny ended this past weekend, it’s still right at the front of my mind. I was thoroughly impressed with the product that Bungie put out there as a Beta, and it really solidified my belief that Destiny is a strong contender for game of the year. I thought that the rest of the week I would go over in a little be more detail some of the things we got in the beta, as well as touching on some of the new info that Bungie has released this week for the full game. I want to start by looking at each class individually today, then diving into the different locations we got tomorrow, before finally specifically talking Crucible.

Underneath the armor your Guardian equips, there are three other stats – armor, recovery and agility – each impacting the base behavior of your character. Armor determines how much health your Guardian has, which determines how durable he or she is once their shield is broken. Recovery determines how fast your grenades, melee and shield recharge during combat. Agility covers your Guardian’s speed, and I believe your jump height as well.

Destiny Titan

THE TITAN
The Titan was the first class I selected for the beta, originally because my fireteam of friends had picked the Warlock and Hunter already. In the broadest sense, the Titan acts as the tank in a fireteam, using the base character stats as the basis for classification.  Just using those stats, the Titan has the highest base armor rating, which lets you get away with a little bit more reckless tactics with no shield. In the Beta we only got to play as one Subclass for each of the primary classes, and the Titan’s was the Striker subclass. Striker let’s you act as even more of a close range tank by granting the Fist of Havoc super ability. Using this power, your Guardian will hammer the ground with both fists, creating a pretty good size explosion of Arc Light, great for clearing out swarms of lower rank enemies or dealing some massive damage to higher rank ones, as well as being a fantastic option in the Crucible for clearing off control points. The only major downside is that even during the Fist of Havoc, you are still vulnerable to incoming damage, which can be mitigated a bit through the Unstoppable ability modifier upgrade. The other direct upgrades for Fist of Havoc are Aftermath, which creates a field of Arc Light that persists after the initial strike, Death from Above, which gives you more control over your aim after jumping, and Shockwave, which gives the attack a shockwave that travels on the ground.

Titan Fist of Havoc Gameplay Clip – Crucible Control – Played by Me:

Each subclass also offers three different grenades to choose from. The Striker initial grenade, the Flashbang Grenade, despite its sound as an attack with no damage, does indeed deal decent damage, but also has the benefit of stunning/blinding any enemy it hits and doesn’t kill. The Flashbang is a great option while playing with a Fireteam, allowing your other teammates to get in a few free shots while the enemy is stunned; while also working well in the Crucible to stun enemies long enough for follow up shots. The second grenade is the Pulse Grenade, which explodes on contact, and then produces a few more pulses of damage in the blast radius. This grenade is a better pure damage option, but takes a little getting used to since it’s a contact grenade. It’s great for area control, putting up a damage field for a few seconds, and works well in conjunction with the Aftermath ability modifier to extend it’s duration. Finally, the Striker unlocks the Lightning Grenade, which acts similar to the Pulse grenade, except that is sticks to any surface, and jets out bolts of lightning for a period of time. This is another good area control grenade, especially since it can be put in spots that a player might not expect, or where A.I. will walk through.

Finally, each subclass has a melee ability that boosts the base melee attack. The Titan has Storm Fist, a more powerful melee attack, that deals some serious Arc Damage. Going down the Storm Fist upgrade tree we first get Overlord, which has a chance to instantly reset the cooldown, Discharge, which gives it area of effect damage, and Illuminated, which makes kills with Storm Fist greatly reduce the Fist of Havoc cooldown. There are also a few other good upgrades on the Striker tree – including Headstrong, which makes Fist of Havoc’s leap longer if activated while sprinting, Transfusion, making kills with melee attacks trigger health regen, Shoulder Charge, giving you a unique melee attack after sprinting for a distance and Juggernaut, which grants you a protective shield after sprinting for a bit.

Titan Melee Kills – Crucible Control Gameplay Clip – Played by Me:

While playing the beta, we could also take a look at the level 15 subclass for each primary class, but nothing more. Titans gain access to the Defender subclass at that level, and looking at the super ability and upgrades, this looks like a primarily defense oriented class, along with a few other buffs for teammates. We’ll have to wait till the full game to see exactly how many subclasses exist for each primary class, since you can carry up to 3 total.

Destiny Hunter

THE HUNTER
If the Titan is the tank of the group, the Hunter would act as the ranger – a mid-long range specialist with high speed stats, with a super ability that is focused on precision attacks that deal massive damage, along with a powerful unique melee weapon in case enemies get too close. In the beta, we only got the chance to play as the Gunslinger subclass, focused around the Golden Gun super ability. The Golden Gun only has 3 shots after you activate it, and only lasts for a few seconds, or those 3 shots are used. Each shot deals a huge amount of Solar damage, which could ignite enemies. While it might deal a ton of damage, there are a few downsides to it – first, when activating it, the Hunter is really vulnerable for a second or two, which could be fatal; add in the fact that you only get those three shots, hit or miss, and that they don’t cause critical hits, and against some enemies, the Golden Gun might be more trouble than it’s worth. That said, once you get the hang of it, it’s got the potential to be a really powerful ability, especially in the Crucible, killing in one shot. The upgrades for Golden Gun include Deadeye, which greatly increases the accuracy of the Gun; Combustion, which makes enemies explode if they are killed with the Gun; and Gunfighter, which reduces the cooldown, making it available more often.

The Gunslinger has a pretty unique selection of grenades, not really sticking with one prevalent theme along the course of the three choices. The initial grenade option is Incendiary Grenade, which acts just like you would expect. I will say it takes a little bit to get used to it – it’s behavior when it’s thrown as well as the timing on the explosion and blast radius all are a little off the norm I would say. That said, since it’s an Incendiary Grenade, it also offers damage over time to enemies that survive the first explosion, and I’ve found is really useful against Hive enemies. Secondly the Gunslinger unlocks the Swarm Grenade, which explodes on contact, releasing a number of smaller explosives that seek out any nearby enemies. The Swarm definitely takes a little time to get used to as well, learning that the child grenades are the main damage source. It is good for groups though, as it spreads the damage around and makes mopping up easier. Finally, the Gunslinger unlocks the Tripmine Grenade, which again acts just like it sounds. It’s explosive damage, not Solar, so no DoT, but can be used to help control the direction that enemies have to come from.

The Gunslinger has, at least in my opinion, the most difficult to use, but satisfying melee ability of the three subclasses in the beta – a Throwing Knife. This lets the Hunter throw the knife to hit enemies at a distance, while still dealing the full melee damage. However, it’s a precision attack, and has a real long cooldown, regardless of whether you hit or not. This can make for some real “make-or-break” moments in the Crucible. Now, you don’t actually lose the knife for regular melee attacks though, which is a mystery to me, but I’m glad it’s the case. In regards to the upgrades for it, the melee tree itself offers the usual 3 upgrades: Circle of Life, which makes it so killing an enemy with the Throwing Knife while Golden Gun is active extends Golden Gun’s duration; Incendiary Blade, which add Solar damage to Throwing Knife attacks, and Knife Juggler, which makes precision kills with the Throwing Knife instantly reset the cooldown.

There are a few more upgrades spread across the trees that affect the Throwing Knife or the Golden Gun. Scavenger makes it so any ammo you pick up reduces the cooldown of the Throwing Knife, which is a nice boost to have. Keyhole makes the Golden Gun shoot through targets to hit multiple targets that are lined up. Gunslinger’s Trance is a skill that stacks up to 3 times, doing so with precision kills, which increase weapon stability. Chain of Woe is another stacking skill, again with precision kills, this time increasing reload speed, also up to 3 times. Over the Horizon increases the range of Golden Gun and Gambler’s Dagger grants you an addition Throwing Knife.

The Hunter’s knife plays a major role in the level 15 subclass, Bladedancer. Again, we couldn’t actually play as it in the beta, but based on the upgrades, which we could look at, it appears to be focused more around stealth and chaining melee attacks together.

Destiny Warlock

THE WARLOCK
Going with the traditional classifications of Tank (Titan) and Ranger (Hunter), the Warlock acts closer to a Mage, one that is focused around dealing damage, not healing. It’s a bit of a glass cannon, since it can dish out damage, but with a low armor stat, can’t necessarily survive long with no shield. However, it does boost a good recovery stat, getting it back in the fight quickly. We saw that with the Voidwalker subclass we got to play as, especially with the super ability – Nova Bomb. The Nova Bomb is essentially a super powered grenade, dealing a ton of Void Damage and having a pretty good size blast radius. Using it properly takes a few minutes, just to get used to jumping into the air to fire it and aiming it well. Once you have the hang of it, it can be a great crowd control ability, as well as a great PvP power too. The upgrades along the tree include Vortex, which grants a damage over time field; Shatter, which splits the Nova Bomb into 3 projectiles; and Lance, which makes the Nova Bomb travel farther and faster. It’s a powerful attack, but like the Fist of Havoc, you are open to attack while aiming it in the air, so it’s good to be quick with it.

The nice thing about the Voidwalkers grenades is that, since they’re the first ability you unlock, you get good with them quickly, and they behave similar to Nova Bomb. The initial grenade, the Vortex Grenade, acts as a mini-Nova Bomb, with a DoT field and Void Damage. The Scatter Grenade, which splits up almost immediately into lots of little explosives to cover a bigger blast area, I found to be relatively ineffective ultimately. Granted I didn’t have a ton of time to get used to it, as the Warlock was my last class I played, but it seemed like it was limited in effectiveness. Finally, the Voidwalker gets Axion Bolt, which acts similar to the Hunter’s Swarm grenade, but deals Arc Damage.

The Voidwalker’s melee ability might be my favorite one, simply for the boost that it gives the melee attack. Once you unlock Energy Drain, melee will quickly be a major part of combat for a Warlock. Energy Drain makes melee attacks drain energy from enemies and reduces the cooldown on grenades. The upgrades for it increase the effectiveness of it. Surge makes kills from it increase your movement speed; Life Steal makes kills from it restore a large amount of health and Soul Rip turns kills from Energy Drain into reduced cooldown on Nova Bomb. It’s an ability that’s totally built around getting your abilities back faster, allowing you to deal more damage to groups of enemies.

The other upgrades spread in the two ability trees are all about making your Voidwalker even more dangerous. Vortex Mastery increases the range on Axion Bolt seekers, as well as increasing the duration of Vortex for Nova Bomb and Vortex Grenades. Bent Gravity lets you throw your grenades and Nova Bomb farther. The Hunger increases the duration of the Energy Drain effect, making it even more effective. Angry Magic makes the Nova Bomb track enemies, reducing the chances of misses. Embrace the Void makes it so any damage from Nova Bomb or grenades trigger the Energy Drain effect, further increasing its effectiveness. Bloom makes it so any enemy killed by an ability explodes, turning your explosives potentially into chain attacks. Again, overall, the Voidwalker is all about dealing damage as quick as possible, but is pretty fragile as a result.

The level 15 subclass, which we could look through, but not play as for the Warlock is Sunsinger. From what I could tell, Sunsinger is the opposite of Voidwalker, turning your Warlock into a support class, including the ability to revive allies. I think this ultimately makes it a better pick for Fireteams or large groups of players.

Overall, I think Bungie has done a really good job of not making one class clearly better than any other. Each fills an important role in the PvE setting, and they all work well in the Crucible; while at the same time they play differently enough from each other where it takes a bit of time to learn each classes’ behaviors. As I said earlier, I’m curious to see just how many subclasses each primary class will have available in the full game, since there are three slots to fill, but in most cases in games, there’s less inventory space than actual items to fill it with. It’s a long wait till September, but we really don’t have any choice.