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Destiny

Discuss all things Destiny.
Edited by PlasmaSoldierX: 11/25/2015 11:05:30 PM
124

The most worthless perks of your class (according to you)

Destiny, as a part RPG game, with seperate classes, has many talents for each of its 9 subclasses. There are talents that are neat such as the strikers shoulder charge, the sunsingers self res, or the bladedancers cloaking. Others such as the sunbreakers cauterize, the stormcallers extended melee, and the nightstalkers tracking. But for all the good and the bad, there is some crap in each tree, some stuff that is just not bad, I mean for the most part, impractical, too specialized, that for all purposes its just a waste in the fundamental aspects of the game itself. These are perks that have practically no use or reasonable situations for PVE or PVP. There are some useless perks and honestly, when you see how some of them are implemented, its a case of there is no reason to take these perks and your class ends up with a hamstringed effect in their respective column. Now all people will have different opinions and views, in this case, here are what I view as the most pointless perks on the titan class. Catapult- all titan subclasses, were it not that the titans lift itself was a good neutral type of movement that was faster than warlocks glide but also able to maintain itself in the air unlike the hunters double jump, honestly this third option has always felt, what the heck does it even do? Even with titan skating as a small tech that lets titans use built up momentium to move (a useful thing in PVE to stay alive and PVP if the map and movement allows), cataplut just feels, empty, we get more momentum in one burst right? So how come any tree it always feels like a dead splurt that does nothing? Even increased height has its use and seems to work better. The catch on many titans is, we thought this would be something that just shot us up, in one burst. Yet it doesn't. I was suspecting something like a hunters quick double jump, but this one just uses a lot of momentum. It doesnt do that. Honestly, its made even worse when you see older videos saying to take this for PVP, sorry, its just a worthless form of movement, theres a reason most titans use increased control or height. Unstoppable- striker class. Its one thing for a super to be a one shot deal, its another for it to have passives such as aftermath which extend a duration or increase leaping distance, its another when you give it a passive effect that doesnt even last that long and expect people to take it for the extra armor. Thats the waste of space this talent is. Unstoppable, in my experience, has been the worst talent overall in the striker tree, it gives the user extra armor passively and super armor when in motion right? Want to know the big difference with this one? Its outright too specialized that it doesn't even pay off in its own investment. All it notably does is, gives you an extra animation when getting out of it too. The key problem with this talent, is just in the execution of the super itself. Look at fist of havoc, does this super even last that long? Not really, its one and done. Even then, how often does a striker die mid animation? Really a better defense is the momentum from high speed and just invested armor by other abilities (such as the stat modifers) than this. Really its also in the fact that, this super isn't exactly lost if the user dies mid flight, its only gone when its actually gone. Its one of the few supers never even expected to be caught in a suppressor grenade or shadow shot. This talent is just so useless, so impractical, even juggernaunt is better for all its impracticality. Its just self defeated in its own aspect by how the super itself is even used. Its not like the super by default doesnt grant a bit more armor as well. Usually enough to resist even a normal magnet grenade if the second blast doesnt hit. Its useless in PVE and just a waste in PVP when shoulder charge is the better choice itself as well. Its almost more insulting when you get an exotic using this perk, thats just a waste. Why would any striker not take helm of inmost light, skullfort, or the armementarium? Hell with the twlight garrison coming, and eventually the dunemarchers granting more speed and one that has storm fist and fist of havoc kills feeding each other, what point is there to this? Juggurnaunt- striker class. Not as bad as unstoppable, but still not exactly a good one either. The problem with this its a forward only shield, about as strong as a defenders relentless force barrier, but where force barrier is an awesome power, this one fails for one key fact: Its timed like shoulder charge, and can fail on you at any moment regardless of its damage. Force barrier lasts 20 seconds, 30 with relentless. This one, also just for a common application: When would you ever run towards an enemy? In PVE if you are weak, you flee to seek cover. In PVP, another problem, look at the strikers storm fist, its pointless in PVP, you cannot get close to whack two times, even a shotgun is risky. Its where shoulder charge is a front and easy to know risk reward, this one is just begging for you to delay your death. Perhaps with swords or doing a fist of havoc right, this can work at times, but its just not worth the fact when you have access to an attack/special form of movement to shift direction. Armor of light-Defender, the defender, unlike the striker, was given more diversity in its abilities, still, even then, there is some crap here too. Now I know many titans may call me out on this, but its again, look at PVE, what do you use on your ward? Odds are blessing and weapons. Why? Because they grant something this one doesn't, mobility. Even for PVP blessing just outclasses this. It doesn't matter if its more armor inside the ward, any seasoned guardian knows that in PVE, this is a no no talent. In PVP, its not wise to stay in it, but around and scatter if you see a warlock/titan leap up or a blade dancer running in. The fact is, you can also maintain a buff from a ward shortly after it goes away, you can do this with weapons or blessing, but not armor of light. Some may find a use for it, but really, whats better? Extra shielding that can be reenforced with illumination allowing you to move around or one that you have to be sitting still for? Gift of light- if you want to talk impractical, look at this force barrier passive. Unlike war machine and untouchable, is there any reason for this perk to even exist? Aside from the rare occasions you need to do light orb generation for quests, what does this serve in the long run? The key problem of this perk, you need 2 enemies to get it off, kill one for the force barrier to come on, a second for it too make an orb, but its just impractical, even when you have enemies that can be one shot by melee, they still rip your oveshield apart. Even then, this perk just becomes more and more worthless when you look at the wider scope. Is there any reason to not have a recharging shield or insane reload/weapon switching? What if I mentioned the use of artifacts that allow certain elemntal kills with melee to make orbs on chance? Even better, grenades? You wouldnt use this in PVP for obviousl reasons, for PVE, its just pointless, even then you are more bound to just shoot everything else around you, not try melee in the small time its active. This is such a waste of a perk, god. Sunbreaker-explosive prye- look I know some may use this, but even then, its just not worth the slot. The deal? While its certainly effective in PVE and can work at times in PVP, you are better off using the immolation gauntlets to grant this for free. The problem is just look at the other 2 perks flameseeker and fleet fire. Flame seeker grants you extra speed and recovery for the price of one talent. Fleet fire on the other hand lets you move faster and reload faster by any kills. The catch? Both of these other perks allow you to succeed more with less demands, flameseeker grants 2 passive enchanements while making your hammers homing, so its technically already an improvement to the standard by all means. Fleet fires lets you use any solar ability kills.l. Explosive pyre just matters if you can land a hit with a hammer and really only pays off when more enemies are around. Even then, not like rockets or swords are not capable of clearing out entire mobs otherwise with the hammer itself, its strong already in clearing out large numbers of fodder. This is my view, on the titan anyways, but what do you guys feel in this and other classes has talents that you believe are pointless or just underwhelming for conventional reasons? [b]Update:[/b] Wow gunslingers, you guys do not like circle of life? Even I didn't take it on my hunter because I thought it was too situational. But this is a talent even I would say Bungie has to look into, cause you have your super active, why would you focus on anything else right?
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#Destiny #Classes

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  • Sunsinger-fireborn Dont die and u won't need this shit

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    • Everything has a purpose if you actually learn what goes along with each build. [b]Everything has a purpose.[/b]

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      • For voidwalkers? Surge. For sunsingers? Combustion stormcallers? Well I don't play them much. Striker's is that sprinting shield. (Sorta useful in PvE) Defender's it's gotta be alike grenade, high damage grenade, but most people don't wanna take the time to plan the placement.

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      • Solar Wind For Sunsingers

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      • Solar wind

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        • Nightstalker grenades. Not a fan of sticks (even when I had my Titan I didn't like lightning grenades, even though they're insanely good for people), the void wall is a really cool concept if you could actually manage whether it explodes vertically or horizontally, and vortex grenades are... meh. Guess I took my flux grenades for granted.

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        • Edited by SuperfineFire: 11/29/2015 10:55:27 AM
          Angel of Light

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        • Both Brimstone and Solar Wind on Sunsinger might as well be useless. Flame Shield is just too good in that tree.

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          • If youre not using firebolts, touch of flame, Viking funeral, flame shield, focused burst, and max armour on a sunsinger in PvP you're doing it wrong. Pretty much makes every other perk useless

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            • Gunslinger: Over The Horizon. Literally NO ONE uses this nor have the reason to use it, especially with the size of the maps in both PvE and PvP. Both the ATS/8 Helmet and the Seal Ahmakhara Grasps can grant the Gunslinger perks (Deadeye and Gambler's Dagger) but even with the Range stat having a purpose since 2.0, the maps are too small to make use of this perk. Also Circle of Life but even then that has more uses than Over The Horizon, with Scavenger having more uses also. Over The Horizon is much more situational that other perks in that subclass. Chain of Woe and Gunslinger's Trance go greatly together, Keyhole, while can be classified as useless, it's great for PvE and for PvP can be helpful when dealing with crowds. Bladedancer: All of the perks in its tree have their uses. The only one that can be considered the least useful is Showstopper. Nightstalker: About Snare and Pretador, but mostly Pretador. With Snare, if you leave it as a tripmine, it's more of a distraction than an advantage unless you or you're teammates are their to take the advantage. Envemoned and Vanish in Smoke can act as defensive and offensive support, with Snare, it just doesn't do much... Voidwalker: The Hunger and Angry Magic. The Hunger only works with Surge for Energy Drain. If it wants to work with the other nodes, it would need to increase the effect of Surge and have a faster cooldown for Soul Rip and Life Steal. Angry Magic seems so great with Lance, but I really notice it with Shatter and Vortex for Nova Bomb. Angry Magic, doesn't really seem angry if you want to pair it up with Lance. It just needs to have a better sense of tracking or have aggressive tracking like Truth. Sunsinger: Brimstone and Sunburst. With Brimstone, it doesn't offer the same type of utility as Bloom from Voidwalker. If Brimstone was switched with another perk in the other two columns and make it work with its grenades, it would be pretty useful. Solar Wind is situational, but so useful at the same time, and hilarious to use in PvE back in Year 1, but with 2.0, it isn't as useful or as fun to use anymore. It's support was to push an enemy back if you were about to die, when in that case you could use Flame Shield as a much better alternative. Angle of Light has its uses, but much more useful than the other perks mentioned before. Song of Flame would be useful as long as if you have a 10-15 Second timer when you're near the Guardian using Radiance and Song of Flame, not be near the Guardian to have Song of Flame to be useful. Finally with Sunburst... It has A CHANCE to generate ONE ORB OF LIGHT!!! It would've been much more useful if it's on par with the Defender's Melee Gift of Light. Having a duration timer whenever you kill an enemy with your melee, it generates an orb of light for your allies. This whole subclass is a mess as it's meant to be a support subclass for Warlocks, certain perks such as Radiant Skin, Flame Shield, and Viking Funeral makes this subclass a much more offensive subclass than anything else. The only thing that this subclass is supporting is yourself. Stormcaller: Pulsewave. It doesn't offer enough benefits for it to be as useful as it should. When compared to other abilities such as Electrostatic Mind, in PvE and PvP, you're pushing up with your allies unledd you're a lone wolf. Pulsewave requires you to be near death before you get John Cenaed by a guardian or by one of the Shield Brothers. Striker: Discharge, Overload, and some tuning to Juggernaut. The problem with both Discharge and Overload is that they have A CHANCE to proc, not guaranteed. It's with all of the abilities for all of the classes that have the luck factor in it makes these abilities less appealing than what's else on the table. As for Juggernaut, it's a great ability, but the problem is that Shoulder Charge is on that same column. One way of making this ability a rival for Shoulder Charge is that while you sprint, you gain a protective shield and grants an overshield after done sprinting for 13 seconds (Flame Shield and Disintegrate lengths of activity). Defender: About all of its perks have their uses in both PvE and PvP; it's just Gift of Light if it has the chance to proc during its duration. Sunbreaker: Suncharge, Flameseeker, and Fire Keeper. Suncharge's problem is that Forgemaster is in the same column. Forgemaster is a much more appealing perk than Suncharge for both PvE and PvP. What we can do is possibly switch Suncharge for Cauterized and have Suncharge be the same as Shoulder Charge, have Forgemaster keeps its perks, but have a tradeoff such as lessen Armor, as that's about what everybody uses in both PvE and PvP. Flameseeker is barely noticeable, especially since it has some sort of proximity detonation in the hammers that are thrown. This is the same problem with Angry Magic for Voidwalkers as it's not noticeable or helpful as we want it to be. Flameseeker: Better tracking or aggressive tracking. As for Fire Keeper, it's definitely useful, it's the problem that you have to stay at one place for it to be optimized. With Scorched Earth and Forgemaster being in the same column, it's the matter of choice rather than use. Take control of one area or roam the map with no mercy; Either throw more hammers with bigger explosions and also mobile, or have an overshield with an already tanky super, be stuck in one place (ideally), and throw more hammers.

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              • Predator, in the Nightstalker tree. I still don't quite understand how it works, but I highly doubt I'd use it over Keen Scout or Shade Step.

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              • Over the horizon for golden gun, and circle of life. Gg is already accurate and i never use throwing knives while in my super. Never have i done that.

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              • Keen scout for nightstalker. It's pretty useless. Even shadestep is better

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                • Every perk that isnt cauterize on sunbreaker

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                  • Hunter : the entire blade dancer class

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                    • Sunsinger's push melee ability. Why?

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                      • Tbh, I am not a fan of shoulder charge because of radar awareness. If you get shoulder charged, you're not paying attention. Most of the time, at least with me, I only get killed by it once if they try it. After that, I know to keep my distance and then they give me free kills as they try to run into me. In PvE, especially in high level content, it is NOT a good idea to get close, and it doesn't kill anything major and up at 100%. That being said, Juggernaut is not much better because it is a rushing tool, and kind of shoe-horns you into rushing people. And the shield doesn't really protect you from the popular killers, and in high level PvE content, that shield pops easy than a bubble in a room full of needles. Unstoppable is my personal favorite for striker because it turns FoH into a super killer in PvP. With this on, you will tank hammers, GG, AB, almost anything and take out the offender in the process. I love dropping it on roaming supers and shutting them down while I skip away. In PvE, that extra armor in and out of super allows you to be in the fight more often, and drop FoH without worry on a group of majors and decimate them in a glorious explosion and then walk away. As far as useless perks go, I can't think of any that don't have a place in some kind of build. Angel of Light kind of pushes it for me, but it is redeemed by those few players who sniped me from midair. Props to them

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                        • Catapult on lift

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                        • Gunslinger talent that instantly reduces the throwing knife cool down when you get a precision shot with golden gun active

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                          • Circle of Life

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                            • Cauterize

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                            • Juggernaut. Just....why??

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                              • Circle of life for gunslinger.. Who thinks about using a throwing knife during golden gun?!

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                                • Blueberries trying to comment on what perks are are useless lol. Priceless

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                                  • *The sun rises on the African grasslands* *A lone voice cries* What is the most useless perk? *Lion King music begins* From the time we start to play destiny And begin our first character Hardly a story that can ever be seen More to grind than can ever be ground There's not enough story in here In the Grimoire it can be found But the one thing we ask The community What is the worst perk renowned It's the CIRCLE OF LIFE And IT'S HORRIBLE You MUST THROW YOUR KNIFE To EXTEND YOUR SUPER It's SO AWFUL The CIRCLE OF LIFE It's the CIRCLE OF LIFE And IT'S HORRIBLE You MUST THROW YOUR KNIFE To EXTEND YOUR SUPER It's SO AWFUL [b][u]THE CIRCLE OF LIFE[/u][/b]

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                                  • Lance for voidwalker. It just turns your super into a single shot rocket launcher. You have to be stupid to run this over vortex or shatter

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