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9/27/2016 2:05:26 AM
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Are Titans worth switching to

Yes

174

No

50

Let me explain (other)

27

So my Hunter has been my main since April Update, before was warlock until they were nerfed to oblivion in the April update. Is Titan better?
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#Destiny #Classes

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  • Like all classes, they have their ups and downs. As a baseline, titans have these things going for them: -Most endurance so they will always take more hits and never go down as quickly as minimal armored hunters and warlocks in pvp. -Balance of offensive, defensive, and survival skills -All subclass melees have a means to make STR investment, not that nessessary. -Lift is a good neutral jump compared to the multi-jump, glide, and blink, its basically a jetpack -Grenades are very useful (espcially the striker, perhaps the only subclass out of the 9 being that they are all usable in any mode), sunbreakers in fact can capitalize on the grenades with the ability simmering flames. -Some of the best neutral exotics which can be used just about anywhere (armementarium, twlight garrison, skullfort) -while not an offical skill, "titan skating" is more of a lift mechanic which takes advantage of the physics engine, when used in wider areas, its very useful in that it builds momentum for more speed, great for pve survival and pvp mobility, rather in truth its to say, hunters are the fastest in base speed, titans are faster when that speed is built up. -Defenders are usually always welcome, no questions, even with nightstalkers being the PVE light factories, Defenders still stick out more than any other subclass, because the issue is survival, not outright power. Defenders make everyone better. -Sunbreakers have perhaps the best balance of offense and surival/utility for their abilities, they have a few that are activated via any ability (melee, grenade, super) and they have a self heal which is just red death built right in. They have a strong neutral synergy for their powers. -Strikers are frightful in smaller pvp game modes. Lightning grenades are the bane of many players due to their power. They are even more terrifying with the armementarium for 2 lightning nades, or the garrison for crazy mobility with their super and shoulder charge (this takes a lot of skill however) Downsides: -Melee is very limited for usefulness, this is a no brainer these days, titan melee is either via opportunity or self defense, not viable as a mainline investment mainly due to the lack of range compared to the 2 ranged hunter melees and warlock force palms. modifiers like overload and stoke the forge do cut down and have a instant recharge mechanic and usually force barrier can last if you play smart, its 20 secs baseline but in that time, your melee should be fairly built up again. -Striker is very very limited to what it can do with its abilities, PVE wise, they cannot do much beyond basic abilities without anything special plus flashbangs, as great as they are, cannot do much else. Super is limited to mobs, not bosses. -The striker is also hinged by a double edged sword, mobility, many of its abilties depend on motion and this is all virtually site and situation, shoulder charge and juggernaunt are very situational and depend on movement. SC is risk/reward. Juggernaunt while effective, is only forward facing, however for pvp, its good for shotgun and sword useage. -Finally on the striker, it has some near useless abilities, some like death from above leave you very vulnerable and take a whole different aspect to use, others like unstoppable, are not worth the investment at all. -Defender obviously has limited offensive options, avoid gift of light for most modes, espcially pvp or raids. Also your bubble is a magnet of doom, expect a nova bomb anytime. -Sunbreakers, are very good PVE wise, only problem here is they have little to no light generation due to their super, they need to kill A LOT to make orbs and usually cannot make more than 5. They are still usable for PVP but not that dynamic. -Their abilities such as simmering flames give you a tradeoff, to hold your super or not. While flexible buildwise, you need to make a call when to use your super for a situation and give up 2x charging nades and melee. Likewise catuerize doesnt make you invincable, it has a 3 sec internal cooldown and works the same way as red death. -Exotics are also some of the worst or most situational. Many are actually recycled from other classes or give abilities to titans that they hardly use. Stuff like the emperian bellacose, just dont use this one. Its the sunsinger angel of light ability, which allows you to stay hovering, aiming. A useless power for PVE and situational at best for PVP, but think about this: If most warlocks wouldnt give up the option to hold 2 or super charge a grenade, why would a titan need to waste their exotic slot for this when they could have any of their 9 grenades, increased mobility, or even a spare melee charge or shotgun that grants a shield exotic? What titan would give up ruin wings in PVE for this? If you play a titan, you like any player, need to find your strong suit with it. But for better or worse: Striker- a good "basic" FPS class with strongest baseline abilities, pros are strong offense and mobility, but bad utility Defender- obviously hence the name, good on defense, good for surival, and team support, also being able to disable enemies. Downside, limited attack options. Sunbreaker- the best balance of the 2, has strong offense and good surival, best of all is the synergy between is unmatched. Has a good range of flexiblity for a few builds and a couple debuff options like marking enemies with melee to make them take more damage. Also unlike the others, super is a flexible ranged option. Downside? No real specialization, poor light generation for PVE (unless majors are present) and in PVP, they can be outdone if others play right (ex open spaces and close spaces make situations where their super cannot work as well)

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