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Edited by SubXero31: 9/28/2016 1:35:23 PM
2

Destiny Subclasses: Top Tier Builds

Hey guys. This is part 2 of my Hunter subclass guides. This week I will be discussing what perks are best for you if you choose to play a Bladedancer. Please note that if you have any other suggestions than what I have put here please tell me. I'd love to hear you're feedback. Before we get into this just know that this build doesn't include invisibility. I know that some people like that but this build isn't going to include those perks. If you want an invis build please let me know. With that said, let's get started!! Grenade: Skip grenade. This grenade is basically like the Wolfpack rounds on the Gjallahorn and is very useful for tracking opponents crouching behind walls. This grenade forces movement, which is why I believe it to be the best grenade (Plz buff arcbolts Bungie) Jump: Now with the Bladedancer there are two options. The first option is going to be Increased Control. This is a good option change your aerial momentum and is great for those who don't like the next option, Blink. Despite its cooldown, I still think that f you master blink you can escape certain situations better than you could with increased control, but the decision is up to you. Arc Blade: Razor's Edge. This adds much needed range to the Arc Blade super, as it leaves you just out of shotgun range, but still allows you to kill your opponents. Before I talk about the Melee, I want to say one thing about it. A normal Hunter Melee has a ranch of 6 meters. Blink Strike has a range of 5.3 meters, which I think needs to change soon (Bungie Plz) Melee: Backstab or Fast Twitch. Despite how much I hate getting "frontstabbed", this perk is this only OHKO Melee in the game, making it deadly. However, having reduced Melee cooldown on a kill means that your Melee charge will be up quickly, although there isn't an exotic that benefits you from having it charged. Ability modifier 1: Quickdraw. This shouldn't come as a shock. Quickdraw decreases weapon ready time and decreases the time it takes to scope in, which is very beneficial to anyone who likes to run the Last Word/Sniper combo. It also increased aim assist but I don't have the exact numbers on that. Ability Modifier 2: Hungering Blade. The Bladedancer, while very lethal, is also susceptible to being taken out mid super. Hungering Blade makes sure that you always have your health regenerates for the next engagement on a super or Melee kill. Exotics: The best exotic for Bladedancer is the ATS/8 Tarantella. Having your grenades and super faster is always a good thing. Another good option would be the Lucky Raspberry, but Arcbolt isn't as good right now so this is a tier 2 option. However, the Shinobu's Vow are an excellent replacement because they give you another skip grenade, which is one of the best grenades in the game. Next time I will be going over the last subclass: Nightstalker. Until then, I'll catch you guys later. P.S. Sorry these are so late... and sorry about the extra #

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  • [quote]Hey guys. This is part 2 of my Hunter subclass guides. This week I will be discussing what perks are best for you if you choose to play a Bladedancer. Please note that if you have any other suggestions than what I have put here please tell me. I'd love to hear you're feedback. Before we get into this just know that this build doesn't include invisibility. I know that some people like that but this build isn't going to include those perks. If you want an invis build please let me know. With that said, let's get started!! Grenade: Skip grenade. This grenade is basically like the Wolfpack rounds on the Gjallahorn and is very useful for tracking opponents crouching behind walls. This grenade forces movement, which is why I believe it to be the best grenade (Plz buff arcbolts Bungie) Jump: Now with the Bladedancer there are two options. The first option is going to be Increased Control. This is a good option change your aerial momentum and is great for those who don't like the next option, Blink. Despite its cooldown, I still think that f you master blink you can escape certain situations better than you could with increased control, but the decision is up to you. Arc Blade: Razor's Edge. This adds much needed range to the Arc Blade super, as it leaves you just out of shotgun range, but still allows you to kill your opponents. Before I talk about the Melee, I want to say one thing about it. A normal Hunter Melee has a ranch of 6 meters. Blink Strike has a range of 5.3 meters, which I think needs to change soon (Bungie Plz) Melee: Backstab or Fast Twitch. Despite how much I hate getting "frontstabbed", this perk is this only OHKO Melee in the game, making it deadly. However, having reduced Melee cooldown on a kill means that your Melee charge will be up quickly, although there isn't an exotic that benefits you from having it charged. Ability modifier 1: Quickdraw. This shouldn't come as a shock. Quickdraw decreases weapon ready time and decreases the time it takes to scope in, which is very beneficial to anyone who likes to run the Last Word/Sniper combo. It also increased aim assist but I don't have the exact numbers on that. Ability Modifier 2: Hungering Blade. The Bladedancer, while very lethal, is also susceptible to being taken out mid super. Hungering Blade makes sure that you always have your health regenerates for the next engagement on a super or Melee kill. Exotics: The best exotic for Bladedancer is the ATS/8 Tarantella. Having your grenades and super faster is always a good thing. Another good option would be the Lucky Raspberry, but Arcbolt isn't as good right now so this is a tier 2 option. However, the Shinobu's Vow are an excellent replacement because they give you another skip grenade, which is one of the best grenades in the game. Next time I will be going over the last subclass: Nightstalker. Until then, I'll catch you guys later. P.S. Sorry these are so late... and sorry about the extra #[/quote] Sunbreaker and stormfist melee can one hit.

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