Prismatic Hunter

From Destinypedia, the Destiny wiki

Destiny-GhostConstruct.png
"Vex encryption. Unbreakable? Ha, so they say."
This article does not have enough inline references. You can help Destinypedia by adding citations.
For more information, see the citation policy.
Prismatic Hunter background
Instinct is honed over years to respond to an instant.

The Prismatic Hunter is a Prismatic-based Hunter subclass featured in The Final Shape expansion in Destiny 2.

Overview[edit]

This section needs expansion. You can help Destinypedia by expanding it.

Lore[edit]

Destiny-GhostConstruct.png
"And my vanquisher will read that book, seeking the weapon, and they will come to understand me, where I have been and where I was going."
The following is a verbatim transcription of an official document for archival reasons. As the original content is transcribed word-for-word, any possible discrepancies and/or errors are included.

A moment between moments. Every Hunter knows it. The breath between decisions, the weightless suspension in the air before gravity truly sets in.

I kindle flame. I enforce stillness. I embrace contradiction.

Listen, I say, this is how it is. We dance along a knife's edge. Laughter, delight, comes later. I slip from under a mark's nose and survive by the skin of my teeth, armor howling warning signals and weapons down to the last round.

I wouldn't want it any other way.

Abilities[edit]

Super[edit]

  • Void Shadowshot - Deadfall: Tether foes to a Void Anchor, slowing, weakening and suppressing them for you and your allies. The Void Anchors fired from Shadowshot pull targets toward the impact point, which then become traps and wait for prey. Void Anchors have increased range and last longer.
  • Solar Golden Gun - Marksman: Summon a precision flaming pistol which disintegrates enemies with Solar Light. Your Golden Gun deals massively increased precision damage, overpenetrates targets, and creates Orbs of Power on precision hits. Benefits from radiant.
  • Arc Storm's Edge: Summon an electrified dagger and throw it in your aim direction. When the dagger hits a surface or a target, you blink to its location and perform a powerful whirling strike, damaging any nearby targets. Can be reactivated after the strike to perform additional throws. If the dagger flies for long enough without impacting anything, it detonates and you blink to the detonation location.
  • Stasis Silence and Squall: Summon two Stasis kamas, Silence and Squall, that you throw one after the other.
    • Silence: Creates a flash-freeze blast that freezes and damages targets.
    • Squall: Creates a Stasis Storm that slows and damages targets caught inside.
  • Strand Silkstrike: Weave a vicious rope dart and tear through your targets.
    • Light Attack: Swing the rope dart in front of you to deal damage. The tip of the dart deals bonus damage, and defeating targets with the tip causes them to unravel and explode.
    • Heavy Attack: Swing the rope dart in a circular motion to deal heavy damage all around you.
    • Grenade: Use the grapple to move forward quickly.

Utility Abilities[edit]

  • Prismatic Transcendence: Achieve harmony by dealing damage with Light and Dark damage types in equal measure or by applying subclass buffs to your allies. Kinetic Kinetic damage generates both Light and Dark energy. While Transcendence is active, your grenade is replaced by a unique Prismatic grenade that deals both Light and Dark damage. Dealing melee damage while transcendent greatly increases your grenade energy regeneration, and vice versa. Defeating targets while transcendent extends its duration.
  • Prismatic (Stasis/Solar) Hailfire Spike: Throw a device charged with Stasis matter and Solar energy that attaches to surfaces or targets, then erupts into a slowing storm. After a short duration, the device ignites, creating a deadly scorching cyclone.

Grenades[edit]

  • Void Magnetic Grenade: A grenade that attaches to targets and explodes twice.
  • Solar Swarm Grenade: A grenade that detonates on impact, releasing multiple drones that seek nearby enemies. Each drone slightly scorches affected targets.
  • Arc Arcbolt Grenade: A grenade that chains bolts of lightning to nearby targets.
  • Stasis Duskfield Grenade: A grenade that shatters on impact, leaving behind a field that slows targets and freezes those who do not leave the volume.
  • Strand Grapple: Weave a grappling hook, and quickly pull yourself forward. Grappling to a Tangle immediately recharges your grenade energy. During and shortly after grappling, your melee attack deals area damage and unravels targets.

Melee[edit]

  • Void Snare Bomb: Throw a Smoke Bomb that attaches to surfaces and pings target radar, then detonates into a disorienting smoke cloud, weakening nearby targets. Targets within the smoke cloud take damage over time.
  • Solar Knife Trick: Throw a fan of knives that scorch targets on hit.
  • Arc Combination Blow: A quick strike that temporarily increases your melee damage when defeating a target, stacking three times. Defeating targets with this ability also fully refills class ability energy and restores a small amount of health.
  • Stasis Withering Blade: Toss a Stasis Shuriken at targets to damage and slow them.
  • Strand Threaded Spike: Throw a rope dart that bounces between targets, damaging and severing them. The dart will return to you once it's done, returning melee energy to you for each target hit. Press melee just as the dart gets back to you to catch it and increase the amount of energy returned.

Movement[edit]

  • High Jump: While airborne, jump a second time to reach greater heights.
  • Strafe Jump: While airborne, jump a second time with strong directional control.
  • Triple Jump: While airborne, sustain your air control with a second or third jump.
  • Arc Blink: Jump while airborne to teleport a short distance.

Class Abilities[edit]

  • Gambler's Dodge: Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.
  • Marksman's Dodge: Dodge to perform a evasive maneuver with a steady hand. Dodging automatically reloads your weapon.
  • Solar Acrobat's Dodge: Dodge to perform an acrobatic leap. Upon landing, make yourself and nearby allies radiant.

Aspects[edit]

  • Void Stylish Executioner (The boast which sucks the air from the room. Let your enemies know your might before you take them down.): Defeating a target inflicted with any elemental debuff grants invisibility and Truesight. After performing a Stylish Execution, your next melee attack while invisible weakens targets. Fragment Slots (2)
  • Solar Gunpowder Gamble (A book of matches, just one left. Light 'Em up.): Defeat targets with abilities, elemental debuff damage, or Solar weapons to change up an improvised Solar explosive. Throw a Solar explosive that can be shot in mid-air to cause an ignition. Fragment Slots (3)
  • Arc Ascension (Shards of an Ahamkara bone, found in the ruins of the old Tower Courtyard. Their whispers make you feel light as a feather… but why?): While airborne, consume your class ability energy to summon your Arc Staff, propelling yourself upward and creating a burst of energy around you that amplifies allies and jolts targets. Fragment Slots (3)
  • Stasis Winter's Shroud (A desire for legacy, to be known, preserved in sterile glass. The world stops and starts at your command.): Dodging slows nearby targets. Slowing targets briefly increases your class ability regeneration. Fragment Slots (3)
  • Strand Threaded Specter (A cracked hand mirror, held together with dark wire. What looks back is yours, but not you.): Activating your class ability leaves behind a decoy woven from Strand matter that draws the attention of nearby combatants. After taking significant damage or when combatants approach, the decoy detonates, dealing damage and releasing Threadlings that seek out and attack nearby foes. Fragment Slots (3)

Fragments[edit]

  • Facet of Awakening: Rapidly defeating targets with Light or Darkness damage or Super final blows generates an elemental pickup of the matching damage type. +10 Resilience
  • Facet of Balance: Rapidly defeating targets with Light damage grants melee energy. Rapidly defeating targets with Darkness damage grants grenade energy.
  • Facet of Blessing: Melee final blows start health regeneration. While transcendent, melee final blows start health regeneration for you and nearby allies.
  • Facet of Bravery: Defeating targets with grenades grants Volatile Rounds to your Void weapons. Defeating targets with powered melee final blows grants Unraveling Rounds to your Strand weapons.
  • Facet of Command: Freezing or suppressing a target reloads your equipped weapons and increases weapon stability, aim assist, and airborne effectiveness. Defeating frozen or suppressed targets creates a Stasis Shard or Void Breach.
  • Facet of Courage: Your Arc, Solar, and Void abilities deal increased damage to targets afflicted with Darkness debuffs. +10 Discipline
  • Facet of Dawn: Powered melee hits against targets make you radiant. Powered melee final blows make both you and nearby allies radiant. -10 Strength
  • Facet of Defiance: Finishers create a detonation that either jolts, scorches, slows, severs, or makes targets volatile, based on the damage type of your equipped super. +10 Recovery
  • Facet of Devotion: Defeating targets afflicted with Stasis or Strand debuffs grants bonus Light Transcendence energy.
  • Facet of Dominance: Your Void grenades weaken, and Arc grenades jolt targets. -10 Discipline
  • Facet of Generosity: Defeating targets while transcendent creates Orbs of Power for your allies.
  • Facet of Grace: Damaging targets with Kinetic weapons grants you bonus Transcendence energy. Defeating targets with your Super grants you and nearby allies bonus Transcendence energy. -10 Resilience
  • Facet of Honor: Collecting an elemental pickup or destroying a Tangle grants Transcendence energy of the same type. +10 Strength
  • Facet of Hope: While you have an elemental buff, your class ability regenerates more quickly.
  • Facet of Justice: While transcendent, your ability final blows explode. +10 Intellect
  • Facet of Mending: Grenade final blows cure you. Transcendence grenade final blows increase the strength of the effect.
  • Facet of Protection: While surrounded by enemies, you are more resistant to incoming damage. While transcendent, the effect is increased. +10 Strength
  • Facet of Purpose: Picking up an Orb of Power grants either Amplified, Restoration, Frost Armor, Woven Mail, or Overshield, based on the damage type of your equipped super. -10 Recovery
  • Facet of Ruin: Increases the size and damage of the burst when you shatter a Stasis crystal or frozen target and increases the size of Solar ignitions. +10 Mobility
  • Facet of Sacrifice: While you have an Arc, Solar, or Void buff, ability final blows grant bonus Darkness Transcendence energy. +10 Discipline
  • Facet of Solitude: Landing rapid precision hits emits a severing blast from the target. While transcendent, the severing blast is bigger.

List of appearances[edit]

References[edit]