Ability: Difference between revisions
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===Set 3 - Super Ability=== | ===Set 3 - Super Ability=== | ||
*[[Nova Bomb]]: Hurl an explosive bolt of Void Light at the enemy, | *[[Nova Bomb]]: Hurl an explosive bolt of Void Light at the enemy, disintegrating those caught within its blast. | ||
===Set 4 - Class Abilties=== | ===Set 4 - Class Abilties=== |
Revision as of 12:38, November 11, 2020
Warlock
Dawnblade
- "Spread your wings and set the sky ablaze."
- — Class Description
Set 1 - Grenade Abilities
- Solar Grenade—A grenade that creates a flare of Solar Light which continually damages enemies trapped inside.
- Firebolt Grenade—A grenade that unleashes bolts of Solar Light at nearby enemies.
- Fusion Grenade—An explosive grenade that causes bonus damage when attached to its target.
Set 2 - Movement Abilities
- Balanced Glide—Glide jump ability provides bonuses to both speed and control.
- Focused Burst—Glide jump ability provides an initial burst of speed.
- Controlled Glide—Glide jump ability provides better directional control while in the air.
Set 3 - Super Ability
- Daybreak—Weave Solar Light into blades and smite your foes from the skies.
Set 4 - Class Abilities
- Healing Rift—Conjure a well of Light that continually heals those inside it.
- Empowering Rift—Conjure a well of Light that increases the attack power of those inside it.
Set 5 - Passive Path 1: Attunement Of Sky
- Winged Sun—Engage your enemies in mid-flight. Fire weapons and throw grenades while gliding.
- Heat Rises— Airborne kills recharge your grenade and melee energy. Casting Daybreak instantly refills all your ability energy.
- Swift Strike—Strike an enemy with this melee ability to burn your target and temporarily increase your movement an reload speed.
- Icarus Dash—Activate while in midair to dodge.
Set 6 - Passive Path 2: Attunement Of Flame
- Igniting Touch—Strike an enemy with this melee ability to burn them and cause them to explode.
- Fated For The Flame— Daybreak projectiles seek targets as they travel and, upon impact, launch a streak of deadly flames.
- Everlasting Fire—Killing an enemy with Daybreak extends its duration.
- Phoenix Dive—Quickly descend from mid-air and regenerate health.
Voidwalker
- "From the smallest atoms bloom the greatest explosions."
- — Class Description
Set 1 - Grenade Abilities
- Vortex Grenade: A grenade that creates a vortex which continuously damages enemies trapped inside.
- Scatter Grenade: A grenade that splits into multiple submunitions that cover a large area upon detonation.
- Axion Bolt: A bolt of Void Light that forks into smaller bolts which seek out enemies.
Set 2 - Movement Abilities
- Strafe Glide: Upgrades Glide for better directional control.
- Burst Glide: Upgrades Glide for strong speed boosts.
- Blink: Replaces Glide with short distance teleportation.
Set 3 - Super Ability
- Nova Bomb: Hurl an explosive bolt of Void Light at the enemy, disintegrating those caught within its blast.
Set 4 - Class Abilties
- Healing Rift: Conjure a well of Light that continuously heals those inside it. Grants an Overshield at full health.
- Empowering Rift: Conjure a well of Light that increases weapon damage for those inside it.
Set 5 - Passive Path 1: Attunement of Chaos
- Chaos Accelerant: Draw from your Super energy to overcharge your grenade, making it deadlier and more effective.
- Bloom: Void ability kills cause enemies to explode.
- Cataclysm: Nova Bomb travels slowly, seeks enemies, shatters into seeker projectiles, and can be detonated early.
- Entropic Pull: This melee ability recharges your grenade.
Set 6 - Passive Path 2: Attunement of Hunger
- Devour: This melee ability restores health upon a kill. Kills restore additional health for a short time.
- Feed the Void: Consume your grenade energy to restore your health. Grants the Devour effect.
- Insatiable: While Devour is active, killing enemies extends its duration and recharges your grenade.
- Vortex: Nova Bomb creates a singularity which continuously damages enemies trapped inside.
Stormcaller
- "Harmony within, hurricane without."
- — Class Description
Set 1 - Grenade Abilities
- Arcbolt Grenade: Chains bolts of lightning to nearby enemies.
- Pulse Grenade: Continuously damages enemies in its radius.
- Storm Grenade: Calls forth a focused lightning bolt.
Set 2 - Movement Abilities
- Balanced Glide: Glide gets bonuses to both control and speed.
- Focused Burst: Glide gets an initial burst of speed.
- Controlled Glide: Glide gets better directional control.
Set 3 - Super Ability
- Stormtrance: Chain Arc lightning to nearby enemies from your hands.
Set 4 - Class Abilities
- Healing Rift: A well of Light that continuously heals those inside it.
- Empowering Rift: A well of Light that increases the weapon damage of those inside it.
Set 5 - Passive Path 1: Attunement of Conduction
- Chain Lightning: A longer-ranged melee attack that chains lightning to one other enemy.
- Transcendence: Stormtrance restores health and lasts longer when cast with full melee and grenade energy.
- Arc Web: Grenades chain lightning to nearby enemies upon detonation.
- Ionic Blink: Sprinting during Stormtrance causes the player to Blink.
Set 6 - Passive Path 2: Attunement of Elements
- Gale Force: A longer-ranged melee attack that recharges Super, grenade and Melee energy.
- Landfall: Summons a lightning bolt upon casting Stormtrance, creating a shockwave.
- Rising Storm: Rifts charge faster when nearby allies.
- Arc Soul: Rifts now grant an Arc Soul to aid whoever uses it in battle.
Hunter
Arcstrider
- "Flow like lightning. Strike like thunder."
- — Class Description
Set 1 - Grenade Abilities
- Skip grenade-A grenade which splits on impact, creating multiple projectiles which seek enemies.
- Flux Grenade-An explosive grenade which deals additional damage when attached to enemies.
- Arcbolt Grenade-A grenade that chains bolts of lightning to nearby enemies.
Set 2 - Movement Abilities
- High Jump-Upgrades Double Jump with even greater height.
- Strafe Jump-Upgrades Double Jump with better directional control while in the air.
- Triple Jump-Upgrades Double Jump with a third jump.
Set 3 - Super Ability
- Arc Staff-Conjure a polearm infused with Arc electricity that can be used to rapidly slice enemies while maneuvering around the battlefield.
Set 4 - Class Abilities
- Marksman Dodge-Automatically reload your equipped weapon while dodging
- Gambler’s Dodge-Dodging near enemies generates Melee energy
Set 5 - Passive Path 1: Way Of The Warrior
- Combat Flow-Melee kills recharge your dodge skill
- Deadly Reach-Dodging temporarily increases melee range
- Lethal Current-Arc Staff attacks hit twice after dodging
- Shocking Blow-Striking an enemy with this powerful melee attack emits a deadly bolt of lightning from your fist
Set 6 - Passive Path 2: Way Of The Wind
- Disorienting Blow-Striking an enemy with this debilitating melee attack disorients the target. Killing a target with Disorienting Blow instantly recharges it.
- Lightning Reflexes-Take less damage while dodging when Arc Staff is active
- Battle Meditation-When critically wounded, melee and grenades recharge drastically faster
- Focused Breathing-Sprinting reduces your dodge cooldown. Increased maximum sprint speed
Gunslinger
- "A lone wolf who lives for the perfect shot."
- — Class Description
Set 1 - Grenade Abilities
- Incendiary grenade-An explosive grenade that catches enemies on fire, causing additional damage over time.
- Swarm Grenade-A grenade that detonates on impact, releasing multiple drones that seek nearby enemies.
- Tripmine Grenade-An explosive grenade that sticks to surfaces and and detonates when enemies pass through its laser trigger.
Set 2 - Movement Abilities
- High Jump-Upgrades Double Jump with even greater height.
- Strafe Jump-Upgrades Double Jump with better directional control while in the air.
- Triple Jump-Upgrades Double Jump with a third jump.
Set 3 - Super Ability
- Golden Gun—Summon a flaming pistol which disintegrates enemies with Solar Light
Set 4 - Class Abilities
- Marksman Dodge-Automatically reload your equipped weapon while dodging
- Gambler’s Dodge-Dodging near enemies generates Melee energy
Set 5 - Passive Path 1: Way Of The Outlaw
- Chains of Woe-Precision kills increase reload speed for you and nearby allies.
- Bombs for Bullseyes-Precision hits generate grenade energy.
- Six-Shooter-Golden Gun can be fired up to six times but has a shorter duration.
- Explosive Knife-Throw a knife at enemies that explodes shortly after impact when melee energy is full.
Set 6 - Passive Path 2: Way Of The Sharpshooter
- Knife-Juggler-Throw a knife at enemies when melee energy is full. A precision kill with this ability instantly recharges it.
- Gunslinger’s Trance-Enter a trance with each precision kill, reducing the cooldown of your Golden Gun.
- Crowd-pleaser-Precision hits with your Golden Gun generate Orbs of Light for your allies.
- Line ‘Em Up-Precision hits with Golden Gun increase its damage and extend its duration.
Nightstalker
- "Draw from the Void. Light the way."
- — Class Description
Set 1 - Grenade Abilities
- Vortex Grenade: Creates a vortex that continuously damages enemies trapped inside.
- Spike Grenade: Attaches to any surface and emits a damaging torrent of Void Light.
- Voidwall Grenade: Creates a horizontal burning wall of Void Light.
Class Ability
- Marksman's Dodge: Dodging automatically reloads your equipped weapon.
- Gambler's Dodge: Dodging near enemies recharges melee energy.
Set 2 - Movement Abilities
- High Jump: Upgrades Double Jump to reach greater height.
- Strafe Jump: Upgrades Double Jump with better directional control.
- Triple Jump: Upgrades Double Jump with an extra midair jump.
Set 3 - Super Ability
- Shadowshot—Tether foes to a Void Anchor, slowing, weakening and suppressing them for you and your allies
Set 4 - Class Abilities
- Marksman's Dodge: Dodging automatically reloads your equipped weapon.
- Gambler's Dodge: Dodging near enemies recharges melee energy
Set 5 - Passive Path 1: Way of the Trapper
- Snare Bomb: Throw a smoke bomb that attaches to surfaces and detonates when enemies are near, slowing and disorienting them.
- Keen Scout: Gain increased sprint and sneak speeds, and an enhanced motion tracker. Tethered enemies are marked.
- Deadfall: Shadowshot's Anchors have increased range and duration, and attach to surfaces to wait for prey.
- Vanishing Step: Dodging makes you vanish for a short time.
Set 6 - Passive Path 2: Way of the Pathfinder
- Vanish in Smoke: Throw a smoke bomb that makes you and nearby allies invisible for a short time.
- Lockdown: Grenade and smoke bomb effects last twice as long.
- Heart of the Pack: Killing tethered enemies creates Orbs of Light and increases Mobility, Resilience, and Recovery for you and nearby allies.
- Moebius Quiver: Shadowshot can be fired in rapid succession and deal bonus damage to tethered enemies.
Titan
Sentinel
- "Valiant heart, unwavering resolve."
- — Class Description
Set 1 - Grenade Abilities
- Magnetic Grenade—An explosive grenade that attaches to enemies and detonates twice.
- Voidwall Grenade—A grenade that creates a horizontal wall of burning Void energy.
- Suppressor Grenade—An explosive grenade that temporarily suppresses enemy abilities.
Set 2 - Movement Abilities
- High Lift—Upgrades Lift for higher vertical reach.
- Strafe Lift—Upgrades Lift for more directional control.
- Catapult Lift—Upgrades Lift for a strong initial momentum burst.
Set 3 - Super Ability
- Sentinel Shield—Form a Void shield that can bash enemies in melee range and be thrown from a distance as a projectile.
Set 4 - Class Abilities
- Towering Barricade—A large barrier that can be used for cover or to seal off dangerous areas for a short time.
- Rally Barricade—A small barrier that can be peeked over while aiming down sights and instantly reloads your equipped weapon when taking cover.
Set 5 - Passive Path 1: Code of the Protector
- Defensive Strike—Killing an enemy with this melee attack creates an Overshield around you and nearby allies.
- Turn The Tide—Your Overshield from Defensive Strike lasts longer and increases melee damage and reload speed.
- Ward of Dawn—When Super energy is full, press and hold to create a shielding dome to protect you and your allies.
- Rallying Force—Melee kills restore health for you and nearby allies.
Set 6 - Passive Path 2: Code of the Aggressor
- Shield Bash—After sprinting for a short time, use this melee ability to unleash a Shield Bash that disorients enemies.
- Second Shield—Gain an additional Shield Throw charge while Sentinel Shield is active.
- In The Trenches—Kills while surrounded by enemies reduce the cooldown of your Super.
- Superior Arsenal—Grenade kills recharge your Grenade energy.
Striker
- "At close quarters a fist is better than any gun."
- — Class Description
Set 1 - Grenades
- Flashbang Grenade−An explosive grenade that disorients enemies upon detonation.
- Pulse Grenade−A grenade that periodically emits energy pulses that damage enemies within radius.
- Lightning Grenade−A grenade that sticks to any surface and periodically emits pulses of lightning that damage enemies.
Set 2 - Movement
- Increased Height−Upgrades Lift for higher vertical reach.
- Increased Control−Upgrades Lift for more directional control.
- Catapult−Upgrades Lift for a strong initial momentum burst.
Set 3 - Super
- Fist of Havoc−Charge your fists. Once activated, you can shoulder charge or ground slam until Super energy is depleted.
Set 4 - Class Abilities
- Towering Barricade−A large barrier that can be used for cover or to seal off dangerous areas for a short time.
- Rally Barricade−A small barrier that can be peeked over while aiming down sights and instantly reloads your equipped weapon when taking cover.
Set 5 - Passive Path 1: Code of the Juggernaut
- Frontal Assault−A powerful melee punch that increases weapon stability.
- Reversal−Melee kills trigger health regeneration.
- Knockout−Breaking enemy shields increases melee range.
- Trample−Fist of Havoc lasts longer while sprinting. Kills with Fist of Havoc extend its duration.
Set 6 - Passive Path 2: Code of the Earthshaker
- Aftermath−Fist of Havoc disorients enemies and leaves a damage-dealing field in its wake.
- Magnitude−Increases the duration of Pulse Grenades, Lightning Grenades, and Aftermath.
- Aerial Strike−Fist of Havoc's damage increases the longer you are airborne.
- Shoulder Charge−After sprinting for a short time, hurl yourself shoulder-first towards your target.
Sunbreaker
- "Forge the fury of undying suns."
- — Class Description
Set 1 - Grenade Abilities
- Incendiary Grenade: An explosive grenade that catches enemies in its radius on fire.
- Thermite Grenade: A grenade that sends forth a line of fire.
- Fusion Grenade: A grenade that deals bonus damage when attached to enemies.
Set 2 - Movement Abilities
- High Lift: Upgrades Lift to reach greater heights.
- Straft Lift: Upgrades Lift to provide better directional control.
- Catapult Lift: Upgrades Lift to provide a strong initial burst of speed.
Set 3 - Super Ability
- Hammer of Sol: Summon forth a flaming hammer that can be thrown at enemies.
Set 4 - Class Abilities
- Towering Barricade: A large barrier that seals off dangerous areas for a short time.
- Rally Barricade: A small barrier that can be peeked over while aiming down sights and instantly reloads the equipped weapon of whoever hides behind it.
Set 5 - Passive Path 1: Code of the Fireforged
- Hammer Strike: Unleashes a blazing hammer that weakens enemies after sprinting.
- Tempered Metal: Solar ability kills grant you and nearby allies better movement and reload speed.
- Battle Forge: Enemies killed by Hammer of Sol explode.
- Vulcan Rage: Hammers shatter into explosive molten embers upon impact.
Set 6 - Passive Path 2: Code of the Siegebreaker
- Mortar Blast: A melee ability that unleashes a Solar explosion, setting nearby enemies on fire.
- Sun Warrior: Solar ability kills restore health. Grenade and melee kills leave Sunspots in their wake.
- Ring of Fire: Solar abilities recharge faster while standing in a Sunspot.
- Solar Siege: Hammers create a Sunspot on impact. Throw hammers faster while standing in a Sunspot.