Talk:Hunter
From Destiny 2 Wiki
Old page (prior to 8/14/17)
{{TOCRIGHT}} ==Introduction== Similar to the original Destiny, we’ve got the original Hunter class making a return as one of the 3 selectable classes to pick and choose from when you start your Destiny 2 adventure. It won’t be exactly like the original, but it will be close enough for fans of the original to fall in love with this class all over again. Just before we start, what actually is the Hunter class? The Hunter class is the fast and agile choice for any player, where speed and quick reactions are going to be what gets you out of trouble for the most part. When it comes to PvP, going up a Hunter is not a task you’re going to want to take lightly, regardless if they are up close or far away. The Hunter class is fitted with 2 subclasses, known as: the Gunslinger and the Arcstrider and as you continue to read on, you’ll learn everything you need to know about these 2 subclasses. ==Arcstrider== The Arcstrider is the subclass that likes to do things up-close and personal. ===Super=== It is mainly down to the Arcstrider’s rather close range super, known only as: Arc Staff – Summon a staff of pure Arc energy, allowing you to acrobatically take out any and all foes that are foolish enough to come your way. ===Grenades=== Next on the Arcstrider’s arsenal we’ve got a set of grenades to switch out from, all of which seem to be focusing on damage for the most part or to make them panic upon being hit by them. Below you will find all 3 grenades on offer for this subclass: Skip Grenade – This grenade will split upon impact, creating multiple projectiles that will seek out any enemy that is nearby. Flux Grenade – An explosive grenade that will deal additional damage to any enemy that it is attached to. Arcbolt Grenade – This grenade will chain bolts of lightning together to repeatedly damage any enemies that are nearby. ===Jumps=== Onto the Hunter’s double jump ability, there are a mixture of 3 different jumps you can utilise, and here they all are: High Jump – While you are in the air, jump again to reach even greater heights. Strafe Jump – While you are in the air, jump again to gain strong directional control. Triple Jump – While you are in the air, you can jump again for a second or a third boost, acting in a similar way to the initial jump. ===Dodges=== Now, we’ve got a set of abilities that any good Hunter won’t want to be without; their dodge. This dodge can get any good Hunter out of a tricky situation and can lead to a serious advantage if used correctly. To help with this, there are 2 different dodge abilities for you to switch between, depending on the situation: Marksman’s Dodge – Dodge to perform an evasive manoeuvre with a steady hand. After each dodge, your weapon will be automatically reloaded. Gambler’s Dodge – Dodge to perform a deft tumble, allowing you to avoid enemy attacks. Using this ability near an enemy will fully recharge your melee ability. ===Way of the Warrior=== Last, but not least, we’ve got a couple of sets of talents to help shape your Hunter to your choice, starting with the Way of the Warrior: Combination Blow – Kill an enemy with your melee ability to trigger health regeneration and increasing your melee damage for a short time. Lethal Current – After dodging, each Arc Staff hit creates a damaging lightning aftershock to increase the damage dealt to your opponent. Deadly Reach – Dodging increases your melee range, allowing you the opportunity to lunge for your enemies to land that deadly strike. Combat Flow – Melee kills will recharge your dodge ability. ===Way of the Wind=== To top things off, we’ve got the final set of talents, known as the Way of the Wind: Disorienting Blow – Strike an enemy with your melee ability to disorientate the target, as well as nearby enemies. Focused Breathing – Sprinting recharges your dodge ability and your maximum sprint speed is increased. Combat Meditation – While critically wounded, melee and grenade abilities recharge much faster. Lightning Reflexes – You are harder to kill while you are dodging. ==Gunslinger== As we move onto the Gunslinger, you’ll come to notice that it’s the more long-ranged of the two subclasses. ===Super=== Its super can be used from a decent distance. The name of said super is: Golden Gun – Summon a flaming pistol that will disintegrate any and all enemies that are unlucky enough to be shot by it with Solar Light. ===Grenade=== The Gunslinger subclass has some grenades that appear to focus almost primarily on damage, but in a slightly more tactical way: Incendiary Grenade – This grenade will set alight any enemy that gets caught in its blast radius. Swarm Grenade – This grenade will detonate on impact, but will release multiple small-drones that seek out nearby enemies to kill. Tripmine Grenade – An explosive grenade that will stick to any surface, but will detonate the moment an enemy walks through its laser trigger. ===Jumps=== Just like the subclass before it, the Gunslinger keeps the exact same jumping abilities that you can switch between at your leisure: High Jump – While you are in the air, jump again to reach even greater heights. Strafe Jump – While you are in the air, jump again to gain strong directional control. Triple Jump – While you are in the air, you can jump again for a second or a third boost, acting in a similar way to the initial jump. ===Dodge=== Once again, each subclass shares the same dodge abilities; so no change there then: Marksman’s Dodge – Dodge to perform an evasive manoeuvre with a steady hand. After each dodge, your weapon will be automatically reloaded. Gambler’s Dodge – Dodge to perform a deft tumble, allowing you to avoid enemy attacks. Using this ability near an enemy will fully recharge your melee ability. ===Way of the Outlaw=== To finish things off, we’ve got a set of talents that the Gunslinger has and a number of passives you won’t want to miss out on in the set known as the Way of the Outlaw: Explosive Knife – Throw a knife from a distance that will explode shortly after you hit an enemy with your melee ability. Six-Shooter – Golden Gun can be fired rapidly up to 6 times, but has a shorter overall duration. Deadshot – Significantly improves your ability to hit with the Golden Gun super. Chains of Woe – Precision kills increase the reload speed for you and your allies that are nearby. ===Way of the Sharpshooter=== The very last set of talents for the Gunslinger subclass goes by the name of the Way of the Sharpshooter: Knife-Juggler – Throw a knife from a distance. Precision knife kills with this melee ability will immediately recharge it. Practice Makes Perfect – Enter a trance with each precision hit, reducing the overall cooldown of your super. Crowd-Pleaser – Enables precision damage with the Golden Gun and precision hits with the Golden Gun generate Orbs of Light. Line ‘em Up – Precision hits with the Golden Gun increase its damage and extend its overall duration.