Talk:Titan

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Old page (prior to 8/14/17)

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==Introduction==
With the sequel to the original Destiny hot on its way, there’s a lot to learn and digest when it comes to the game as a whole and the 3 main classes you’ll be picking from on the very get-go. One of the classes this article shall be focusing on is the Titan class and what it has to bring to the table this time around for players.

Before making a start, what is the Titan class? The Titan class is the closest thing Destiny has to a fully-fledged tank, except it’s a tank that can dish out as much damage as they can sustain. While they may not be able to deal the most damage out of any class, the newly reworked Titan is a serious force to be reckoned with in PvP or PvE in Destiny 2, there’s no doubt about that.

This time around, the Titan is equipped with 2 subclasses: the Striker and the Sentinel, and within this article, you’ll be learning about the pair of them.

==Striker==
The Striker is the subclass that returns from the original game, with a number of new reworks here and there so it’s something new and exciting for everyone, without being completely changed to something else. 

===Super===
Even with this, there’s still an ability that Destiny fans know and love at this stage:

The Fists of Havoc - By activating the ability, the Titan’s fists will supercharge to the force of a maelstrom, unleashing its devastating power to any that are unlucky enough to be in the path of the Titan that’s just slammed their fists into the ground.

===Grenades===
Next up in the Striker’s arsenal is the 3 separate grenade types that they have access to; some are a little more devastating than others, but they all have their own individual uses for certain situations and here they are listed below:

Flashbang Grenade – The Flashbang grenade will blind and temporarily disorientate any enemy that it manages to damage, once it is thrown.

Pulse Grenade – Does exactly what it says on the tin, periodically “pulsates” once it hits the ground, dealing damage to any enemy that stands within its radius.

Lightning Grenade – Acting like a small lightning rod, the Lightning grenade will stick to any surface and proceeds to shoot out bolts of lightning, dealing serious damage to anyone who is unlucky enough to get caught within its blasts of electricity.

===Jumps===
With the Titan’s returning jump abilities, the player’s will have access to a selection of 3 different Lifts to access and use as they please, each slightly different than the last; so here is a list of all of them:

High Lift – Jump whilst you are airborne to activate Lift and launch yourself into the air at much greater heights.

Strafe Lift – Jump whilst you are airborne to activate Lift and launch yourself into the air, except with greater directional control until landing.

Catapult Lift – Jump whilst you are airborne to activate Lift and launch yourself into the air with a strong initial burst of momentum; increasing movement distance and speed.

To increase the Titan’s survivability, the Barricade ability has been brought into fruition, with a couple of stronger tweaks to make it viable and here they both are:

Towering Barricade – Create a large barricade that can be used to reinforce a position with cover from enemy fire.

Rally Barricade – Create a small barrier that allows you to peek over it when you aim down your sight, and will instantly reload your weapon once you take cover again.

Lastly, we’ve got a few talents to show off for the Titan and if you read below, you’ll get a quick glance at them all, starting with the Code of the Earthshaker:

Seismic Strike – While sprinting, activate your melee ability to slam your Titan’s shoulder into a target, releasing an Arc explosion upon impact.

Terminal Velocity – Fists of Havoc’s ground slam leaves a damage-dealing field in its wake and deals more damage the longer it is in the air.

Magnitude – Gain an additional grenade charge; while increasing the duration of grenade effects.

Aftershocks – Damaging enemies with Seismic Strike recharges your grenade.

The last set of talents comes alongside with the Code of the Juggernaut:

Frontal Assault – Strike an enemy with this melee ability to reload your weapon, as well as increase its stability.

Reversal – Melee kills immediately trigger health regeneration.

Knockout – Critically wounding an enemy or breaking their shields increases your melee range and damage. 

Trample – Killing Fists of Havoc extends its duration.

==Sentinel==
Moving on to the Sentinel, we’ve got the more defensive of the two subclasses, with this one seriously focusing on keeping both you and your team alive, 

===Super===
starting with the super:

Sentinel Shield – Activate your super to summon a shield of Void Light. While this shield is active, you can block incoming shots, melee enemy targets, and even throw your shield - Captain America style - to watch them disintegrate into a pile of Void dust.

===Grenades===
In the form of grenades, the Sentinel has some that are focused on damage and others that are focused more on utility, but that doesn’t stop all 3 from being useful:

Magnetic Grenade – The grenade attaches to an enemy and explodes twice, dealing double the damage.  

Voidwall Grenade – The grenade creates a horizontal wall of burning Void Light that will damage any enemy that touches it.

Suppressor Grenade – This grenade prevents enemies from using abilities for a short time if they were damaged by the grenade.

===Jumps===
Completely similar to the Striker class, the Lifts have no differences between one another, so you won’t need to sacrifice one class over the other because of your favourite style of Life:

High Lift – Jump whilst you are airborne to activate Lift and launch yourself into the air at much greater heights.

Strafe Lift – Jump whilst you are airborne to activate Lift and launch yourself into the air, except with greater directional control until landing.

Catapult Lift – Jump whilst you are airborne to activate Lift and launch yourself into the air with a strong initial burst of momentum; increasing movement distance and speed.


Once again, similar to how the Striker class works, the Barricade ability is no different between classes, so you don’t need to switch between subclasses if you prefer a certain style of Barricade, as they’re all the same:

Towering Barricade – Create a large barricade that can be used to reinforce a position with cover from enemy fire.

Rally Barricade – Create a small barrier that allows you to peek over it when you aim down your sight, and will instantly reload your weapon once you take cover again.

To finish things off for the Sentinel subclass, we have a list of talents, starting with the talents for the Code of the Protector:

Defensive Strike – Kill an enemy with your melee ability to create an overshield around both you and your nearby allies.

Ward of Dawn – When your super is fully charged, press and hold L1 + R1/LB + RB to create a shielding dome to protect you and your allies.

Turn the Tide – Your overshield from Defensive Strike will last longer and as a result will increase melee damage and reload speed.

Rallying Force – Melee kills restore health for you and your nearby allies.

Last but not least, these are the 4 separate talents for the Code of the Aggressor:

Shield Bash – After sprinting for a short amount of time, press the melee button to unleash a devastating shield bash that will both damage and disorientate an enemy.

Superior Arsenal – Grenade kills recharge your grenade energy.

In the Trenches – Kills while being surrounded by enemies will reduce the cooldown of your super ability.

Second Shield – Gain an additional Shield Throw charge while Sentinel Shield is active.