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* FragileSpeedster: {{Downplayed|Trope}}. None of the classes fit a perfect stat archetype, because stats are customized through armor to your preferred playstyle[[note]]So you can build a Hunter with complete Resilience and Recovery with very little Mobility.[[/note]]. That being said, the classes have different buffs that imply these, with the Hunter having a Dodge and certain perks that increase sprinting speed.

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* FragileSpeedster: {{Downplayed|Trope}}. None of the classes fit a perfect stat archetype, because stats are customized through armor to your preferred playstyle[[note]]So you can build a Hunter with complete Resilience and Recovery with very little Mobility.[[/note]]. That being said, the classes have different buffs that imply these, with the Hunter having a Dodge and certain perks that increase sprinting speed. They are known to be best at platforming challenges for having a [[DoubleJump Triple Jump]] option and they interact with gravity more consistently, compared to the hover jumping of the Titan and Warlock.



* RummageSaleReject: Hunters are intended to look like they are piecing together their outfit from whatever they can find, also leading to FashionableAsymmetry. This is in contrast to the Titans being completely armored and Warlocks wearing tailored robes.



* SquishyWizard: Inverted, if anything. Despite being the game's mage class, Warlocks have average defense and in fact generally have the highest recovery stat of any class, meaning that they will heal far faster than normal.

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* PowerFloats: Using their supers has a tendency to make them rise in the air, either literally flying with a flaming sword as the Dawnblade or hovering over the ground as the Stormcaller or Voidwalker.
* RobeAndWizardHat: They evoke a WizardClassic appearance with a long robe, and a number of exotic head pieces give them either massive ornamental crowns or an otherworldly look.
* SquishyWizard: Inverted, if anything. Despite being the game's mage class, Warlocks have average defense and in fact generally have the highest recovery stat of any class, meaning that they will heal far faster than normal. They also come intuitively with more overshield buffs, for themselves AND allies.


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* PoweredArmor: Technically all the Guardians have advanced armor, but the Titans are designed to look and be like a humanoid tank. This is in contrast to the flowing robes of Warlocks and the strapped together outfit of Hunters.


* CrutchCharacter: Used to be this way, with Hunters never bringing much utility to a group setting. Changed in Destiny 2 with a creative workaround; Hunters were always 'better' at PvP naturally compared to other classes, [[TakeAThirdOption so every one of their subclasses in Destiny are pretty much entirely PvE focused]] with only a few perks that are overly helpful in PvP compared to other classes.

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* CrutchCharacter: Used to be this way, with Hunters never bringing much utility to a group setting. Changed in Destiny 2 with a creative workaround; Hunters were always 'better' at PvP [[PlayerVersusPlayer PvP]] naturally compared to other classes, [[TakeAThirdOption so every one of their subclasses in Destiny are pretty much entirely PvE focused]] with only a few perks that are overly helpful in PvP [=PvP=] compared to other classes.



* GlassCannon: Gunslingers have gained quite the notoriety for this, especially in PvP. ''Golden Gun'' [[OneHitKill can kill other players with a single shot]] in almost any circumstance. But in return, they don't receive any defense bonus while it's in use, and are left especially vulnerable on activation. The Celestial Nighthawk exotic headgear turns this UpToEleven, as their defenses aren't improved even by a little, but your Golden Gun ability is changed to fire a single, supercharged shot that can tear bosses a new one if combined with Way Of The Sharpshooter, and any Guardian on the receiving end of such a blast is sent to the great hereafter, headshot or otherwise and regardless of any damage-reducing Supers they may use to try and save themselves.

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* GlassCannon: Gunslingers have gained quite the notoriety for this, especially in PvP.[[PlayerVersusPlayer PvP]]. ''Golden Gun'' [[OneHitKill can kill other players with a single shot]] in almost any circumstance. But in return, they don't receive any defense bonus while it's in use, and are left especially vulnerable on activation. The Celestial Nighthawk exotic headgear turns this UpToEleven, as their defenses aren't improved even by a little, but your Golden Gun ability is changed to fire a single, supercharged shot that can tear bosses a new one if combined with Way Of The Sharpshooter, and any Guardian on the receiving end of such a blast is sent to the great hereafter, headshot or otherwise and regardless of any damage-reducing Supers they may use to try and save themselves.



* MightyGlacier: Stormcallers using Chaos Reach ''can'' move, but are very, ''very'' slow and can't turn so easily, leaving them open to attacks from behind. However, they receive a spike in durability and their beam is powerful enough to turn anything in sight, from groups of enemies or [[PvP teams of Guardians]] to clouds of water vapour with [[CurbstompBattle terrifying swiftness and ferocity.]]

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* MightyGlacier: Stormcallers using Chaos Reach ''can'' move, but are very, ''very'' slow and can't turn so easily, leaving them open to attacks from behind. However, they receive a spike in durability and their beam is powerful enough to turn anything in sight, from groups of enemies or [[PvP [[PlayerVersusPlayer teams of Guardians]] to clouds of water vapour with [[CurbstompBattle terrifying swiftness and ferocity.]]



* SimpleYetAwesome: ''Flashbang'', the very first ability they unlock, has some of the greatest utility out of all grenades. Minions of Darkness affected by the flashbang also can't fight back in any form, making them easy pickings for you and your team. It's usefulness is a little more subdued in PvP, as the blinding effect's strength varies with how close its victims were to the blast, but hey, it also knocks out their HUD regardless, which can throw unskilled players into a loop.

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* SimpleYetAwesome: ''Flashbang'', the very first ability they unlock, has some of the greatest utility out of all grenades. Minions of Darkness affected by the flashbang also can't fight back in any form, making them easy pickings for you and your team. It's usefulness is a little more subdued in PvP, [=PvP=], as the blinding effect's strength varies with how close its victims were to the blast, but hey, it also knocks out their HUD regardless, which can throw unskilled players into a loop.



* AntiMagic: The ''Suppressor'' Grenade may be lacking in damage, but it has the ability to disable special abilities of its victims for a short time. While this varies for minions of Darkness (Captains can't teleport for example), this actually works best against other players in the [[PvP the Crucible]], as it disables ''all of their abilities''. Meaning: they can't double-jump, they can't grenade, they can't melee ability, they can't go Super, and [[YankTheDogsChain if they were in the middle of using their own Super it'll get canceled]]!

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* AntiMagic: The ''Suppressor'' Grenade may be lacking in damage, but it has the ability to disable special abilities of its victims for a short time. While this varies for minions of Darkness (Captains can't teleport for example), this actually works best against other players in the [[PvP [[PlayerVersusPlayer the Crucible]], as it disables ''all of their abilities''. Meaning: they can't double-jump, they can't grenade, they can't melee ability, they can't go Super, and [[YankTheDogsChain if they were in the middle of using their own Super it'll get canceled]]!



* AntiMagic: The ''Suppressor'' Grenade may be lacking in damage, but it has the ability to disable special abilities of its victims for a short time. While this varies for minions of Darkness (Captains can't teleport for example), this actually works best against other players in the [[PvP the Crucible]], as it disables ''all of their abilities''. Meaning: they can't double-jump, they can't grenade, they can't melee ability, they can't go Super, and [[YankTheDogsChain if they were in the middle of using their own Super it'll get canceled]]!

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* AntiMagic: The ''Suppressor'' Grenade may be lacking in damage, but it has the ability to disable special abilities of its victims for a short time. While this varies for minions of Darkness (Captains can't teleport for example), this actually works best against other players in the [[PvP [[PlayerVersusPlayer the Crucible]], as it disables ''all of their abilities''. Meaning: they can't double-jump, they can't grenade, they can't melee ability, they can't go Super, and [[YankTheDogsChain if they were in the middle of using their own Super it'll get canceled]]!



** Sunsingers in PvP were notorious for the [[GameBreaker "Superburn" build]], consisting of Firebolt grenades, ''Touch of Flame'', and ''Viking Funeral'', which previously extended the time victims were ignited. Firebolt grenades activated very quickly, dealt harsh damage despite not being lethal, and well-aimed, could set half the enemy team on fire. Combine that with the extended burn effect, and getting hit quickly became a death sentence: you either slowly burned away or get cheaply killed shortly after.

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** Sunsingers in PvP [[PlayerVersusPlayer PvP]] were notorious for the [[GameBreaker "Superburn" build]], consisting of Firebolt grenades, ''Touch of Flame'', and ''Viking Funeral'', which previously extended the time victims were ignited. Firebolt grenades activated very quickly, dealt harsh damage despite not being lethal, and well-aimed, could set half the enemy team on fire. Combine that with the extended burn effect, and getting hit quickly became a death sentence: you either slowly burned away or get cheaply killed shortly after.

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* ScrewThisImOuttaHere: [[spoiler:Part of the reason Cayde's position as the Hunter representative of the Vanguard has yet to be replaced post ''Forsaken'' is that almost all of the qualifying Hunters chose to quickly skip town when it became clear one of them would have to take up a leadership position.]]

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* PowerFloats: Nova Warp and Nova Bomb suspend the Warlock using them in mid-air for their duration.


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* LightningBruiser: Regardless of the obvious pun, while they do err on the “hard-hitting speedster” side due to not possessing recovery abilities to the degree that Voidwalkers possess, a well-built Stormcaller can unleash literal torrents of arc energy upon the battlefield and regenerate their abilities at a frightening pace. Their Supers also make them all the more stronger, as with Stormtrance they become harder to kill and can close in on their opponents with ''Ionic Blink'' along with giving entire groups of enemies a vicious case of HighVoltageDeath, while Chaos Reach allows them to blast their foes to bits before cutting the juice and escaping with only the smell of ozone to tell of their presence.


[[center:[-[[Characters/{{Destiny}} Main Character Index]] | [[Characters/DestinyTheGuardians Active Guardians]] | [[Characters/DestinyHistoricalGuardians Historical Guardians]] | '''Guardian Classes''' | [[Characters/DestinyTheTower The Tower]] | [[Characters/DestinyTheReef The Reef]] | [[Characters/DestinyTheFallen The Fallen]] | [[Characters/DestinyTheFallenHouseOfDevils House of Devils]] | [[Characters/DestinyTheFallenScorn The Scorn]] | [[Characters/DestinyTheHive The Hive]] | [[Characters/DestinyTheVex The Vex]] | [[Characters/DestinyTheCabal The Cabal]] | [[Characters/DestinyTheTaken The Taken]] | [[Characters/DestinyOthers Other Characters and Entities]]-]]]

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[[center:[-[[Characters/{{Destiny}} Main Character Index]] | [[Characters/DestinyTheGuardians Active Guardians]] | [[Characters/DestinyHistoricalGuardians Historical Guardians]] | '''Guardian Classes''' | [[Characters/DestinyTheTower The Tower]] | [[Characters/DestinyTheReef The Reef]] | [[Characters/DestinyTheFallen The Fallen]] | [[Characters/DestinyTheFallenHouseOfDevils House of Devils]] | [[Characters/DestinyTheFallenScorn The Scorn]] | [[Characters/DestinyTheHive [[Characters/DestinyTheCabal The Hive]] Cabal]] | [[Characters/DestinyTheVex The Vex]] | [[Characters/DestinyTheCabal [[Characters/DestinyTheHive The Cabal]] Hive]] | [[Characters/DestinyTheTaken The Taken]] | [[Characters/DestinyOthers Other Characters and Entities]]-]]]


With ''Forsaken'' the Dawnblade unlocks the ''Attunement of Grace'' tree, regaining some of the support abilities of the old Sungsinger class. Their ''Guiding Flame'' melee burns enemies that are struck, but can also be used on an ally to buff them. ''Divine Protection'' lets them charge their grenades into a Blessing that, when thrown at allies, heals them and spawns orbs that can be collected for an overshield. ''Benevolent Dawn'' grants the Warlock bonus ability energy whenever they buff or heal an ally. ''Well of Radiance'' now overrides ''Daybreak'', having the Warlock plant their sword in the ground to create a large, long-lasting Rift that greatly buffs any allies standing in it.

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With ''Forsaken'' the Dawnblade unlocks the ''Attunement of Grace'' tree, regaining some of the support abilities of the old Sungsinger class. Their ''Guiding Flame'' melee burns enemies that are struck, but can also be used on an ally to buff them.struck and buffs allies. ''Divine Protection'' lets them charge their grenades into a Blessing that, when thrown at allies, heals them and spawns orbs that can be collected for an overshield. ''Benevolent Dawn'' grants the Warlock bonus ability energy whenever they buff or heal an ally. ''Well of Radiance'' now overrides ''Daybreak'', having the Warlock plant their sword in the ground to create a large, long-lasting Rift that greatly buffs any allies standing in it.

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* CombatMedic: They’re the only Guardian class that can actively heal others on their own, deploying either a Healing Rift or a Well Of Radiance to bring their allies back from the brink of death and back into the fight.


* JerkWithAHeartOfGold: This applies more to the Hunter Guardians as a whole than individually, but while they’re more self-serving than the other Guardian Classes, this does not stop them from being valiant and loyal defenders of the Last City all the same.



* CastingAShadow: Any Guardian that can use Void Light has the potential for this, but a Nightstalker using the Way Of The Wraith ability uses this more overtly, as it explicitly says they “stalk the battlefield in a veil of shadows” when they activate their Spectral Blades ability and go to carve up their enemies.



* {{Synchronization}}: Shadowshot has the extra ability of linking the life of anybody tethered to each other, so if you catch a group of enemies and you kill one of them, anyone who is still snagged by the trap will also drop dead.

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* {{Synchronization}}: Shadowshot has the extra ability of linking the life of anybody tethered opponents to each other, so if you catch a group of enemies and you kill one of them, anyone who is still snagged by the trap will also drop dead.

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* LightningBruiser: While a Nightstalker Hunter with Shadowshot is more of a FragileSpeedster with the fact that the Dusk Bow’s use is so short that it’s unreliable for soaking up damage, Spectral Blades turns the Hunter into a semi-transparent nightmare that can take a vicious beating before keeling over and outmanoeuvre their foes with terrifying speed. To make things worse, anything or anyone that gets within striking distance ends up sliced to oblivion in a storm of void-enhanced death in short order.


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* {{Synchronization}}: Shadowshot has the extra ability of linking the life of anybody tethered to each other, so if you catch a group of enemies and you kill one of them, anyone who is still snagged by the trap will also drop dead.


* CombatPragmatist: Whereas Gunslingers and Arcstriders are focused on killing your enemies outright, Nightstalkers are all about playing dirty with the most utilities and crowd control to make killing them easy for you ''and'' your team.

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* CombatPragmatist: Whereas Gunslingers and Arcstriders are focused on killing your enemies outright, Nightstalkers are all about playing dirty with the most utilities and crowd control to make killing them easy for you ''and'' your team. ''The Way Of The Trapper'' and ''Way Of The Pathfinder'' skill trees excel at this with their Shadowshot Super, but even the Way Of The Wraith tree, which is more upfront as a whole than the other two trees, can be pretty pragmatic with combat. For it allows the Hunter to use smoke bombs to weaken enemies, see their enemies through walls with the use of ''Flawless Execution'', and to add insult to injury, [[SuperMode Spectral Blades]] turns them into a borderline LivingShadow that reduces their visibility, makes them tougher, ''and'' allows the same TrueSight perk as ''Flawless Execution''.

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* EnergyBow: Nightstalkers are known for using the Dusk Bow, a bow that is in itself comprised of void energy, to shoot void arrows at their targets to either kill them or deploy a Void Anchor which tethers your foe in place and causes any damage inflicted upon them to be a CriticalHit, ensuring your foes don’t live long after being restrained.


The Bladedancer subclass is only featured in the original Destiny, with the Arcstrider replacing it in Destiny 2.

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The Bladedancer subclass is only featured in the original Destiny, with the Arcstrider replacing it in Destiny 2. Vestiges of this subclass's stealth theme can be found in the Way of the Wraith for the Nightstalker, specifically the Spectral Blades super that wields elemental knives and can turn invisible.


* RememberTheNewGuy: According to the lore tab, Arcstriders have been around since the Dark Age.



The ''Attunement of Chaos'' tree enhances the Voidwalker's destructive spells. They gain the ''Entropy'' melee ability: landing this melee attack causes their grenade to have an accelerated cooldown for a few seconds. ''Accelerant'' allows Warlocks to sacrifice some Super energy to overcharge grenades with the press of a button. ''Bloom'' allows Void ability kills to make enemies explode. Finally, ''Cataclysm'' turns the ''Nova Bomb'' into a massive, slow-moving projectile that tracks enemies and explodes into multiple Axion Bolts. Additionally, the Bomb can be shot by the Warlock to detonate early.

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The ''Attunement of Chaos'' tree enhances the Voidwalker's destructive spells. They gain the ''Entropy'' melee ability: landing this melee attack causes their grenade to have an accelerated cooldown for a few seconds. ''Accelerant'' allows Warlocks to sacrifice some Super energy to overcharge grenades with the press of a button. ''Bloom'' allows Void ability kills to make enemies explode. Finally, ''Cataclysm'' turns the ''Nova Bomb'' into a massive, slow-moving projectile that tracks enemies and explodes into multiple Axion Bolts. Additionally, the Bomb can be shot by the Warlock to detonate early.



** The Voidwalker-exclusive ''Blink'' jump is a short-range teleport; it's much harder to control than either of the glide options and poor awareness during any sort of platforming activity can result you falling to your death.



* LightningBruiser: Voidwalkers built right can obliterate enemies and be gone the next moment with surprising efficiency. But on top of that, they can display some scary tenacity thanks to their regenaration enhancements, despite being the standard "mage" class for the game. Balanced roughly by their shorter range compared to the other subclasses. The ''Nova Warp'' Super takes this UpToEleven, allowing them to [[TeleportSpam flit all over the place]] to avoid injury and close ground quickly, and if they get close enough, [[YouAreAlreadyDead it’s already too late for you.]]

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* LightningBruiser: Voidwalkers built right can obliterate enemies and be gone the next moment with surprising efficiency. But on top of that, they can display some scary tenacity thanks to their regenaration regeneration enhancements, despite being the standard "mage" class for the game. Balanced roughly by their shorter range compared to the other subclasses. The ''Nova Warp'' Super takes this UpToEleven, allowing them to [[TeleportSpam flit all over the place]] to avoid injury and close ground quickly, and if they get close enough, [[YouAreAlreadyDead it’s already too late for you.]]


* DisasterScavengers: Though [[GameplayStorySegregation lore suggests]] that all Hunters were as their [[PlanetOfHats Hat]], Bladedancers are the clearest example of this philosophy in gameplay. Their super puts them in a trance like that of Stormcallers, but plays more similarly to that of Strikers. They Blink like Warlocks, their Flux grenade is similar to the Defender Titan’s magnetic grenade, they outright share the Arcbolt grenade wit Stormcallers, and their Scatter grenade is a straight linear progression of the Gunslingers’ Swarm grenade. And their biggest innovation, camouflage technology, is scavenged from Rasputin but modified to resemble Fallen Vandal camo tech. And unlike Nightstalkers (whose invisibility is Light–based) Bladedancer invisibility, like all Hunters' melee attacks, [[BadassNormal requires no light whatsoever]].

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* DisasterScavengers: Though [[GameplayStorySegregation lore suggests]] that all Hunters were wear this as their [[PlanetOfHats Hat]], hat]], Bladedancers are the clearest example of this philosophy in gameplay. Their super puts them in a trance like that of Stormcallers, but plays more similarly to that of Strikers. They Blink like Warlocks, their Flux grenade is similar to the Defender Titan’s magnetic grenade, they outright share the Arcbolt grenade wit Stormcallers, and their Scatter grenade is a straight linear progression of the Gunslingers’ Swarm grenade. And their biggest innovation, camouflage technology, is scavenged from Rasputin but modified to resemble Fallen Vandal camo tech. And unlike Nightstalkers (whose invisibility is Light–based) Light–based), Bladedancer invisibility, like all Hunters' melee attacks, [[BadassNormal requires no light whatsoever]].


The ''Way of the Warrior'' skill tree enhances the Arcstrider's melee abilities. This tree grants the ''Combination Blow'' melee skill, which immediately starts health regeneration the Hunter on a kill and empowers all their melees for a short time. ''Combat Flow'' allows kills with the melee ability to recharge the dodge skill, while ''Deadly Reach'' in turn increases the range of melee strikes. ''Lethal Current'' allows the Arc Staff to hit twice after dodging.

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The ''Way of the Warrior'' skill tree enhances the Arcstrider's melee abilities. This tree grants the ''Combination Blow'' melee skill, which immediately starts health regeneration the Hunter on a kill and empowers all their melees for a short time.time, stacking up to 3 times. ''Combat Flow'' allows kills with the melee ability to recharge the dodge skill, while ''Deadly Reach'' in turn increases the range of melee strikes. ''Lethal Current'' allows the Arc Staff to hit twice after dodging.



The ''Attunement of Ions'' path capitalizes on the Stormcaller's affinity for chain lightning attacks. The ''Chain Lightning'' Melee does, well, exactly that: shock an additional enemy within range of your target. ''Transcendence'' allows Stormcallers who activate Stormtrance while their grenade and melee energy are full to instantly restore full health and gain an extended duration. ''Arc Web'' increases their grenade potential, causing enemies damaged by grenades chain lightning to additional nearby victims. ''Ionic Blink'' allows the Stormcaller to teleport a short distance while using Stormtrance, so they can more easily close in on fleeing foes.

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The ''Attunement of Ions'' path capitalizes on the Stormcaller's affinity for chain lightning attacks. The ''Chain Lightning'' Melee does, well, exactly that: shock an additional enemy enemies within range of your target. ''Transcendence'' allows Stormcallers who activate Stormtrance while their grenade and melee energy are full to instantly restore full health and gain an extended duration. ''Arc Web'' increases their grenade potential, causing enemies damaged by grenades chain lightning to additional nearby victims. ''Ionic Blink'' allows the Stormcaller to teleport a short distance while using Stormtrance, so they can more easily close in on fleeing foes.



* EvolvingAttack: Stormtrance's chain lightning grows stronger the longer its channeled.



The ''Code of the Juggernaut'' tree instead focuses more on dueling power and sustained combat. Strikers receive the ''Frontal Assault'' melee skill, a powerful strike that immediately reloads your weapon and increases weapon stability. ''Reversal'' allows melee kills to kickstart health regeneration. And ''Knockout'' boosts melee range and damage upon breaking enemy shields or critically wounding them. Finally, ''Trample'' drops any pretense of dueling by extending ''Fists of Havoc'''s duration upon scoring kills.

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The ''Code of the Juggernaut'' tree instead focuses more on dueling power and sustained combat. Strikers receive the ''Frontal Assault'' melee skill, a powerful strike that immediately reloads your weapon and increases weapon damage and stability. ''Reversal'' allows melee kills to kickstart health regeneration. And ''Knockout'' boosts melee range and damage upon breaking enemy shields or critically wounding them. Finally, ''Trample'' drops any pretense of dueling by extending ''Fists of Havoc'''s duration upon scoring kills.

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