Titan Striker (I prefer this over Defender)
Grenades - Flashbang, Pulse or Lightning
Flashbang does exactly what it says on the tin, it blinds enemy view - whiting out an enemy player's screen so they can't see while also damaging them a little bit.
Pulse - A grenade that periodically dispels about three bursts of lightning on the area in a radius where it is thrown at and it damages enemies heavily.
Lightning - A grenade that sticks to any surface and emits bolts of lightning at regular intervals towards anyone who steps near it for a certain amount of time.
Personal Opinion - I prefer the pulse grenade over Flashbang because of its superior damage and over the Lightning grenade because it can does not require a surface to stick to so it can thrown straight at an enemy.
Movement Abilites
- Lift is the basic form of Jump for Titans
Increased Height - provides a better maximum height on each jump
Increased Control - provides better directional movement while jumping
Catapult - Initial burst of momentum when jumping
Personal Opinion - Increased Height is the best bet because it allows you to jump over obstacles that normally can't be scaled and even hit the height limit on some maps which is very advantageous for Snipers who find high spots to pick off targets (Yes I prefer Sniper Rifles as my second weapon).
Super Ability
- Fist of Havoc - A devastating ground smash that dissolves everything caught in its wake. Basic Super ability for Striker class
Aftermath - leaves a damage dealing radius in its wake that bursts 3 times
Death from Above - After jumping Fist of Havoc can be aimed at enemies below
Shockwave - sends a wave in the direction the titan is facing
Personal Opinion - Aftermath is the ability I prefer as a lot of postmortem kills can be achieved through its three bursts.
Melee
- Storm Fist - A punch that deals bonus damage. Basic melee attack for Striker class
Overload - chance to immediately reset cooldown of Storm Fist
Discharge - chance to cause an area of damage effect around target
Amplify - Storm Fist kills reduce cooldown of Fist of Havoc
Personal Opinion - Ampliy is the only ability here that is consistent all the other only have a chance to happen
Class Modifiers
Titan Codex I - Boosts Armour, Recovery and Agility
Titan Codex II - Boosts Agility and Armour significantly
Titan Codex III - Boosts Recovery and Agility significantly
Personal Opinion - Titan Codex I is the one I use but if I had a choice here i'd take one that doesn't add Agility because Titans are slow anyway.
Ability Modifiers
Headstrong - when running Fist of Havoc has greater leap distance
Aftershocks - Extends duration of pulse and lightning grenades as well as Fist of Havoc aftermath
Transfusion - Melee kills provide health regeneration
Personal Opinion - Aftershocks is definitely the most handy as 4 bursts instead of 3 can overwhelm a lot of enemies because of the power of Fist of Havoc and Pulse/ Lighning grenades
Attribute Modifiers
Titan Codex IV - Training focused on all attributes
Titan Codex V - Train solely on Maximum Recovery
Titan Codex VI - Train solely on Top Agility
Personal Opinion - Titan Codex V is my main go to modifier here because recovering health as quick as possible can be a life saver.
Ability Modifiers II
Unstoppable - Harder to kill while using Fist of Havoc
Shoulder Charge - After running for a short time, unleash this devastating melee tackle
Juggernaut - Gain a protective shield after running for a short time
Personal Opinion - I always use Shoulder Charge especially since I have MK. 44 Stand Asides which boost the duration of when you can shoulder charge.
Hunter Gunslinger (I prefer this over Bladedancer)
Grenades - Incendiary, Swarm or Tripmin
Incendiary - Explodes and sets close enemies on fire which causes extra damage over time.
Swarm - Detonates on impact and sends a swarm of drones after enemies that are too close to them
Tripmine - Sticks to any surface and explodes when someone trips the laser on it
Personal Opinion - For me the Swarm grenade was definitely my favourite because if enemies were far too close to me and I knew I was about to die I would just throw a Swarm grenade and it would take them out too because all the drones would focus on them.
Movement Abilites
- Double Jump is the basic form of Jump for Hunters
Better Control - Provides a better directional control on each jump
Triple Jump - Provides a third jump while jumping
Higher Jump - Better height provided for double jumping
Personal Opinion - The triple jump was the best one for me all around because it made it way easier to jump between platforms even while falling and allowed me to avoid falling damage a lot.
Super Ability
- Golden Gun - A solar light gun that disintegrates anyone caught in the bullets path. 3 shots only
Deadeye - Better accuracy for Golden Gun
Combustion - Enemies explode after being shot
Gunfighter - reduces cooldown of Golden Gun
Personal Opinion - Gunfighter was the best for me because I wanted to use the ability as much as possible.
Melee
- Throwing Knife - Throws a knife from distance but also knifes enemies at close range
Circle of Life - Killing an enemy with a throwing knife while Golden Gun is active extends its duration and adds +1 armour.
Incendiary Blade - Throwing knife catches enemies on fire dealing additional damage over time
Knife Juggler - Precision throwing knife kills reset its cooldown
Personal Opinion - Incendiary Blade was the ability of choice for me here because my throwing knife skills are not great but the times it did catch some one this ability would ensure their demise.
Class Modifiers
Path Forgotten - Boosts Armour and Agility +2 to both
Path Forbidden - Boosts Agility and Recovery +2 to both
Path Unknown - Boosts Recovery and Armour +2 to both
Personal Opinion - Path forbidden was the best way to go for a Hunter who lack armour skills.
Ability Modifiers
Scavenger - Picking up ammo reduces the cooldown of grenades and throwing knife
Keyhole - Golden Gun overpenetrates and can damage multiple targets
Gunslinger's trance - Precision kills increase weapon stability. Stacks up to 3 times
Personal Opinion - I found scavenger to be the best ability for this class because grenades are very useful for PvP and PvE.
Attribute Modifiers
Way of the Drifter - Training focused on all attributes. +1 Recovery, +2 Armour and +2 Agility
Way of the Fearless - Training focused on armour above all else. +5 Armour.
Way of the Nomad - Training focused on Battle Recovery. +4 Recovery, +1 Agility.
Personal Opinion - I prefer the Way of the Drifter because it gives more agility to Hunter's which specialize in agility.
Ability Modifiers II
Chain of Woe - Similar to Gunslinger's Trance except it stacks reload speed.
Over the Horizon - Increases range of Golden Gun and +1 recovery
Gambler's dagger - Gain an additional throwing dagger
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