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Destiny Titan Class Guide – Striker and Defender Tips
The Titan class in Destiny is the most direct, dealing damage with brute force, utilizing heavy armor and mastery of Light for defense. They tend to act as the frontal force and are either all-out Assaulters or rock solid defenders.
Destiny Titan Class
The two specializations for the Titan class are Striker and Defender, both with emphasis on heavy damage and tanking abilities, but allowing two distinct styles of play (highly offensive or defensive). You’ll start off with the Striker specialization as a Titan, and will unlock Defender at level 15.
The Striker specialization for Titans focus on the powerful Arc Energy, which grants bonus to melee strikes. Strikers excel at close-quarters combat and are best utilized in high density, smaller maps, or during direct and tight PvE missions.
The two areas you want to maximize here are Strength and Intellect, which will allow you to deal crushing damage to enemies up close with your Fist of Havoc and Storm Fist abilities.
However, this does not mean that Strikers are one-trick ponies – if close-quarters isn’t a possibility, ensuring you have plenty of investment in Discipline allows you to take use of the plethora of different grenades to disrupt your foes and challenge them head-on.
The three types of grenades the Striker specialization has available are: Flashbang, Pulse Grenade, and Lightning Grenade.
The Flashbang grenade needs little introduction in the world of first-person shooters. Flashbangs will disrupt, blind, and confuse enemies that are affected by them, leaving them vulnerable to a full-on charge by you.
In addition, Flashbangs in Destiny also have a small blast radius that will damage enemies. The use of flashbangs is extremely effective in both PvP and PvE, and can be a lethal method of infiltration.
However, Majors and Ultras tend to shake off the blinding effect more quickly, and there is also a slight risk of blinding yourself when using these grenades. These grenades do 140 damage within a 7 meter radius.
Pulse Grenades deal damage in a wide spherical region in short, multiple pulses.
Between the pulses, a player within the radius of the grenade is unaffected. These grenades are particularly useful for blocking off narrow passages, though their usage in open environments is not too productive.
Each grenade generates 4 pulses that deal mild damage that does not have any fall off (the reduction of damage as you go further away from blast epicenter).
Using these grenades in tight corridors and small maps is the best way to go. Each pulse deals 50 damage within a 5 meter radius.
A form of sticky grenades, the Lightning Grenade sticks to surfaces thrown at and emits charges of powerful arc bolts that deal high amounts of damage to nearby targets.
The lightning grenade deals the most damage out of the three, but is also the hardest to throw accurately because of its sticky nature. Like the Pulse grenade, the Lightning grenade has no damage fall off in its massive 12 meter radius, and will pulse 4 times.
Moreover, the Lightning grenade tends to be a better choice for tighter maps and closed spaces, and is not recommended for open areas because of its sticky aspect. Each pulse deals 100 damage in a 12 meter radius.
The three core abilities for the Striker Titan are Lift, Fist of Havoc, and Storm Fist, with the other abilities complementing these three core skills.
The lift ability is activated by jumping and then pressing jump again. Basically, it is a double-jump with a bit of ‘suspended time’ added at the end of the jump.
You could say that it is similar to the Warlock’s Glide ability, but Lift differentiates itself for being an impulsive boost rather than a smooth glide, allowing you to reach higher ground easily.
It is definitely one of the more fundamental abilities that players will use.
Increased Height is basically a modification to Lift, upgrading it to reach even more height than you normally would with the ability.
Increased Control will give you better horizontal control after performing Lift.
Catapult changes Lift into a more conventional double-jump and allows you to actually use it as a strafe. This can be very useful in both PvP and PvE if you tend to jump quite a bit to avoid enemy fire.
Fist of Havoc
Fist of Havoc is a massive ground smash ability that unleashes a large amount of Arc energy around you.
You can control your initial leap with your stick – if you are pushing forward, your character will leap forward and perform the powerful move, and if you are standing still he/she will simply execute it at that point.
First of Havoc has a large 4 minute cooldown, but it has a quick animation and can be executed fast, which makes it an extremely deadly ability. You’ll almost instantly kill enemies with this ability.
However, while performing the leap or charge in the animation, you are extremely vulnerable and need to keep in consideration the positioning of the enemies. It is actually highly possible for you to die midway if you direct FoH in the line of fire.
It’s best to practice this powerful ability to get used to the leap when you are moving about (which you will be doing most of the time). Once you do, you’ll be able to land FoH with accuracy and create devastation.
Aftermath is a modification to the Fist of Havoc, and leaves a field for a short duration that deals damage to anyone inside it. The field has 4 pulses, each of 140 damage.
Death from Above
Death From Above will allow you execute FoH from above enemies while in midair, landing on them and dealing lots of damage. If you are holding back on the stick or neutral on it, you will automatically jump down with DfA active, and will execute FoH.
Shockwave is a modification to FoH that unleashes a devastating wave of energy along the ground. This shockwave is fatal to any kind of target in PvP, and deals huge damage to targets in PvE.
Shockwave is probably the best modifier ability for FoH as it can allow you to instantly kill foes from a good distance in both PvP and PvE.
Storm Fist is quite similar to your conventional melee attack, except that it is Arc-charged and hits much harder than a conventional swing. The normal damage of Storm Fist is 110.
This ability is tied with Storm Fist, and gives you a chance of executing a series of Storm Fist attacks in quick succession.
With this ability, there is a chance that with a successful Storm Fist attack its count-down will be reset. It’s not entirely reliable, but it can be extremely useful and very surprising for foes if it triggers.
With Discharge available, Storm Fist will have a chance to deal an extra bit of AoE damage with every melee swing. This is quite useful when you are fighting clusters of closely knitted enemies in PvE, though much like Overload it is not entirely reliable.
Amplify is one ability you will probably use a lot with Storm Fist because of its ties with Fist of Havoc. Whenever you kill any enemy with Storm Fist, the cooldown on FoH will be reduced thanks to the Amplify ability.
Note that this is only when enemies are killed, so you should be targeting foes that have already been weakened.
Ability Mods come in two tiers and add different modifications to your core abilities.
This modifier will allow you to perform a larger forward leap when you execute Fist of Havoc, allowing you to take out enemies from a larger distance.
Aftershocks will increase the durations or pulses of Pulse Grenade, Lightning Grenade, and the Aftermath ability. This modifier will add one extra pulse to all of them.
Transfusion will return health whenever you kill an enemy with Storm Fist. This can be combined quite well with the Amplify ability.
With this modifier, you will have extra Armor while performing FoH and will extend the duration of the damage reduction while performing the ability.
After sprinting for at least 2 seconds, you can activate your melee to unleash a powerful shoulder attack. This attack can be lethal in PvP, and deals a lot of damage to foes in PvE.
After sprinting for 2 seconds, you will acquire a 95 health shield from this modifier ability. Note that this is not a full body shield, but only a shield that appears in front of you; you are still exposed from the flanks while Juggernaut is active.