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Destiny Hunter Class Guide – Gunslinger and Bladedancer Tips
The Hunter class differentiates itself from the robustness of the Titans and the near archaic powers of the Warlock through its defined assassin-like nature. While Titans are all out assaulters or hardcore tank defenders, Hunters are assassins regardless of which specialization they choose.
Destiny Hunter Class
Hunter can become direct, frontal infiltrators through the Gunslinger specialization, or stealth-based ninja styled melee experts through the Bladedancer specialization.
Either way, the Hunter is a class that requires a specific set of skills to play, and not entirely for those who like to spray bullets with their guns. If you’re one of those who enjoys a high-risk, high-reward play style, then the Hunter class is meant for you.
Hunters will begin with the Gunslinger specialization, and will unlock the Bladedancer at level 15.
The Gunslinger is the first of the two specializations for the Hunter class. Gunslingers use the Light literally as a weapon, having the ability to summon a Golden Gun of raw solar energy that can destroy foes.
The Gunslinger excels at speedy combat and depends largely on accuracy, so those with a steady hand would flourish with this specialization.
Another area where the Gunslinger is unique is their specialized proximity explosive: the Tripmine grenade, which allows for some tactically flexibility and astuteness. The two most important stats for a Gunslinger are Intellect and Discipline, allowing you to take use of your Golden Gun and the clever explosives.
The three types of grenades available to a Gunslinger are Incendiary grenades, Swarm grenade, and the Tripmine grenade.
The Incendiary grenade is a well-known explosive in most shooter games. It will basically cause an initial explosion, followed by a DoT for whoever is caught in the fiery remains of the explosion, which last for a few seconds.
The initial blast as a fall-off (reduction of impact/damage further away from the blast epicenter), but the DoT remains constant across the entire radial area.
It’s an ideal grenade for some good area of effect damage, and can be highly intimidating for foes in PvP, allowing you to shut off access to certain regions for a short duration which could give you tactical advantage.
The initial blast will cause 115 damage, followed by 5 ticks of 5 damage over 2.5 seconds for whoever is engulfed in the flames. The radius of the blast is 7 meters.
The Swarm grenade is a tactical trap and shouldn’t actually be called a grenade. Once thrown, it will break apart into tiny ‘swarms’ that will seek out enemies in the near vicinity, bashing them twice before exploding in their faces.
If you throw this grenade out into a location without any enemies, it will break and the swarms will simply stay there waiting for a prey. This makes the unique Swarm grenade a vital weapon when setting up traps and defending certain areas. The swarms are not highly damaging individually, but if they collectively go to one specific enemy they can be absolutely lethal.
The Tripmine Grenade is a grenade that attaches to walls and emits a laser trigger. When enemies pass through it, it detonates, dealing large amounts of damage. This is the only proximity grenade in the game, and the Gunslinger holds the privilege of using it.
The damage does have fall off, so using it in tight corridors or just near doorways is an ideal way of ensuring maximum impact.
In addition to being a proximity grenade that is primarily meant to be stuck on walls and floors, you can also use it as a sticky grenade if your aim is good. If the grenade sticks on to a target it will explode instantly.
The damage done through this method can be fatal in PvP. The Tripmine has 160 damage if stuck on walls and 225 if stuck on a player, in a cone of 12 meter length.
The three primary abilities of the Gunslinger are Double Jump, Golden Gun, and Throwing Knife. The other abilities tend to modify or enhance these three core skills.
The Hunter’s Double Jump differentiates itself from the Titan’s Lift by being a simple jump on top of another jump instead of any kind of boost that would hold you slightly in the air. This makes it much quicker that a Titan’s Lift, yet still allowing you to reach higher ground and also use it as a means of dodging in combat.
Double Jump normally is a bit hard to control but gives you better height. Better Control tends to give your jumps more stability, allowing you to gain control in the air while performing it. Though this can prevent you from reaching certain heights, it certainly allows you to use Double Jump more efficiently for dodging and mobility.
Higher Jump does the exact opposite of Better Control. This will greatly increase the height of your jump but restrict the amount of control while in air.
Triple Jump allows you to do three jumps at a time. This means that after performing a double jump, you can add another jump on top of it before you fall to the ground. This will allow you to be extremely unpredictable in PvP, especially if you mix single, double, and triple jumps together to confuse opponents.
Golden Gun creates a magnum revolver made of pure energy that can disintegrate enemies. The ability itself has a recharge of 4 minutes and 30 seconds. This is the signature skill of the Gunslinger specialization, also being the most important and central part of its game.
You can typically get three shots out of your Golden Gun, and though it may not sound like much, in PvP all three are lethal. This means that those folks with great aiming could take out three targets within no time by using the Golden Gun ability, provided they land all three hits accurately.
The Golden Gun works best though as an infiltration skill instead of a defensive one. It is not recommended to be used to get out of danger, as you’ll probably get killed through the animation. Instead, allow yourself some preparation time and only use it just before engaging targets to ensure you can land the hits with your flaming magnum.
Another thing that you should keep in mind is that the Golden Gun does not have infinite range, and has a significant damage fall off like most handguns. Thus, it is best used in close quarters combat instead of being used to snipe players.
Deadeye will significantly improve the accuracy of your Golden Gun, allowing you to take rapid shots from the hips without compromising your aim. This is a recommended ability for PvP.
Enemies that are killed by the Golden Gun will explode, dealing large explosive damage in an AoE to nearby foes. This is particularly useful in PvE, though its use in PvP is rather limited.
Gunfighter will lower the cooldown of the Golden Gun ability to 4 minutes. If you invest in your Intellect and use this ability as well, you will actually get even further reduced cool-down time.
The Gunslinger is different to other classes in its melee, because instead of punching or swinging at opponents, it will throw a knife thanks to the Throwing Knife ability.
Throwing Knife is a bit hard to hit with, but once you manage to get hold of the art of throwing knives, you’ll admire the added bit of range and reach that it gives. It can be particularly useful against static PvP opponents, especially if you follow up with it after a barrage of gunfire.
Circle of Life
With this ability, if you kill an enemy with Throwing Knife while Golden Gun is active, the time of Golden Gun will be extended.
In theory this sounds appealing, but landing Throwing Knife is very hard, and those who have only just started the game will find it difficult to utilize the potential of the ability. The veterans however could really make life a living hell for PvP opponents by using this skill.
This ability will light up your knife on fire, allowing you to deal 25 additional damage over time, with 5 ticks of 5 damage in the span of 2.5 seconds.
This is by no means an easy skill to utilize, as it resets the cool-down on your Throwing Knife ability if you can manage to land a precision kill. It’s very difficult to do so in PvP, but if you can manage, you’ll be able to throw knives in quick succession.
Ability modifiers will amplify certain skills or techniques used by the Gunslinger, and are available in two tiers.
This ability will reduce the cool-down of your grenades and Throwing Knife every time you pick up ammo. This is significantly more useful in PvE than PvP because of the availability of ammo boxes.
This modifier will give your Golden Gun the ability to penetrate and kill multiple enemies in a line with a single shot. This is very useful in PvE, but in PvP you will hardly witness clustered enemies.
If you are skilled at scoring Precision kills in PvE or PvP, this is the right modifier for you, as it will add +20 stability every time you score one, and this can be stacked up to 3 times. The stack lasts for about 15 seconds.
Chain of Woe
This modifier is quite like Gunslinger’s Trance, except that instead of +20 Stability, it will grant you +20 Reload. Like GT, it can also be stacked up to 3 times and has a 15 seconds duration.
Over the Horizon
This modifier will remove the damage fall-off from Golden Gun, allowing you to snipe targets from long range with your solar magnum revolver. OtH will add a lot to your GG skill, particularly in PvP.
This modifier will allow you to throw 2 knives in quick succession while using Throwing Knife before the cool-down starts.