The guys from the Planet Destiny podcast played bunches of The Taken King and explained it all in an hour and a half. Here was the info on the new subclasses they experienced. It seems that my prediction was more or less correct and each class gained a subclass that was previously missing. Not just in element type, but also in its specific role. Mind you that not all trees were completely unlocked at E3, so the intricacies of each class remain a bit vague. Additionally, this E3 demo is apparently already dated, as changes to these classes are already made.
Sunbreaker
Incendiary siege engines of war, Sunbreaker Titans hammer and shatter their enemy’s ranks from afar, raining cleansing fire down upon fortified defensive positions.
Super - Hammer of Sol
Summon a flaming hammer and wreak destruction down upon your enemies.
Grenade - Thermite Grenade
Grenade explosion sends a line of fire toward your target.
Melee - Sunstrike
Ignite your enemies with a heavy solar strike.
Skill - Fire Keeper
Hammer of Sol lasts longer and you gain an overshield while standing near a Sunspot.
The subclass the Titan lacked up to this point. A duration-based Super with ranged attacks. When activated, Hammer of Sol ignites the Titan in flames and summons a flaming hammer that can be thrown at enemies. The hammer will return to the Titan, ready to be thrown again. It sounds like only one hammer can be thrown at a time. It appears to be slower than a Bladedancer, due to the lack of being able to use attacks for movement speed, but it is similar in style but has range.
The grenade is apparently a mini-Razor's Edge. Unsure what the damage on it is. The basic melee obviously does damage over time as it ignites enemies. Didn't hear about any of the upgrades on it.
Nobody got to play around with Fire Keeper yet as Sunspots were not encountered yet. These are apparently specific points in the world where the Sunbreaker's power will increase when near. As we all know how annoying the free Sunsinger shield is, this is bound to be powerful though.
What isn't listed here is one of the other skills. There is one where the Titan does AOE damage in a small area around him while Hammer of Sol is active. Didn't sound like it was a lot of damage though. Also increased the duration of the Super if I remember correctly.
It seemed like one of the more powerful subclasses in PvP. Will probably not replace the Defender in high level PvE events, but is preferable to Strikers at least. Personally made me wonder about Striker's viability in the future. Death From Above is still fantastic, as is Shoulder Charge, but other than that it sounds like Sunbreaker is widely preferred, and Strikers seemed near pointless in PvE, except the rare combo of Airborne and Brawler comes into play. Then it's aerial shoulder charge with Peregrine Greaves all day.
Nightstalker
All Hunters master the frontier, but none claim territory quite like a Nightstalker. Shadowshot binding may seem more merciful than gun or blade… until the feeding frenzy begins.
Super - Shadowshot
Tether a large group of foes to a Void Anchor, slowing and suppressing them for your Fireteam.
Grenade - Voidwall Grenade
Grenade explosion creates a horizontal wall of burning Void Light.
Melee - Smoke
Throw Smoke to slow and disorient those within its cloud.
Skill - Shadestep
Gain an evade to avoid damage.
The missing class Hunter's really needed: support. It can be argued Bladedancer's were supportive as they realistically could go invisible whenever they wanted to move around to secure objectives or revive team members. Very useful of course, but the lack of orb generation and helping control mobs made it not very supportive either way. Nightstalker's fill that void (pun, yeah). Shadowshot does massive damage if it connects directly. Otherwise, it creates an orb of void light that tethers to any enemy that comes near it. Once tethered, enemies are slowed and suppressed, similar to the Defender's Suppression Grenade. In case you do not know what this means, it means all your abilities cannot be used. All of them. That includes your heavy melee, grenade, Super, even the double jump. It sounded very powerful in PvE encounters as Hunter's really needed. Additionally, yes, if someone is using their Super in the Crucible like a Bladedancer, it will cancel them out of it if it tethers. It also sounded like it pops quickly.
The grenade is mostly tactical, to block off pathways. You can kill with it, but similar to the Vortex Grenade, enemies aren't stupid enough to stay in the damage radius. The melee is replaced with a second grenade type that does no damage, but disorients targets similar to the Flashbang Grenade. Useful for controlling crowds.
Nobody got around to playing with Shadestep. Unsure how it procs. Doubtful it is the jump though.
Stormcaller
Stormcallers directly manipulate Arc energy, focusing body and mind to channel and chain the lightning. Their enemies are given fair warning— flee from battle, or face the storm.
Super - Stormtrance
Chain Arc Lightning from your hands.
Grenade - Storm Grenade
This grenade calls down a localized lightning storm.
Melee - Thunderstrike
Deliver an electrocuting melee strike at extended range.
Skill - Perpetual Charge
Getting a grenade kill recharges your melee. Getting a melee kill recharges your grenade.
Warlocks were the only ones that arguably didn't have a class type missing. Obviously arc was missing, but you can make an argument that Sunsinger's are as much supportive as they are duration-based offensive in nature. Yet, here we go, a duration-based offensive Super. It is different in that it actually has a Super to use, unlike the Sunsinger's who only had massive ability cooldown decrease. Stormtrance is similar to both Bladedancer and Sunbreaker. You pop it, walk around and decimate enemies Emperor Palpatine-style. It seems this feels even slower than the Sunbreaker and it sounded like Stormtrance is not as amazing early on. The later abilities in the tree make it seem very good, such as having the lightning chain to other enemies and such, but these were not unlocked at E3 and the Super apparently felt a bit dull compared to the others as a result, though it can be expected to be extremely powerful when all trees are filled out.
The grenade is similar to Arc Bolt and Fire Bolt, except it does not seek targets. Instead, it randomly does damage in a small area. Thunderstrike sounds like an absolute nightmare, since Warlocks already have the longest range on their melees.
Again, nobody played with Perpetual Charge turned on, but it sounds insane. The wording is a bit vague, but if it recharges your abilities completely, that's incredibly powerful. You're basically unstoppable if you use them right. Which makes me think it probably works more like Energy Drain, in that it recharges them faster for a short time, but not instantly, completely.
All in all, consensus was that most people were looking forward to using the Nightstalker in PvE and the Sunbreaker in PvP. Personally, I'm looking forward to all three. Yet, as Titan's are my favorite class, I'm going with the Thor on Fire as my most anticipated one.
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