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Destiny 2: All The Titan Sentinel Skills Friv 0

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All The Titan Sentinel Skills


Do you love being the incredibly cool and useful person that protects their teammates from damage? Maybe you saw a Captain America movie recently, or just love the color purple. If any of that sounds like you, then you will 100% enjoy playing as a Titan Sentinel in Destiny 2.

The Void-based Sentinel subclass in Destiny 2 is an evolution of the Defender subclass found in the original game. A number of signature skills--including the very useful Ward of Dawn dome shield--are still present, but Sentinels have the flexibility to allow for highly aggressive playstyles.

The Sentinel is the first subclass you'll gain access to in Destiny 2's Titan campaign. To gain access to the additional subclasses, Striker and Sunbreaker, you'll need to perform an additional quest.

For more information on other Titan subclasses follow the links below:

For even more Destiny content, we have a full roundup of our review and all our guide content here.


Super Ability: Sentinel Shield


Guardians Assemble! Pressing L1 + R1 (LB + RB on Xbox One, F on PC) when your Super Meter is full creates a shield made of Void energy. While the shield is up, you have a few options:

R1 (RB on Xbox One, C on PC) - A melee shield attack. This will track lightly towards the nearest enemy and will be your primary method of dealing damage.

L1 (LB on Xbox One, Q on PC) - Throws your shield. This attack will bounce off walls and between enemies to do damage, but you'll have to aim your throw carefully since you can only use it twice per activation at most, until you unlock a passive buff at Level 12.

L2 (LT on Xbox One, LMB on PC) - Guard. You'll raise your shield and deflect incoming damage. Note that you'll still take damage if you're attacked from behind, or hit by explosive splash damage, but this ability will likely prove useful in helping your allies push forward through a treacherous area if they follow close behind.

Passive Buffs: Code of the Protector:

Ward of Dawn - At Level 12, you'll unlock the ability to use your meter to perform the Ward of Dawn super, a large, shielding dome that can protect your entire fireteam from projectile damage. You won't be able to hit enemies from within the dome, meaning you'll need to strategically pop in and out of it to attack. Also be aware that enemies can enter the dome and hurt you from within it, so keep an eye on any hostiles closing the gap, especially anything that can do melee damage.

Passive Buffs: Code of the Aggressor:

Shield Throw - While the Aggressor path takes away the option for Ward of Dawn, it gives you an additional shield throw when Sentinel Shield is activated, meaning you can do another round of potentially devastating group damage at a distance before needing to wait for a cooldown.


Grenades


Hitting L1 (LB on Xbox one, Q on PC) throws your grenade. The Sentinel has some great grenade options with incredibly useful effects for both PVE and PVP.

Magnetic Grenade

Like the name suggests, Magnetic grenades are attracted to enemies and have a generous homing trait. The grenade will physically attach itself to an enemy and explode twice. Magnetic grenades are great at making sure your grenade isn't completely wasted, since enemies can't escape the damage once it's attached. It's great guaranteeing damage if you put in at least a little bit of effort in aiming it, meaning it's ideal for PVP. However, those familiar with Destiny 1 might find that its damage has been reduced somewhat.

Voidwall Grenade

This grenade creates a horizontal wall of burning Void flames that damages enemies who touch it. Formerly a Hunter Nightstalker tool in Destiny 1, Voidwall is useful for creating space. The most common applications are to cordon off a capture area in PVP, or using it as a way to weaken PVE enemies as they funnel through the flames to get to you. Another neat application is using the horizontal-spreading flames to catch enemies around corners, flushing them out.

Suppressor Grenade

The suppressor behaves like your typical explosive grenade, but with the added trait of preventing enemies from using special abilities for a brief period. This suppression behaviour is incredibly useful in PVP. Enemies caught in the blast will be unable to use their grenade, melee, or super abilities for a short time, giving you and your allies a brief advantage over them. Enemy running towards you with their super activated? Throw a suppression grenade in their face and take them down.

Passive Buffs: Code of the Aggressor

Superior Arsenal - This trait reduces your grenade cooldown every time you make a grenade kill. This means if you're good at nailing your grenade throws, the game will reward you by letting you use them a little more often.


Melee


Hit R1 (RB on Xbox One, E on PC) to punch.

In Destiny 2, melee attacks can trigger a special melee ability after a period of cooldown. Titan Sentinels enjoy punching things with purpose, and their passive traits support that. Your teammates will love you! Each passive trait path offers the different kinds of buffs to your punches, and are all incredibly useful in PVE situations where you'll be killing a bunch of space dudes. So, never stop punching.

Code of the Protector

Defensive Strike - This trait means that killing an enemy with a melee attack creates a temporary overshield around you and nearby allies, allowing you to tank a bit more damage.

Rallying Force - Melee kills with Rallying Force restore a small amount of health for you and nearby team members. This can save you from the brink of death if you're in the red, and coupled with Defensive strike, means that once you get in the thick of the action, punching things means you can last longer.

Turn the Tide - This is a perk that gives you a nice boost overall--your Defensive Strike shields will last longer, and your overall melee damage and reload speed will be increased.

Code of the Aggressor

Shield Bash - Similar to the charge found in the Striker subclass, this trait lets you ram into enemies after sprinting for a short time, causing area-of-effect damage and disorientating anyone caught by it, meaning they'll be unable to act for a short time. This charge has some light homing to help you make contact and is a great opener for PVP.


Passive Traits


Though we've already addressed some the perks in previous sections, here they are all together, as one.

Code of the Protector

Defensive Strike - This trait means that killing an enemy with a melee attack creates a temporary overshield around you and nearby allies, allowing you to tank a bit more damage.

Rallying Force - Melee kills with Rallying Force restore a small amount of health for you and nearby team members. This can save you from the brink of death if you're in the red, and coupled with Defensive strike, means that once you get in the thick of the action, punching things means you can last longer.

Turn the Tide - This is a perk that gives you a nice boost overall--your Defensive Strike shields will last longer and your overall melee damage and reload speed will be increased.

Ward of Dawn - Gives you the option of using your super meter to perform Ward of Dawn, a large, shielding dome that can protect your entire fireteam from projectile damage. However, you won't be able to hit enemies from within the dome, meaning you'll need to strategically pop in and out of it. Also be aware that enemies can enter the dome with you to deal damage, so keep an eye on an hostiles closing the gap, especially anything that can do melee damage.

Code of the Aggressor

Shield Bash - Similar to the charge found in the Striker subclass, this trait lets you ram into enemies after sprinting for a short time, causing area-of-effect damage and disorientating anyone caught by it, meaning they'll be unable to act for a short time. This charge has some light homing to help you make contact and is a great opener for PVP.

Superior Arsenal - A trait that reduces your grenade cooldown every time you make a grenade kill. This means if you're good at nailing your grenade throws, the game will reward you by letting you use them a little more often.

In The Trenches - This perk reduces the cooldown of your super when you make kills surrounded by enemies. Shield bash your way into a weak mob, gun them all down, and you can ideally have your Sentinel Shield ready to take down the bigger goons.

Second Shield - While the Aggressor path takes away the option for Ward of Dawn, it gives you an additional shield throw when Sentinel Shield is activated, meaning you can do another round of potentially devastating group damage at a distance before needing to wait for a cooldown.


Class Ability


New to Destiny 2 are class abilities which gives Hunters, Warlocks, and Titans a unique skill to perform in addition to their special grenade and melee abilities. To use them, press and hold the Circle Button (B on Xbox One, V on PC).

No matter which subclass you pick, Titans have the incredibly handy ability to generate cover out of thin air like the burly space magicians they are. This means if you're caught out in the open, or want to push forward, you can throw down some cover to help fortify your position. You have two options:

Rally Barricade - This creates a small, chest-high wall that you and your team can crouch behind for cover, meaning you can peek over it while aiming down sights.

It also has the incredibly powerful ability to instantly reload your equipped weapon once you pop back behind it, making it invaluable if you or your team have weapons that take a long time to reload.

Towering Barricade - This creates a larger wall that doesn't let you peek from behind it or instantly reload your weapons but is much larger and better-equipped to shield you and your fireteam from damage. Towering Barricade is useful in situations where you might be going against enemies that deal large amounts of splash damage. Think of this as a directional Ward of Dawn.


Jumps


Titans sport jetpacks which allow them to perform, steady, prolonged double-jumps to reach great heights. This arguably allows them to make more precise landings when moving vertically compared to the other classes, whose jumps are faster and more floaty. Sentinel jump options are as follows:

High Lift - Your standard jetpack lift, High Lift gives you the most vertical movement of all the jumps, so if you're trying to reach a high platform, High Lift will give you the easiest time.

Strafe Lift - Strafe jump doesn't quite reach the same heights as High Lift but gives you much greater directional control for horizontal movement. This one's incredibly useful if you like to shoot enemies from the air, since it makes you a harder target to hit.

Catapult Lift - Catapult jump is unique in that it gives you a burst of momentum when you activate it. This one's useful for moving around the battlefield quickly, since you spend less time in the air, and are less of a target.




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