“At close quarters, a fist is better than any gun.”
Striker is the Arc Titan subclass. It is a subclass with an emphasis on melee combat, so it often finds itself up close and personal against its enemies.
Fists of Havoc
meleeto supercharge your fists. While Fists of Havoc is active, press
shootto slam the ground with the force of a maelstrom, and press
meleeto smash shoulder-first into your enemies.
You will smash the ground when you first activate the super ability. Then you can follow it up with more ground smashes (against grouped enemies) or shoulder slams (against enemies that are more spread out).
Note that you are not invulnerable while winding up the ground smash (in the air). It is not uncommon for Titans to die to focus fire after using their super ability but before connecting the smash with the ground.
Strikers can pick from one of two available packages that will differentiate themselves within their own subclass — Code of the Earthshaker and Code of the Juggernaut. Most package skills are passive powers that complement or boost existing abilities in specific ways.
Code of the Earthshaker
The Earthshaker is great in both PvP and PvE environments. The extra grenade is a big bonus and Seismic Strike is great in taking out groups of low health enemies.
Gain an additional grenade charge. Increases the duration of grenade effects.
This perk will make you feel less limited by the extended cooldown of grenades in Destiny 2. The duration boost is also useful since all three Striker grenade types are duration based.
Damaging enemies with Seismic Strike recharges your grenade.
Complements well with the Magnitude perk.
While sprinting, activate this melee ability to slam shoulder-first into your target and release an Arc explosion on impact.
The defining ability of the Striker subclass (besides Fists of Havoc). After sprinting for a moment, you will notice blurred dashed lines around your screen indicating that you can activate Seismic Strike.
You can also sprint and immediately jump and lift/glide and it will still count towards charging up this perk. This allows more creative and aerial uses of the shoulder slam.
Fists of Havoc's ground slam attack leaves a damage-dealing field in its wake and deals more damage the longer it's in the air.
It's tricky to determine the usefullness of this perk since everything disintegrates at the point of the smash already.
Code of the Juggernaut
Code of the Juggernaut was not available in the beta. I will add more information and images to this section once the information becomes available.
Strike an enemy with this melee ability to reload your weapon and increase your weapon stability.
Melee kills immediately trigger health regeneration.
Critically wounding an enemy or breaking their shields increases your melee range and damage.
Killing enemies with Fists of Havoc extends its duration.
Titan Guardians can pick one of two class skills:
Press and Hold
crouchto create a large barrier that can be used to reinforce a position with cover from enemy fire.
Towering Barricade generates a tall energy shield that blocks all projectiles. This barricade is more useful in PvP situations—blocking off enemy fire or reinforcing a defensive position.
Press and Hold
crouchto create a small barrier that allows you to peek over it while aiming down sights, and which instantly reloads your equipped weapon when you take cover.
A smaller barricade more suitable in PvE situations. The auto reloads and peeks allow Guardians to continuously put out damage while behind cover.
Strikers may choose one of the three following grenades:
An explosive grenade that disorients enemies it damages.
Minimal damage but it stuns the enemies it hits. Damage will not bring them out of the disorient effect.
A grenade that periodically damages enemies inside its explosion radius.
The radius of the damage is pretty big—great for locking down areas and flushing out enemies.
A grenade that sticks to any surface and emits bolts of lightning.
Due to its ability to stick to surfaces, this is a tactical grenade with deadly damage. A zap from it can usually kill any wounded Guardians in the Crucible. A very popular choice for the Striker Titans.
A major drawback is the time delay between each zap.
Titans' Lift is similar to Warlocks' Glide with one minor difference—the activation from the second jump provides a vertical boost regardless of the Guardian's momentum at the time of activation.
It will take new Guardians awhile to get used to the lift mechanic so I recommend jumping around a lot to get used to it.
After jumping the second time, you will activate the Lift mechanic—you will get a boost of height and momentum, then proceed to start gliding, allowing you to cover a great distance while airborne.
Jump while airborne to activate Lift and launch into the air to greater heights.
This lift allows greater distances. Think long jump!
Jump while airborne to activate Lift and launch into the air with a strong initial burst of momentum.
This lift allows greater vertical heights. Think high jump!
Jump while airborne to activate Lift and launch into the air with strong directional control.
A balance between High Lift and Catapult Lift.
- To exit gliding effect, jump again and you’ll start dropping.
- If you go over a ledge (dropping off) or if the floor disappears beneath you (happens often), that will be considered as your first jump. So technically, the first jump after falling off would be considered your second jump and thus it will activate the glide.
- To maximize vertical gain from the lift, jump immediately after the first jump — that’s when you have the maximum vertical momentum.
- To maximize the glide effect — sprint, jump and jump again at the peak of the first jump. This will activate the lift at the peak of your forward momentum.
Hope you liked this guide! This guide will be continuously updated whenever Bungie make any changes to the game.
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