One “Destiny 2” Solar 3.0 Class Is God Tier, the other two need work

Destiny 2 Season of the Haunted is here, and with it, Solar 3.0. I’ve played with all three categories so far and agree with the general consensus that void 3.0 is probably stronger with its chain blasts and shields, but solar energy can be a lot of fun.

But it’s more fun for one class than the other two.

Unlike last season, when the first appearances of void 3.0 said that the Hunters had the worst end of the deal compared to the Titans and Warlocks, it has now been overturned. The Solar 3.0 Hunters feel amazing, while the Warlocks and Titans feel like they’re almost a little nervous.

I think it’s early, as two days without all the pieces being unlocked is a bit quick to judge, but here’s what’s happening right now:

Hunters: They feel fantastic. A new Dodge instantly boosts damage to your weapons and allies with glitter. A new aspect dramatically enhances the super power and makes the Blade Barrage useful again. Gunpowder betting is a literal explosion, a super bomb that works like a giant version of the triptych and works perfectly with the Young Ahamkara’s Spine I was already using. They really lowered the gunslinger imagination with this kit and I’m not sure I had more fun on Hunter.

Titans: They are now in a strange position after these changes. Personally I do not like any slide / charged melee moves, so this new aspect does nothing for me, no matter how cool it looks. The main problem is how many nerfs the sunspots have gotten with less running time, less capacity recharging, less amplified damage, less really everything and mostly due to PvP. Also, Roaring Flames has gotten angry at its damage and does not seem to work at all with Burning Maul, which seems to have been violated and does less damage than a normal melee in some way. At least so far, I do not really see the philosophy of “big damage and explosions” coming here in many ways.

Warlocks: Warlocks have an instantly amazing build that sends spam with solar grenades that recently launched lava with Sunbracers. But outside of that, it’s definitely very strange that two of the three aspects of Warlocks are based on aerial motion, which seems very focused on PvP and is not quite useful in PvE. They have neither an aspect to the treatment, which is very strange, nor the burning, which, again, does not really fit the idea of ​​the therapist / arsonist suggested by the designers. The good thing is that the sharp melee attack is extremely cool. But they seem to have lost some key parts of their kit (Well of Radiance got a pretty sharp nerve) and leaned heavily on aerial things, including doing the Phoenix Dive as a replacement for class skills. Lots of weird choices here.

Other Topics: There are some general issues with Solar 3.0 that do not seem ideal, such as the fact that solar exotics such as Polaris Lance or Sunshot do not cause any of the burning or ignition effects, despite their fire and explosions. Only a handful of exotics have been allowed to do this, such as the Skyburner and Prometheus lens and Jotunn’s new catalyst. There is also nothing like Volatile Rounds to boost all solar weapons (there is a new solar privilege in some weapons that Scorch is spreading around though).

Again, I think it’s still early, but these are some of the first impressions based on the kits I have tried, compared to the older ones. Definitely a lot of improvements, but Hunters definitely feels clear compared to the others.

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