The Titan class focuses primarily on defense. In an intense battle, the Titan is designed to be in the middle of everything. This makes them very well mated with the Auto Rifle, Shotgun, Machine Gun build.
I personally prefer the Hand Cannon over the Auto Rifle. In Fireteams the Titan should be the distraction for the Hunters and Warlocks.
Defender Specifics:
Each subclass has its own unique style, meaning that when you play different subclasses the feel of the character will change.
The Defender is the tank subclass for Titans. With a large area shield created from Ward of Dawn and Suppressor grenades, your fireteam will survive fights that otherwise seemed impossible. The melee attack Disintegrate also grants the Defender a barrier that soaks up damage if you kill the target. Defender’s are a literal wall that other players can hide behind during combat.
Attribute Points
Like most RPGs, Destiny also has attribute points, but they work slightly different. Attribute points are only acquired through equipping gear that has points on it. Below are the attribute points and how they affect the Defender.
- Intellect: Reduces the cooldown time of Ward of Dawn, allowing you to use it more often.
- Discipline: Reduces the cooldown of grenades, allowing you to use them more often.
- Strength: reduces the cooldown of Disintegrate, allowing you to use it more often.
Grenades
Here I’ll cover all three grenade tiers available to the Defender. To unlock higher tiers, you have to actively use your grenades. Whether it levels up based on kills with a grenade or just by use, I haven’t figured out yet. To use your grenades, push L1 or the left shoulder button depending on which system you’re using.
Magnetic Grenade
A grenade that attaches to enemies and explodes twice. Great for one-hitting an opponent in PvP. Also deals decent burst damage for PvE.
Spike Grenade
A grenade that attaches to any surface and emits a torrent of damaging Void Light. Great for confined spaces, deals more overall damage than the Magnetic Grenade as damage-over-time.
Suppressor Grenade
An explosive grenade that prevents enemies from using abilities for a short time.
Jump
The Titan’s Jump modifier is Lift. This is the same for both Striker and Defender. To jump, push X or A depending on the system you use. Jump modifiers are really more about personal preference than anything else.
Lift
Jump and then press X again while in the air t activate Lift. This ability allows you to remain airborne slightly longer than normal.
Increased Height
Upgrades Lift to travel to greater heights. This allows Lift to take you higher than normal.
Increased Control
Upgrades Lift for better directional control while in the air. This allows for better mobility while in the air.
Catapult
Upgrades Lift to provide a strong initial burst of momentum. This allows you to close the gap to enemies or retreat from enemies faster.
Special
The Defender’s special is Ward of Dawn. The upgrades are preference based for this option. To use your special, press L1 and R1 or the Xbox equivalent at the same time.
Ward of Dawn
Shape Void Light into an indestructible shield to protect you and your allies from harm. Nothing can shoot in to or out of the shield. Orbs of Light are generated based on the amount of damage the shield blocks.
Armor of Light
While inside Ward of Dawn, you and your allies gain significant damage resistance. This is good for dealing with melee enemies as they approach.
Blessing of Light
Passing through Ward of Dawn grants you and your allies a temporary shield. Very useful for taking shots at a boss without exposing yourself to danger.
Weapons of Light
Passing through Ward of Dawn grants you and your allies a temporary increase to weapon damage. Great for doing burst damage to tougher enemies.
Melee Skill
The Defender’s melee skill is Disintegrate. To use this skill, press R1 or the Xbox equivalent just like you would for a basic melee attack when the icon is full.
Disintegrate
Killing an enemy with this powerful melee attack creates a Force Barrier around you that absorbs incoming damage. Force Barrier lasts for 15 seconds or until the bonus health is depleted..
War Machine
While Force Barrier is active, all your weapons reload and ready blindingly fast. Very good for keeping you in the fight.
Unbreakable
Force Barrier continually recharges. Force Barrier now regenerates once broken, until the duration ends.
Gift of Light
While Force Barrier is active, all your melee kills create Orbs of Light.
Passives:
There are four bonus trees with different options for different playstyles. It seems you’re only allowed to have one bonus in each tree. Below I’ve listed the bonuses based on their tree.
Tree One:
- Titan Codex I: Raises base Armor and Recovery.
- Titan Codex II: Raises base Armor and Agility.
- Titan Codex III: Raises base Recovery and Agility.
Tree Two
- Bastion: Increases the duration of Ward of Dawn. Also grants a moderate boost to Armor for taking this passive..
- Relentless: Increases the strength and duration of Force Barrier.
- Gift of the Void: As Ward of Dawn takes damage from enemy fire, it creates additional Orbs of Light..
Tree Three
- Titan Codex IV: Minor increases to Armor, Recovery, and Agility.
- Titan Codex V: Massive increase to Recovery.
- Titan Codex VI: Massive increase to Agility, with a minor increase to Armor.
Tree Four
- Untouchable: Reduces the cooldown time of Ward of Dawn. Also grants a slight increase to Armor.
- Iron Harvest: Heavy weapon kills have a chance to create Orbs of Light for your allies.
- Illuminated: Increases the benefits granted by Blessing of Light and Weapons of Light.
That wraps up the Defender specific details guide. Check out my Class and Subclass Overview for brief descriptions, containing links to the other subclass detailed descriptions.
Published: Sep 16, 2014 10:31 am