Destiny Signature Series Strategy Guide Crucible
General Game Mode Advice
Straight from Bungie
As one more treat for you, there are some words of advice from Kevin Yanes, a member of Bungie’s PvP Design team over the next few pages. Kevin shared his thoughts on all aspects of PvP, including game modes, Class builds, and weapons.
Control
“Players in this game mode should focus on crowd control and zoning. The easier you can shut down lanes or apply pressure away from your zones, the better time your team will have holding it. It’s okay to sacrifice your life if you’re in the lead in zones and you’re keeping enemies away.
“Objective players should opt to use supers like Fist of Havoc, Nova Bomb, Ward of Dawn, and Arc Blade, as they shine in Control due to team clumping. Using your super to clear out a capture zone can swing a game for you in the last moments.
“More aggressive kill-focused players should opt for Golden Gun and Radiance, as those supers excel at killing a large number of enemies over a longer period of time. A good team composition will have a balanced mix of players on offense and defense.
“Grenades that leave a field or spawn seekers are key in this mode. These grenades can keep your enemies off capture zones long enough for you to stage an attack.”
Clash
“In this game mode, players are allowed to be more selfish. Players should maximize their own kill potential over others. While picking team-focused abilities may help your team out, you’ll find fewer opportunities to coordinate with random players due to less team clumping.
“Striker Titans, Bladedancer Hunters, and Voidwalker Warlocks should look for chokepoints to maximize their super’s lethality. Focus points like Wards and heavy ammo can be used against the enemy team, as they are more vulnerable to Fist of Havoc and Nova Bomb.
“Defender Titans should try to use their Ward as a stake in the ground to take the power positions in each map. By casting in a good power position, your teammates (Fireteam or not) are encouraged to hold the Ward and gain its benefits.
“Sunsinger Warlocks and Gunslinger Hunters are for the more independent players. These Classes will have an easier time finding good situations to use their super in, as each super excels at taking down single target enemies quickly in a variety of environments. These Classes often are the favorites in Clash, as they fuel the chaos and can feed off of it.
Skirmish
“Teamwork-focused Classes and players shine in Skirmish. Due to the harsh respawn penalty and lower score to win, players will find themselves clumping together and trying to team fight as much as possible.
“Defender Titans should use the team clumping to their advantage by giving their team shields or damage boosts. A clutch Ward can stop a Nova Bomb or Golden Gun from completely cleaning out your team.
“Sunsinger Warlocks can run really any build they want, as the high grenade count will be advantageous on smaller maps regardless. Sunsingers looking to maximize teamwork should pick Song of Flame, as while active, it lowers all cooldowns for nearby allies.
“As mentioned before, Striker Titans, Bladedancer Hunters, and Voidwalker Warlocks can capitalize on the team clumping to clean out entire enemy teams. Nova Bomb Vortex has the capability to destroy Wards and leave behind a damaging area of effect so those trying to run are (at the very least) weakened.
“Bladedancer Hunters and Striker Titans will be able to Arc Blade and Fist of Havoc right into a team and clear them out before they realize anything had happened. Additionally, Arc Blade’s Razor’s Edge and Fist of Havoc Shockwave can penetrate a Ward while a player maintains distance.
“High-lethality classes like Gunslinger Hunters are still viable in Skirmish and should be used to take point and engage team fights. Having at least one of these types of Classes on your team is ideal to success.”
Salvage
“Salvage plays extremely close to Skirmish, with the exception that there is even more clumping due to the salvage points. Strategy remains the same, outside of having more chances to punish clumping.”
Rumble
“Rumble is the place for highly independent Classes. Classes like Bladedancer Hunters, Gunslinger Hunters, and Sunsinger Warlocks rule in Rumble due to their high single-target lethality.
“Gunslinger Hunters have an easier time posting up on Rumble maps, as they can Tripmine one entrance to an area and focus their attention elsewhere. At the very least, the Hunter will hear their Tripmine detonate and can react appropriately. Golden Gun is a great way to take advantage of the chaos in a Rumble fight.
“Bladedancer Hunters have a great grenade in Arc Bolt, allowing them to check corners and chain to other players at close range. Arc Bolt is a great way to capitalize on chaotic close-range encounters, as (at the very least) the enemy hit with Arc Bolt will be starting the fight at a health disadvantage.
“Arc Blade’s Escape Artist allows players to vanish and surprise enemies at close quarters. This super greatly synergizes with the smaller maps of Rumble.
“Sunsinger Warlocks shine in Rumble through Radiance’s Radiant Skin, Firebolt Grenade, Viking Funeral, and Touch of Flame. This build layout specifically gives the ability to take more damage in Radiance while setting people on fire with their grenades via Touch of Flame.
“Firebolt Grenade in combination with Touch of Flame allows Sunsingers to check corners for enemies and then start a fight at health advantage. Sunsingers should opt to only engage on fights where Burn has given them the health advantage.
“Defender Titans, Striker Titans, and Voidwalker Warlocks will have to try a bit harder to maximize their effectiveness, as their kits are geared toward more team play and player clumping.”
Combined Arms
“In Combined Arms it’s important to know when and where vehicles spawn. Brave souls should make a break for the Interceptor and rain rockets on an enemy Control Point. The Salvo will provide support for ground troops looking to advance and get enemies to focus on you rather than those capturing the point. Players who grab Pikes can harass foot soldiers and even shimmy onto some control points to bombard advancing opponents.”
“If vehicles aren’t your cup’o’tea a good solution for dealing with them while on foot is getting to Turrets located throughout each map. These can be effective at putting a stop to careless Pike drivers as well as those on foot. A well placed rocket or skilled sniper shot can also make short work of vehicles, just don’t miss. When in doubt players can always look for the tunnels in Bastion and buildings and passages in First Light to avoid the fire of the Interceptors and Pikes… happy hunting.”
Favored Class Loadouts
Here are some of Kevin’s favorite Class setups for PvP.
Class Setups for PvP
|
Class/Subclass |
Movement Mode |
Grenade |
Melee |
Super |
Stat Perks |
Perks |
Character Stat |
|---|---|---|---|---|---|---|---|
| Gunslinger Hunter | Fast Air Movement: Triple Jump | Zoning Pref: Tripmine. Zoning Alt: Incendiary Grenade OR Seeker Drones | DPS Focus: Throwing Knife + Incendiary Blade | Faster Super: Golden Gun + Gunfighter | Agility/Armor: Path Forgotten & Way Of The Drifter | More Knives: Scavenger & Gambler’s Dagger | Pre Gunfighter: Maximize Intellect. Post Gunfighter: ~70% Strength ~30% Intellect |
| Bladedancer Hunter | Disorient Enemy: Blink | Crowd Control Arc Bolt Grenade | Disorient Enemy: Blink Strike + Escape Artist | Closing Distance: Arc Blade + Vanish | Recovery/Agility: Path Forbidden & Way Of The Nomad | Aggressive Play: Fleet Footed & Hungering Blade | Maximize Super & Melee ~50%/50% Intellect Discipline |
| Voidwalker Warlock | Fast Air Movement: Focused Burst Glide | Crowd Control Pref: Axion Bolt. Zoning Alt: Vortex Grenade | More Super Energy: Drain + Soul Rip | Crowd Control: Nova Bomb + Vortex | Recovery/Armor: Arcane Spirit & Divine Order | Zoning & More Super: Vortex Mastery & Embrace The Void | Melee To Feed Abilities: ~50% Intellect ~30% Strength ~20% Discipline |
| Sunsinger Warlock | Fast Air Movement: Focused Burst Glide | Crowd Control: Firebolt Grenade | Tankiness: Scorch + Flame Shield | Tankiness: Radiance + Radiant Skin | Recovery/Armor: Arcane Spirit & Divine Order | Aggressive DPS: Viking Funeral & Touch Of Flame | Favor Grenade: ~90-100% Discipline |
| Defender Titan | Fast Air Movement: Catapult Lift | Suppress: Suppressor Grenade. Burst Damage Alt: Magnetic Grenade | Tankiness: Disintegrate + Unbreakable | Aggressive DPS: Ward Of Dawn + Weapons Of Light | Mainly Armor: Titan Codex I & Titan Codex IV | Tanky DPS: Relentless & Illuminated | Favor Melee And Super: ~60% Strength ~40% Intellect |
| Striker Titan | Fast Air Movement: Catapult Lift | Disorient: Flashbang. Crowd Control Alt: Pulse Grenade | Faster Super: Storm Fist + Illuminated | Crowd Control: Fist Of Havoc + Aftermath | Armor/Agility: Titan Codex Ii & Titan Codex VI | Bursty Tank: Transfusion + Shoulder Charge | Favor Super: ~80% Intellect ~20% Melee |
Mod Comments
Here are some of Kevin’s thoughts on the various mods you can find on weapons for PvP.
Various Mods
|
Perk |
Functionality |
Notes |
|---|---|---|
| Counterbalance | This weapon has increased Stability. | Stability determines how much you bloom in hipfire and how much your red dot moves in ADS. In PvP, maximizing Stability is key to winning firefights. The more Stability your weapons have, the longer your engagement distances can be. Maintaining good DPS at range will determine whether or not you succeed in a firefight. |
| Hammer Forged | Improved range and accuracy. | Range determines how much damage you do at longer ranges. |
| Crowd Control | Kills with this weapon grant bonus damage for a short time. | Being able to snowball kills is important in aggressive pushes. This perk has often helped me win dangerously close firefights. |
| Kneepads | Slide farther while this weapon is equipped. | Sliding gives players an initial boost of momentum that can mean life or death when engaging/escaping a fight. Combined with a shotgun, players can close distance extremely fast. |
| Accelerated Coils | Reduces charge time. | In close-quarters maps, it’s absolutely essential that fusion rifles users reduce their charge time. Being able to turn a corner with a pre-charged blast is huge in close-range encounters. |
| Third Eye | Grant radar while in ADS. | Being able to radar check while in ADS is huge. Players can mitigate vulnerability while maintaining lethality. |
| Final Round | The last round in a magazine deals bonus damage. | Good last-ditch effort. |
| Fitted Stock | Increases weapon Stability. | Same as Counterbalance. |
| Firefly | Precision kills with this weapon cause target to explode. | Area of Effect damage on high-clump maps will help you engage on fights with a health advantage. Also, it looks cool. |
| Glass Half Full | The bottom half of each magazine causes additional damage. | Chances are that players will eat into the bottom half of their clip during firefights. Getting a damage boost gives them the leg up on finishing fights or starting new ones. |
| Perfect Balance | This weapon has extremely low recoil. | This perk boosts Stability dramatically. Essential for those who want to play long range. |
| Hip Fire | This weapon has bonus accuracy while firing from the hip. | This perk is essential for close-range encounters. Players running Hip Fire will have a leg up when getting rushed. |
| Single Point Sling | Increased equip speed. | This perk is essential for aggressive multi-role gameplay. Players using this can switch from different weapon archetypes a lot more quickly. |
| Speed Reload | Reload this weapon in half the time. | This perk is essential for slow reload weapons like machineguns, rockets, and snipers. Players should roll this to minimize their downtime. |
| Grenades and Horseshoes | Rockets from this weapon will detonate early based on proximity to targets. | Running this perks gives rockets more viability attacking airborne players. Additionally, it means taking less time to aim your rockets. |
| Flared Magwell | This weapon’s reload speed is increased. | Reload speed is essential in PvP. The less downtime you have, the better off you are. |
| Spray and Play | Increases the reload speed of this weapon when its mag is empty. | Perfect for weapons like rocket launchers, this perk allows players to stay aggressive as much as possible with heavy weapons. |
| Feeding Frenzy | Kills with this weapon increase reload speed for a short time. | Similar to Crowd Control, players should opt to keep their aggressive plays running as long as possible. Feeding Frenzy minimizes downtime and vulnerabilities in the heat of combat. |
| Zen Moment | Causing damage with this weapon increases its Stability. | Perfect for precision players, Zen Moment rewards those who can consistently land shots on their enemy. Ideal for any ranged firefight. |
| Luck in the Chamber | One random bullet in the magazine causes considerable bonus damage. | This round is a bit undependable, but a good alternate perk to pick just in case. You might get bonus damage at a critical moment. |
| Tracking | Shells fired from this weapon track their targets. | Perfect for rocket launchers. The less players have to think about aiming their shots, the quicker they can secure a kill. This perk also helps against airborne players. |
| Cluster Bomb | Rockets create cluster bombs when they detonate. | Adding additional splash damage will help players secure kills without having to time or aim their shot as hard. |
| Heavy Payload | Increases warhead blast radius. | Same as Cluster Bomb. |
Favored Mods per Weapon Class
And here’s a list of Kevin’s favorite mods to find together on different weapon classes.
PRIMARY WEAPONS
|
Auto Rifle |
Scout Rifle |
Pulse Rifle |
Hand Cannon |
|---|---|---|---|
| Perfect Balance | Third Eye | Hip Fire | Third Eye |
| Glass Half Full | Fitted Stock | Perfect Balance | Zen Moment |
| Hip Fire | Zen Moment | Hammer Forged | Perfect Balance |
| Hammer Forged | Alt: Final Round | Counterbalance | Luck in the Chamber |
| Counterbalance | Alt: Firefly | Alt: Crowd Control | Alt: Crowd Control |
| Fitted Stock | Alt: Luck in the Chamber | — | — |
| Third Eye | — | — | — |
| Alt: Feeding Frenzy | — | — | — |
SPECIAL WEAPONS
|
Shotgun |
Sniper Rifle |
Fusion Rifle |
|---|---|---|
| Kneepads | Perfect Balance | Accelerated Coils |
| Third Eye | Fitted Stock | Kneepads |
| Counterbalance | Alt: Firefly | Fitted Stock |
| Crowd Control | Alt: Crowd Control | Hip Fire |
| Fitted Stock | — | Glass Half Full |
| Hammer Forged | — | Hammer Forged |
| Perfect Balance | — | Perfect Balance |
| — | — | Alt: Crowd Control |
HEAVY WEAPONS
|
Machine Gun |
Rocket Launcher |
|---|---|
| Zen Moment | Third Eye |
| Counterbalance | Feeding Frenzy |
| Crowd Control | Tracking |
| Hip Fire | Flared Magwell |
| Hammer Forged | Grenades and Horseshoes |
| Perfect Balance | Alt (If only one rocket per mag): Crowd Control |
| Zen Moment | — |