If you've been playing Destiny 2 during the Witch Queen, then you're very familiar with the subclass 3.0 reworks. These revamps to the light subclasses took after the Stasis subclass system, and completely changed how Destiny is played. Today, Bungie dropped a lengthy article detailing Destiny 2 Arc 3.0.
With Arc 3.0 getting its rework, we now have all of the light subclasses on the new system for Season 18. Each of the subclasses has a general theme to it, and Arc is no different. That being said, Arc fans will now have the full breadth of build crafting that the other subclasses have afforded to them.
If you're looking for more Destiny 2 content, then you'll want to take a look at our Destiny 2 codes guide for some freebies. You also might be interested in our Destiny 2 Duality Solo guide, as well as our Duality Repressed Memories guide.
Destiny 2 Arc 3.0 details
To kick things off, the devs tell us that the real theme of the subclass is the "W key" subclass. Arc is about getting up in the enemy's faces and going toe to toe with them in combat.
Before getting into each specific class, let's look at the baseline changes to Arc. First off, there's a new buff called amplified. A guardian who is amplified is fast. They move faster, and have faster, more agile weapons handling. What's nice about amplified is that you don't need to have a specific fragment or aspect to gain it. Some will provide additional benefits, but you don't need them. You will get amplified by rapidly defeating enemies with Arc damage.
Also after sprinting for a short duration, amplified guardians gain another speed boost, and also a PVE damage resistance buff as well. They can also perform longer slides, giving you the ability to maneuver around better.
For debuffs, there are two that we can inflict. First off is Blind, which as it sounds. Blind enemies in PVE will be disoriented and unable to fire their weapon, similar to how blinding grenade launchers work now. In PVP, enemy guardian's screens will white out and lose the HUD for a short time. Jolted enemies will periodically send chain lightning out to nearby enemies inflicting damage in the process.
That being said, let's look at each of the classes to see what they're getting.
Destiny 2 Arc 3.0 Hunter
For hunters, the team wanted to reward a playstyle of getting in close and staying safe while there. For the supers, the Hunter's Arc Staff is returning just as it was before. That being said, there's a new super, called the Gathering Storm. For this, the hunter leaps up into the air, and throws a staff down to the ground (or into an enemy). The staff will do damage on impact, jolting nearby enemies, and after a few seconds, creates a large damage field around it that sends out Arc damage to enemies near to it.
As for melee abilities, there's two here, both returning abilities. First off, Combination Blow will allow hunters to chain their melee kills and dodges to feel like a monk in a sense. Disorienting Blow will blind opponents and amplifies the Hunter as well.
Here are the Aspects that Arc Hunters are getting to play with.
- Flow State: Defeating a jolted opponent causes you to become amplified. When amplified, the Hunter’s dodge will recharge faster and make you more resistant to damage, and you have quicker reload times.
- Tempest Strike: Allows the Hunter to perform a sliding melee that launches an Arc wave along the ground, dealing significant damage and jolting enemies in its path.
- Lethal Current: After dodging, the Hunter’s melee lunge range is increased and their next melee attack jolts the target and creates a damaging lightning aftershock. When used with the Arc Staff Super, after dodging, the Hunter’s next staff light attack hits twice. In addition, hitting a jolted enemy with a melee attack will blind them.
One last thing that Arc Hunters are getting is the Blink movement ability back. On top of that Blink is getting a buff, so now Warlocks can benefit from this as well.
Destiny 2 Arc 3.0 Warlock
The Warlock Arc 3.0 fantasy is to feel like you're channeling the lightning through your body, harnessing it's raw power. With that, the two supers that Arc Warlocks are getting are Chaos Reach and Stormtrance, both returning supers.
For melee abilities, there will be a Ball Lightning, which sends out a floating ball of energy that zaps enemies along the way. This is similar to the Void melee ability. We also have Chain Lightning, which sends out arcs of lightning to jolt the primary target, and deals damage to surrounding enemies.
Here are the Aspects that Warlocks will be getting:
- Arc Soul: The Warlock casts a rift to create an Arc Soul that will assist the player in battle. Allies who pass through the rift will also earn an Arc Soul. The rift charges faster when allies are near. While amplified, any Arc Soul you have or gain is supercharged, increasing its rate of fire.
- Lightning Surge: The Warlock activates their melee while sliding to transform into a ball of lightning and teleport forward, calling down a field of lightning bolts at the exit point that jolts targets.
- Electrostatic Mind: Arc ability kills and kills on Arc-debuffed enemies create Ionic Traces. When you collect any Ionic Trace, you become amplified.
Destiny 2 Arc 3.0 Titan
For the titan, the class fantasy here is "fist to face". The goal is to punch things and punch them hard. For our supers, we again have two returning supers, Fist of Havoc and Thundercrash. Fist of Havoc has an adjusted slam radius to be a middle ground between the two existing trees.
One major change coming is a brand new class ability, the Thruster. This essentially a Hunter dodge, but for titans. This is a great addition to give titans a little more mobility, especially since it's in line with the subclass.
For melee abilities, we still get the Seismic Strike shoulder charge, but if you do it while amplified, the blind radius and effect will be buffed. Ballistic Slam is also a returning melee.
We will also be getting a brand new melee, Thunderclap. This essentially is a "One Punch Man" style melee, where you can charge up Arc energy to be a quick jab, or a major blow. What's more, a 90% charged melee can one shot a guardian in PVP, but in all instances, the Titan must remain stationary while charging, so there's a risk for a big reward.
Here are the Aspects that we're getting for Titan:
- Touch of Thunder: Improves Arc grenades in the following ways:
- Flashbang: Fires an additional blind impulse on its first bounce.
- Pulse: When the grenade damages an enemy, it creates an Ionic Trace for the Titan. Pulse Grenade damage increases over time as the grenade lingers after impact.
- Lightning: Grants an additional charge for Lightning grenade, and jolts targets on initial blast.
- Storm: Creates a roaming thundercloud that moves and tracks enemies (similar to the Stasis Hunter’s Silence & Squall Super), firing lightning bolts at the ground underneath it.
- Juggernaut: While sprinting and with full class ability energy, the Titan gains a frontal shield that blocks incoming damage. When amplified, the shield is stronger. Once the shield is depleted by taking damage, the player’s class energy is depleted.
- Knockout: Melee kills trigger health regeneration and make the Titan amplified. Critically wounding an enemy or breaking their shield increases melee range and damage for a brief period. Titan’s base melee becomes Arc-empowered while Knockout is active.
Destiny 2 Arc 3.0 Fragments
The last thing that Bungie gave to us is a small list of some of the fragments that we'll be getting for the subclass. This isn't complete and doesn't offer what stat buffs or penalties we gain for each, but we do have some effects.
- Spark of Beacons: When the player is amplified, Arc special weapon kills create a blinding explosion.
- Spark of Resistance: When surrounded by enemies, the player has increased damage resistance. (+10 Strength)
- Spark of Momentum: Sliding over ammo will reload your weapon and grant a small amount of melee energy. Sliding over Heavy ammo increases the amount of energy granted.
- Spark of Shock: The player’s Arc grenades jolt enemies. (-10 Discipline)
- Spark of Discharge: Arc weapon kills have a chance to create an Ionic Trace. (-10 Strength)
- Spark of Frequency: Melee hits greatly increase your reload speed for a short duration.
- Spark of Focus: After sprinting for a short time, your class ability regeneration is increased. (-10 Resilience)
- Spark of Recharge: While critically wounded, your melee and grenade energy regenerates more quickly.
- Spark of Magnitude: Your lingering Arc grenades (Lightning Grenades, Pulse Grenade, and Storm Grenade) have extended duration.
- Spark of Volts: Finishers make you amplified. (+10 Resilience)
- Spark of Ions: Defeating a jolted target creates Ionic Traces (Not yet available).
- Spark of Amplitude: Rapidly defeating targets while you are amplified creates an Orb of Power (Not yet available)
- Spark of Feedback: Taking melee damage briefly increases your outgoing melee damage (+10 Resilience) (Not yet available)
- Spark of Brilliance: Defeating a blinded target with precision damage creates a blinding explosion. (+10 Intellect) (Not yet available)
And that's all that we have for you! Arc 3.0 is out with Season 18 now, and so go have fun turning yourselves into Thor or Emperor Palpatine. While you're here though be sure to check out Destiny 2 Season 18 hub to get all the updated info about the launch of the new season, as well as our Destiny 2 Lightfall hub to stay on top of the next expansion.