Yesterday, Bungie listened to fans and went back to talking about its big Destiny 2 subclass changes early, rather than just dropping them in the live game like they did with Solar 3.0. With Arc 3.0’s reveal , while we didn’t get every single damage value, cooldown and fragment, we got a ton of information, and I figured it was probably wise to make an “Arc 3.0 for dummies” post here to sum up some of the most important things that were revealed.
KEYWORDS – All the new subclasses have buff and debuff keywords that are key to how the aspects and fragments function. Arc is unique in that it has one separate from all of those.
Amplified – All Guardians can get this buff when defeating multiple enemies with arc damage. This boosts your speed (twice, if you keep sprinting) and weapon handling, and will feed into other triggers through aspects and fragments. You also gain damage resistance while sprinting in PvE and it enables a super-slide.
Blind – A debuff to enemies that makes them unable to see or fire their weapon in PvE, in PvP players will get whited out and have a washed-out audio effect.
Jolt – Jolted enemies that get damaged will send out slivers of chain lightning to nearby enemies.
Ionic Traces – All classes have potential access to these, which add energy to your abilities.
Hunter Arc 3.0
Hunters are getting a brand new Arc super, The Gathering Storm, which has them throw their staff down which does initial damage, but creates a damaging AOE field, sending out arcs of lightning to any enemies moving near it.
- Flow State – Defeating a jolted opponent will make you amplified. When you’re amplified, your dodge recharges faster, you’re resistant to damage and you reload faster.
- Tempest Strike – The sliding melee from the current kit, only it jolts enemies now.
- Lethal Current – After dodging, Hunter melee range is increase and it jolts the target, creating a lightning aftershock. During super, after dodging, your next light attack hits twice. Hitting a jolted enemy blinds them.
Finally, Hunters are getting blink back as a jump option, and blink has gotten some generalized buffs to scale back previous nerfs (this also applies to void Warlock).
Warlock Arc 3.0
Being amplified modifies Warlock abilities like its melees. When amplified, its ball lightning attack pulses three times instead of just once. Its Chain Lightning jumps to twice as many enemies. Warlock supers are staying the same, except Stormtrance combines past abilities to be able to both teleport and use Landfall.
- Arc Soul – A cast rift generates an arc soul. When amplified, that arc soul is supercharged, increasing its rate of fire.
- Lightning Surge – Creates a sliding melee where the Warlock transforms into a ball of lightning, teleporting forward and calling down a field of lightning bolds at the exit point that jolts targets.
- Electrostatic Mind – Arc ability kills and kills on blinded or jolted enemies create Ionic Traces. Ionic Traces make you amplified.
Titan Arc 3.0
They are getting a new Thrust class ability. On the ground, double tapping a button bursts in their throttle direction, performing a quick first person evade.
Titans are getting a new melee ability, Thunderclap, where when stationary, you can charge up a punch that can either be a quick strike, you can charge it up further for huge damage.
- Touch of Thunder – Boosts to different arc grenades. Flashbang has a second blind pulse, Pulse creates an ionic trace and gets more damage over time. Lightning gets two charges and jolts targets. Storm creates a roaming thundercloud that tracks enemies like Silence and Squall, and zaps them with lightning.
- Juggernaut – When sprinting and with full class ability energy, Titans get a shield that blocks damage, and it’s stronger when amplified. If the shield is broken your class ability is spent.
- Knockout – Melee kills trigger health regen and make the Titan amplified. Critically wounding an enemy or breaking their shield increases melee range and damage. Titan’s base melee is arc-powered when Knockout is active.
Fragments – These are the only one that we know right now, but they are pretty significant, especially this first one:
- 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.
- 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.
So, those are the highlights, start planning your builds accordingly.