Destiny: The Taken King Nightstalker Hunter Guide
The Nightstalker subclass for Hunters in Destiny: The Taken King is a little different than most. It is like a Ninja and a Hunter mixed into one. The class skills and mechanics remind me of a traditional rogue or thief class in most role-playing games. It also has great support and makes more orbs of light than you can count.
I'll go over how the Nightstalker subclass works, explain each skill, and go over the build I use most of the time. For another subclass guide, check out my Stormcaller Warlock guide.
This guide will go over everything about the Nightstalker subclass for Hunters including:
- Stalking the Night - General info on the Nightstalker subclass and how it works.
- Nightstalker Skills - Info on what each skill does.
- Orb Factory Build - The build I use most in PvE and how it works.
Stalking the Night
This subclass is a master tracker and trapper. If you need to lock something down, this is the class to do it. The Nightstalker skills give a variety of gameplay options, but support is the main goal.
The super, Shadowshot, shoot a void anchor from a huge void bow. This tethers all enemies in range of the anchor, weakening and suppressing them for you and your allies. Basically, it makes it very hard for enemies to move and they take more damage.
The special grenade, Voidwall grenade, creates a horizontal wall of burning void light. This is great for trapping enemies or keeping them away.
Their melee ability, smoke, throws a smoke cloud to slow and disorient the target. This is useful for blinding enemies and escaping, or going in for the kill.
Using these abilities the right way, and picking the right skills, gives this class a lot of versatility and tricks that no other class or subclass can do.
- Spike Grenade - Grenade that attaches to any surface and shoots out damaging void light.
- Voidwall Grenade - Creates a horizontal wall of burning void light.
- Vortex Grenade - Creates a vortex after the explosion that continually damages enemies trapped inside.
- Higher Jump - Upgrades double jump to have greater height.
- Better Control - Upgrades double jump for better directional control while in the air.
- Triple Jump - Adds another jump to double jump.
- Blood Bound - Tethered enemies explode when killed. Damage to tethered enemies is shared to all.
- Black Hole - Void anchor lasts longer, has increased range, and can tether more targets.
- Quiver - Fire Shadowshot up to 3 times, but the void anchors have reduced range.
- Envenomed - Adds toxin to the smoke that does damage over time.
- Vanish in Smoke - You and allies near smoke explosions vanish from sight.
- Snare - Allows smoke to stick to surfaces, detonating when enemies are near.
- Path Forgotten - Increases armor and agility.
- Path Forbidden - Increases battle recover and agility.
- Path Unknown - Increases armor and battle recovery.
Perk Column 1
- Courage of the Pack - Killing tethered targets increases recovery and armor for you and nearby allies. Stacks up to 5 times.
- Light of the Pack - Killing tethered targets creates Orbs of Light for your allies.
- Lockdown - Grenade and smoke effects last twice as long.
- Way of the Drifter - Increases all stats.
- Way of the Fearless - Increases only armor, but by a lot.
- Way of the Nomad - Increases only recovery, but by a lot.
Perk Column 2
- Keen Scout - Sprint and Sneak faster, gain Enhanced Tracker and the ability to mark targets you damage.
- Predator - Void anchors from Shadowshot become traps that stick to surfaces and wait for enemies.
- Shadestep - Double-tap the crouch button to evade.
Recommended Orb Factory Build
This class has the ability to make more orbs than any class and it comes mainly from the Light of the Pack skill. This build is flexible, except for that skill, so I'll explain what I use, but also some alternatives.
- Spike Grenade - I use this when I want to do the most damage because it is easier to kill enemies with this.
- Voidwall is good for trapping, but once the wall is out, most enemies don't walk through it.
- Triple Jump - Triple Jump gives you the most control out of any jump because you decide when to push the button.
- Blood Bound - This helps so much in creating orbs because every target is damaged at the same time and they explode, which will likely kill enemies.
- Black Hole also works, but you need to make sure you can kill all the tethered targets.
- Vanish in Smoke - This has nothing to do with collecting orbs, but being able to stealth, and it works for your whole fireteam, is more valuable than you could imagine.
- Path Unknown and Way of the Drifter - These give the most armor and recovery without sacrificing too much.
- Light of the Pack - The cornerstone to this build. You'll create so many Orbs of Light with this.
- Keen Scout/Shadestep - This depends on a few things, but first let me explain more of what Keen Scout does.
- The sprint and sneak is helpful in many situations, but the enhanced tracker is only good for patrol and looking for items.
- Enhanced Tracker shows chests and collectible items on your radar.
- When you damage enemies, a mark is placed on them and you can still see it if they go behind walls or something.
- In most cases, I use Keen Scout because it has many uses, but sometimes the evade from Shadestep can save your life.
- If you have the exotic helmet, Graviton Forfeit, you get Shadestep free and can use both that and Keen Scout.
- If you don't use that helmet, either Keen Scout or Shadestep is useful.
That wraps up my Nightstalker guide for Hunters in Destiny: The Taken King. Let me know of any builds you have. If you want another subclass guide, check out my Sunbreaker Titan Guide.