Just a few random gameplay tips from harmless fun to clutch fireteam maneuvers.
Go Fast or Go Home
With so much encouragement to replay the various content in Destiny, I've already started challenging myself to run through the missions I'm comfortable with as fast as humanly possible. And I mean literally run- you'll find that few fights in Destiny are required. Beyond Defend waves, minibosses and bosses the game is pretty content to let you run and jump through its levels if you so choose.
One of my favorite discoveries is that
while many locations prevent you from summoning your sparrow, they don't give a damn about you driving it in. Boosting through Hive temples and narrow corridors in the Cosmodrome is a blast for me, and it's also occasionally viable tactically- if there's a tough group blockading an entrance but it isn't a required fight, you can often jet right past them.
Arc, Void, and Fire
Of Destiny's advanced elements, this is the most basic one- but mastering it is key to succeeding in high-level context and slicing through easier stuff with haste.
Elemental damage is only a feature of Secondary and Heavy weapons. No primaries, excepting a few exotics feature any elemental damage.
Enemies in Destiny frequently use shields, and these shields are always powered by an element: blue/white (arc), void (purple), and fire (red/orange). Shields are simply weak to their own color. Using an Arc fusion rifle on a blue shield (as worn by Fallen) will take it down in mere moments, whereas I can't even face a Minotaur confidently without a Void weapon.
If you are colorblind, or would just prefer to memorize the enemy types rather than rely on shield color... generally speaking, it goes like this:
Fallen < Arc
Hive < Fire
Vex < Void
However, there are some exceptions, so always try to call out what kind of shield a tough new enemy spawn is rocking as soon as you spot it.
It's generally a good idea to keep multiple weapons in your inventory so that you have at least one of each elemental type to rely on. However,
swapping weapons in your inventory halves your ammo for that weapon type. As a result, in tougher content it's actually a better idea to designate members of the fireteam to each have a different elemental secondary weapon- three players, three elements- to be called upon when needed for quickly disabling shields.
Be a Synthesizer
There's a cap of 25000 glimmer in Destiny and it starts to pile up quite quickly at the higher levels. The best investment for your blue shiny stuff that I've seen so far is, without question,
special/heavy ammo synthesis consumables from the Gunsmith.
Simple enough, you pop these from your inventory and they replenish your ammo. So far as I'm concerned, these are Destiny's health/mana potions, and any fireteam should always have them at the ready. Buy a handful of each, especially heavy, and replenish whenever you get back to the tower after using them.
In addition to tough content often leaving you ammo-starved for mere survival, being able to near-continuously pump out special/heavy weapon damage to a boss can sharply reduce the length of a fight.
Subclass Mastery: Be Water
Once you hit level 20, you're still earning XP- and you'll likely have at least a few more ability upgrades to unlock on your chosen subclass. But once you've maxed it out, all that nutritious XP is going to waste!
When doing content where you're comfortable, turning in bounties, farming, or otherwise acquiring XP but don't need to be playing at your absolute most efficient-
swap to your other subclass to get it maxed out too. Leveling up with your second subclass not only allows you to bring the full suite of abilities your class to the table for any encounter, it also enhances your overall capability because of the game's extremely generous approach to swapping subclasses. You can literally switch mid-combat. While reloading, if you like.
For example, during a boss fight a Gunsliger hunter might ready her super and then unload Golden Gun into the boss- only to notice a downed ally, quickly swap to bladedancer and cloak to run in for the revive.
By mastering both subclasses, you can ensure that your Guardian not only brings both skillsets to the table, but is a fluid and adaptable warrior for any situation.
Note: swapping subclasses empties your Super meter- so if you have it full, pop your super and take advantage before any class-swapping trickery.
One final note on subclasses: most if not all have a selectable passive skill that affects the distribution of your stats.
For scenarios in which your death could mean absolute final defeat for your party, consider swapping to the one with the highest armor- sacrificing a little bit for the chance to take an extra hit or two might save your Nightfall Strike.
All that Glimmers
I'm hoping that anyone 20 or over already understands how easy it is to stock up on Glimmer. Chests, dismantling greens and unneeded blues, PvP match completion, Strike completion, just killing stuff...
all of this loads you up on Glimmer. Again, there's a 25000 glimmer cap, and approaching this without even realizing it is totally possible.
But even so, it's nice to know how to earn more when you need it. If you hadn't noticed, any time you kill a "Major" enemy (yellow health bar), they'll drop 25 glimmer.
Enemies from each race also frequently drop a consumable that makes killing them more profitable. I am glad that human beings do not follow their example.
Here you can see the glimmer gain from killing a Hive major without a Black Wax Idol on, and with it on. The effect lasts for 10 minutes.
That's all for now. Good hunting, Guardians!