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originally posted in: The "Create a Third Subclass" Thread
11/29/2014 6:57:20 PM
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Stormrider: Arc Warlock Grenade Lightning Web: thrown grenade sticks to a surface and emits several (5 or 6) tendrils of lightning with a range similar to the lightning grenade bolt. Each tendril is consumed when hit for medium damage (takes 3 to kill a guardian, 5 to kill an overshielded guardian). Lightning Sentinal: when thrown hovers 2m from release point and emits one massive bolt when an enemy gets too close (similar range to a tripmine). ohks unshielded guardians, leaves shielded guardians at 25% health. Overcharge Grenade: Thrown at friendly guardians and emits a pulse that aoe enhances movement speed/ads speed/ and weapon switch speed. Range similar to the solar grenade and doesn't stack or remain in place, one pulse then gone. Movement Glide Catapult: initial burst of speed to glide. Burst Jump: replaces double jump with a rapid momentum change depending on left analog directional input (left to burst left, right to burst right, up to gain height, down to plummet downward, L3 to burst forward at the same altitude), range is about 3/4 of a teleport but velocity is retained throughout jump. Controlled glide: same as sunsinger last movement upgrade. Melee Thunderpunch: arc fueled punch blinds struck enemy. Same range as titan melee. Flashpoint: blind effect is aoe (similar range to flashbang). Shield Drain: overshielded guardians have shields stripped before melee dmg and blind is applied and grants stormrider an overshield. Drains pve shields to the same effect. Accelerator: Thunderpunch initiates immediate health regen and enhanced movement speed (+3agi). Super Rolling Thunder: Arclight condenses into 4 charged orbs hovering over guardian's shoulders. Aiming reticule similar to golden gun appears and bolts must be charged 1 second before firing (use right trigger as usual). Bolts deal splash damage (same aoe range as a flashbang) at impact point. Cannot use weapons or grenades. Super duration 10 seconds. Consuming Light: increases number of orbs of light spawned by super kills. Thunder rage: Thunderbolts overpenetrate first target and impact at second point of impact. First target also releases aoe dmg.. Stormcall: Pressing right bumper detonates an orb and grants accelerator aoe effect to nearby allies (flashbang range). (10 seconds) Class Mod Way of Holding- Training focused on all attributes Way of Riding: Training focused on speed at all costs. Way of Bearing: Training focused on armor and battle recovery. Ability Mod Chainbolt: enemy killed by Lightning sentinel spawns an additional bolt that chains to near by enemy (distance of 5 meters). Lightbearer: stormcall adds overshield to effected allies. Superconductor: shield drain also fills super meter (20%). Attribute Mod Path of Storm- Training focused on armor and speed. Path of Cloud- Training focused on speed and recovery Path of Thunder- Training focused on armor at all costs. Additional Mod War cant: allies with overcharge have chance to generate orbs of light with kills. Dirge: Enemies blinded by Thunderpunch also take DoT arc dmg (comparable to solar burn) Stormsong: activating Rolling Thunder grants an overshield and reduces charge time for thunderbolts. by half (1/2 second charge). Trying my hand at an Arc Warlock. Built around a support class theme with a dmg based super that operates similarly to golden gun but doesn't impact instantly and requires a lengthy charge time. Should fill a different roll than gg and be more add control/support oriented. Also introducing hard counters to shields.
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