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Destiny

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Edited by Kienamaru: 2/20/2015 1:09:20 AM
159

The "Create a Third Subclass" Thread

A thread where you can let your creativity out about what you'd like to see from the 3rd subclass. Just make sure that you stick to the following: Void Hunter, Solar Titan, Arc Warlock. [b]Soothslayer[/b] [i]There is but one truth which is relevant in all life... Death.[/i] [b]Grenade[/b] Voidbomb- a grenade that explodes on impact dealing high damage while also leaving a field that detains enemies inside of it. Blindburst Grenade- a grenade that deploys seekers that home in on nearby targets dealing low damage but blinding them and briefly disabling radar. Stalker Bomb- a grenade that bounces multiple times and will curve if an enemy is in range, exploding each time for moderate damage. Able to kill if 2 of 3 explosions hit. [b]Movement[/b] Double Jump Balanced Jump- A blend of higher jump and better control. Able to control almost as well as better control and jump almost as high as higher jump. Void Blink- a better version of blink that offers increased control and two blinks at a shorter distance. (Basically triple jump in blink form) Shadowbridge- allows Hunters to run in the air creating a bridge of void underneath them. (Their allies can also run on this until it dissipates.) Distance traveled greatly depends on speed. [b]Super[/b] Grim Reaper's Lair- Creates a large field (fist of havoc size) that blinds and suppresses all enemies caught in it. Fall From Glory- Replaces suppression with an energy draining field, making foes lose progress on cooldowns and removes all buffs. Death Calling- Replaces suppression with a single burst of highly damaging energy. (able to take out all non major or below level enemies) Reaper's Lock- Replaces the blindness with a life draining field that detains the enemy making it harder for them to escape. [b]Melee[/b] Rend- A lunging melee that has good range and evasive properties by crouching low and dashing forward. Deals lingering damage. Lifting Slash- Rend lifts enemies into the air as it hits them and pushes them back slightly. Blindside- Rend that shuts down enemy shields while passing through them. Rending Void- Rend decreases cooldowns on Grenades and Supers for a short time. [b]Class Mod[/b] Way of Sin- Training focused on Toughness and Battle recovery. Way of Purgatory- Training focused on all attributes. Way of Righteousness- Training focused on speed at all costs. [b]Ability Mod[/b] Lust & Greed- Picking up ammo heals a small amount of health and super energy. Venom- Rend deals lingering damage for 3x as long turning it into a one hit kill (in crucible) Demolitionist- Improves all grenades. (Voidbombs cover a greater range, blindbursts blind last longer, stalker bombs bounce 2 more times giving it more chances to kill and more range.) [b]Attribute Mod[/b] Path of No Return- Training focused on Speed and Toughness. Path of Omniscience- Training focused on all attributes. Path of Redemption- Training focused on Battle recovery at all costs. [b]Additional Mod[/b] Breaker- Gain an additional use of Rend. Destroyer- Improves Grim Reaper's Lair. (Blindness and suppression duration increased on GRL, Instantly fully drains enemy cooldowns on FFG, increases power on DC to kill major or below level enemies, increases the range of RL by 50% making it harder to escape.) Death's Caress- The field of Grim Reaper's Lair also heals all allies who are in range. [b]Stormdancer[/b] [i]In a single flash of lightning we are here. In a single roar of thunder our enemies are no more.[/i] [b]Grenade[/b] Bioelectric Grenade- A grenade that kicks health regen into effect immediately. Lasts for 5 seconds. (works similar to Halo's regen field) Strike Grenade- A grenade that explodes on impact and deals heavy damage in a vertical beam. Can be stuck to walls to shoot out horizontally. (similar to spike grenades from titans but more focused. Deals knockback) Zapwire Grenade- A grenade that spins around sweeping the ground a nice distance with a ray of electricity on two sides [b]Movement[/b] Bolt- A very quick mostly horizontal leap that basically catapults the user. Letting them maintain full speed until they reach the ground. (Lacks any form of aerial control.) Thunderjump- leaps mostly vertical with a loud bang from beneath (think shoulder charge sfx) enemies caught in their wake will be staggered. Twin Bolt- Allows the use of bolt twice. The second bolt allows a change in direction. Arc Flight- Functions like Balanced Glide but faster with much better control. Allowing them to move side to side as easily as strafing while gliding. [b]Super[/b] Maelstrom- A mode type super that grants the user a different set of abilities depending on the modifier applied. Wraps the user in a cloak of energy causing their health to constantly regenerate. (Regenerates fast enough to survive repeated standard melee attacks but not 1HKs.) Technofury- While Maelstrom is active weapon range and damage is doubled. Weapons also swap, charge, and reload twice as fast. Autonomous- replaces the healing cloak with offensive energy that leaps out to nearby enemies, dealing high damage every second. (basically it arc bolts them every second or so.) Lightning Bringer- While Maelstrom is active, it overcharges and extends the user's melee range and power allowing them to throw discs of lightning that overpenetrate and deal heavy damage. [b]Melee[/b] Caster- shoots forth a bolt of lightning that damages a single enemy. Current- causes continuous damage to foes hit by caster. Nearly doubles damage output. Tempest- Enemies have a low chance of being instantly killed by Caster. Blitzkrieg- Causes enemies killed by Caster to explode, damaging nearby opponents. [b]Class Mod[/b] Arcane Wisdom- Training focused on battle recovery and speed. Arcane Spirit- Training focused on battle recovery and toughness. Arcane Body- Training focused on speed at all costs. [b]Ability Mod[/b] Heavy Storm- reduces the cooldown of Caster. (about 30% faster) Emission- caster creates an aoe burst on hit that deals 50% damage and applies whatever mod is active. (ie, tempest, current, blitzkrieg.) Downpour- Caster kills generate an orb of light. [b]Attribute Mod[/b] Stratus Order- Training focused on all attributes. Nimbus Order- Training focused on toughness and speed. Cirrus Order- Training focused on toughness at all costs. [b]Additional Mod[/b] Torrential- Reduces cooldown allowing Maelstrom to be used more often. (25% faster) Weathervane- Doubles the effectiveness of double jumps while Maelstrom is active. (Thunderjump has twice the explosion range, twinbolt goes farther if a direction is held, arc flight loses 90% of downward momentum allowing a true glide.) Output- Reduces cooldown of grenades by 30%. [b]Razer[/b] [i]Born of fire, battle ignites our souls. In turn, we ignite the battlefield.[/i] [b]Grenade[/b] Fireball Grenade- An impact grenade that has a small but powerful explosion. It flies straight when thrown. Dragonfire Grenade- A grenade that upon hitting a surface deploys a small dragon made of fire that seeks a target. If the dragon hits, the target takes heavy burning damage. (50% of max hp in crucible. Travels faster than an axion bolt.) Flamethrower Grenade- a grenade that sticks to a target and spews flames periodically. The target takes heavy damage from being stuck and each burst of flames covers about 9 feet in front of them. [b]Movement[/b] (Keeps all titan jumps as they are amazingly useful.) [b]Super[/b] Trailblazer- become a large semi controllable orb of fire that shoots across the battlefield in a line. (think a shoulder charge that goes much farther.) This deals heavy damage and ignites enemies but moves the titan forward so anyone left standing may be able to attack him. Wake the Sun- The start and end of the Trailblazer will create an explosion that deals heavy damage. (About the size of the ward of dawn) Inferno- create a wall of fire that burns for 5 seconds after stopping. Boomerang- At the end of Trailblazer's journey the titan makes a return trip with just as much lethality and added safety. (this allows you to use the super without putting yourself in harm's way.) [b]Melee[/b] Pyre Lariat- A spinning melee attack that hits all around the titan. Deals average melee damage and has knockback on lesser enemies. Heavy Pyre-A harder hitting version that deals 30% more damage but also has a 20% slower cooldown. Can stagger majors and ultras. Pyre Veil- Using Pyre Lariat creates a small wall of fire that cloaks the titan. The first enemy that touches it burns for 5 seconds. If untouched the veil lasts 10 seconds. Sweeping Pyre- A version of Pyre Lariat that sacrifices direct power by having more range. [b]Class Mod[/b] Titan Codex I: Training focused on battle recovery and toughness. Titan Codex II: Training focused on speed and toughness. Titan Codex III: Training focused on battle recovery and speed. [b]Ability Mod[/b] Fires of War- Enemies killed by Pyre Lariat explode, granting bonus super energy and setting those it contacts on fire. Everblaze- While Pyre Veil cloaks the titan, it will also regenerate his health slowly. (max regen is up to 50%) Explosive- Pyre Lariat creates a small explosion upon hitting an enemy allowing it to do more damage over a wider range. [b]Attribute Mod[/b] Titan Codex IV: Training focused on maximum battle recovery. Titan Codex V: Training focused on toughness at all costs. Titan Codex VI: Training focused on raw speed. [b]Additional Mod[/b] Dragon's Blaze- increases all solar damage caused by the titan by 50%. Solar Powered- increases the reload speed of all solar weapons by 50%. Super Nova- Each enemy killed by Trailblazer creates an extra orb of light.
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  • Edited by Juggernaut: 11/28/2014 9:04:07 PM
    Crusader: Solar Titan "To banish Darkness I bring flame. To banish enemy I bring blade. To banish injustice I bring myself."--Sieg, First of the Order of Sol's Brethren. Grenade Starburst grenade: grenade bounces once (no stickies), leaves short burn region (reduced area compared to solar grenade) Starfall grenade: explodes in proximity to targets, creates a directional swarm of linearly moving beams (useful for throwing over cover and exploding downward). Star Knight grenade: when thrown hovers around your character and seeks out a target who approaches too closely. If not triggered within 10seconds self detonates and returns half grenade bar. Movement Double Jump Controlled Double Jump: increases control of double jump 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. Teleport Melee Flame blade: a fire sword briefly appears and slashes forward (same range as warlock melee), increases agility by 2 for 10 seconds, Flare: targets killed by flameblade explode Double Strike: a kill with the first strike allows an instant second strike. Counter stroke: instead of attacking, stops in place and assumes a brief counter stance (0.3 second startup, 0.7second active effect), ohks meleeing opponents (unless they have overshields). Super Sun Knight: equips a flame sword and shield, left trigger to hold up shield in front to prevent frontal damage (side and rear damage still take effect) , blocks view and reduces speed by half. left bumper uses shield slam (one second cool down). right trigger performs flamesword attack (1 second recharge rate, no lunges), attacks drain super meter (1/6 per swing). Cannot throw grenades or use equipped weapons. Agility increases by 3, jump becomes set to burst jump. Sol's Vengence: during sun knight, right bumper to deal aoe flame damage with 3second burn (costs 1/2 of super) at 1/2 the range of FoH, requires 1/2 meter to perform so no cheesing out at the end. OHKs unovershielded enemies, reduces overshielded enemies to half health bar. Solar Wrath: during sun knight, press right trigger and right bumper to remove shield and increase flamesword reach and damage (1.5X), also adds lunge to flamesword strikes. Health regenerates constantly. Sword attacks consume 1/5th of super meter. Solar Crusade: activating sun knight releases 4 star knight grenades. another grenade can be spawned for 1/6 of super meter. grenades seek aggressively and more quickly than normal but with the same range. star knight grenades remain active for full 10 seconds no matter if super ends. Class Mod Way of Justice- Training focused on all attributes Way of Crusader: Training focused on speed and armor. Way of Knight: Training focused on armor at all costs. Ability Mod Solar Might: melee kills increase super recharge rate (1.5X) for 15 seconds. Enkindling: damage absorbed by shield during super adds to super duration. Ash Bringer: precision kills cause enemies to explode and a chance to spawn a solar grenade where they fall. Attribute Mod Path of Bravery- Training focused on speed at all costs. Path of Diligence- Training focused on armor and recovery Path of Iron- Training focused on Battle recovery at all costs. Additional Mod Unfettered: sprinting for a short time grants an increase in reload speed/weapon speed/ads speed. Unrelenting: kills with flamesword grant fireshield. Unparalleled: precision kills grant a chance to drop orbs of light. *Edit: since people seem to like this idea I made some adjustments to make it slightly less evil. Majorly, reduced the number of attacks during super (1/6 instead of 1/10 meter consumed) since it's supposed to be a much less spammy, more precise cqc super than bladedancer and encourages the use of Enkindling for a smart player to use enemy fire to lengthen super duration. Reduced the number of grenades initially spawned by Solar Crusade super to 4 (6 was probably too much, but the option to go bananas still exists by burning all the meter). Ash bringer precision kills still cause explosion but now only a chance to leave a solar grenade, this is mostly to balance for pve, but it's still good.

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