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Edited by Kienamaru: 2/20/2015 1:09:20 AM
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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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#Destiny #Classes

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  • I don't think anyone remembers these. They were so creative.

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  • Can we bring this back?

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  • [u]ShadowBender[/u] [i]Bind the void to your will, and purge the enemies with darkness. [/i] [u]Jumps[/u] Shadow Step- Step through the void, and reappear a few feet forward Persistence- Shadow step's cooldown is greatly reduced. Void Climb- Shadow Step can be used in any direction, including vertically, by using the left thumbstick to control direction. Chill of the Void- Passing through an enemy with Shadow Step causes them to slow, and their accuracy to decrease for a small amount of time. [u]Grenades[/u] Shadow Pool- Thrown on the ground, this leaves a small circle of void that harms and slows enemies that walk through Trueseeker- Once thrown, this grenade teleports forward a few feet, then falls into a regular flight path. Does a moderate amount of damage in a medium blast radius. Leech- Only able to affect one target, this grenade sticks to a target for a few seconds. Damage done to the target is given to the thrower. [u]Super[/u] Void Rift (has an offensive and defensive modifier, only one applicable at a time). Offensive- Flip into the air. Standing on a solid void platform, your melee now throws a quick succession of knives, and your grenade is a sphere of shadows, holding enemies in the filed of effect. [u]Abilities[/u] -Gain an overshield while in the air. Or -Gain the ability to traverse through the air while super is active Defensive- Open a rift in the void. Around you, enemies are slowed, and a room appears. Enemies can enter this room; inside, you can access your vault, and health regen is constant. You may not be damaged, except for by enemies shooting through the small door. [u]Abilities[/u] -Enemies cannot damage you while you are inside the rift Or -While inside the rift, weapon damage is increased (similar to weapons of light). [u]Melee[/u] Void Bow- A dark crossbow appears in your hand for one shot, dealing similar damage to the throwing knife. Or Shadow Cleave- A large scythe appears in your hand, dealing massive damage to enemies in a small radius. [u]Class Mods[/u] Archer/Assassin- Gain an additional shot/swing with your melee ability every other use. Trapper- Shadow pool grenade now lasts significantly longer. Ghoul- At a great cost to your health, use _____ buttons to slip into the shadows, unseen by enemies.

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  • Edited by CALzone_97: 2/21/2015 1:48:57 PM
    For the Warlock: "Broken Scholar" The super is the hive wizard's arc attack with grenades that either ... 1.detain an enemy for 6 secs 2. thorns dot to all enemies in a radius around you 3.give all allies it hits a small solar shield Your movement would have a slight hover with no drop-off or a large leap Perks can extend the time you have to use your arc blast super or make it shoot more blasts Melee stops an enemy from counter-melee-ing for 2 secs (for bosses ect)

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  • Edited by MolotovMongoose: 2/22/2015 8:02:20 PM
    Solar Titan: Ronin [i]You are your own master.[/i] Grenades Firework Grenade: Explodes on contact with whatever it hits, creating a large explosion that damages nearby enemies. Spread Grenade: Attaches itself to one enemy and gradually damages it, then moves on to the next. Trap Grenade: Turns into four smaller grenades on contact, surrounding enemies on all four sides. Melee Dragon Punch: When it hits an enemy, it damages other enemies in a nearby radius. Similar to Storm Fist with Discharge Dragon Scales: Granted a very brief defense buff after use. Dragon Swiftness: Granted an agility buff after use. Dragon Claws: Makes Dragon Punch stronger, but makes the user more vulnerable to attack after use. Super: Solar Katana The user channels the power of the sun into a fiery blade. (Similar to Sword of Crota) Wakashiza: The user is granted a second, smaller blade, giving a slight damage buff. Kamikaze: The user is granted an agility buff, but loses some defense. Yojimbo: Gives all teammates a temporary shield. Additional: Dragon Benevolence: Kills with Dragon Punch grant Orbs of Light. Bushido: Dragon Punch allows user to revive teammates faster after use. Heart of the Samurai: Instantly replenishes Grenade after killing an enemy with Dragon Punch.

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    • Void hunter subclass Phantomcloak: Super: warp speed- removes your gun and doubles your agility and you also leave a damaging void trail wherever you go Weightless- run straight up walls Hyperspeed- triples agility stat but void trail is weaker Sonicboom- press the fire button while active to consume you void trail and shoot it out like a rocket, the bigger the trail, the higher the damage Grenade- tether - binds an enemy hit by it in place and does void dps Ether ball- a mini servitor that heals allies in its explosion, creates a healing vortex Hawker- an eagle made of void light that circles around revealing enemies through walls and will divebomb and explode once finished Melee- ether drain- the close range attack sepiks prime does but in a burst only, hits everything in front of you Soul fuel- kills heal you Servitor- hit an ally with it to heal them Forcefield- inflicts knockback Also I was thinking about eris morn the other day and how she uses the darkness as a weapon because she was corrupted by it. Then revelation struck and i thought maybe we can have subclasses which use the darkness as a weapon and have a different subclass for each enemy species in the game, so here they are. Warlock subclass Hive breeder: Super- swarm- summon 6 allied thrall ancient curse- summon 3 cursed thrall instead Sworn defender- summon a knight instead Greater bond- improves stats of summoned thrall Grenade- bolt of corruption- throw a hive boomer bolt Sphere of darkness- creates wizard cloud in impact Reanimate- summon 2 allied thrall at location Melee- ravaging claw- killing an enemy heals you Raging blade- if charged twice perform a sweeping sword attack Hive mind- melee an ally to heal and buff them Reuse soul- killing an enemy turns them into a thrall Hunter subclass Fallen angel: Super- call of the kell- you gain increased defense, allies gain increased damage Backup plan- gain an allied fallen sniper as well Reinvigorate- resets timer on all buffs allies or yourself are currently experiencing Powerful speech- reduces cool downs on allies grenades and melee by 80% Grenade- arc bolts- fire three seeking arc bolts in quick succession Shock implant- stick to a surface and detonates on proximity Void river- release a stream of ether dealing continuous damage Melee- taser blade- slows enemy on hit Raging current- killing an enemy causes them to explode Data theft- hitting an enemy gives you a full magazine Shock pulse- teleport through an enemy damaging and stunning them Titan subclass Warmonger: Super- juggernaut- turn into a colossus temporarily Rocket pods- gives you rocket pods as well Rambo- gives you a second minigun at the cost of significantly decreased range and accuracy Heavyweight- lose the minigun in exchange for stonger melee and increased defense and speed Grenade- micro rocket- launch a small rocket Brainwave- releases the psion wave attack Twinade- release two incendiary grenades Melee- shield smack- stuns enemies on hit Kinetic force- inflicts serious knock-back on hit Metal wall- gain increased defence after a hit Spoils of war- kills give you increased chance of ammo dropping Can't decide what class this one should belong to, it is based on the vex Terminator: Super- temporal warp- creates a bubble which slows down enemies and their projectiles whilst speeding up yours Time snap- damages enemies in the field when it collapses Pocket dimension- constantly heal inside the bubble Time shift- press button again before it ends to move it to you Grenade- telefrag- teleport to the location it lands if it directly hits an enemy it deals double damage Warp grenade- sticks to enemies slowing them and exploding after 4 seconds Null grenade- high velocity, really bouncy grenade Melee- temporal shunt - teleports enemy away from you on hit Lockdown- temporarily disables abilities Ethereal lance- melee penetrates enemies Space fracture- kills release axion bolt seekers

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    • Hey guys I've actually made my own thread with my ideas for three new subclasses complete with all the abilities and some grimoire. Click the link below to check it out and bump if you like it>> [url]https://www.bungie.net/en/Forum/Post/102650740/0/0[/url]

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      • Sounds insanely op for capping in crucible, just pop the super on the point. But it would make hunters useful in PvE, which they currently suck at

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      • "WE NEED SUPPORT!"

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      • Guessing everyone ran out of ideas?

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      • Edited by enigmatic_kaos: 11/26/2014 8:23:32 PM
        What if third subclass became a mixture of the subclasses you have already but balanced, me dreaming possibly a fusion of the two creating a new type of energy only available if you're playing whichever character titan Hunter Warnock yadayada meant warlock lol

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      • Edited by Kienamaru: 1/13/2015 1:51:19 PM
        Stormdancer [i]In a single flash of lightning we are here. In a single roar of thunder our enemies are no more.[/i] (A mostly assault based warlock class with a little bit of support thrown in. This would benefit warlocks who like to solo things while also serving as great partners for teams.) [b]Grenade[/b] Bioelectric Grenade- A grenade that kicks health regeneration into effect immediately. The field of energy 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 on all but boss enemies) Zapwire Grenade- A grenade that spins around sweeping the ground a nice distance with a ray of electricity on both 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 similarly to Balanced Glide but moves faster and has 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 healing energy causing their health to be in a constant state of regeneration. (attacks that one shot you would still kill them, otherwise they would regenerate health fast enough to survive repeated standard melee attacks.) Technofury- While Maelstrom is active weapon range and damage is doubled. Weapons also swap, charge, and reload twice as fast. Autonomous- While Maelstrom is active it wraps the user in a cloak of 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 significantly. (about 40% faster) Emission- caster creates an aoe burst on hit that deals 50% damage and applies whatever mod is active. (ie, tempest, current, blitzkrieg.) Downpour- enemies that are killed by caster will 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 as much explosion range, twinbolt can go farther if the direction is held during travel, Using arc flight basically loses 90% of downward momentum allowing a true glide.) Output- Reduces cooldown of grenades by 30%.

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        • Yes I love my hunter class and this is way better than the rumors I've heard on reddit. BUNGIE, MAKE THIS PLEASE.

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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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          • Pulls out ur moms tits like dual welding rocket milk launchers

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          • [b]Lord of the storms,[/b] [i]reshape the universe at your own will, create life and end it (warlock arc class)[/i] [b]Grenade [/b] thunderbult - a spear that goes through every enemy in a straigh line paralyzing them for a few seconds (chains to nearly targets) lightning ball - a granade that sticks to targets and produces big damaging explosion every second. zeus' spear - a spear that explodes on impact (travels in straight line) [b]JUMP[/b] All void walker jumps (including blink) [b]Special[/b] [b]Wrath of the Gods[/b] [i]create a massive release of energy from your body pulverizing every enemy that is close to you a a huge radios[/i] [b]Its mods[/b] - ANGER: extended radious - A pact with zeus: A powerfull spear that on impact will release the wrath of the gods - Till it becomes ashes: wrath of the gods lasts longer. [b]Melee [/b] Lightning bolt (similar to hunter's throwing knife but travels in a straight line mods - re gain grenade energy when killing - when killing you instantly re gain another shot - your enemy explodes causing a chain reaction explosion [b]Ability Mod[/b] - keeper of the light: all your abilities recharge faster - Re charge: when your super bar fuels you re gain all your ammo - Slow down: gain a shield when killing an enemy with any of your abilities [b]Ability mod 2[/b] - Faster: you glide is improved with greater speed - No re charge: Blink doesn't need recharge - Not turning into ashes: Posibility to gain a shield when about to die

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            • Dragon knight: Titan subclass [i]Legends speak of dragons roaming the land. Few could slay such a beast. Fewer still can control one...[/i] Or [i]Let the beast inside... Free[/i] [u]Jumps[/u]: lift Increased heigh Gain better directional control while airborne Wrath: (titan blink) a flaming jump powerful enough to burn other enemies when jumping through them [u]Grenades[/u] Fireball: summon a ball of solar energy that travels with slow velocity but hits hard when striking Hell's feet: two grenades that set a radius of a circle of fire, causing the targets speed to increase while burning them (reduced against vex) Dragons tongue: a grenade that sticks to surfaces and emits a burning torrent of solar energy [u]Super[/u] [b]Claw of the dragon[/b] Summon a blade powerful to burn all enemies nearby, and begin a raid on all other elements [u]Upgrades[/u] Claw emits a larger blast radius, consuming all in flame Duration of claw increases with all burning damage and kill Claw heals all nearby allies and provides a cleansing shield [u]Melee[/u] The beasts jaw: forces target away, letting the architects slay them for you, while still getting points [u]upgrades[/u] Target burns after being hit Improves distance of jaw Forces all targets within the melees radius away, weaker than directly [u]misc[/u] Vile consumption: Casting fireball will create a massive explosion, and improving velocity when striking Searing throw For a short time after using jaw, become empowered by fire, dealing solar damage, but reducing weapon damage while allowing teammates this effect too for reduced time Blade of the beast: Increase duration of super while doubling orbs of light initially spawned (starting at 2) Blessing of fire: Reduces cooldown time of claw after using it. Embrace of flame: The inferno created by claw lasts longer Wings of luck: When claw is activated, sprout wings and apply a modded warlock glide, targeting all below "I am [b][u]fire[/u][/b]" "I... am... [b][u]death[/u][/b]"

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            • Arc Warlock : Necromancer- Summon a small servitor that is infused in lightning to electrocute enemies Solar Titan : Torch- covers user in fire and increase speed and damages on contact. absorbs some damage making harder to kill while in super Void Hunter: Archer- summon a bow with the power of void and darkness. when bolts come in contact with enemy is constricts them and uses energy drain. Just a super concept.

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            • So it turns out, that Bungie hasn't even started on third Subclasses at all. Read in an interview that they would definitely be something to consider but there isn't anything done on them as the extra slots were for the earlier build of Destiny where you could seal off your Focus.

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            • I'm too lazy to all the other stuff, but I'd like the Hunter to summon a void wolf to follow him around for awhile and tear people apart. I'd pay $20 for that and 2 additional subclasses for the warlock and Titan.

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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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              • Void subclass for Hunter that is the same as Sunsinger except you turn into a wolf.

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              • SUPER CHARGE IDEA ONLY Arc lock: brings forth a storm of lightning that strikes down enemies in front traveling forward from player for mid- range distance. Can be upgraded to send out multiple surges around the player which also travel a certain distance Last perk could be a thin laser beam that can be upgraded to increase range of that of a sniper or the ability to use twice with midrange effects Solar titan: the guardian is infused with the power of the sun as they run forward at incredible speed flame tackling anyone in his way. Also leaving a trail of fire that deals moderate damage if stepped into. Can upgrade to send a flaming copy of yourself charging forward while player remain in standing area. Another upgrade could be a Flame armor: indulged in flames decrease incoming damage, increase agility, grenade and melee damage while active. Void Hunter: Gains a void blade that can be thrown forward killing everything it hits Can be upgraded to teleport guardian behind target slashing with one hit That causes explosion then teleport back to where the Hunter first activated the strike. Another upgrade can be a void gun that shoots suppression fields similar to that of Atheon hard mode, if hit while air born you will die once you cross the bubble.

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              • Void archer

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              • You know they already have the third subclass made in the dlc

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                • All I gotta say is a giant -blam!-ing sythe that you just swipe and maul a giant group of enemy's, this is a warlock subclass, and you're like a blade dancer, but you can have a great sword, sythe, or frickin arc javelins, throw it through an enemy to zap all his friends, while he stumbles and dies, needle grenade, sends out two (or more with exotic upgrades) waves of spikey taxer needles. The jump would start as blink and end as glide, and you can revive yourself with like a self made defrib.

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