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Destiny

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Edited by A Tigerstorm: 6/19/2017 6:39:04 PM
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How I'm imaging Sunbreakers, Nightstalkers, and Stormcallers work in D2. [FAN MADE]

So I had extra time on my hands last night and I decided to try and find out if these three subclasses will come back. And indeed, they might be. So I decided to make a post explaining how I imagine them operating. [b][i][u]Sunbreaker[/u][/i][/b] Jumps: Same Grenades: Thermite, Sunburst (Grenade that on contact with any object or enemy, will immediately ignite, spreading fire.) Ignition Grenade (Throw a grenade [Like flashbang or incendiary] and after exploding, it'll leave behind a small pool of fire) Super: Hammer of Sol (Create hammers used for 20 seconds) Skill trees: [b][u]Way of the Berserker[/u][/b] 1. Hammer of sol looses its ranged attack, in favor for close quarters power. 2. Melting Point: Melee that ignites a target, burning away their defenses. 3. Cauterize: Kills with your fire will refill your health (5 second cool down and refills a potion of your health by 35%) 4. Increased Sprint speed [b][u]Way of the Veteran[/u][/b] 1. Hammer of sol becomes a long ranged super, but weak at close quarters. 2. Hammer of sol will track its targets (by 10%) 3. Stoke the forge: Melee kills will help recharge your next melee (not immediate regen) 4. Kills with your super will grant bonus speed. Stacks up to 3 times [i][u][b]Nightstalker: [/b][/u][/i] Jumps: Same Grenades: Voidwall grenade, Voidsmoke (Disorients enemies for 6 seconds) Trapping Grenade (Traps a singular enemy in place for 1 second, then explodes after a short duration) Super: Shadowshot (Fire 4 void arrows in 15 seconds that tether to enemies, increasing damage to them) Skill Trees: [b][i]Way of the Assassin [/i][/b] 1. Lose 2 arrows, but the other 2 have increased range 2. Vanish in Smoke: Throw a smoke Bomb that cloaks you and your team (5 second duration) 3. Increased jump height when sprinting 4. Stalker: Crouching will turn you invisible after 1.7 seconds. (Invisibility lasts for 6 seconds, cool down is 10 seconds) [i][b]Way of the Watchmen[/b][/i] 1. Lockdown: Grenade durations are increased 2. Void tethers will transfer all damage to enemies, but you lose time to shoot off tethers 3. Void punch: Punch an enemy with the void, leaving extra burn damage 4. Tethered kills will create more orbs of Light [b][i][u]Stormcaller[/u][/i][/b] Jumps: Same Grenades: Storm Grenade Electric line Grenade (Arc energy shoots out in a straight line, leaving a deadly arc field in its wake) Arc Bolt grenade Super: StormTrance (shoot out lighting for 14 seconds, electrifying any enemy caught within your radius.) Skill Trees: [i][b]Way of the Electric Field[/b][/i] 1. All grenades last longer 2. Lighting discharge: Enemies killed by your melee will explode 3. Ionic Blink, but you will move slower 4. Enemies killed by stormtrance will explode [i][b]Way of the Conductor [/b][/i] 1. Taking arc damage will help recharge your grenade 2. Melee kills help recharge grenades, grenades help recharge melees 3. Stormtrance's duration is reduced (to 9 seconds) but will be able to chain lighting to multiple enemies 4. When Grenade and melee are full, you regen health faster Whew!!! That was a mouthful! I hope your enjoyed reading this. And if you disagree with them, please state why! Thanks and have a great summer!

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  • If Nightstalker comes back I hope it won't be the PVE crutch that it is now. I'd like to go into fights using other subclasses and not be shamed for it. I don't think it shouldn't come back, but I don't want to be dependent on the super for boss fights. Of course I wouldn't be using Arcstrider for boss fights but more for add control. The other path for Gunslinger looks like something I'd like to try on boss encounters though (precision damage generates orbs, does more damage and lasts longer).

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