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Destiny

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Edited by A Tigerstorm: 6/19/2017 6:39:04 PM
36

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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