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Destiny 2

Discuss all things Destiny 2.
8/8/2018 2:36:57 PM
6

I decided to make some new Skill Trees, hopefully for the future after Forsaken.

These seem good

27

A few are good, others not

17

They need work

3

If you’re here to be mean/salty/Pennywise the dancing clown (there is a reason why I’m mentioning him) just for the sake of it, then leave. I don’t want this topic to devolve into chaos. I have created a list of skill trees for the subclasses, but when Bungie revealed the new skill trees a few of mine were actually very close to theirs, so I had to create new ones. Some I will need help with. Any ideas would be greatly appreciated. Anyhoo, here you go. Titan Sentinel Code of the Stoneborn -Blockade: Barricade lasts longer and has higher health. Blocking during sentinel shield takes less energy -Barrier Punch: Kill an enemy with a void powered melee, and help recharge your barrier, and next melee charge -Deflector Shield: Blocking with your Sentinel shield will reflect the projectile back at the opponent (Rockets, bullets, etc). Reflected projectiles do twice as much damage than when they were fired. Does not reflect ally projectiles -Rock solid: Enemies can no longer pass through your barrier Code of the Fallen One -Void siphon: Striking an enemy with this melee will siphon health from it, and greatly weakens the enemy (Channeled melee, acts like Prometheus lens or cold heart in terms of attack) -Relentless: The lower health you have, the higher your resilience and mobility increase -Rose’s Legacy: Enemies that take damage from void abilities will take void burn damage as well. For example: If you stick a boss with a magnetic grenade, they will also take void burn damage -(SUPER) Siphon beam: channel void light into a concentrated beam, draining the life out of your enemies to heal you and your allies. Striker Code of the Wall breaker -Thunderstomp: Press and hold this melee to send out a shockwave, stunning enemies in front of you -Seismic charge: Thunderstomp now chains further. Enemies that are caught in Thunderstomp are rooted -Battle Guard: Damage to enemy arc shields is increased drastically. Breaking an arc shield has a chance to grant you a small over shield -(SUPER) Earthquake: Stand still and pound the ground, dealing massive arc damage and rooting all enemies that are struck after Earthquake Code of the Pilgrim Guard -Grave Digger: A Arc Blast is emitted when striking an enemy. Killing an enemy will increase the Blast radius dramatically -Vigilant Guard: When near allies, sprinting with them will decrease the cool down of your super -Fear Spreader: Defeating enemies has a chance of creating a stack of fear. Fear enhances your ability damage, and super duration while lowering enemy defenses. Max stacks: 4 -(SUPER) Ion Pulse: Create a Arc vortex, disrupting any enemy ability and disorienting them. With every pulse you create by pressing RT, you can apply fear stacks. Sunbreaker Code of the Firebreak -Ember punch: Begin a fire by punching an opponent. That opponent will start burning. Lower health targets take more damage from the burn. -Devouring flame: Grenades leave behind a deadly pool of molten lava after they implode. Grenade burn effects increased -Rapid Oxidation: Enemies who take damage from your fire will begin to take bonus solar damage from all sources. -(SUPER) Ignition Pyre: Burn a centralized area by throwing a enormous hammer, destroying anything in its radius. Firery tendrils will shoot out to enemies not in the blast radius. Burned enemies take more solar damage from supers Code of the Paladin -Healing Blow: Striking an enemy will refill a portion of your health, and heal a nearby Ally. Radius for ally heal: 9 meters, time until ally healing expires, 5 seconds. Healing is continuous for the 5 second duration -Righteous Fire: Hold your grenade, taking away it’s damaging properties, but it will instead heal an ally when thrown at them. -Justice’s advance: Sprint speed is increased, and handling with all weapons is increased drastically -(SUPER) Blessing of Light: Summon a Hammer of Sol, but instead of damaging enemies , it will cause massive debuffs to enemies while healing allies Hunter Arcstrider Way of the Walljumper -Grapple: Replaces your melee with a grapple. Using this melee will propel you to a set location. Range: 30 meters. Cooldown: 45 seconds. You are unable to shoot, use abilities, or supers when grappling. (Cannot Use it to get outside of map barriers, retains all speed) -Monkey King: Jump height is increased, sprint speed increased, and you gain extra mobility when you jump -Energized Boots: Be able to run across walls for a few seconds. Running on walls for long enough will refresh double jump -(SUPER) Arc Whip: Summon two electric whips, and use RT or your melee to swing them. Pressing LT will cause your whips to latch onto a surface, pulling you to it. Way of the Tiger (believe me when I say this, this name was coincidental) -Strider Slash: Slash with a electrified blade, dealing bonus damage to full health targets. Slashed enemies take bonus arc damage -Erratic: Gain two charges of dodge, dodge cooldown is reduced -Thrill of the hunt: Low Heath enemies have a chance to drop an orb of Light. Orbs of light also recharge your melee -(SUPER) Arc Claws: Unleash the beast. Create two electric claws, slashing at whatever you see. Slashed enemies take even more bonus arc damage. Gunslinger Way of the Bandolier -Pistol Shot: Pull a Solar hand canon from your hip, quickly firing a single shot. -Critical Refill: Kinetic precision weapon kills will refill energy weapons. Energy precision kills refill kinetic weapon. -Suns getting low: Now gain two charges of Pistol shot. Enables precision damage with pistol shot -(SUPER) Dreamshot: Fall into a trance, lowering movement speed, but gaining the ability to see any enemy. When you push RT, it’ll fire 3 pistol shots for every enemy that is marked (maximum enemies that can be marked: 7 enemies) Way of the ??? (I need help with this one) Nightstalker Way of the Watchmen -Envenomed: Throw a poisonous smoke bomb. (Duration: 4 seconds) -Area Secure: Killing an enemy with smoke bomb extends its duration, and you gain another smoke bomb charge -Night Light: Smoke bombs highlight enemy targets for a brief time. Grenades slow enemy targets. -Gas Gate: Create a wall of smoke, hiding your allies from enemy sights, and revealing enemy locations to your allies. Allies who shoot through the smoke do not show up on radar. (In PVE it basically turns you and allies invisible to enemies) Way of ??? (Need help with this one) Warlocks Dawnblade Attunement of the Sun -Torch Blast: Strike an enemy, creating a sunspot that disorients enemies -Solar Flux: Grenade kills help recharge melee. Melee kills help recharge grenade. -Burning Eye: Your rift ability will cause weapons a chance to create sunspots that also disorients enemies -Fireborn: Ignite yourself and the world, increase the regeneration of your grenades, melees, and rift energy for 18 seconds drastically. Grenades and melees do significantly more damage while in super mode. Attunement of ??? (I need help) Voidwalker Attunement of Gravity -Vortex Punch: Use this melee to kill and enemy, and generate a void Vortex. Enemies killed by the Void Vortex recharge a portion of your melee and grenade -Gravity storm: Enemies killed by void abilities will disorient other enemies, and slow them. -No bounds: Jump height and duration is increased. Blink has another charge and takes less time to recharge -Black Hole: Create a black hole, sucking in any enemy who tries to run. Enemies that are caught in the black hole take void damage, are slowed, and stunned. Attunement of Deception -Tricksters Pull: Disorient an enemy, causing extra void damage to nearby enemies when the initial target is killed -Mirror Image: Create a copy of yourself, which can move, and shoot primary weapons. But weapon damage for Mirror image is reduced (we’re talking like 3 to the head for an auto rifle in PVP, in PVE it’s a different story). Health is much lower than Players. Mirror image will follow you or move to where you command it. Mirror image lasts for 15 seconds. Press and hold LB to create a mirror image. Cooldown of 1:00 minute. Does not consume a grenade charge -Extreme senses: Mirror image taunts nearby enemies, and shows up on enemy radars. Mirror image can now use secondaries. -Cosmic Warp: Create 3 mirror images of yourself with incredible damage, but extremely low health. Mirror images made by Cosmic Warp can use abilities and power ammo. They last for 10 seconds Stormcaller Attunement of the ??? (I need help making one for this) Attunement of the Hurricane -Pressure point: Use this melee to stun several enemies in a small area and then increase your overall speed, reload speed, and handling of weapons -Lingering storm: Thunderfury or stormtrance lasts longer as you take damage. Creates a small shockwave every second as Stormtrance or Thunderfury is active -Feel the Thunder: Grenade’s have increased duration and size. Melee’s have increased range -Thunderfury: Use this super, and create localized pockets of arc energy. These pockets are miniaturized storms, decimating any enemy that wanders or is caught in. Leave some thoughts below

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  • Needs more depth and choice.

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  • Nice post man. The titans lack a bit synergy imo and dont really fit in the titan class. Except for one of the striker attunements, that one looks really good. The hunters are awesome, especially the whip wallwalk spiderman. Warlocks are also really great, though a little far fetched in occasion. Probably the worst and shortest feedback ever, but I wanna go to bed😅

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  • You guys do know that there’s no way in hell they would ever consider/acknowledge your ideas, let alone implement them right? It’s a closed bubble there. They’re just playing catch up since launch.

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  • Dawnblade idea Attunement of the Harvest -Tending Grasp: melee attack that marks an enemy. When this enemy is killed, it creates a scorchstalk which when walked over by anyone grants a buff that increases recovery and run speed -Sacrificial heart: When you take damage, it creates an aura around you that when allies are near get a bonus in toughness -Ritual of growth: When you pick up a stalk, you get back moderate melee energy -Harvesters ambition: Super is replaced by two flaming sickles. When you kill an enemy, it creates a stalk and you get more super time.

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  • Gunslinger Idea: Way of the Bandit: Pocket Sand: Throw sand at your enemies to blind and stun them. Pickpocket: Hitting enemies blinded by pocket sand allows you to steal ammo from them. Big Guns (super): Summon a solar shotgun. The shotgun has good range, but only two shots. With Your Name On It: Killing enemies with your super has a chance to give you an extra bullet.

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  • Dawnblade Idea: Attunement of Blade: Sol’s Rays: Melee abilities summon a Daybreak sword to send a projectile at your enemies. Master Swordsman: When using Daybreak, you are given the option to block. Getting hit while blocking will allow you to parry with a projectile. You can also parry with normal swords. Dual Wield: Summon two swords at once with Daybreak. You can fire projectiles at a faster rate. Projectiles fly faster, but they are smaller and do less damage. From the Ashes: Double tap the crouch button to fly up in the air while swinging your swords around. Enemies around you will be damaged and burned.

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