I'm making this topic for people to post some of their crazy subclass ideas.
Maybe Bungie will be able to draw some inspiration from these ideas!
Edit: I'm putting the descriptions of the subclasses inside spoilers so that the post doesn't go on forever.
I'll start with some ideas of my own:
[b]WARLOCK[/b]
Solar: [b]Attunement of Immolation[/b]
[spoiler]Main idea: To basically become a pyromaniac, burning everything.
Melee: Firestorm: This melee ability causes you to release a stream of fire from your palm (like a flamethrower), which ignites enemies (continuously fires while held, gradually drains melee energy until depleted, can only be activated when energy is full).
Grenade "Charge" ability: Incineration: Charge your grenade to increase its damage and ignite enemies.
Neutral: Fuel for the Fire: Your health and ability energy replenish faster for every ignited enemy (stacks up to 5x). Ignited enemies take 25 percent more damage from all sources.
Super: Immortal Flame: Set yourself on fire, granting increased armor (take half damage) and weapon damage (20-30 percent). Firestorm can be held indefinitely, and deals greatly increased damage (imagine Radiance but even more badass).[/spoiler]
Void: [b]Attunement of Gravity[/b]
[spoiler]Main Idea: Utilize gravity to control the flow of battle.
Melee: Singularity Grip: Reach through space-time to grab an enemy and pull them to you (has a range of 30 meters, pulls like a scorn tether). Killing an enemy after grabbing them restores your health.
Grenade "Charge" Ability: Collapse: Charge your grenade to infuse it with dark matter, causing it to pull enemies toward it before detonating.
Neutral: Vacuous Presence: Killing an enemy with an ability causes you to emit an aura of Void energy, which damages and staggers enemies. Your rifts slow and deal damage over time to enemies that get too close.
Super: Event Horizon (i.e. vortex nova bomb, but good): Summon a massive black hole (10 meter radius), which pulls enemies in and deals massive damage over time. Standing in this black hole grants moderate health regeneration to you and allies (a bit faster than a healing rift).[/spoiler]
Arc: [b]Attunement of Magnetism[/b] (also known as [b]Attunement of No U[/b])
[spoiler]Main Idea: Debuff your enemies, and use their own attacks against them.
Melee: Electromagnetic Guard: Hold to cast a defensive barrier in front of you. When the barrier depletes, it releases a blinding blast of arc energy, which deals more damage the more damage you block.
Grenade "Charge" Ability: EMP Burst: Charge your grenade to generate an electromagnetic pulse centered on yourself. This pulse blinds nearby enemies, as well as dealing arc damage over time.
Neutral: Reverse Polarity: Killing blinded enemies grants additional super energy, and restores melee energy. Blocking damage extends Electromagnetic Guard's duration.
Super: Diamagnetic Aura: Create a powerful magnetic field around yourself, damaging enemies that get too close and reflecting projectiles back at attackers. Reflected projectiles deal triple damage. Nearby enemies are disoriented and repelled. You can fire your weapons as normal while this super is active (15 second duration).[/spoiler]
[b]HUNTER[/b]
Arc: [b]Way of the Tempest[/b]
[spoiler]Main Idea: SPIN TO WIN, BABY!
Melee: Cyclonic Spin: Use this melee to spin your staff above your head, dealing heavy damage to nearby enemies. This can be used in the air to glide a short distance. Can be held for up to 3 seconds. (ability energy works like the solar warlock one)
Neutral 1: Bolt from the Blue: After spinning your staff, you throw it (like a Valkyrie), dealing more damage the longer you spin it beforehand (if you spin it for the full 3 seconds, the staff will ohk someone in crucible).
Neutral 2: Perfect Storm: Killing enemies with Cyclonic Spin and Bolt from the Blue replenishes melee energy (even restores energy while spinning, as long as you're killing things).
Super: Wrath of the Gods: Arc staff works as normal, with the addition of being able to use Cyclonic Spin indefinitely. Holding down (super buttons) either before or during Arc Staff causes you to throw your staff, which deals [b][i]MASSIVE[/i][/b] damage to anything unfortunate enough to be hit by it, before erupting in a massive Arc explosion. This throw immediately ends the super, and deals damage based on how much super energy you have remaining (maybe 100%=2000 damage in PvP, 25%=500, damage or something like that).[/spoiler]
Solar: [b]Way of the Wanderer[/b]
[spoiler]Main Idea: Focuses on boosting your guns.
Melee: Charge Mag: Infuse your weapon with light, automatically reloading it and increasing its damage (+25%) for 7 seconds, or until your next reload.
Neutral 1: Full Metal Jacket: Enemies killed while Charge Mag is active explode and restore ability energy.
Neutral 2: One Man Army: Killing an enemy while Charge Mag is active adds one second to its duration, and adds ammo to your magazine from your reserves (only a few shots per kill depending on what gun you're using).
Super: Quick Reflexes: Supercharge your equipped weapons, greatly increasing their damage (+50%) for 12 seconds. Enemies killed explode, and trigger health regeneration (this super has no armor bonus). Your weapons also rapidly reload themselves from reserves. The bonuses from this super stack with the benefits from Charge Mag.[/spoiler]
Void: [b]Way of the Assassin[/b]
[spoiler]Main Idea: Dealing high damage at long distances with perks centered around snipers and other precision weapons. Weapons classified as precision weapons include, but are not limited to: sniper rifles, scout rifles, linear fusion rifles, and hand cannons.
Melee: Tracking Beacon: Throw a target-seeking drone at an enemy, slowing them down, marking their location for you, and making them weaker to precision damage for 8 seconds.
Neutral 1: Patience is a Virtue: Crouch in place to go invisible (for 2 seconds). While invisible, you deal 2x precision damage. Killing a marked enemy while invisible causes them to explode and grant super energy.
Neutral 2: Marksman's Pride: Scoring a precision hit grants one stack of Marksman's Pride. You deal +20% precision damage with all weapons per stack of Marksman's Pride (stacks up to 10 times). All stacks are lost when on death, or when you miss.
Super: Blackout: Emit a flash of Void light, blinding all enemies within your line of sight. Enemies remain blinded for the duration of the super (13 seconds), but only as long as they remain in your line of sight (you are looking at them). While blinded, enemies take increased damage from all sources (+50%), and take even more additional precision damage (+50% on top of the first debuff).[/spoiler]
[b]TITAN[/b]
Solar: [b]Code of the Tank[/b]
[spoiler]Main Idea: Being an nigh-unstoppable... well... [i]tank[/i].
Melee: Wrist Rocket: Fire a small missile from your wrist, which deals bonus damage on direct impacts (ohk on direct hit in PvP).
Neutral 1: Paracausal Ammunition: Orbs of light that you create have a chance to grant primary, special, or heavy ammo (also works for allies). Orbs generated by allies are also able to give you ammo (only you). Larger orbs grant more ammo.
Neutral 2: Riot Barrier: Your barricade travels with you. Towering Barricade acts as a riot shield, allowing you to shoot past it, while absorbing a portion of damage taken. Rally barricade blocks a smaller amount of damage, while reloading your weapons.
Super: Infernal Chaingun: Summon a solar minigun, which deals massive continuous damage. Enemies killed by the minigun explode. (Starts with 150 shots, fires at 900 rpm, lasts 15 seconds). Defeating enemies with the minigun increases its damage until the end of the super (+20% per kill, stacks an unlimited number of times).[/spoiler]
Arc: [b]Code of the Tactician[/b]
[spoiler]Main Idea: Focus on using automatic weapons, covering the battlefield with suppressing fire.
Melee: Combat Axe: Strike an enemy with an electrified hatchet that deals heavy damage. Hitting an enemy with this ability fully reloads your equipped weapon from reserves.
Grenade "Charge" Ability: Electric Smoke: Turn your grenade into a smoke bomb, which disorients and damages enemies caught in the cloud. Standing in this cloud increases damage by 15 percent, and makes your abilities recharge twice as fast (cloud lasts for 7 seconds).
Neutral: Rising Action: Dealing damage to an enemy grants a stack of Rising Action. You deal +2% damage per stack, and you can hold up to 50 stacks. Stacks begin to rapidly decay after 4 seconds of not dealing damage.
Super: Orbital Strike: Pull out a laser designator to mark a target for annihilation. You can mark any enemy or surface. After painting a target, a bolt of lightning will strike the target, dealing massive damage in a small area.[/spoiler]
Void: [b]Code of the Black Knight[/b]
[spoiler]Main Idea: Dealing big damage at close range with powerful melee attacks.
Melee: Flail Strike: Swing your flail in an arc in front of you, dealing significant damage to all enemies in front of you.
Neutral 1: Bloodletter: Enemies hit by Flail Strike and Abyssal Flail start to bleed, weakening them to further melee attacks and dealing minor damage over time.
Neutral 2: Transfusion: Killing bleeding enemies heals you and nearby allies, as well as recharging your melee ability.
Super: Abyssal Flail: Summon a flail from the Void to destroy your enemies. The light attack swings the flail in an arc in front of you, while the heavy attack swings the flail in a circle around you.[/spoiler]
(Check my comment for ideas for dark subclasses)
Feel free to share your ideas!
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1 ReplyEdited by Starwarsjedi000: 12/15/2018 11:41:18 PMHunter Arc: Way of the lightning Melee: lightning strike: melee attacks enemies 8 meters away by blinking you to them. Neutral 1: killing an enemy with Lightning strike blinks you back from where you blinked from. Neutral 2: picking up orbs of light recharges yours an your allies grenades in a 5 meter radius. Super: Say hello to my little friend: d1 blade dancer take knife jumps up spinning side ways and kick the knife that and go through people and when it land explodes into lightning
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2 RepliesWow. Phenomenal ideas. Quite inspiring actually. I’d love to see these in game. Although that voidwalker seems super op lol
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6 RepliesEdited by DuBChiri2: 12/15/2018 8:00:34 PMCode of the champion: Charged melee: run for a few seconds to generate power, once enough power is charged, meleeing while running will unleash a heavy drop kick to the enemy. Enemies that rag doll into other enemies after being hit by this attack explode in proximity to the enemy for more damage. Perk 1: the champions fury. Taking damage increases melee and super damage which stacks up to 3x. Each stack is granted based on how much health is lost and the stacks last for 20 seconds, each attack completed while stacked reduces fury by 1 stack. Perk 2: champions pride. Upon releasing your fury, gain damage resistance and continuous health regen for 20 seconds. (must stack up to 3x first). Each stack, regardless of amount, will recover 33% of your melee on attack completion. If you use 1 stack, grant damage resistance. If you use 2 stacks grant higher damage resistance and refresh the cool down. At 3 stacks you start regenerating health continuously and refresh the cool down. Perk 3: the pain of loss and power of experience. Upon dying, become unable to stack for 15 seconds. After those 15 seconds are up, instantly generate 3 stacks regardless of damage taken. Super: fists of fury. Go into a mobile super where your fists are your main weapon. If you activate the super with 3x stacks, grant longer duration as well as increased damage. All perks still effect the super. Attacks: the light attack is a quick 1-2 combo where rapidly pressing is unleashes a flurry of fists until you stop. Doing a light attack into a heavy does a powerful uppercut that knocks up lighter enemies into the air where the explode in proximity to enemies upon returning down. Heavy attack while running does the drop kick but causes an explosion on impact and on rag doll. Doing a heavy attack while not sprinting is a powerful forward kick which staggers opponents, using a light attack afterwards does a strong spinning right hook that chains into the flurry of fists. The lb attack will be used to consume all fury at once to greatly increase the damage of your next power attack. I would legit main this forever.
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1 ReplyIdk Void warlock Time stuff Grenade: charge and throw to create a field that slows enemy's and slows bullets Melee: slows enemy Neutral: enemy's killed in slowed time give grenade melee class and super energy Neutral 2: (still part of the neutral but its different so it was better to separate it Time skip: removes the particle effects on blink to slightly increase stealth and with the other jumps you can do a small instant air dash Super: ZA WARLDO (void field) creates a large area where time is slowed enemy's move even slower than the grenade but bullets move faster and if allies stand in the field for too long they will allso be slowed
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2 RepliesThis sounds amazing as -blam!-.
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3 Replies[u][b]Way of the Earthshaker; Arcstrider.[/b][/u] [b]Super: Poseidon's Fury. Weave a trident of thunder and call down the lightning.[/b] [i]In-depth explanation: So basically, after activating your super, your hunter would form a trident made of electricity, and start spinning it above his/her/their head. Then after a second or two they would slam the trident into the ground and cause lightning to strike the ground around you dealing a fairly high amount of damage to anything in it's AOE. It's AOE is a circle about 25-30 meters in diameter. OR you can hold down the super button, and then your hunter would start spinning the trident above their head and you would be able to change the AOE of the super, you could make it bigger or smaller. (You can do this until the super energy runs out super energy runs out after ten seconds). However, the bigger the AOE is the less damage you will be dealing in that area. Think of it like this, the super has a set damage amount, it will never go above or below that set amount, however, when you increase the diameter of the super, it needs to spread that set damage amount over a larger area, or if you make it smaller the super will deal that set damage amount over a smaller area, this would be most effective against bosses. [/i] [b]Melee ability: Tidal Leap, After jumping into the air activate this melee ability to summon a trident and throw it. Holding down the melee button suspends you in the air allowing you to better aim where you want the trident to go.[/b] [i]In-depth Explanation: After jumping into the air, you can press the melee button to throw a trident, it is very similar, and almost identical to when you throw the Valkyrie (the big spear thing from Warmind) only it is a trident instead of a spear. Or you can hold down the button to suspend your self in mid air where you can move where you aiming. You stay suspended in the air for 4 seconds or until you let go of the melee button.[/i] [b]Other ability number 1: Combat Reflexes, You dodge ability charges faster. Dodge charges even faster when enemies are near, stacks 4x.[/b] [i]In depth explanation: It is kinda self explainatory, your dodge ability has its base cooldown decreased by 2 seconds, and when enemies are around it decreases your dodge ability by 1 second, and it stacks for times. So if you are surronded by four or more enemies, your dodge ability cooldown would be shorted by 6 seconds.[/i] [b]Other ability number 2: Earthshaker, While casting Poseidon's Fury you take 30% less damage from all Solar and Void sources and are immune to all Arc damage.[/b] [i]In-depth explanation: Nothing really to put here. I guess it does seem a bit op, but I am not a pro at making supers so the numbers would most likely change if this were actually put into the game.[/i]
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4 RepliesI have had this wish for a while... a big morning star on a chain for the Titan! For either Solar or Void.
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3 RepliesEdited by Tâxx, Herald of the IRS: 12/17/2018 12:30:14 AM[b]Code of the Demolitionist[/b] [spoiler]Titans should have an artillery skill tree/subclass[/spoiler] Cluster Missile/Melee Ability: Fire a Void missile from your wrist that explodes into smaller explosions. Heavy Ordnance/Passive: The longer Cluster Missile flies, the more damage it does and more explosions it detonates into. Missile Battery/Passive: Kills with Cluster Missile grant melee and super energy. Super: Missile Salvo Press RB and LB to create a missile pod on your back with Void Light. Aim for your enemies and press RB to fire a salvo missiles at your enemies. Notes: -After activating you can move around but movement is slowed greatly when firing your missiles (aiming and looking around are uneffected).
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3 Replies[b][u]NIGHTSTALKER[/u][/b] Way of the Ninja 1. Undetectable: you do not show up on radar while you are not moving while crouched. 2. Spike Barrage: charge gernade to turn it into 3 explosive spikes that are thrown in a tight spread at high speed. 3. Acrobatics: dodge cool down is decreased and dodging distance is greatly increased and can be steered while dodging. [u]SUPER[/u] Shadow Strike: dash forward at incredible speed striking all enemies in your path dealing massive damage. Enemies killed explode with void light.
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2 RepliesEdited by WulfPak666: 12/17/2018 12:19:20 PMI love you [quote][b]WARLOCK[/b] Solar: [b]Attunement of Immolation[/b] Main idea: To basically become a pyromaniac, burning everything. Melee: Firestorm: This melee ability causes you to release a stream of fire from your palm (like a flamethrower), which ignites enemies (continuously fires while held, gradually drains melee energy until depleted, can only be activated when energy is full). 😃 Grenade "Charge" ability: Incineration: Charge your grenade to increase its damage and ignite enemies. 😃 Neutral: Fuel for the Fire: Your health and ability energy replenish faster for every ignited enemy (stacks up to 5x). 😚😚😚😚😚😚😚😚 Super: Immortal Flame: Set yourself on fire, granting increased armor (take half damage) and weapon damage (20-30 percent). Firestorm can be held indefinitely, and deals greatly increased damage (imagine Radiance but even more badass).[/quote]😲😲😲😲😲😲😲😚😚😚😚😚 Just add, enemies set on fire by your abilities take increased dmg (Viking funeral style) and I'll cosign this mofo in a heartbeat. 😃😃😃😃😃😃😃
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Edited by Fear of Missing Out: 12/18/2018 12:54:17 AM[b][i][u]IDEAS FOR DARK SUBCLASSES[/u][/i][/b] These subclasses are based on Guardians finding a way to utilize the various powers of the Dark. Some are based on the idea of us finally stealing the powers of the Hive Gods. (Note: I'll try my best to keep these at least somewhat lore-friendly.) [b]WARLOCK[/b] Void (Dark): [b]Attunement of Corruption[/b] [spoiler]Main Idea: You've gained Oryx's ability to Take. Take control of the fight... by taking control of your enemies. Melee: Possession: Strike an enemy with this ability to enter and take control of their body, allowing you to use their attacks for a short time. Allies of this enemy will not attack their possessed comrade. You are unable to possess bosses. Grenade "Charge" Ability: Shade: Charge your grenade to summon a dark clone of yourself where it lands. This clone is able to fire your equipped kinetic and energy weapons (uses the one you are currently holding). Enemies will prioritize this clone over you and your allies. Shades have a larger health pool than the player (triple health), and lasts either for 15 seconds, or until it dies. Shades are affected by all ally buffs. Neutral: Murder Battery: Enemies defeated by either your Shade or by an enemy possessed by you grant additional super energy. If your Shade defeats 3 enemies, it will deploy another shade automatically (this effect can chain forever in the right situations). Super: Cold Between Stars: Pull a small area (radius of 10 meters around yourself) into the Ascendant Realm. While in this area, you and allies are much harder to kill. Enemies are slowed and disoriented while inside.[/spoiler] Arc (Dark): [b]Attunement of Electromancy[/b] [spoiler]Main Idea: By studying the Thanatonauts, you've managed to unlock the secret of life itself. You now have access to the spark that exists in every life form. Whether you replace it or take it is up to you. Melee: Soul Siphon: Rip the spark of life out of an enemy and take it for yourself, fully healing you. Killing an enemy with this ability causes your health to slowly regenerate for several seconds. Grenade "Charge" Ability: Conductive Aura: Consume your grenade to continuously chain arc damage to nearby enemies. You also chain arc energy to allies, reducing their ability cooldowns. Aura lasts for 8 seconds. Neutral: Thanatonaut's Blessing: Revive and be revived faster. Gain super energy from reviving allies. Super: It's Alive!: Call down a bolt of lightning to revive your nearest downed ally. If you are down, this bolt will revive you. If neither you, nor any nearby allies are down, this bolt will strike the nearest enemy, dealing massive damage. A bolt used to revive deals much less damage.[/spoiler] Solar (Dark): [b]Attunement of Abyssal Fire[/b] [spoiler]Main Idea: You've found a way to create corrupted stars with your bare hands. Use this power to burn your enemies to cinders. Melee: Black Flame: Grab hold of an enemy, branding them with a scar of flame. Once an enemy is branded, they take increased damage from Solar attacks. Grenade "Charge" Ability: Solar Flare: Detonate your grenade in your hand, emitting a burst of solar damage in all directions. The closer an enemy is, the more damage they take. Neutral: Sun in Your Eyes: Enemies are blinded by Solar Flare and Midnight Sun. Enemies branded by Black Flame deal reduced damage. Super: Midnight Sun: Summon a black star above your head, which deals steady Solar damage to all enemies within line of sight. Closer enemies take more damage. You can slowly move around with the star. This star lasts for 10 seconds, after which, the star goes supernova, dealing one final burst of solar damage.[/spoiler] [b]HUNTER[/b] Void (Dark): [b]Way of the Shadow[/b] [spoiler]Main Idea: Use your access to the Ascendant Realm as an extra tool in battle. Melee: Warp Strike: Enter the Ascendant Realm for a short time, making you undetectable for 6 seconds. You cannot fire your weapon while in the Ascendant Realm, but executing a melee attack removes you from the Ascendant Realm. Striking an enemy while in the Ascendant Realm deals massive damage. Neutral 1: Ascendant Assassination: Warp Strike deals triple damage if you hit an enemy in the back. Warp Strike kills grant bonus super energy. Neutral 2: Stutter: Whenever you dodge, you briefly enter the Ascendant Realm. Your abilities recharge faster while you are in the Ascendant Realm. Movement speed is greatly increased while in the Ascendant Realm. Super: Shadow's Embrace: Enter the Ascendant Realm for 13 seconds. Melee attacks now deal even more damage, and do not remove you from the Ascendant Realm. Enemies you kill explode in Void energy.[/spoiler] [b]TITAN[/b] Solar (Dark): [b]Code of the Willbreaker[/b] [spoiler]Main Idea: You've managed to reforge the legendary Willbreaker, Oryx's sword. Newly powered up by Hive Soulfire, use it to destroy all that stands in your way. Melee: Soulfire Eruption: Slam Willbreaker into the ground, creating a circle of soulfire around you (radius of 4 meters). Neutral 1: Soul of Flame: While standing in your Soulfire, your abilities recharge faster, and you gain slight damage resistance. Neutral 2: Grasp of the King: Enemies that touch your Soulfire are temporarily immobilized, and deal less damage to you. Super: King's Fury: Summon Willbreaker and annihilate your enemies with it. Light attack is a basic swipe that emits a wave of Soulfire a short distance, and the heavy attack is a more powerful Soulfire Eruption. While standing in Soulfire, Willbreaker deals double damage.[/spoiler] Arc (Dark): [b]Code of the Gladiator[/b] [spoiler]Main Idea: Use the combined powers of Arc and the Dark to increase your physical strength to nightmarish levels. Melee: Death Grip: Grab hold of an enemy, literally crushing the life out of them. Killing an enemy in this fashion temporarily empowers you, increasing your melee damage and increasing your damage resistance. Neutral 1: World On Your Shoulders: When you grab a low-tier enemy with Death Grip, you carry them for a short time (6 seconds), and can melee to throw them a short distance. While carrying an enemy, your super regenerates much faster. Thrown enemies explode wherever they land. Neutral 2: Adrenaline Rush: You gain 10% damage reduction when you kill an enemy with a melee attack. This effect lasts for 6 seconds, and can stack up to 5 times. Super: Champion's Rage: Overflow yourself with arc energy, increasing your melee damage tenfold, as well as your damage resistance (50% damage reduction) and movement speed (move 25% faster). You are now able to pick up and throw even larger enemies to create even larger explosions.[/spoiler]
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6 RepliesSentinel 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 -(SUPER) 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 Dredgen -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 Executioner -Axe Swing: Sprint and press this melee to swing an Arc Axe. The Axe does AOE damage -Sharpened Edge: Damaging enemies with arc abilities recharge your super faster. Increased amount of orbs generated. -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) Stormbreak: Summon and throw a large AOE attack axe. To throw it again, you must wait for it to return to you, longer distances take longer for it to return to. Press your melee to do swings with the axe. 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. Lower health targets take more damage from the burn. Enemies who are burned from the fire will spread it to enemies not affected by it. -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. Stacks up to 3 times. -(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 (essentially Nova Bomb and Blade Barrage had a love child) 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 Fire: Summon a Hammer of Sol, which immediately heals you on super cast. Thrown hammers leave a pool of light, healing and empowering allies. Ally ability regeneration rate increased while standing in the pools. Super time reduced though. (6-4 hammers) Hunter Arcstrider Way of the Grappler -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) -Arc Slash: Slash with a electrified blade, dealing bonus damage to full health targets. Slashed enemies take more arc damage from all sources -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. Dodging will launch you forward, dealing hefty damage. Slashed enemies take even more arc damage from all sources 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 a powerful pistol shot for every enemy that is marked (maximum enemies that can be marked: 7 enemies). Higher health enemies require more time for lock-on. Way of the Rider -Dutiful Steed: Sprint speed is increased, jump height increased, and you gain a small overshield after sprinting for a while -Horseback training: Can hipfire weapons while sprinting. Accuracy with kinetic weapons increased. -Lasso of Flame: summon a flame lasso, rooting an enemy where it is thrown. This replaces your melee. -(SUPER): Rider’s Drive. Activate your super, summoning a sparrow with twin flame turrets in the front. Boosting leaves behind a trail of flame. Lasts for 13 seconds Nightstalker Way of the Watchmen -Gas Shield: Throw a smoke bomb, which grants a small shield to you and allies -Area Secure: Killing an enemy or granting shields to allies 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. -(SUPER) Gas Gate: Create a large 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. (Like 50% for each kill) -Burning Eye: Your rift ability will cause weapons a chance to create sunspots that also disorients enemies -(SUPER) 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 (like 43% more) 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 -(SUPER) 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. -(SUPER) 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 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 -(SUPER) Thunderfury: Create localized pockets of arc energy. These pockets are miniaturized storms, decimating any enemy that wanders or is caught in.
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1 ReplyEdited by Darknorth: 12/16/2018 3:57:08 PM[u][b]Okay check this out! What if the elements were of Ice?[/b][/u] [b]WARLOCK[/b] Ice: Attunement of Reflected Illusion [b]Main Idea: This focuses more on the magical aspect of the warlock, using the ephemeral grandeur of Ice to swallow foes whole. [/b] [b]Melee:[/b] [b]Crescent Moon[/b]: By spell casting the light of absolute zero onto the environment, foes who enter the area are petrified, their senses become in a state of confusion (loses your radar). Applies small frostbite. [b]Neutral 1:[/b] [b]Illusory Aurora[/b]: Grenades have now been converted into spells of ice. Spells cast, causes the enemy to be stunned. Weave all forms of light into an aurora, increasing the damage of guardians around you. In Aurora state, ability energy recharges faster. When surrounded by enemies, it casts illusion, which misleads the enemy of your whereabouts. [b]Neutral 2: [/b][b]Moon Splitting Cascade[/b]: Activate to become one with the ice itself bringing instantaneous movement which leaves multiple afterimages, leaving behind an ice doppelganger that can mislead your enemies. The ice doppelganger remains fixed in place. [b]Super:[/b] [b]Tree Of The Frozen End[/b]: Cast a tree of ice containing the magics of light, this tree freezes foes through spreading its branches. Enemies that are captured become confused and frozen. Foes who fall to the Frozen End, become a host for another Frozen End Tree. Fallen foes gives ability energy and increases recovery. [quote][ Titan and Hunter coming up next Tell me what you guys think of this! ][/quote]
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Edited by Tâxx, Herald of the IRS: 12/17/2018 12:28:42 AM[b] [/b]
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1 ReplyI want Titans to have a super that can turn them into one punch man! Give them a melee that you see them suddenly dash in an instant about 25' or so and punch something with an aoe that goes through and behind the enemy killing everything in it's path.
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[b][i][u]The Golden Age[/u][/i][/b] Literally just D1 subs.
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2 RepliesIt's not what you said but I like a few changes to some olds INB4: y'all are going to say something like it's overpowered but I guarantee you every other class has a super that can immediately kill a Titan after he pops whatever super so don't start with me Bubble Titan: Since supers can destroy or trap you in the bubble, I feel at a minimum, being in the bubble you should be nigh invincible. Being in the bubble should give you armor of light, suppress enemies in the bubble and give some sort of screen shake to throw people's aim off when they come in the bubble. Make it wider so those blind Assholes can't just shotgun you down. Shield throw : if you're rolling with enough resilience for the shield to not immediately kill you it should throw your aim all the way off and knock you back or something. if the shield hits you in your super and you don't die you should be suppressed. being able to throw shield that suppress the supers ( that they were never going to kill in the first place, even though after being hit with that Shields that super is going to kill you) would be nice. Sunbreaker: Bottom tree I feel the sunspots should last longer and incinerate projectiles that go through it. like Let It be a lockdown super. I don't ever use bottom tree anymore and middletree is kind of garbage but I don't know how I would change that I don't use it enough. Let them come....
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For that solar hunter how about Code of the Arms supplier/master
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Ummm combine all into one tree like D1 and that’s it
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1 ReplyWay of the unbroken. Nightstalker Super: shade beam: cast 3 rotating shields around you (like hydras) and wander the plain ready to shoot a precision void beam that obliterates everything in its path (think better trace rifle) Melee: Barrier of shadows: cast a barrier of shadow in front of you to absorb damage. (Think hardlight shield from halo) (you must have full melee energy to activate this, to activate hold melee button shield energy slowly drains or drains faster when it blocks something) Gameplay modifier: berserker: attach your grenade to yourself and damage all enemies near you for 10 seconds. Defense will increase and health regeneration will cease for the 10 seconds. Gameplay modifier 2: Shadow spell: Barrier of shadows now reflects projectiles it blocks (does not reflect supers)
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Uses melee to pull enemy into shotgun range and rips them a new one. Shiiiiiiiit that’d be funny as hell I want to see an ability like that.
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4 Replies*bump*
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1 ReplyEdited by Tâxx, Herald of the IRS: 12/17/2018 12:28:59 AM[b]Code of the War-Born[/b] -Wildfire Impact/Melee Ability: A high damage melee that explodes, spreading burn damage to nearby enemies. -Raging Flames/Passive: Damaging enemies with Wildfire Impact grants ability energy, killing them grants additional ability energy. -Undying Flame/Super Modifier: Super kills extend super duration. -Radiant Blade/Super: Summon a blazing sword forged from Solar Light. RB: Light slashes. RT: Charge forwards while doing a heavy slash. Can chain into a 1-2-3 combo. Hold RT: Slam the ground with your sword, detonating an explosion and sending out a wave of Solar Light. Notes: -All attacks can hit multiple enemies at once. -Can do combo moves like Arcstaff. -The flames on the sword visually intensify when attacking with the sword. -Looks like the Iron Lord's sword (Young Wolf's Howl).