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 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)