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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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.