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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Edited by PotatoRouterKid: 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]