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3/5/2015 11:52:03 PM
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dragoon plz

I made this as a response of anther thread i would like you to consider this peas and carrots Dragoon- med armor(more than hunter less than titan) solar class- Wyrm wrangler " the flames test your courage" (super)Ahamkara's wrath- "The rage of a dragon is not to be taken lightly" grants dragoon immense physical power for a limited time granting massive melee damage with solar damage that turns target that fall to it into projectiles that damage enemies that are struck by it. grenade 1- bombard grenade; explodes like a hunters incendiary grenade without dot three times reduced damage each explosion. grenade 2- eye of the beast; functions like axiom bolt throw it and make a primary aoe that locks targets max 3 does no burst but does significant damage over time. grenade 3- ire bomb; does no damage but increases solar damage taken by 15% over 10 sec from abilities only. jump type- 1.boost 2.catapult 3. surge (think more like horizontal blink that covers much more distance but can only be used once then has a 3 sec CD before it can be used again) Melee- talon strike( hold melee button to build power increased CD longer held max charge time 2 sec) ability upgrades- 1.ember talon; charged melee deals solar damage in an aoe blast damage split amongst targets struck increases CD be 10 sec 2. Alpha talon; melee cleaves all enemies in front of dragoon for large kinetic damage max hit 3 enemies ( CD increased 3 sec for each target struck) 3- tail sweep; unleash a kick that sends all enemies (and friendlies like solar wind on sunsinger) flying dealing moderate damage to all targets( longer charge max 4 sec farther enemies are knocked back) no CD increase Arc subclass- Drake breaker "they are proud and can only be broken by a greater pride) super- drake's rebuttal "If the drake answers your challenge respond immediately with power overwhelming" Immense swathe of lightning like the biggesty shotty/fusion rifle capable of reaching farther than nova bomb but does s 3 tick dot for holy hell damage.(meant to give zone control a new meaning . Dauntless- damage field lingers for very reduced damage for an additional 5 sec. frenzy- 1 less dmg tick in exchange for speed and recovery boosts for 10 secs intimidation tactic- enemies hit by this attack are slowed and vision is blurred (not blinded like flash bang)lasts 2 sec. grenade types- 1. scale buster grenade- seeks like magnetic grenade explodes does not damage enough to kill first time explodes launches arc spike that explode like needler super combine on multiple targets which would kill target and possibly others. 2. clutch grenade; when stuck to target pulls enemies towards it if enemies touch it 1 shot kill capable explosion. 3. if thrower dies in proximity grenade, it detonates like pulse grenade. melee type- challenging blow 1. boast strike; deals less damage to enemies but if struck back with melee damage is reflected.( duration lasts for 2-3 sec) 2. snap; dealing melee damage increases damage of next melee. 3. Final blow; chance melee will 1hk target cannot happen more than once every 5 sec jump type- 1. double 2. blink 3. leaps and bounds- very vertical jump forward or backward leaps are not high but can cover long stretches quickly. something like 5 feet height 10 feet horizontal. 1. vigorous striker; extra melee charge 2. the hype is real; run speed increases as you move to max of 15% increase in speed 3. using you super increases your allies run speed 5% for 10 ec

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