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Destiny

Discuss all things Destiny.
Edited by gcw0068: 6/13/2015 3:50:58 AM
169

Destiny: Three New UNIQUE Subclasses: StormCaller; Rogue; Berserker

Me gusta Rogue

833

Me gusta Stormbringer

1412

Me gusta Assaulter

442

Me chocan /:

378

Warlock- needs an arc type, CQC Titan- needs a solar type, DPS Hunter- needs a void support/ utility type that is very capable on its own, but best in a pack An IMPROVED TITAN CAN BE FOUND HERE: https://www.bungie.net/en/Forum/Post/115308534 A new poll can be found here: https://www.bungie.net/en/Forum/Post/115309402/0/0 StormCaller: Arc Warlock: "[i]A tide is rising, and the wind is growing stronger.[/i]" [spoiler] Grenades: -Gust: NOT a grenade. Send a short range (range about equal to Felwinter's Lie w/ Shot Package) gust of wind out from your left hand. Deflects grenades and standard projectiles, causes significant knockback and 70 damage (damage values are Crucible based; 200 damage kills a typical Guardian). -Burst Grenade: Bounceable, but sticks to enemies. An energy filled explosive that implodes on itself, releasing a quick burst of arc light around it. Deals bonus damage when stuck to an opponent (one hit kill on a stick) -Whiplash Grenade: A grenade that emits an electrical chain, which targets nearby enemies (about 3 paces away from its center) one at a time. Pulses up to three times in quick succession (15% faster than a Lightning Grenade?), but skips pulses when enemies are not within range. Each pulse deals 155 damage. Melee: [b]Siphon[/b]: Press RB when melee energy is [b]full[/b] to perform the standard melee attack- after this, whether hit or miss, hold the melee down to suck enemy life and use it for yourself (has range; equivalent to other Warlock melees). Holding it for any amount of time, rather than just pressing it, uses 1/2 melee energy. Each second that the attack is sustained drains another 1/8 energy from melee (so it can be sustained for up to four seconds). Life drain is at a rate equivalent to Thorn's burn effect. Life regeneration is at a rate also equivalent to Thorn's burn effect. Overshields cannot be attained through this attack. -Vaporize: Holding Siphon for too long (3 seconds) triggers an arc explosion in front of you. This explosion deals 75 damage to the user from blast damage, but up to 200 to foes caught in the center of the blast. The explosion itself does not grant health regeneration. -Concussion: Release Siphon after a sufficient amount of time (2 seconds) to blind the victim. -Current: Release Siphon to cause knockback. More knockback the longer the melee has been sustained. Prior to release of Siphon, enemies cannot move while under attack from Siphon (but CAN attack). Note: The melee is performed with the right hand- grenades can be used while also using Siphon........... *Secret: Normal, point blank melees can be performed during Siphon, but hit with the left hand instead. Movement: Glide -Focused Control -Focused Burst (burst of horizontal speed) -Propel: Double-jump quickly when on the ground to gain additional height for Glide, and create a small arc explosion at the point of takeoff (100 damage). If Glide is used in midair, it grants no additional benefits. [b]Super: Hurricane[/b]: Launch arc-infused concussive wind and lightning at your foes, from your own hands (weapons and grenades CANNOT be used) (Basically, shoot Lightning Grenade effects from your hands, which also blind enemies that they hit, Each attack deals 200 damage, can be shot at a rate of 1 per second[?]). Concussive wind causes slight knockback. These powerful gusts are very strong, and therefore destroy incoming projectiles and grenades (excluding high damage attacks, eg supers, shotguns, snipers, rockets). 8 second timer. -Spreadfire: The gust has a wider cone [Lightning portion does not] -Eye of the Storm: Gain invisibility during this super, through manipulation of the wind around you. -Static Corruption: Enemies killed by Hurricane explode. Ability Modifiers I: -Determination: Hurricane lasts longer (10 seconds). -Bond: Increases the life drain effects of Siphon- Life is drained and gained faster (1.25* as fast as base) -Dominance: All abilities deal increased damage to lower leveled enemies (get ready to feel super fancy). Ability Modifiers II: -Storm Warning: Reduces the cooldown time of Hurricane. -Ravage: Gain noticeable damage resistance during Hurricane. -[b]Flower:[/b] Melee when aiming down sights to summon a burst of electricity where you are looking (where reticle is pointed- melee attack must be at least 50% charged to use this ability. Uses 50% of your melee energy. [Is two Lightning Grenade pulses capable of spawning at range- each pulse deals 85 damage. Fancy stuff.] [/spoiler] Berserker: Solar Titan: What do you fight fire with? More fire. -Titan logic. [spoiler] grenades: -Scorch Grenade: Cross between incendiary and solar- initial explosion is 35% size of incendiary, and an after effect remains for 35% as long as a solar grenade. Causes some damage over time. -match Flare: not bounce able, but sticks to enemies. An illuminated flare that has a five second duration and proximity based life drain effect. The timer for this flare begins when it is thrown. If an opponent is within the area of effect's center, he will be dead within three seconds. The radius of this effect is smaller than that of a flashbang's. If an opponent is within the aoe for three or more seconds he will suffer burn damage. Good for taking out stronger enemies who don't move around a lot. -Combustion Grenade: A sticky grenade that shatters into solar flames of napalm, causing both an initial explosion and burn damage from the napalm. The initial explosion, where it shatters into 8 flames, deals 182 damage. Of the eight napalm flames released, each deals its own damage over time, with its own sticky and slightly magnetic properties. Each damage over time from flames is 5 damage. The main explosion deals 15 damage over time at its center. Therefore, this grenade deals up to 237 damage, but isn't as effective when a target is not stuck, due to a below average blast radius. Melee: Solar Jab: hit opponents with a fiery melee attack that deals burn damage over time. 129+45 damage. -Firestarter: kills with Solar Jab reduce the cooldown time of Incendiary Infusion. -Suppression: Solar Jab deals more damage over time (70, up from 45- almost a one hitter) and causes slight knockback. -Burn Tunnel: Solar Jab's burn effect has extended range. Hits with only the burn effect reduce cooldown (33%) Movement: lift: -increased height. -increased control. -Strafe: not a "standard" jump upgrade... Click left stick in a direction- while on the ground- to strafe in that direction. Sprinting can be used while strafing. Has 4/11 the distance of shoulder charge, just over 1/3) and a two second cooldown period. Super: incendiary Infusion: be consumed by solar light, filling your fists and soul with incendiary energy. Melee attacks deal increased damage and have immediate cooldown (after burn dmg is applied, each melee deals about 1.25x damage of a golden gun shot). Grants many special benefits- 130% speed boost and 150% damage resistance to sources other than yourself),weapons reload and ready faster, causes knockback to enemies it kills, and your vision changes so that enemies and grenades are highlighted red- like in the death cam. Lasts six seconds, but the sheer power causes damage over time to its user. After six seconds, 1/4 of user HP will have been lost from only dmg over time (4 hp is lost twice per second). Press lt + rt during this super to cause a solar explosion around you, dealing up to 270 damage to enemies and exhausting your super meter (tip: use this to bail out if you're about to die from the burn). -Numb: user takes reduced burn damage from this super (each tick deals 3 damage instead of 4). -Extended Timer: Super lasts eight seconds- remember that this deals 64 collective damage to its user). -Fury: ANYONE killed by this super's melee or damage over time combusts. Ability Mods I: -Hunger: Causing damage with primary weapons speeds grenade cooldown process. -Commander: gain primary ammo (2 clips) on spawn. Increased primary and secondary ammo capacities (2 clips more, max, of each- this doesn't affect Ice Breaker) -Warmachine: increases weapon stability (+10 to ALL weapons- including LMGs). Reload weapons faster when at critical levels of health (red section) (= 3x stack of Chain of Woe). Ability Modifiers II: -Enforcer: kills with heavy ammo replenish intellect (give 1.5x the intellect that they would). -Survivalist: Recovery stat scales up when closer to death (scales once at half health, again at 1/4 health). Affects both shield recharge wait and rate. -Berserker: Melee kills during Incendiary Infusion grant bonus primary weapon damage and reload speed, slightly increase stability, and dramatically reduce flinch. [/spoiler] CONTINUED: https://www.bungie.net/en/Forum/Post/110337805

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