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7/3/2015 11:49:46 PM
11

Fourth class idea! (In depth)

[b]EMISSARY[/b] (healer/support type) FIRST SUBCLASS: [b][u]LIGHTCALLER[/u][/b] (Arc type) "You must remain true to the light as the traveler wants you to" [spoiler][b][u]grenades[/u][/b] [b]Fang grenade[/b] : a sticky pulse grenade that steal health from the ennemy with each pulse [b]Light grenade[/b] : a grenade that blinds its ennemy and restore a slight portion of nearby allies health [b]Illusion grenade[/b] : a grenade that confuse the ennemy and turn them against each other for a short time (3-5secs)** the time is lowered for the pvp part and it will works like this : change the color of the ally's name in red (for the victims) and allow friendly fire [b]but[/b] in pvp the time effect will only last for about 2-4 sec [b][u]vertical ability[/u][/b] [b]Quick boost[/b] : while in the air hiting the jump button will trigger a quick ascend at the chosen direction (like Blink but without teleporting and able to reach more heighs than blink) [b]Increase control[/b] (+2 agility) [b]Extended boost[/b] : increase the distance of the Quick boost [b]Ground boost[/b] : double tapping the crouch button while grounded will allow the user to perform a quick dodge in the selected direction [b][u]super ability[/u][/b] [b]Traveler's will[/b] : purge the ground with a massive arc energy blast that will knock back all the ennemies in its radius.(the super isn't made for heavy damage like FoH its more usefull for its repulsive potential.) in PvP it will leave a full health guardian to about 75% of his red health bar. Any guardian with less than 65% of their shield will be instantly kill by the blast. *notice that the thrown guardians can die if they hit a wall. The repulsive radius of the super is similar to FoH. [b]Unflexible will[/b] : reduce the cooldown of traveler's will [b]Punishing will[/b] : all the victims of traveler's will will have a -4 recovery debuff for a short time (~5-7 sec) [b]Fierce Will[/b] : each melee kills reduce the cooldown of traveler's will [b][u]Melee ability[/u][/b] [b]Bane[/b] : a repulsive arc energy wave (kind of solar wind but with much more repulsive power) ** in PvP bane won't too much push back the ennemy so death by hitting a wall will be very rare (could happen if the victim is directly pushed into a wall at a 1.5m distance of it) **back hand slap animation** [b]Shocking reality[/b] : kills with Bane will damage nearby ennemies [b]Pain's resolve[/b] : kills with Bane will heal nearby allies and the user [b]Traveler's wrath[/b] : Bane can now push back all enemies in front of the user (short range) [b][u]1st passive abilities[/u][/b] [b]Peacefull destiny[/b] : training focus on agility and recovery [b]Protective destiny[/b] : training focuse on thoughness and agility [b]Redeeming destiny[/b] : training focus on recovery and thoughness [b][u]2nd passive abilities[/u][/b] [b]Revelation[/b] : precision kills as a chance (~5%) to spawn orbs of light (+2 recovery) [b]Hands of judgement[/b] : when the super is activated, fully recharge the melee ability [b]Traveler's gift[/b] : increase the drop rate of primary and special ammo [b][u]3rd passive abilities[/u][/b] [b]Vision of apocalypse[/b] : training focus on all attributes [b]Vision of Noa[/b] : training focus on thoughness [b]Vision of darkness[/b] : training focus on recovery [b][u]last passive abilities[/u][/b] [b]Will of steel[/b] : kills with traveler's will will give the user a cloak of healing light that will heal nearby allies exept the user [b]Praise the light[/b] : give an extra melee charge [b]Lightning hands[/b] : kills with Bane will greatly increase reload speed (+2 agility) Note: Bane will not allow you to push your teamates for fun (you little troll ;P)[/spoiler] SECOND SUBCLASS: [b][u]DARKSEEKER[/u][/b] (Void type) "The traveller has hidden secrets..." [spoiler][b][u]grenade abilities[/u][/b] [b]Singularity grenade[/b] : grenade that attracs nearby ennemies then explode ** this grenade is not a 1 hit kill in PvP it will take out about 60-70% of the guardian's health due to its relatively strong effect on the ennemies [b]Paralysis grenade[/b] : when detonating, paralyze enemies for a short time (3-5secs)** 3-5 sec for [b]PvE[/b] and about 1 to 1 1/2 second to [b]PvP[/b] [b]Void wall[/b] : instead of throwing a grenade, summon a small void wall to provide temporary cover from enemies in front of you (last 10 sec) ** the recharge timer for this specific grenade will be longer than normal (about 1.5x the normal recharge time for other grenades) [b][u]Vertical ability[/u][/b] [b]Quick boost[/b]: same as the first subclass [b]Extended boost[/b] : increase the range of quick boost [b]Increase control[/b] [b]Blink[/b] : replace Quick boost by a short distance teleport [b][u]super ability[/u][/b] [b]Rise of Darkness[/b] : summons 3 etheral hive knights to fight for you for a short time (~13-16sec) *your knights can be kill by the ennemies and are the equivalent to a red health bar knight that is the same level as you [b]Minions of darkness[/b] : summon an extra knight to fight for you [b]Shield of darkness[/b] : Using Rise of darkness will grant a shield to the user (+2 armor) [b]Shadow predator[/b] : using Rise of darkness will make you invisible (for as long as the rise of darkness duration)** doing any active action will make you visible like a normal invisibility buff [b][u]Melee ability[/u][/b] [b]Shroud of fear[/b] : throw a blast of void energy at the opponent and make him flee for a short time (3-5sec) (blind the enemy for a short time ~1 sec (PVP) **grabbing animation** [b]Vision of horror[/b] : increase the duration of the shroud of fear effect (pvp=blind a bit longer) ~ 1.5-2 sec in total [b]Vampirism[/b] : in addition of the base effect of shoud of fear, steal a portion of health also [b]New order[/b] : kills with shroud of fear will reduce the cooldown of rise of darkness [b][u]1st passive abilities[/u][/b] same as the first subclass [b][u]2nd passive abilities[/u][/b] [b]Light eater[/b] : picking up orbs of light will reduce the cooldown of your grenades [b]Master of the horde[/b] : kills with shroud of fear will prevent a shield to nearby allies (+2 armor) [b]Soul reaper[/b] : extend the duration of Rise of darkness (+5sec) and increase the health of the summoned knights (+33% health) [b][u]3rd passive abilities[/u][/b] same as the first subclass [b][u]last passive abilities[/u][/b] [b]knights of darkness[/b] : increase the damage output of the summoned knights (~+25%) [b]True terror[/b] : any kills made by your summoned knight will trigger an energy drain effect [b]Shadow shredder[/b] : kills with shroud of fear will temporary boost movement speed (+2 agility) [/spoiler] 3RD SUBCLASS : [b][u]DAWNBRINGER[/u][/b] (solar type) "When the dawn turns up, its enemies fall" [spoiler][b][u]Grenades[/u][/b] [b]Eruption grenade[/b] : a grenade that leaves a column of solar light that does damage over time to the enemies in its zone. It can stick to walls [b]Fusion grenade[/b] same as the warlock one [b]Magmatic grenade[/b] a grenade that creates a field of magma that burns and slows the enemies trapped in its radius (same duration and radius as the warlock solar grenade) [b][u]Vertical ability[/u][/b] [b]Quick boost[/b] : same perks as the Lightcaller subclass [b][u]Super ability[/u][/b] [b]Eye of Dawn[/b] : create a circle of solar light on the ground where you aim that strongly burns the enemies and heals the allies inside it. Last ~6-8 sec (Same radius as the titan bubble) [b]Solar requiem[/b] : increase the radius of Eye of Dawn (same radius as FoH) [b]Solar symphony[/b] increase the duration of Eye of Dawn (+2 recovery) (the super will last ~10 sec) [b]Solar orchestra[/b] : grant a shield to the allies inside Eye of Dawn (works like armor of light, the shield stays as long as you stay in the radius of Eye of Dawn) [b][u]Melee ability[/u][/b] [b]Sunburn[/b] : throw a blast of solar light that prevent the enemy from using their abilities for a short time ~2-4 sec (only prevent from using grenades, supers and vertical abilities) **same animation of using your ghost (opening your hand in front if you)** [b]Flame field[/b] : upon hitting, ignite the ground around the user for a short time ~2-4 sec. (Small radius ~1.5 of the warlock solar grenade radius and the flame field will not folow the user) [b]Flame wisdom[/b] : killing with Sunburn will grant a shield to the user (+2 armor) [b]Fear the flames[/b] : kills with Sunburn will reduce the cooldown of your next Sunburn ~20% with each kills. [b]1st passive abilities[/b] : same as the other subclasses [b][u]2nd passive abilities[/u][/b] [b]Drift[/b] : if hit by a melee, it will grant the user +4 agility and increase movement speed (~3-5 sec) [b]Immolation[/b] enemy killed by your abilities explode [b]Flame present[/b] kills with Eye of Dawn reduce the cooldown of your grenade (~15% per kills) [b]3rd passive abilities[/b] : same as the other subclasses [u][b]Last passive abilities[/b][/u] [b]Motes party[/b] : spawn more orbs of light with each kills of Eye of dawn [b]Sun protection[/b] : disable falling damage (+2 armor) [b]Fury of the flames[/b] grenade kills dramaticly increase reload speed[/spoiler] **their armor will be kinda simillar to the speaker** So let me now what you guys think of my ideas :) **with the upcoming Taken king expansion and the release of new subclasses, i decided to create this new class idea, a 3rd subclass to complete the elemental trinity **For those who have already seen my post before, notice that i change some of the perks of the 2 first subclasses and i entirely changed the super of the Lightcaller subclass.

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