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Destiny

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Edited by LoneHunter777: 11/6/2015 8:09:18 AM
44

More Than 26 Ways to Refresh Old Subclasses

The Taken King will be introducing three new and amazing Subclasses. Part of the reason they're so highly anticipated is because most of their Perks are actually good. Not so with many of the older subclasses; even the strongest ones are pigeon-held into certain builds because the alternatives aren't viable. Fair warning: I'm for the most part a pvp player, so there is a Crucible bias [u]Gunslinger[/u] This Gunslinger Retooling is built upon increasing Golden Gun's Effeciency as a Slayer Super in PvE and PvP. Also, guns, guns, guns! For transparency, this is my Main. Incendiary Grenade: +60% more Burn damage vs. Minions of Darkness. Golden Gun: +80% more damage vs. Minions of Darkness. Overpenetrates targets. Deadeye: Increased Accuracy with Golden Gun. Three Rapid Kills with Golden Gun give you a Bonus Shot. (Doesn't stack with Achlyophage Symbiote) Wildfire: Each kill with Golden Gun cause enemies to explode and increases the damage of Golden Gun for its remaining Duration. (DattodoesDestiny) Circle of Life: Kills with Throwing Knives Reduce the Cooldown of Golden Gun. Incendiary Blade: Standard Melees and Throwing Knives inflict Solar Damage and Burns. +60% Burn damage vs. Minions of Darkness. Sun of Guns (Replacing Keyhole): While your Super is Charged, your Weapons are more Accurate and Precision Kills increase Weapon Damage for 5 seconds. Stacks 3 Times, +15% Damage Max. (Equal to Crowd Control) Gunslinger's Trance: Precision Kills Increase Weapon Stability and Handling. Stacks 3 times. Lasts 15 seconds. Over the Horizon: Increased Range and Zoom on Golden Gun for long range shots. Chain of Woe: Precision Kills Increase Reload and Movement Speed. Stacks 3 Times. Lasts 10 seconds. [u]Blade Dancer[/u] Everyone's formerly favorite Blink-Shotgun Try-hard class. The 2.0 Blink nerf has made Blink-Shotgun a bit trickier to use while Arc Bolt isn't as powerful, but it's still solid. The only "bad" Perks are Fleet Footed and Encore, bad only because Quickdraw and Hungering Blade are so much better. Fleet Footed and Hungering Blade should exchange Perk Columns. -Arc Bolt Grenade: Buff Damage in Crucible to 91. Equivalent buff for PvE. -Skip Grenades: +5% Damage. -Arc Blade: +80% Damage vs. Minions of Darkness. Hold L2 to significantly reduce incoming damage. -Showstopper: Activating Arc Blade and pressing R2/RT will damage nearby enemies. -Encore: Hits with Arc Blade increase the damage of Arc Blade for a short time for five stacks. Kills with Arc Blade refund some Super Energy. [u]Striker[/u] FoH can be devastating when burglarizing Heavy Ammo or breaking the spines of Blade Dancers, Sunsingers, and careless Gunslingers. Like the Gunslinger, the Striker's Neutral Game is a bit lukewarm. New Improvements focus upon enhancing the Striker's CQC abilities, especially when using Juggernaut. -Flash Bang: Being "tickled" by the grenade will still leave you severely blinded. -Pulse Grenade: Increased pulse frequency. -Fist of Havoc: +125% damage vs. Minions of Darkness. (Windup Dead) -Storm Fist: +25% increase in Damage (168 in PvP). Executes a longer range lunge. -Overload: Reduced Storm Fist Cooldown. Kills with Storm Fist instantly recharge Storm Fist. -Discharge: Hits with Storm Fist will Damage and Blind nearby enemies. -Headstrong: Increases Sprint Speed and Slide distance. The leaping distance of Fist of Havoc is improved while Sprinting. -Juggernaut: This perk can Absorb 10% more Damage before Breaking. A "Shattered Glass" effect will warn the player of when Juggernaut has been broken. [u]Defender[/u] Not everyone's first choice in PvP, though it can really shine in competent hands. The Defender's Neutral Game is actually pretty solid, but the Super Game needs work. Major changes to Ward of Dawn have been made to secure it's roll as a Map Control Super. -Spike Grenades: 6 second duration, up from 4 sec. -Ward of Dawn: Patch 2.0 has already tweaked this Super as I'd suggested. -Hero of Light (Replacing Blessings): Instead of summoning Ward of Dawn, you gain Increased (55%) Damage Resistance. Your Weapons Reload and Ready at blinding speed. Lasts 14 Seconds. (Think Radiant Skin SunLock w/o the grenade spam.) -War Machine: Increased Melee Range. While Force Barrier is Active, Weapons Reload and Ready at Blinding Speeds. -Unbreakable: Activates Force Barrier on a hit rather than a kill (MERC1LESS). Force Barrier will continuously Recharge. -Bastion: Increased duration of Ward of Dawn and Hero of Light [u]Sunsinger[/u] This is about as good as a Destiny Subclass can get without Blink. Its only other "weakness" is that Flame Shield is the only logical choice. Useless perks have been buffed or changed altogether to encourage varied and versatile load-outs. -Song of Flame: Shortens ability Cooldowns for yourself and nearby allies. Nearby allies gain +7 Recovery. Doesn't Stack with Heart of Praxic Fire (Squintore) -Fireborn: Activate Radiance from Death. Revive Teammates Faster in Radiance (Squintore). Reduces Radiance Duration by 20%. (MERC1LESS) -Scorch: +60% Burn Damage vs. Minions of Darkness -Solar Wind: Increased Knockback. Scorch can damage and Knockback multiple enemies in a cone AoE. -Brimstone: Kills with Scorch instantly recharge Scorch and cause enemies to explode. -Sunburst: While your Super is Charged, you gain bonus Recovery and Kills with your Grenades and Scorch have a chance to generate Orbs of Light. -Touch of Flame: +60% Burn Damage vs. Minions of Darkness. -Angel of Light: Additionally grants a weak over-shield and bonus accuracy while levitating. [u]Voidwalker[/u] Very good for making things go Boom. Not much else to say here. Overall, this Subclass still holds up and is only lacking somewhat in the grenade department. -Surge: No longer decreases Movement Speed after Surge Decays. -Annihilate: Increase Nova Bomb, grenade, and Bloom blast zone by 15%. Up from 10% -Angry Magic: Nova Bomb and Scatter Grenades aggressively track targets (This was suggested in another thread, but I can't find it atm. I will give the credit due when I can) EDIT: I'll incorporate new suggestions that I like in later Edits. I'll try to properly credit the commentator for their ideas.

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  • Replace Blessings of Light? No way. That's my bread and butter for Defender class.

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    • I like pretty much all of it. Except I would make Solar Wind just knock things back farther and add an additional effect to Lance.

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      • -blam!- hunters.

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        • Don't like all the ideas, but there is really only one I hate a lot. Solar wind... MORE range on a warlock melee? HELL NO.

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          • Interesting read. Not sure how I feel about some of the changes, but it looks overall positive to me. It's a nice topic to dabble on, that's for sure. We'll see where this goes.

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            • Great ideas

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            • Bungie Plz Look

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            • Edited by Hasnath249: 10/20/2015 4:44:17 PM
              Cool ideas! I really want Sunsinger and Defender to have more fireteam support perks.

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            • Edited by AustinSX: 9/22/2015 4:42:50 PM
              Storm grenade feels pretty weak without electric web, especially compared to the other two grenades. Any suggestions for that? My only idea is have chaining be a base part of that gernade, but less effective, and have electric web increase all abilities chaining by a small amount but I'm probably bias because I main walock lol Great thread btw

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              • Bump. Altho your Voidwalker section could use a bit more meat...

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                • I'll come back later with suggestions and criticisms.

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                • Buuuuuuuuuuuump... Can you do new subclasses once all the sunbreaker nerf calls have cooled down?

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                  • An actual warlock support class revamp

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                  • Bump

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                  • Bump

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                  • Bump

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                  • I would love this

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                  • I CALL UPON THE DARKNESS WITHIN THE DARK PIT THAT WE CALL THE HELLMOUTH. TO NECROBUMP THIS POST.

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                  • This thread *self resurrect*

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                  • Bump These are very good

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                  • "This is incredible, Your amazing" -lord shaxx

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                    • Edited by Hoosier D. Addey: 9/14/2015 10:03:47 PM
                      Finally! Someone gets it! The older subclasses are far weaker in comparison to the new ones. finding new perks to add to the old subclasses would be tricky. You have good ideas for most of the upgrades, but some are rather questionable. My suggestions on the adjustments for The Taken King in addition to the ones previously stated by LoneHunter777 GUNSLINGER (Hunter) -----The current "circle of life" perk needs to go from the subclass skill tree altogether. (Isn't the point of golden gun to kill [i]with the gun?[/i]) The perk chosen by LoneHunter777 fits as an amazing replacement. The only real use for the circle of life perk is situational at best and should be given to the Celestial Nighthawk exotic, where it belongs (so as to provide more time to get to a position to kill a high health target that may have moved from where you last saw them). ----- Ats/ Arachnid helmet as of right now is garbage and the Zoom should be part of "Over the horizon." My suggestion for the perk to be given in replacement of the zoom on the ats/ arachnid should be Increased Radar Accuracy. ----- Golden Gun gains more time to overall duration since there are only 3-4 shots to be fired and have the possibility of missing the target. And yes, even the best players miss shots too sometimes, not to mention the new Titan and Warlock supers have the ability to kill more than 4 enemies if in a relatively small distance of each other (10-15 meters of distance to cover in order to attack from 5 meters away). Warlocks also have auto-tracking close to mid range damage arc damage and Titans will have an option to have tracking hammers. These are examples of why this would be a fair buff to the Golden Gun. BLADEDANCER (Hunter) -----"Hungering Blade" should match the New Solar Titan's "Cauterize" ability and be renamed to fit the effect. -----Arc Blade Gains an exceptional boost to damage for PvE or a 2X increase to Orb of light Generation (1 per enemy as opposed to the current 1 per 2 enemies) up to a maximum of 8 and a moderate boost to damage in PvE. STRIKER (Titan) -----"Overload" Ability: Kills with Stormfist have 75% chance to regenerate immediately after a kill (as should be the case with the new SunBreaker class melee ability). -----"Discharge" Ability: Hits with Storm Fist will deal Damage in an area and have a chance of blinding nearby enemies. DEFENDER (Titan) -----"Unbreakable" melee ability grants shields upon hit with Disintegrate and continually recharges at the cost of Slightly Lower Shield Levels OR Longer Recharge rate of Disintegrate. SUNBREAKER (New Titan Subclass) -----Just to put this out there, Hammer of Sol is a glorified golden gun with possibility to kill more enemies and only has projectile drop & relatively fast projectile travel (as opposed to no drop and instantaneous travel) to differentiate. Not sure if they get a defense buff during the super, but if they do, Hammer of Sol is absurdly better than Golden Gun. Other than that, this super looks downright amazing. Warlock Base Melee (General Balance Suggestion) The base warlock melee has the longest range and lunge in the game and deals full damage at range whereas hunters and Titans have to actually make contact with the enemy. My suggestion is that if warlocks get to have this range, it should dissipate up to half the damage with distance from the target. Skill melees would remain unaffected. SUNSINGER (Warlock) -----Angel of Light(/Empyrean Bellicose Exotic Titan Helmet) : Additionally grants a low defense over-shield while levitating. Shields drop when L2/LT is released. -----Fireborn still allows self resurrection, but at the cost of halving the normal duration of the super. Allows you to resurrect an ally that would not normally be resurrectable at the cost of 75% or 100% of the super energy. In the case of 75% it can only be activated when the super is fully charged and will not activate radiance on player, leaving the super charge meter 25% charged. Additional and Reasonable ideas are welcome!

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                      • Just give all solar supers better armor so people stop complaining and this makes sense

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                        • Edited by Helykaon: 9/13/2015 4:52:56 AM
                          Flame shield should proc on kill. I don't agree with your idea for Hungering Blade and Fleet Footed to switch trees because Arc Blade and Encore are in the same tree for a VERY good reason. All other changes are good, I just don't like the name changes for the Golden Gun perks.

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                          • Pincushion: Throwing knife precision [b]hits[/b] instantly recharge the throwing knife. Might be a little OP but I'll suggest them anyway. PvE perks for Gunslinger or Gunslinger exotics. Fastest Gun in the Wild: Killing a minion of the darkness with Golden Gun refunds the shot, missed shots have a high chance to be refunded. Point Defence: Gain bonus armour while Golden Gun is active, Golden Gun has higher target acquisition against low tier or wounded enemies.

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                            • I really like all of these except for switching the colum of hungering blade on blade dancer. Hungering blade and encore would be ridiculous

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