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Destiny

Discuss all things Destiny.
6/13/2015 4:09:43 AM
12

New Subclasses- "StormBringer"; "Rogue"; "Resistor"

StormBringer

291

Rogue

155

Resistor

76

StormBringer: 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 sustainsustained 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........... 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] Rogue: "Hunters used to fight alone- they still do... most of the time." Scout class. These Hunters are meant to be played tactically, very capable on their own when played so. However, they should still link up with allies to lead the fight every few minutes. If you want to play alone, you still can easily- just not as aggressively as with Bladedancer. If you want to play in a team, remember to communicate for best results. Many Rogue abilities serve to buff oneself, one's allies, or debuff one's enemies, putting the Rogue at an advantage in one on ones. [spoiler] All that fancy jump stuff that Bladedancers have. grenades: Scan Grenade: A grenade that, when thrown, aggressively locks onto the enemy closest to its trajectory, hovers in the air above and slightly in front of that enemy for .75 seconds as it illuminates the enemy's outline to you (death cam highlight- functions through cover), and then crashes down to where the enemy was standing that .75 seconds ago. Enough damage at its center for a 1 hit in PvP, with below average blast radius. Effective at flushing enemies out of cover for you to gun them down. Disruptor Grenade: Very small area of effect. A sticky grenade that, if stuck, pulses 10 times in 0.5 second intervals, causing damage over time in between. After these pulses, it dissolves for 3 (!) damage. Pulses and DoT cause 2 damage per time. If the target is missed, it explodes in a small radius for 30 damage at its center. Causes oracle blinding effects that grow progressively more severe until the disruptor dissolves. The purpose of this grenade is not to kill- it is to a) prevent shield regeneration, for a very long time and b) to force enemies to retreat Poison Grenade: A grenade that explodes, releasing Wizard poison (flinch, slows enemies, damage over time) melee: Grave Bind: Enemies hit by this melee attack cannot jump, move, or super for one second. Absorption: Damage caused by this attack goes directly to user shields, at a recovery of 1/2 the damage dealt. Overshields cannot be attained. Poison: Enemies hit by this attack incur damage over time. Enemies killed by this attack release a cloud of poison which quickly dissipates. (This poison effect, along with base GB, deals 170 damage total) Spite: This attack does only 70% initial damage as normal. 2 seconds after this attack is landed, damage equivalent to 1.5 normal melees is dealt to the foe. If an enemy is killed by this effect, he explodes. Super: Hidden Presence: Pres LB+RB to throw your hands outward, affecting the area in a 20 meter cone in front of you. All allies within a 20 meter radius get a 90% cooldown to strength and discipline, and a 15% cooldown to intellect. The user of this Super receives a 70% cooldown to strength and discipline. Enemies in proximity to the user of this attack (within 10 meters) incur significant damage over time (50 damage per second- slightly less when scaled to pve) Modifiers: Sweeping Presence: Hidden Presence has increased range (30 meter cone) and affected allies gain 100% cooldown to strength and discipline, rather than 90%. Grateful Presence: Each ally guardian affected by this Super generates an orb of light (an 8% cooldown mote) directly to the Rogue's super meter. Now Hunters can finally be all around useful in Raids, able to supply their fireteam with more frequent supers. Last Man Standing: Grants an overshield and 90% cooldown to personal strength and discipline. Weapons have highly increased reload speed for 10 seconds upon activation. For 10 seconds, personal strength and discipline cooldowns are multiplied by 3 times as well. I know this isn't a bow. If you want a bow, Bungie should change Golden Gun (and give it crit damage). Modifiers I: Note: Many of these modifiers help to increase combat specialization, and allow Rogues to be all around more effective with weapons, as they do not need specific perks on those weapons. -Field Support: Increased revival speed when reviving your allies. -Fastball: Grenades can be thrown farther and faster (useful with the Disruptor grenade, where a non-stick is not very effective) -Fleet-Footed: Increased agility and slide distance. Modifiers 2: Induction: Enemies hit by Grave Bind are blinded and suffer slight burn damage (lone wolf? use this for[i] 1 hit melees[/i].) Enhanced Capacity: Increased :maximum: strength, intellect, and discipline (all max amounts are raised to 125% the normal max- let's assume these specializations cap at 300 normally. Now, they cap at 375. So you can specialize in one category of this to be much more effective in that category. Scout: Scope in on an enemy for 1 second to highlight him for 3 seconds. Functions whether shooting or not (stalk your foes, communicate with your teammates if you want, put an end to Shotgun campers, etc etc the possibilities are endless). [/spoiler] Continued: [url]https://www.bungie.net/en/Forum/Post/115308534[/url] And yes I've heard the "leaks". Both of them. But they just don't sound very unique... Which of these is your favorite?

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