Solar Subclasses 4.0
In addition to an Aspect hybrid system, I've also drafted a system similar to Transcendence.
It provides Solar focused buffs as well as class exclusive effects that I think suit each of the playstyle of each class.
Base Resplendent Effects:
Causing Solar ability damage or weapon final blows(bonus for Solar weapons) or activating, refreshing or causing a Solar buff (self or allies) or debuff fills the Resplendent bar.
While Resplendent you deal bonus damage with Solar weapons, and all abilities cause scorch or bonus Scorch, Cure is upgraded to Cure×2, Cure×2 is upgraded to Restoration, Restoration has increased health regeneration and Radiant is improved.
English
-
Solar Titan Sunbreaker Rework focus: -new super -new construct/relic Super Sun Breaker: Summon a flaming morning star to bring the might of a dying sun upon your enemies. After a brief wind-up, hurl the flaming morning star where you aim, upon impact the morning star explodes, slowly expanding, launching molten shrapnel in every direction. Upon reaching critical mass the explosion begins to collapse sucking in targets before exploding again. Aspects Sol Invictus (Buff, Healing (Super?) Main ability: Solar ability final blows, casting your super and Hammer of Sol impacts create sunspots. Sunspots apply Scorch and damage targets inside, entering a sunspot grants Restoration and your abilities recharge faster. Pairing effects: -Roaring Flames- Sunspots last longer, grow larger and deal more damage with stacks of Roaring Flame. -Consecration creates a sunspot at the end of the Solar wave -Morning Glory absorbs sunspots creating a Solar Aura around you, granting damage resistance and Sol Invictus. Targets that enter the Solar Aura are Scorched and take increased damage from you. Roaring Flames (Playstyle: Ability focus, unchrged melee buff) Main ability: Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3× Pairing effects: -Sol Invictus- Uncharged melees scorch targets, Defeating scorched targets creates a sunspot. -Consecration- hold the melee button to consume a melee charge granting you and nearby allies 1×Roaring Flames. -Morning Glory- Ignitions and Ignition final blows create firesprites. Consecration (Additional melee(slide) Main ability: While sliding, activate your charged melee ability to launch a wave of scorching Solar energy forward, damaging and scorching targets in front of you as you leap into the air. Grants two melee charges. Ability now has a cool down of 5 seconds (10 in crucible) Pairing effects: -Sol Invictus- Consecration creates a sunspot at the end of the Solar wave. -Roaring Flames- While airborne activate your charged melee again to slam to the ground and create a second larger wave of damaging Solar energy. If the wave hits a scorched target, they ignite. -Morning Glory now increases slide distance and sprinting speed when active. Morning Glory (custom) (Relic, Construct) Main ability: Solar final blows from any sorce have a chance to create a firesprite. Firesprites are now sentient and fly towards you, picking up a firesprite turns it into a Warhorn that follows you granting Radiance to you and allies. Your Solar abilities now benifit from Radiance while Morning Glory is Active. The warhorn's effect changes depending on your Aspect combination. Pairing effects: -Sol Invictus- Plays a reinvigorating tune that grants periodic Cure×1 to allies, improves to Cure×2 when Sol Invictus is active. -Roaring Flames- Picking up additional firesprites creates a platoon of up to a stack of 5× Hold the Grenade button to give the Charge command, the Warhorn and its platoon will charge the nearest target and cause a scorching explosion. -Consecration- plays a battle song that scorches nearby targets Resplendent Effects: Causing Solar ability or weapon damage or activating, refreshing or casing a Solar buff or debuff fills the Resplendent bar. While Resplendent you deal bonus damage with Solar weapons, and all abilities cause scorch or bonus Scorch, Cure is upgraded to Cure×2, Cure×2 is upgraded to Restoration, Restoration has increased health regeneration and Radiant is improved. Resplendent Titan: When Solar Titans activate Resplendent, all abilities now create Scorching shrapnel. Abilities that Scorch now apply bonus Scorch. Defeating scorched targets or defeating targets with Ignitions create the Seigemachine construct. Seigemachines release scorching projectiles over time or as they take damage from you, allies or enemies. When Respledent ends, all constructs and relics you created Ignite.
-
Solar Hunter Gunslinger Rework focus: -Give gunslingers a more versatile tool kit (Eg, more passive ability options that have the option to be weak but easier to activate or harder to activate but strong enough to reward skilled players. -Add "Rounds" to the hunters tool kit to truly make them fit in as the "weapon master" class. Aspects Knock'em down (Super augment) Main ability: Your Solar supers are enhanced. -Deadshot golden gun has increased damage resistance, -Marksman golden gun has an increased duration, -Blade Barrage launches more projectiles. Pairing effects: On your mark- While Radiant your throwing knives are enhanced. All- Melee recharge faster and have improved melee generation from all sources (includes fragments and weapon trait effects). -Weighted Knife is fully refunded on final blows, partially refunded on Ignition. -Lightweight Knife become radiant darts(thrown in a stright line like a dart) pierces through targets(Disrupts Barrier Champions). (*Lightweight knives now benifit from radiance intrinsically) -Knife Trick throws more knives with improved tracking. -Proximity Explosive Knife has a larger more powerful explosion. Creates Solar shrapnel on detonation. Gunpowder Gamble- Ignitions refund Golden gun shots (including from gunpowder gamble granade). Blade Barage gains bonus knives with scorching detonations. Trick Shot- Activating a Solar super creates the maximum amount of Solar Rounds (based on your Weapon stat and half of your Super stat) Solar Rounds can be loaded into Golden gun, providing bonus damage and bonus Scorch. Blade Barrage gains an additional knife per Solar Round stack (up to double at Max stacks) On your mark (Playstyle:Precision+buff application) Main ability: Activating your class ability or landing precision hits grants you and nearby allies increased reload speed and weapon stat for a short duration. Stacks 10×. Final blows at 10× stacks cure you. Pairing effects: Knock'em down- Grants Radiance at 10× stacks, the duration extends on precision final blows. Gunpowder Gamble- Rapid precision hits have an a chance to scorch targets, chance increase with stacks of On Your Mark. Trick Shot- Precision hits and final blows have a chance to create Solar Rounds, amount of shots created per activation increase with weapon stat. Gunpowder gamble (Adittion:Special grenade) Main ability: Defeat targets to charge up an improvised Solar explosive. Shooting the Solar explosive cuses a larger more powerful explosion and creates scorching solar submunitions. Pairing effects: Knock'em down- All Ignitions are larger, improvised explosive ignitions create bonus Solar projectiles when shot. On your mark- Precision final blows grant bonus charges, shooting the improvised grenade grants 5× stacks of on your mark. Trick Shot- ignitions grant Solar Rounds, shooting an improvised explosive with a Solar Round causes a second ignition. Trick Shot (custom) (Weapon augmentation) Main ability: grants Solar Rounds for your Solar and Kenetic weapons. Solar rounds deal bonus damage based on your weapon stat and scorch targets. (Activation and Additional effects trigger based on secondary aspets). Pairing effects: Knock'em down- Solar Round final blows grant bonus Super energy, when you have at least 5x Solar Rounds hold the ability button to use a special action based on your equipped Super. -Golden Gun, activates standoff, targeting one target per Solar Round before firing off every shot with your Golden Gun (weaker than the Super and scales only on the weapon stat). -Blade Barrage, perform an evasive manuver, throwing explosive knives towards nearby targets. On your mark- Solar Rounds have enhanced ricochete, peircing and deal bonus precision damage. Gunpowder Gamble- Solar Rounds cause delayed scorch explosions. Resplendent Effects: Causing Solar ability or weapon damage or activating, refreshing or casing a Solar buff or debuff fills the Resplendent bar. While Resplendent you deal bonus damage with Solar weapons, and all abilities cause scorch or bonus Scorch, Cure is upgraded to Cure×2, Cure×2 is upgraded to Restoration, Restoration has increased health regeneration and Radiant is improved. Resplendent Hunter: When Hunters activate Resplendent, they gain double ammo generation and instantly gain maximum Solar Rounds and generate more over time. While Resplendent Solar Rounds final blows grant Radiant, Radiant stacks 3× with diminishing effects, (1×=25%-10% 2×=35%-12% 3×=40%-15%) When Respledent ends all effects end immediately and grants Cure×2 and tops up your Solar Rounds.