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Edited by T0ASTMAN: 6/8/2015 9:49:52 PM
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Lets talk Solar Titan ideas!

Lets have some fun coming up with ideas for the new Solar Titan subclass. I expect Bungie already has their ideas firmly established so lets see how close we get to their vision! We aren't discussing the other classes here because I don't want the thread to get diluted and frankly...Titan Master race mkay. So read my stuff and come up with your own! IF we are lucky and they don't have it figured out yet, maybe we can get our ideas implemented! /hopesanddreams. Arc - Striker attacks. Void - Defender...defends. Solar - Ranged? Timer based? Generally, Supers are fancy ways of providing burst DPS. The exceptions are Ward of Dawn and Radiance, which hand out buffs. Overshields, weapon damage and cooldown decreases. The warlocks radiance and both of the hunters supers allow movement while performing attacks. The titan only has single use casts. So the solar super should be something that has a timer, like golden gun, blade dancer and radiance. [b]Super Idea 1: Lance of the Traveler[/b] Channel a beam of high-intensity solar light out of your hand. Deals solar damage and blinds enemies who come into contact of the beam. Lasts 5 seconds. You can move, jump and aim while the power is being used. *Can achieve good multikills like golden gun but you lose the element of surprise due to the power of the sun raging all over the map haha! Also the blind effect would dissipate very rapidly when not being hit or directly near the beam. [b]Lance Augments:[/b] Speed: You can move faster and jump higher while channeling Lance. Blast Beam: The Lances' point of contact causes a sustained explosion. Wrath: Instead of channeling a beam through your hand, summon the total might of the power in a single charge that explodes from your body, causing a massive burst of damage. *This power has a longer and more obvious charge up than Fists of Havoc, but has more range. Kill the titan summoning the blast or run :) [b]Super Idea 2: Burning Aegis[/b] Summon a burning shield of solar energy. The wielder can shield bash foes. When not performing attacks, the shield will block all forward-facing damage. *Mechanically, think Kabrs Shield in the Vault of Glass. Remove the cleansing bubble, jump strikes and minor attacks, add solar damage to it and give it an energy meter like blade dancer. Shield bashing and blocking attacks drains the energy, as well as the standard super "drain" timer. Added blocking potential allows titans to become a tank for the team during power plays. Crucible players will want to either team up & flank any Burning Aegis users, or time shots during their shield bash wind up. [b]Burning Aegis Augments:[/b] Reflector: A small percentage of damage absorbed by the Aegis will be redirected back at the enemy. Shield Toss: Instead of bashing, throw your shield at enemies and retrieve it like a boomerang (Captain America anyone) ?? [b]Melee: Burning Fist[/b] Getting a kill with Burning Fist charges your hands with fire, adding solar damage to each melee strike for 10 seconds. Landing strikes while Burning Fist is active will stack damage and melee attack speed. Can stack 5 times. [b]Grenade 1: Cluster Grenade[/b] A grenade that breaks into smaller grenades on initial contact, causing sustained solar damage in unpredictable areas. *These clusters cause a small amount of damage over a larger area and more considerable amount of time than most grenades. 2 seconds or so of tiny explosions to disrupt regen. Skill in timing will be paramount due to the delayed secondary detonations after the primary split. Most helpful to soften up groups of targets on say... a control zone? :) [b]Grenade 2: Acid Grenade[/b] A grenade that explodes into an lingering acidic fog. Causes short-term visual disorientation (not blinding, but blurring maybe?) to all who enter the blast radius. [b]Grenade 3: Napalm Grenade[/b] A grenade that, on detonation, coats enemies and surfaces with flame, causing solar damage over time.
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  • Here's a thought that's artillery focused: [b][u]Devastator[/u][/b] [u]Melee[/u]: One Two Punch hitting with a melee attack triggers a second punch from the left hand dealing solar damage. [u]Grenades[/u]: [i]Napalm[/i]- explodes dealing solar damage over time and spreading a trail of damaging flames wherever the effected targets move. [i]Grenade Launcher[/i]- long range grenade that explodes dealing solar damage. [i]Flak[/i]- grenade that explodes dealing solar damage with molten shrapnel, creating a lingering effect at the location that slows enemy movement and deals solar damage. [u]Super[/u]: Pillar of Dawn Unleash a massive vertical column of solar energy, healing or reviving allies and incinerating foes. • Perk mechanic option 1: column centres on where you aim • Perk mechanic option 2: column becomes horizontal towards where you aim.

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