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Destiny

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5/13/2016 12:15:01 AM
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Darkness Subclass: Arc Hunter

[u]Skyrunner[/u] [i]Lightning will never strike twice in succession. Unfortunately for them, you can. [/i] Grenades Flashbang: Same ol Titan thing Volatile: Creates explosion on impact with surface. Does bonus damage from hitting a target directly. Does not track like a sticky grenade Shackle: Creates a loop that encircles enemies, and then implodes on itself to create an explosion. anyone present when the grenade is closing will be sucked in. Super Overcharge: Overcharge: Massive amounts of arc energy are infused into the body of the user, increasing the speed their muscles can operate, allowing them to move and react much faster. This makes you move 2.5 times faster for a short period of time lasting around 7 seconds. The user cannot attack in this state, and health regeneration is halted completely. Greased lightning: Overcharge grants a higher bonus to speed (2.5x to 3x) Overtime: Overcharge lasts 10 seconds instead of 7 Short circuit: A burst of electricity is released at the end of Overcharge's duration, blinding enemies. Melee Zap Edge: A lunge attack charged with arc light. Holding the melee button down increases its damage. (Full charge will one shot kill in pvp) Leaps: Melee speed and range are increased. Penalty to charge time. (+1 Agillity) Bounds: Melee speed increased and charge time decreased. Penalty to range. (+1 recovery) Strides: Melee range is increased and charge time is decreased. Penalty to Melee speed. (+1 toughness) Perks: Full Battery: No sprint cooldown. Sprint speed gradually increases the more it is used. Hip fire weapons and throw grenades while running Drive-By: Increased slide distance: Using your slide will do a short distance teleport ShadowBurst: You can use Zap Edge to lunge anywhere without an enemy having to be nearby. Doing it uses a large portion of your Melee charge. (Melee does not have to be charged for this to be used) Zap Edge has a greater cooldown. Energetic flow: Overcharge cooldown is greatly reduced when the user's health is full (+1 recovery) Magnetism: Grenades track towards targets. Reductive battery: the more damage you take during overcharge, the more armor you have during the super.

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