JavaScript is required to use Bungie.net

Destiny

Discuss all things Destiny.
Edited by Oddish43: 7/27/2016 9:33:37 PM
23

New Subclasses Idea 2: TRAITOR Subclasses

[i]If you like this idea, be sure to check out my New Subclasses Idea #1, which provides new elements for each class. If you think this idea sucks, well check out my New Subclasses Idea #1 anyway; you might like it better.[/i] https://www.bungie.net/en/Forums/Post/209863314?sort=0&page=0 [b]The TRAITOR Subclasses[/b] [u]General[/u]: You are still a Guardian, loyal to the City from now until the day of your final death. However, you begin to see that while the Traveler is healing, the Darkness threatens to overwhelm it before it finds its strength. The Guardians' abilities alone will not be enough to stop the coming of the Darkness. There are secrets known only to the Vex, the Cabal, and the Fallen that could turn the tide. It's just a matter of uncovering them... Each Traitor subclass has its own questline, initiated by the Vanguard and directed by an in-game NPC. Cayde tells hunters that he has received an urgent comm from Variks in the Reef, demanding the services of a Guardian. Ikora tells her warlocks that Eris was looking for them, something concerning a Vex artifact she acquired from somewhere. And Zavala summons Titans and tells them that Arach Jalal has made some worrisome remarks that make it seem like he's sympathetic toward the Cabal. He asks them to find out what Dead Orbit is up to. Proceeding with these actions will cause you to be offered a quest to unlock the Traitor subclass that goes with your class. Completion of it will unlock the subclass. You will then be offered some challenges. Completion of the challenges will yield the following: First set: An emblem Second set: A unique exotic sparrow, exclusive to your class. Final Set: A Pax Mark, Pax Cloak, or Pax Bond. Equipping this item while on patrol will cause enemies of the type you aided (Cabal for Titans, for example) to leave you alone until you attack them. Violate your Pax item, and enemies will remain hostile until you return to orbit. [b]Turncoat, Hunter Subclass [/b][u]Element[/u]: Arc [u]Associated Enemy[/u]: Fallen [u]Description[/u]: Cayde often tells the story of the day he had an alliance of necessity with a Fallen baroness. You seek to follow in your Vanguard's footsteps. The Fallen have suffered their own version of the Collapse, and they now survive by cunning, ingenuity, and determination. If the City is going to survive the long night ahead, its protectors will need those qualities as well. [u]Nature of the Quest[/u]: On the Moon, the House of Exile is in danger from the ever-increasing Hive swarms. You are tasked to find and rescue a Fallen patrol in Hive territory, securing information that could turn the tide. Afterward, you act on that information, crippling the Hive and ensuring Exile's foothold on the Moon. [u]Melee[/u]: Triple Slice. Guardian makes three rapid cuts that do 74 damage each in the Crucible, 222 in all: enough to take down an unshielded Guardian. While fast, it is not instantaneous, and you can be cut down mid-attack. [u]Melee Perks[/u]: (1) Redirect, if the first or second hit fells the enemy, remaining hits target another if one is close (2) Reaper, a 4th cut for 59 damage, enough to drop an overshield). (3) Replenish, kills with Triple Slice cause it to recharge faster) [u]Grenades[/u]: Arcbolt, Scatter, and Flashbang. All function normally. [u]Super[/u]: Guns of the Kell. Conjure up two rapid-fire shock pistols that fire a swarm of arc bullets. [u]Exotic Sparrow[/u]: Wolfchaser. Maximum speed is an amazing 190, and crashing into an enemy with it inflicts arc damage. [b]Quisling, Warlock Subclass[/b] [u]Element[/u]: Void [u]Assoc. Enemy[/u]: Vex [u]Description[/u]: Like any good scholar, you are on an endless journey of learning and discovery. Like any good Guardian, you want nothing more than to find new ways to fight the armies of the Dark. The Vex are the reigning masters at reshaping the very fabric of reality to their advantage. Your quest is to put that fearsome knowledge to work for yourself. [u]Nature of the Quest[/u]: Eris sends you seep into the caverns of Venus to unlock the mysteries of a relic she found. What you find is far more than expected; it is a way to interface your organic mind with the consciousness of the Vex, and download their secrets. If you survive the experience, you will understand the Vex as few others do. But learning to harness these abilities will require the cooperation of Vex minds, and they will not do so for nothing. [u]Melee[/u]: Spatial Twist. 60% chance of increased damage (+15%,140 in PvP), 30% of severe damage (+45%, 176), 10% of extreme damage (+75%, 213). Note that this means a 10% chance of a one-hit Guardian kill in PvP. [u]Melee Perks[/u]: (1) Just Reach Out, increases melee range. (2) Twist the Odds, 45%/40%/15% chances for various damage increases. (3) Back to Start, player will automatically respawn with melee energy. [u]Grenades[/u]: Voidwall, Scatter, and Vortex grenades, function normally. [u]Super[/u]: Hyper Vortex. Similar to Nova Bomb in deployment, but produces a massive, all-devouring vortex at point of impact. [u]Super Perks[/u]: (1) Regeneration, vortex lasts longer. (2) Rejuvenation, allies near vortex gain significant armor and recovery buff. (3) Repetition, you hurl a second vortex [u]Exotic Sparrow[/u]: Darkstorm. Has a mounted void cannon equivalent in power and fire rate to a void sidearm, but with far more ammo reserves. [b]Deserter, Titan Subclass[/b] [u]Element[/u]: Solar [u]Assoc. Enemy[/u]: Cabal [u]Description[/u]: Your armored brothers have declared you an outcast for daring to consort with an enemy. However, you know better: you have seen the armies of the Darkness, gathering strength and waiting for the right moment to strike. To defend the last embers of the human race against the coming onslaught, you will need to be powerful, unrelenting, and remorseless. The fearsome Cabal will show you the way. [u]Nature of the Quest[/u]: Your meeting with Jalal sends you out to rendezvous with a Cabal warship, out in Uranian orbit. It seems that the Cabal have been battling the Taken on many fronts, and losing troops to them. However, with your assistance, you can secure their footholds on Mars and the Dreadnought, and perhaps lay the groundwork for peace between your peoples. Assuming the Darkness doesn't destroy both of you first. [u]Melee[/u]: Power Punch. Sends enemy flying straight back about 5m. If they hit a wall, they take added damage. If they hit a comrade, both take added damage. [u]Melee Perks[/u]: (1) Fly Fast, punched enemy flies about 7m, and they go faster and hit harder. (2) Rapid Reset, cooldown of Power Punch is significantly reduced. (3) Big Boom, fatal melee hits trigger a solar explosion. [u]Grenades[/u]: Tripmine, Fusion, and Incendiary grenades. [u]Super[/u]: Golden Turret. Conjures up a gun turret that fires massive solar bullets for 15s. Rotates over a 90-degree angle (centered on which way Guardian is facing) but is unable to move. [u]Super Perks[/u]: (1) Swivel, turret can aim 180 degrees instead of 90. (2) Endure, turret lasts 20s instead of 15. (3) Deactivate, you can dispel turret before Super is totally drained, and Super will start recharging from the higher level. The turret cannot return until Super recharges. [u]Exotic Sparrow[/u]: Caldera. Extremely heavy armor, and rider has a solar overshield while the Sparrow is in motion.
English
#Destiny #Classes

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon