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Destiny

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Edited by Braythor: 8/22/2016 12:40:59 AM
28

Idea for a new class of Guardian.

I've been contemplating this idea for a long time, and I wanted to share with the community for thoughts and feedback. I came up with a few concepts regarding a potential Priest Guardian class in Destiny. I will focus on the idea of its abilities , supers and such, and save the combo about whether or not it would fit in the game for a different forum. Here's what I came up with: The Priest class item would be a scepter, or staff. Yup, lol a freaking staph. Mostly for cosmetic purposes, it would be holstered on the priest's back, and always visible, upon casting a super, the priest would hold the staff in his/her hand for a nice visual, as if using the staff momentarily to channel or cast the supers power, upon exiting super, the staff would return to their back. The theme of the priest idea I convinced revolves around the idea of the priest having a deep understanding of the light, much like warlocks, with the difference being a idealistic focus on using the light to combat the darkness, rather than its use as a weapon or tool. Many of their abilities are therefore less destructive, but more disruptive for enemies and supportive for friendlies in nature. Arc Class: Thunderer. This class is centered on the priest being intuned with arc energy and beckoning it's assistance in battle. Differentiating from the stormcaller in that the priest calls the lighting down on foes, as opposed to harnessing it and using it as a weapon. Super: Lightning Strike. As the name implies, it would be a channeled super that when used, allows you to aim it fora short time, and call down a bolt of lightning to destroy enemies, like a Nova bomb would, except it must be channeled. Not instant. It could be dodged by simply moving out of the shadow of the cloud it would summon during channeling. Assuming offcourse you can see it coming, if not, god help you. The lightning is instant when cast, but not broken since you can either move out of the way, or kill the priest somehow. Before it comes down. As perks: I came up with the lightning leaving a field of energy kinda like the fallen mines in Poe. That can either suppress enemies, cause damage over time, or increase cooldowns and recovery speeds of allies. Depending on perk choice. As grenades, just use some existing ones. Void Class: Corruption. This class is centered on the priest embracing the darkness as a source of power as opposed to the light. The abilities of the corruption Priest therefore revolve around damage over time, and draining energy from foes. Essentially draining guardians of their power. One could say this is an evil Guardian. Super: Dark Grasp. Borrowing from the stormcaller super, this super would cause the priest to levitate above ground, (while holding the staff offcourse ;)) and channel a tendril of void energy that damages enemies. And drains their life, during this super, the priest would take greater damage, but could regenerate health with every hit. Picture a stormcaller void super with greater risk, but high reward. As perks, one would allow for the priest to take no additional damage from the super, one would allow the priest to cast a weaker Nova bomb if they score a multikill on several major enemies, or kill atleast two guardians with charged supers(draining their light, except not really draining their super energy cuz that would be op as FUK, and the kills would have to be within like two seconds of each other.), and the other would provide a reverse effect on the super, instead of taking more damage but deal Alot of damage, you would take less damage, and deal slightly less damage.(no health Regen obviuosly! Come on now..) Let's borrow some existing warlock, hunter grenades. The cool ones. And make a new one that drains or suppresses. This has been Alot! Thanks for making it this far, let's proceed to the solar subclass. Solar class: Purifier. This subclass is essentially the opposite ideology of the curruption. Using the light to vanquish darkness and enrich the light of others. The super is centered on enveloping the priest in an aura of fire( like sunsinger, and offcourse while holding the staff, duh!) And allows the priest to fire several balls of fire, like sunbreaker. But with a twist. The first perk would allow the fireballs to slow and blind targets on hit, unlike sunbreakers, priest would be able to fire fireballs faster, however it would require two hits To kill. An emphasis is placed on its effect. It will be easier to score a second hit after a successful first since enemies hit will be blinded and or slowed to a crawl, (both might be op). The second perk would make the fireballs do less damage, but shooting them at friendly guardians will regenerate their health(fixed amount per hit) 3 would fill their health. While I'm the super, friendly guardians with low health will be highlighted. Shooting 3 fireballs at a fallen guardians ghost will ressurrect that Guardian. A limit on the amount of guardians that can be measured by how much many fireballs you got left. As a control, the super would take longer to charge. (Seriously rezzing guardians is op as helllll soooo...) The last perk would allow the fireballs to track enemies slightly, do slightly more damage, and ignite for additional damage over time. A direct hit on a Guardian would potentially be a ko, but as a result of taking damage from the hit as well as dot damage. The damage would be higher than other ignite effects, it's a dam super! That's all! Let me know what you guys think! And thanks for your time!
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  • So here's my new class idea. I still need to add on to it like jumps and grenades, but I've got the supers done. I still need a name for it to. Suggestions would be much appreciated. Name: undecided Subclasses: 3 _____________________________________________ Subclass 1: Relic Bringer Type: Solar Description: "Bring forth the relics of light upon your enemies. Destroy them with your powers, and forge a light that disintegrates those who dare challenge you." Super: Upon activation, you will bring out a relic. The default is a sword but it can also change from a shield to an axe. Each relic has attributes and grants you abilities to hunt down your enemies. You only have melee attacks and AoE attacks. You have increased health. Super Variant 1: Bring out a flaming sword. You have normal speed but have twice the lunge distance as a normal sword. You do the same damage as a sword and can charge up attacks for a stronger attack. Charging while in the air will send you plummeting to the ground like Death from Above to do a smash attack. Super Variant 2: Bring out a flaming shield that resembles the Aegis Shield, but has flames. You can charge attacks in air and slam into the ground like Death from Above. You do the same damage as a normal melee. Your attacks greatly stagger enemies. By holding down the "Fire" (R1, R2, and whatever you xbox people use) button, you create a wall of flames in front of you which can act as a shield. Your super will quickly deplete with your shield out and even faster each time the shield is damaged. Those who run into it start burning quickly. The shield is also big enough for teammates to hide behind. Super Variant 3: Bring out a flaming axe. You do the same amount of damage as a sword. By pressing the "Fire" button, you will start swinging your axe wildly much like the void exotic sword, but you do not move. The tip of the axe also spits out flames while spinning to damage those lucky enough to escape your spinning blade. _____________________________________________ Subclass 2: Predator Type: Arc Description: "No enemy can run or hide from you. Shatter their hopes with the thorny tip of your arrows, and crush the dreams of your opponents." Super: Upon activation, you will bring out a bow and put into 3rd person mode. You can run around like a bladedance (of course at normal speeds). Arrows shot from this bow can deduct an enemy's super energy in PvP by a little bit and prevent an enemy from enraging in PvE (does not work on Ultras). Landing shots on enemies will spawn orbs of light. Each arrow must be dead on or does not count as a hit. Each shot does as much damage as a medium impact sniper rifle. You have increased health. You have up to 7 shots. Super Variant 1: By holding down the "Aim" (L1, L2, and whatever you xbox people use) button, you can float in the air for short period of time, much like Angel of Light. You charge up arrows faster, move faster, and have a 10% damage resistance. Your arrows also go as far as a sniper bullet so you don't need to arch or lead your arrows. Super Variant 2: Each arrow upon contact of a surface or an enemy explodes and sends a cloud of smoke, slowing them down. Quickly after, a plant appears which sends out a twig-like tentacle and anchors the enemy down if they stay in the smoke for too long. This also starts poisoning them and slowly deducts their super energy even more. The plant can bound up to 3 targets. To counter this, you can either walk away further enough, or shoot it. The plant instantly dies from 20 shots from a high rate of fire auto rifle or any weapon that can deal the same amount of damage. Super Variant 3: Upon activation, you can float in the air and will release a barrage of arrows, doing massive amounts of damage, but uses up all of your super energy. Each arrow instantly kills. _____________________________________________ Subclass 3: Ghoul Type: Void Description: "Become the nightmares of your enemies and feast on their fear. The monster within you is just barely tamed by your light." Super: Upon activation, you will transform into a monster. You will have damage resistance and increased health but you move slower and cannot boost as high. Damaging enemies will poison them and grant you health. Poison does 10 damage per tick and ticks 4 times. You can only melee but you have increased melee range. Each time you melee, the poison will stack up to 4 times. Each time you stack. Super Variant 1: You will have the ability to charge up your attacks and start charging towards your enemies quickly. If you manage to get close enough to an enemy, you will smack them and do massive amounts of damage to one hit kill them. You can kill multiple targets with this. Super Variant 2: Your attacks slow down enemies and suppress them. Yes, so if a bladedance comes into contact with you, they lose their super when you hit them. You also have increased speed. Super Variant 3: By pressing the "Fire" button, you will grapple towards whatever you hit. If you grappled an enemy, you will immediately hit them with your knee upon reaching them much like shoulder charge. This should charge-ish attack does as much damage as a sniper bodyshot. Though the chain in which you use to grapple enemies can be easily destroyed by dealing 50 damage. Enemies can melee your grappling chain. If you hit an enemy with the grappling chain though, they will initially stagger a lot.

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