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Destiny

Hablemos de Destiny.
Editado por Bump: 5/14/2016 9:31:16 PM
16

Shadow Subclass: Arc Hunter

This is going to be the first in a series of subclass threads focused around one theme, and that theme is the Shadow Subclasses. The Shadow subclasses are subclasses that use the powers of the alien races part of the darkness. Seeking more power, Guardians look to learn the secrets of the darkness through studying other enemy races alongside a mentor. On a hunter's journey, you will be acquainted with Variks, once again, who will tell you the secrets of the fallen and their past, and familiarize you with the secrets of their technology, for a price...a temporary job with the Awoken Guard. Without the tower's consent you ally yourself with the queen's guard to learn these secrets. Hunters have been able to scratch the surface with their use of cloaking tech and short range teleportation in the form of the Bladedancer, but the time has come to delve deeper into these secrets. This brings us to the Skyrunner class, a class focused on using arc energy to stimulate muscles and nerves in the body, allowing for faster reaction time and greater muscle endurance and strength, allowing you to do many things, such as increase your speed as you run, sprint endlessly without a cooldown, or do a short distance blink when sliding. The class has a good neutral game and decent super, with incredible mobility. The class focuses on using abilities to improve your mobility and make you a harder enemy to pin down. (The theme of the Shadow Hunter classes is a charged Melee, used by holding down the r1 button and releasing it. Holding the button down for longer periods of time provides bonuses depending on the subclass.) [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 4 times faster for a short period of time lasting around 10 seconds. The user cannot use guns in this state, and health regeneration is halted completely. Bolt-erring Ram: Running into enemies will deal damage to them (like a sparrow) and knock them back. Overcharge speed increases Overtime: Overcharge lasts 15 seconds instead of 10 Short circuit: A burst of electricity is released at the end of Overcharge's duration, blinding enemies. Melee Zap Edge: A close range elbow attack that is propelled by a shock to the leg muscles causing them legs to straighten instantly from a bent position creating a powerful lunge. *you will not lunge without an enemy being there *you can pre charge, but you can also charge too much, resulting in damage to your own health. You will also move slower while charging. 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 Shadow Burst: 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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