Note: created with just PVE in mind
Hunter:
Hunter passive- Increased sprint speed, sneak speed and enhanced radar
Hunter passive- Kills decrease the cooldown of your dodge
Class ability(refresh)- Dodging replenishes a portion of your health and shields
Class ability(rearm)- Dodging resets the cooldown of your melee and reloads your weapon
Gunslinger:
Gunslinger passive(gunslinger's trance)- precision kills increase reload speed and stability for you and nearby allies
Melee augments:
Gambler's dagger
-Gain an additional throwing knife
-Precision kills with the throwing knife completely reset its cooldown
Marked for Death
-Enemies hit by the throwing knife are highlighted and take increased damage
-If the enemy dies within 3 seconds the cooldown is reset
Incendiary Knife
-Throwing knife sticks to targets before exploding
-Kills with the throwing knife cause enemies to explode
-Throwing knife explosion leaves behind patches of fire
Super Augments:
Ricochet
-Golden gun has 6 shots
-Shots that hit enemies ricochet for half damage while shots that kill enemies ricochet for full damage
Deadeye
-Golden gun has 4 shots and overpenetrates
-Headshots increase damage and duration
-Precision hits reduce the duration of your other abilities
-Precision hits generate orbs of light
Blazing Light
-Shots leave behind patches of fire on impact
-Shots deal increased damage to enemies on fire
-enemies explode on death
Misc. augments:
Golden opportunity
-At max stacks of gunslinger's trance precision kills reduces golden gun's cooldown
Focused fire
-Consecutive precision kills increase precision damage (stacks up to 5 times, 2% damage increase per stack) non-precision kills reduce stacks, stacks reset after 5 seconds
-At max stacks hits with the throwing knife set enemies on fire and enemies killed by the fire explode
Maverick
-Grants triple tap to hand cannons and sidearms
-Precision kills will refund a bullet to the magazine
One Way or Another
-Precision kills increase agility
-Body kills increase armor
-Ability kills increase both
(Stacks up to 3 times)
Titan:
Titan passive: Gain an additional melee charge
Titan passive: After a delay while sprinting gain a protective shield, increased shoulder charge damage while this is active
class ability(hold the line)- Create a large wall that damages and disorients enemies who come close, when the wall takes damage reduce the cooldown of your class ability
Class ability(prepare to charge)- Creates a half wall that increases resilience, recovery and agility, kills while the buff is active reduces the cooldown of your class ability
Striker:
Striker passive(follow-up)- Consecutive melee stacks increase melee damage until you get a kill
(Stacks up to 3 times)
Melee augment:
Discharge
-Hits with this melee damages and disorients enemies
-Shoulder charging an enemy with this ability creates an area or effect at the point of impact and a smaller area of effect around you
Knock-out punch
-Striking an enemy with this melee will knock them back and disorient them
-Shoulder charging with this melee will knock an enemy back and if they hit an enemy or other surface they will cause an explosion which will disorient nearby enemies
Seismic strike
-Striking an enemy with this ability will create an arc explosion which disorients and slows nearby enemies
-Shoulder charge with this ability to create an arc explosion with a larger area of effect that also send out a wave of arc energy
Super Augments:
Terminal velocity
-Fists of havoc’s slam attack leaves behind a damaging area of effect and deals more damage the longer you're in the air.
-Kills with fist of havoc increase sprint speed
Trample
-Sprinting into enemies while fist of havoc is active will knock them back and disorient them
-Kills with fist of havoc extend its duration
Shockwave
-Fist of havoc slam attacks send out waves of arc energy that damage and 'charge' enemies
-When 'charged' enemies are killed they chain lightning to nearby enemies
Misc. augments
Reversal
-Killing enemies with melee attacks starts health regeneration
-When your health is critical gain temporary increase to melee damage and range
Magnitude
-Gain an additional grenade charge
-Increases the duration of grenades
Pushing forward
-Sprinting regenerates your class ability and melee
-increase sprint speed
-increase the damage of shoulder charge while sprinting
Armor of light
-melee kills have a chance to generate orbs of light
-Orbs of light you create increase allies recovery and resilience when picked up
-Orbs of light generate small amounts of overshields
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I see 0 problems with this