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Edited by Smoiff: 4/11/2015 9:55:29 AM
5

My Thoughts On 3rd Subclasses

The only time Bungie would release a 3rd subclass would be in Comet, which is not too far away but long enough to hear community feedback and implement it, I feel. So I spent a lot of time making my idea for an Arc Warlock, and all of its abilities. These can be buffed/nerfed/changed according to community feedback so please like this and share it because it helps me out a lot and makes the time I put into this worth it. I'll make a Titan/Hunter idea based on request but for the meantime let's focus on the Warlock. So here it is! The Forceshifter! Arc Warlock Name: Forceshifter GRENADES Grenade 1: Magnet Rod: A stick based grenade like trip mines or lightning grenades, that pulls enemies towards it slowly, and if stuck to an enemy it moves half as fast. Lasts 5 secs Grenade 2: Rocket Grenade: A bounce based grenade that hovers in the air for a second after bouncing, then rockets towards the nearest target. One shots minimal armour warlocks/hunters. Grenade 3: Arc Sentry: An impact based grenade that spawns a small orb which zaps an infinite number of enemies close to it over time. Low damage over a very short period of time, punishes those who walk through it. Lasts 10 seconds. SUPER Magnet Field: Throws a huge glowing ball of arc energy, in a similar animation to the Nova Bomb, and is the same size as a Nova Bomb's Vortex. It pushes back all enemy grenades and projectiles, and some supers such as golden gun rounds in PvP. Enemies that try to enter it get trapped inside it and pushed the the middle, and any shots they fire are redirected at them. Lasts 20 seconds. SUPER UPGRADES Soul Magnet: Slowly drains the health of any opponents trapped inside. Static Pull: Field has a larger influence. Continued Magnetism: Each kill inside Magnet Field increases damage on targets in Magnet Field, stacks up to 5 times and lasts as long as the Magnet Field does. JUMP Glide: You move along an invisible escalator slower than the Queen. JUMP UPGRADES Focused Burst: Speed boost after activation. Balanced Glide: Slightly more useful but not as good as burst. Backdash: Pressing jump in mid-air sends you flying backwards instantly, resetting fall damage along the way. MELEE Binding Palm: Dealing damage with this attack causes enemies' close ranged Melee attack to become disabled for 4 seconds. MELEE UPGRADE Gravitational Interference: Dealing damage also disables their enhanced mobility abilities. (Sprinting, jumping (can be nerfed to double jumping), Cabal rocket pack, Hive Knight slash, Fallen Sword Vandal slash, and Vex teleport.) Watchful Force: Kills with Binding Palm spawn an Arc Sentry where the enemy died. Elemental Predator: Reduces the cooldown of your next Magnet Field significantly if you kill someone with Binding Palm whilst a Magnet Field is active. LIGHT STAT UPGRADES Library of Brutes: + Armour + Recovery Library of Scavengers: + Armour + Speed Library of Magicians: + Recovery + Speed MISC. UPGRADES Back at you: Redirected shots or projectiles to triple damage. Sitting Ducks: Precision kills on enemies in your Magnet Field generate Orbs of Light. Gift of Nature: Picking up Orbs of Light increases the duration of your active Magnet Field. (8 extra seconds) HEAVY STAT UPGRADES Speed of Feet: ++ Agility +- Recovery (Raw Speed) Speed of Death: ++ Toughness +- Recovery (Toughness at all costs) Speed of Healing: ++ Recovery +- Speed (Maximum battle Recovery) FINAL STAGE UPGRADES Munitions Compression: Kills against enemies trapped in a Heavy Gravity Effect (Magnet Rod and Magnet Field) spawn more Heavy Ammo (PvE). Showing Off/Rich Get Richer: Whilst an enemy is in a Heavy Gravity Effect you gain +2 Agility. Force of Nature: Increases duration of Magnet Field. (35 secs) I will be willing to answer any and all questions about anything, so ask away! Constructive criticism is strongly advised and I'll do what I can to edit it. Thanks!

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