[i][Edit] Made major changes to the Void Hunter subclass as requested. A few minor changes were implemented for the Titan and Warlock as well.[/i]
[spoiler][quote][b]Gothalion:[/b] [i]Q.[/i] "Are we going to be talking about the Third Subclass anytime soon in the future?"
[b]Deej:[/b] [i]A.[/i] "There is a future for Destiny and we will be talking all about it in the future."[/quote]Lets make sure it makes it to the future then. [/spoiler]
[b]New Vanguard Bounty Lead from the Postmaster[/b]
[i]After mastering both native light subclasses, you receive a message from your Vangaurd Mentor regarding your progression. Upon reading the message, you receive a bounty depending on your class.[/i]
[quote][b]Titan |[/b] Report to Commander Zavala about your Arc and Void Subclass Mastery.[/quote][quote][b]Hunter |[/b] Report to Cayde-6 about your Solar and Arc Subclass Mastery.[/quote][quote][b]Warlock |[/b] Report to Ikora Rey about your Void and Solar Subclass Mastery.[/quote]
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Continue below for information regarding the Third Subclass.
----- Solar Titan -----
[b][ Soldier ][/b] Ranged [i](Area)[/i]
[quote]Forge the path for others to follow.[/quote][u]Main Perks |[/u] Solar Titan
[spoiler][b]Lance of Might[/b]
Lunge forward a great distance dealing damage to all enemies who are in your path. [i](The user goes into third-person perspective and is tossed forward with minimal directional movement while incinerating all enemies who come in contact to his area)[/i]
[quote]
[b]Wildfire[/b]
Lance of Might leaves a lasting trail of solar damage which heavily damages all enemies who pass through.
[b]Marathon[/b]
Lance of Might travels further while allowing the user the ability to pass through barriers and large enemies.
[b]Revolution[/b]
Hold (B) to make an abrupt stop during Lance of Might, this allows the user to make sharp course corrections and tight corners.
[/quote]
[b]Rook[/b]
The caster lunges a fist forward, releasing a cord that travels from the wrist until it attaches to a target. The target is then yanked back towards the caster inflicted with solar damage. [i](If activated on heavy enemies, the caster lunges towards the target and slams against them)[/i]
[quote][b]Light the Match[/b]
A consecutive melee attack on a target hit with Rook will detonate an explosion.
[b]Check Mate[/b]
Rook accurately locks onto targets while being cast.
[b]Grapple[/b]
Rook can activate on surfaces, reeling the caster towards the desired location.
[/quote]
----- [i](Grenade & Misc. Perks)[/i] -----
[b]Grenades[/b]
[quote][b]Inferno Grenade[/b]
A solar grenade that detonates on impact and explodes into smaller bursts, covering a large area.
[b]Eruption Grenade[/b]
A flamethrower like grenade that sticks to surfaces and erupts into a vertical column of fire.
[b]Satchel Charge[/b]
A heavy grenade that can be remotely detonated by pressing the grenade button a second time. [i](This grenade tosses less far than other grenades and deals more damage at its epicenter.)[/i]
[/quote][b]Jump Ability[/b] [i](Optional)[/i][quote][b]Thrust[/b]
A sudden, aggressive jump forward [i](kind of like Blink w/out the teleport)[/i] which replaces Lift. [/quote]
[b]Additional Perks[/b][quote][b]Roman Candle[/b]
Sprinting before Lance of Might increases your speed and maneuverability during super.
[b]Destroyer[/b]
Kills with grenades replenish some grenade energy.
[b]Interrogate[/b]
Targets hit with Rook become silenced.[/quote][quote][b]Oxide[/b]
Increases the radius of your grenades.
[b]Battleborn[/b]
Enemies who melee you take recoil damage.
[b]Dead On Arrival[/b]
You cannot die when casting Lance of Might, instead you take the damage in bulk at the end of the animation.
[/quote][/spoiler]
----- Void Hunter -----
[b][ Packleader ][/b] Support [i](Target)[/i]
[quote]The strength of the wolf is in the pack.[/quote][u]Main Perks |[/u] Void Hunter
[spoiler][b]Night Watch[/b]
Channel void energy into your ghost to grant supportive and combat capabilities during super. Your ghost will steadily shoot beams of void light nearby enemies but prioritizes the enemy you shot last. [i](Ghost doesn't instant-kill, but inflicts constant and heavy DPS throughout its duration)[/i][quote]
[b]Wingman[/b]
Night Watch constantly replenishes small portions of health to all friendly guardians in close proximity.
[b]Guardian Angel[/b]
While Night Watch is active, you can revive teammates from afar by holding down (x) while zooming in towards their location.
[b]Second Chance[/b]
If you are killed during Night Watch, gain the ability to resurrect from the grave with an invisibility effect. [i](Does not draw attention when activated, respawn at low health)[/i][/quote]
[b]Probe[/b]
Direct your Ghost at a target to set a waypoint/marker that increases the damage you deal to the selected target. [i](The animation resembles the Throwing knife animation but with no knife in hand and the first to fingers are used to signal the ghost to mark the target. Does not eliminate the basic melee)[/i]
[quote][b]Kill Order[/b]
Teammates will now be able to see Probe's waypoint and will also deal increased damage to the highlighted target.
[b]Blindspot[/b]
You appear cloaked to targets marked by your probe. [i](The cloak ends after your first shot)[/i]
[b]Victors Spoil[/b]
Gain a barrier of over shield after killing the Target marked by your Probe.[/quote]
----- [i](Grenade & Misc. Perks)[/i] -----
[b]Grenades[/b]
[quote][b]Pitch Grenade[/b]
A grenade that detonates itself on close proximity to a target, dealing void damage to a wide area.
[b]Smoke Grenade[/b]
A grenade which explodes on impact concealing teammates in a blanket of smoke while poisoning enemies caught inside.
[b]Deployable Cover[/b]
A heavy grenade that summons a long lasting, solid barrier that soaks up incoming damage. (This grenade tosses less far than others and is only large enough to supply cover to one guardian when crouching)
[/quote][b]Jump Ability[/b] [i](Optional)[/i][quote][b]Dash[/b]
A swift less-vertical evade in any direction which replaces Double Jump. [/quote]
[b]Additional Perks[/b][quote][b]Vampire[/b]
Regenerate health equivalent to the damage your ghost deals during Night Watch.
[b]Headhunter[/b]
A precision kill on a target marked with Probe spawns an Orb of Light.
[b]Wolf's Scent[/b]
Targets marked with Probe are marked longer and can be seen behind cover. [/quote][quote][b]Pathfinder[/b]
Grants the Hunter a more advanced radar, pin-pointing exact locations of enemies in the immediate area.
[b]Trapper[/b]
Crouching for a short period of time spawns a slightly visible trap at your location which ensnares a single enemy, severely reducing their movement speed once triggered.
[b]Shoulder Demon[/b]
During Night Watch's super, your ghost fires more continuously and rapidly.
[/quote][/spoiler]
----- Arc Warlock -----
[b][ Aeonbreaker ][/b] Close [i](Area/Target)[/i]
[quote]Defy the power of the enemy. [/quote][u]Main Perks |[/u] Arc Warlock
[spoiler][b]Tempest[/b]
Summon a whirlwind which hovers the user in the air while generating high amounts of Arc Energy. Pressing (RT) during this event unleashes a wide cone of Arc energy from the casters finger tips. [i](Does not instant kill but causes damage at a very fast rate.)[/i][quote][b]Fusillade[/b]
Tempest's rate of fire rapidly increases and the frontal cone becomes more concentrated the longer (RT) is held down.
[b]Hurricane[/b]
Increases maneuverability while Tempest is active.
[b]Eye of the Storm[/b]
Tap (B) at any time during Tempest to cancel and conserve any unused super energy.
[/quote]
[b]Thunderbolt[/b]
An accurate, short-ranged melee attack that hurls a rod of Arc light at the target which can deal precision damage.
[quote][b]Chain Lightning[/b]
Thunderbolt will chain onto a nearby enemy twice after impact, dealing a portion of its initial damage.
[b]Barrage[/b]
Casting Thunderbolt creates a solid wind barrier on impact which prevents enemy passage.
[b]Javelin[/b]
Thunderbolt deals increased precision damage after a sprint.
[/quote]
----- [i](Grenade & Misc. Perks)[/i] -----
[b]Grenades[/b]
[quote][b]Cluster Grenade[/b]
A handful of small grenades tossed at once which each cover a small portion of the area with concentrated explosions.
[b]Disruptor Mine[/b]
A mine which clamps onto surfaces and detonates on close proximity causing all hit targets to loose the ammo in their active clip and are forced to reload or switch weapons.
[b]Sentry Turret[/b]
A heavy grenade that leaves a lasting turret which zaps nearby enemies dealing considerable damage. (This grenade is tossed less far than the others.)
[/quote][b]Jump Ability[/b] [i](Optional)[/i][quote][b]Blink[/b]
A short distance teleport which replaces Glide. [/quote]
[b]Additional Perks[/b][quote][b]Cyclone[/b]
After activating Tempest, nearby enemies are tossed away from your immediate area.
[b]High Voltage[/b]
Increases the range of Sentry Turret, Thunderbolt, and Tempest.
[b]Demolitions Expert[/b]
Casting Thunderbolt near an active grenade disarms the grenade and refunds you an additional grenade.[/quote][quote][b]Lightning Rod[/b]
Enemies hit by your Arc abilities during Tempest suffer reduced movement speed.
[b]Teleport[/b]
Diving after a Sprint causes the caster to blink forward a short distance.
[b]Forecast[/b]
Sprinting reduces the cooldown of your next Melee.
[/quote][/spoiler]-----
[i]Thank you for your support![/i]
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Nice… The 3rd sub feels like a F'd up joke, kinda like ghost shells… It would be great to have all 3 subs and then have Guardians pick a Light path or Dark path. Another would be to have 3 Light & 3 Dark Subclasses, the Light subclasses could be used for PvE and Dark subclasses for PvP. Another would be to have the Light Subclasses designed for defensive Gplay, while the Dark Subclasses could be used for offensive Gplay. The SCs need some work by second game, aka Comet, for example why would the Blink Jump ability apply to both Arc & Void classes, from this perspective each SubClass Energy needs to be unique when compared to other SCE.