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originally posted in: Third Subclass #Concept
4/12/2015 7:41:55 AM
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[quote][i][Edit] Modified the Disruptor Grenade and traded it with the Smoke Grenade to the Arc Warlock from the Void Hunter.[/i] ----- [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. The message implies there is a large task at hand which the Vangaurd requests your specific assistance. 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] After completing your class story line, you will be rewarded with the Third Subclass. The quest-lines will be available to read soon. You can set a bookmark here to check later by hitting the star icon which marks this post as a Favorite. 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]Blazing Trail[/b] Lance of Might leaves a lasting trail of solar damage which heavily damages all enemies who pass through. [b]Trojan Horse[/b] Lance of Might travels faster and further, allowing the user the ability to pass through large enemies. [b]Victory Road[/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]Ablaze[/b] A direct solar uppercut melee attack that deals more damage the longer it is charged. This ability can be charged [i](While moving)[/i] by holding down the melee trigger. [quote][b]Light the Match[/b] Ablaze causes a damage over time effect on the target. [b]Skyward[/b] Ablaze can be charged longer, increasing its damage. [b]Wildfire[/b] Kills with Ablaze replenishes some super energy. [/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. (This grenade tosses less far than other grenades.) [/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] Lance of Might's radius grows larger each time it passes through an enemy. [b]Marathon[/b] You cannot die when casting Ablaze or Lance of Might, instead you take the damage in bulk at the end of the animation. [b]Check Mate[/b] A charged Ablaze locks the caster onto the target from a further distance.[/quote][quote][b]Hardcase[/b] Enemies that hit you with a close ranged melee attack take recoil damage. [b]Oxide[/b] Diving after a sprint leaves a trail of flame that inflicts damage to enemies who pass through. Breaking on a sparrow leaves the same effect. [b]Revolution[/b] Lance of Might allows vertical movement in mid-air. [i](Revolution will temporarily grant the ability to pause in air, creating more directional & vertical opportunity)[/i][/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 the ghost combat capabilities during the super. Your ghost will steadily shoot beams of void light at the enemy you shot last. [i](Ghost doesn't instant-kill, only inflicts constant/significant DPS throughout its duration)[/i][quote] [b]Wingman[/b] Night Watch slowly/constantly replenishes health to you and all guardians in close proximity. [b]Surefire[/b] When pressing (B) in Night Watch, you cover as your Ghost emits a powerful flash of void light which blinds nearby enemies. [b]Guardian Angel[/b] Your Ghost revives recently deceased teammates who are in your direct area. If you die during this time, you are respawned three seconds after death with your super depleted. [/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]Judgement[/b] Targets marked with Probe become silenced throughout its duration. [b]Hunter's Mark[/b] Targets that your Ghost marks are highlighted for a longer period of time, and can be seen behind cover. [/quote] ----- [i](Grenade & Misc. Perks)[/i] ----- [b]Grenades[/b] [quote][b]Pitch Grenade[/b] A grenade that explodes on contact which disorients enemies and deals void damage to the area. [b]Disruptor Grenade[/b] A trip mine like grenade which deals void damage upon detonation while depleting the active weapon clip of all nearby targets, causing them to reload. [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]Lunar Eclipse[/b] Hits from your ghost during Night Watch gradually blind it's target. [b]Wolf's Bark[/b] Picking up Orbs of Light provide a strong barrier of over shield. [b]Vampire[/b] You regenerate health equivalent to the percentage of damage a marked target with Probe receives. [/quote][quote][b]Pathfinder[/b] Grants the Hunter a more advanced radar, pin-pointing exact locations of enemies in the immediate area. [b]Rook[/b] Diving after a sprint causes the Hunter to blink forward a distance. [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] Surround yourself in a whirlwind and surge arc light towards all enemies you face. [i](When firing the trigger, lightning is released from the fingertips of the caster. Deals minor damage but at a very lethal rate. The user does not wield weapons during super)[/i][quote][b]Cyclone[/b] Holding (B) in Tempest halts the caster in stasis, causing large ranged attacks to orbit the whirlwind until redirected when (B) is released. [i](Third person effect, timing is everything)[/i] [b]Fusillade[/b] The longer (RT) is held during Tempest, the more concentrated the arc damage cone gets, rapidly increasing damage dealt towards a smaller area. [b]Annihilation Field[/b] Enemies inflicted by Tempest suffer severe reduced movement. [/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. [b]Barrage[/b] Thunderbolt fires multiple close-ranged shots in quick progression instead of one. [b]Javelin[/b] Thunderbolt travels further also dealing 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 that bursts into spread out explosions. [b]Smoke Grenade[/b] A grenade that explodes into a mass of smoke, concealing those inside as well as damaging enemies caught in the smoke. [b]Sentry Turret[/b] A heavy grenade that leaves a long lasting turret and zaps enemies who are nearby. (This grenade is tossed less far than the others.) [/quote][b]Jump Ability[/b] [i](Optional)[/i][quote][b]Jet[/b] A modified jump that pushes you towards the direction you face throughout its duration which replaces Glide. [/quote] [b]Additional Perks[/b][quote][b]Typhoon[/b] When Tempest is first activated, nearby enemies are tossed away at a high velocity and take heavy damage when they hit a solid object. [b]High Voltage[/b] Increases the duration of Disruptor Grenade, Sentry Turret, and Tempest. [b]Lightning Rod[/b] Thunderbolt aggressively seeks it's target.[/quote][quote][b]Demolitions Expert[/b] Casting Thunderbolt near an active grenade disarms the grenade and refunds you an additional grenade. [b]Basilisk Run[/b] When sprinting off an edge, you continue to run leveled on the air until the sprint ends. [b]Hurricane[/b] Move at incredible speeds while Tempest is active. [/quote][/spoiler] [i]Thank you for your incredible support.[/i][/quote]
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