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Destiny

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Edited by Silver: 12/12/2015 10:55:36 PM
36

Make up your own Subclass!

Make your own class that you think would be super cool! I'll put down my idea in a future edit. Make sure you include: For what class: Elemental Type: Name: Super: Grenades: Melee: What do you guys think of mine? Warlock support class: [spoiler]Class: Warlock Subclass name: DarkChanter Elemental type: Crimson Grenades: -Grenade of the dead: A grenade that summons your fallen foes to fight for you. -Dark Blitz Grenade: A grenade to sticks to targets and explodes causing multiple explosions -Enchantment Grenade: A grenade that doesn't attack foes, but buffs allies damage output and recovery. Melee: Dark Force: A high energy melee attack that can be used on allies to buff their next Melee attack. Super: DarkChant: Engulf yourself with the crimson flames, enchanting and buffing your allies and hurling dark orbs. (Super lasts 30 seconds but can switch between your super mode and guns. Dark Orbs are very weak and every 5 dark orbs takes away 10 percent from your energy bar. Dark Orbs are thrown very fast.) (Reason behind super lasting 35 seconds is because the subclass focuses a lot more on support than the dark orbs (Like how Defender works). The dark orbs would be very weak.) (I will list Enchantments/buffs later. Any good ideas?) Perk#1: Dark Orbs chain to other targets and create more Orbs of Light. Perk#2: Enchantment and buff benefits are doubled and last longer. Perk#3 Enemies that are within proximity of you are significantly slowed and enemies near you when casting an enchantment are weakened. Talents: #1: Upon activating DarkChant, you and your allies gain an overshield. #2: DarkChant lasts longer. #3: Twice per life when critically wounded, a Crimson red orb appears above your head that distracts enemies and regenerates you and your allies health. #4: Dark Orbs do significantly more damage, chance to blind Minions of the Darkness gain Damage over time. (4 dmg, 4 ticks) #5: Enemies summoned from GOTD gain an overshield and Enchantment Grenade effects last longer. #6: Necromancer: Allows you to resurrect a fallen teammate, sacrificing your super energy (Can revive up to 3 guardians, 20% taken away per Guardian). Binds to B, B, B.[/spoiler] [b]I'm working on another! Tell me what you think![/b] [b]Check out Taken Tydson's subclasses in the #NewTaken tag![/b]

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  • I've been working on this for a couple days now... Only done one Subclass NEW CLASS!!: Paladin Average in All Stats Support Class Arc Subclass: Jammer Grenades: Flashbang: An Explosive Grenade that disorients those it damages Suppressor (Arc): An Explosive Grenade that prevents enemies from using Abilities Impulse: Deafens and Disorients those it touches (Audio -65%, Random Screen Shake), 65 Damage, 3 Pulses. Jump: Jump Pack: Jump then Press X to Automatically 'Jump' to a nearby ledge. Triple tap to go to a ledge you're looking at. If there aren't any ledges, serves as double Jump. Takes some skill. [b]Perk 1[/b]: Increased Power 1.5x Distance / Height can be achieved [b]Perk 2[/b]: Increased Efficiency 1.5x Speed [b]Perk 3[/b]: Energy Multiplier 1.65x Speed and distance if sprinting, 1.25x speed and distance if walking Super: Electro-Magnetic Pulse: Disables enemy radar while granting teammates enhanced radar. Lasts 65 seconds, Ends if Killed. While active, you glow (As if you're holding a spark from rift) [b]Perk 1[/b]: Lethal Acoustics Enemies 13m or closer suffer Gradual Damage (13 per second, ears ring) [b]Perk 2[/b]: Advanced Surveillance Increases Allied Tracker Range by 1.5x [b]Perk 3[/b] Short Circuit Enemies within 13m Instantly Lose their Shields Melee Emission: Rapidly Emit a variety of Terrors from your hands, be it Virus' , Anti-Matter or Heat. Is about Average everywhere. Moderate Speed (1ps) Damage (91) and Range (4.75m) Digital Pathogen: Plague Enemies' Systems with a virus that Shuts down radar and Lowers Shields. When An Enemy is hit, it spreads the Pathogen to all other enemies within 3.25m of him. Lasts 25 Seconds. [b]Perk 1[/b]: Postmortem When an enemy dies, his allies can catch the Pathogen from his Corpse [b]Perk 2[/b]: Contagious Doubles Range at which Pathogen Spreads [b]Perk 3[/b]: Siphon When Multiple Enemies are Infected (2 Pvp, 6 Pve), an Orb of Light is Generated Stat Perks: Doctrine of... Protection: +3 Armor Restoration: +3 Recovery Alacrity: +3 Agility Synthesis: +2 Armor, +1 Recovery Morality: +2 Recovery +1 Agility Endeavour: +2 Agility +1 Armor Passives: Empowerment: Faster Super Activation (-0.65), +1 Agility, +1 Super Agility Fallout: EMP lasts Longer (+13 Seconds) Roadblock: Grenade Effects last Longer (+3.25 seconds) Gift of Light: Picking up an orb Recovers lost health and grants a slight overshield (+0.26, Stacks) Light or Flight: Your Super charges 65% Faster while in the air

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