a while back some one posted an idea for a mechanic class. I have simply refined it and personalized it to balance it out and give it more of a destiny feel.
TL;DR: at the bottom
Mechanic
Tinkerer (arc):
grenades:
ArcBolt
Pulse Grenade
Zap Grenade: throw a stationary electrical emitter, causing it to sweep a wave of electricity 4 times in a 360 degree circle each time. 2 hits from it kills a guardian. no impact damage
jump: Evade: dash upwards and in the direction you are moving.
upgrades:
increased distance
increased speed
blink
super: Mech Suit: summon a mechanic full body suit around you. provides a strong overshield that regens, increased weapon accuracy, auto-chest aim (like GTA5), slightly increased movement speed and jump height, as well as a stronger melee and faster melee (not 1 hit though). increased weapon handling.
upgrades:
refill melee and grenade energy upon casting super. gain a 1-time use extra charge for both.
increased grenade throw distance, melee attack speed, and gun reload speed when super is active (more so than without this upgrade)
tap R3 to bring up an energy shield. effective against void and solar, less effective against arc and kinetic. drains super energy faster when being shot at.
Melee: Pulse Shock: momentarily prevent weapon switching, reloading, and firing on target. (lasts for 1.65 seconds)
upgrades:
After-Shock: has a chance to trigger on the same target again within 5 seconds.
Emergency charge: taking melee damage has a chance to restore Pulse Shock's charge and cause it's effective to last longer on next target.
Tracker: enemies hit by Pulse Shock are marked for 13 seconds or death.
Mechanic
Demolitionist (Solar)
grenades:
Fusion
incendiary
Breach Grenade: a grenade that focuses it's initial burst in an upwards direction, but then condenses the solar light for a purely horizontal explosion about 0.8 seconds later.
jump: evade: dash upwards and in the direction you are moving
upgrades:
increased distance
increased speed
second dash (able to use evade twice in the air, but moves a shorter distance each time)
super: Inferno: create a heated aura around your position. in this spherical aura, the ground begins erupting in flames (the same flames the taken knights spit, but much, much more). enemies killed inside this aura explode in fiery blast, damaging enemies near them.
upgrades:
Twin Suns: allies inside your aura have a faster super recharge rate (but only a 10% bonus, nothing extreme). aura lasts longer (from 16 seconds to 19 seconds)
Pyromaniac: Enemies damaged by explosions generated by your super light on fire (only 24 extra damage, 6 damage in 4 ticks). enemies caught on fire by your super leave a burning trail behind them where they walk (lasts for 5 seconds upon exiting the aura). this trail can only damage enemies.
Hell's kitchen: enemies killed while your in your super explode not once, but twice, and enemies killed by the explosions your super causes also explode (the explosions used to act as a buffed, solar version of bloom).
melee: sticky bomb: throw a sticky bomb that latches onto enemies or walls. (has same tracking to enemies that a flux grenade has, but about half the throw distance of a grenade). you can detonate it by holding R2 after it is deployed. (it is a one hit kill in multiplayer if latched to an enemy or they are standing right on top of it, but it is timed perfectly so an enemy guardian can execute two melee attacks in the time it takes you to deploy and detonate the sticky bomb, so it is fair)
upgrades:
explosives expert: explosion is bigger and can't damage you. explosion can go through thin walls with reduced damage (like a sniper with armor piercing rounds)
trapper: you can have two sticky bomb charges.
toxic chemicals: after detonating, sticky bomb leaves a toxic could that deals damage to anything that enters it. lasts for 3.2 seconds
Mechanic:
Engineer (void)
grenades:
the voidwalker version of the scatter grenade thingy.
magnetic grenade
sentry grenade: throw a miniature sentry turret that has a set duration of 13 seconds and launches a single void cluster bomb every 1.3 seconds. is killed in pvp by 1 hand cannon shot, or 4 low impact auto-rifle shots.
jump: evade:
upgrades:
increased speed
increased control
increased distance
super: sentry deployment: sentries periodically spawn around you, sometimes a grenade sentry, sometimes it is the melee variant sentry (1 of the 3), but sentries spawn on walls, ceilings, floors, pillars, anywhere they can. you spawn a total of 14 sentries, but only 6 can be spawned in a certain area at 1 time. all sentries have increased damage and armor when your super is active.
upgrades:
fortify: remove the sentry per area limitation. increase amount of sentries spawned and increase super duration (+3 sentries, so plus 6 seconds to super, normally it is 28, which seems OP, but you yourself are never buffed during your super in anyway. even armor. all you get is a cool swirling void outline
hunter or hunted? whenever an enemy destroys one of your sentries, they are marked for 12 seconds and take more damage from other sentries during that time. (only activates when super is active, but they are still marked even if your super ends
X-Ray: Sentries can see enemies through walls and prepare to fire in advanced. sentries are more accurate and have a longer range
melee: sentry deployment:
deploy a sentry on a nearby surface, this sentry by default fires at the rate of zoomed in suros regime with focus fire
upgrades:
increase RoF: it now fires at a speed between hardlight and suros without zooming. same damage
medical sentry: sentry fires a beam that heals teammates and suppresses enemies. prioritizes healing teammates.
rocket sentry: fires rockets that have minor tracking and very minor prox-detonation. takes two near direct or direct hits to kill an enemy guardian in pvp. fires 2.8 seconds
I hope you enjoyed the ideas
TL;DR: at the top
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Not bad