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Destiny

Discuss all things Destiny.
Edited by Shining Silver: 11/14/2016 6:24:58 AM
28

4th Subclass Ideas: Light

Well, I have nothing better to do while I wait in traffic than to think of random things like these, so there you have it. [b]The idea is based on classes drawing power from pure, unaltered light. Their abilities would be more effective against the darkness, but lose their elemental affinity. [/b] Standard passive ability: All light abilities (melee, grenade, super) deal 20% more damage against unshielded minions of the darkness, but have no elemental alignment (treated as kinetic against shields). [b]Hunter Subclass: [i]Dawnbringer[/i]:[/b] [u]Super: [b]Luminescent Aura[/b][/u] - Surround yourself with an aura of light, gaining significant damage resistance (even more against minions of the darkness) while the super is active. Everything else functions as normal. [u]Perks:[/u] -Brilliant Dawn: Upon activation, enemies near you are blinded for a short time. -Radiant Light: Allies near you on activation gain an overshield. -Stronghold: Damage resistance is further increased at the cost of reduced movement speed. [u]Melee Ability: Barge[/u]- Lunge and smash into your target, knocking them back and briefly stunning them. (similar to Halo 5 Spartan Charge) [b]Warlock Subclass: [i]Lightweaver[/i]:[/b] [u]Super: [b]Lightray Barrage[/b][/u] - The user weaves light into destructive beams of energy, shooting them in a straight line at a fast rate of fire. Press left/right triggers to fire rays from left/right hands. Precision damage enabled, roaming/duration based super. (Imagine firing golden gun shots out of your hands, except doing much less damage and firing much faster. 2 headshots or 3 body shots to kill in PvP). [u]Perks:[/u] -Smite: Landing 7 hits in succession causes a devastating beam of light to come down on the target. -Lightshow: Light rays will ricochet off surfaces multiple times. -Skinweaver: Each light ray that hits an allied target will heal them a small amount. [u]Melee Ability: Catalytic Light[/u]- Throw a light charge that explodes on impact. Does significantly increased damage against elemental shields. [b]Titan Subclass: [i]Illuminator[/i]: [/b] [u]Super: [b]Argent Fury[/b][/u] - Your light is your weapon and nothing else. Significant increase in movement speed and melee attack speed. Use both triggers to alternate punching with each hand. Increased melee ability regeneration and damage resistance during super equivalent to hammer of sol. [i]I've always loved running around punching things with my titan, so here's an entire super built for it. Imagine running around faster than ever before, punching everything in sight with both fists like a boxer[/i]. [u]Perks:[/u] -Brawler's Jab: Increased melee lunge range during super. -Frenzy: Brief period of further increased movement speed after getting a kill with Argent Fury. -Light Siphon: Heal a portion of your health with each kill. Continuous damage on a target creates orbs of light. [u]Melee Ability: Backhand[/u]- A low damage melee attack that staggers the enemy on hit. [b]Grenades: [/b]I didn't know which grenade should go to which class, and didn't have enough for all of them, so here's a few general ideas: -Incandescent Grenade: Damage dealing grenades that immediately explodes on impact with a small radius. -Photon Grenade: Spike/lightning style grenade that emits a conic burst of light beams upon sticking to a surface (similar to Halo 3's spike grenade). -Flare Grenade: Low damage grenade that blinds targets hit. (A weaker flashbang with larger radius) -Binding Grenade: AOE grenade that does less damage than your typical AOE, but slows enemies within its radius. -Spark Grenade: Standard sticky grenade. Enemies killed by the grenade detonate in a second explosion. That's all I got. Didn't have time to come up with the rest of the skill trees/perks, etc. I did try to make the subclasses play the opposite way that the main class would traditionally, giving hunters a tank/support based role, titans based on speed/agility, and raw damage output for the warlock. Note: It's obvious to most people, but when I mention "minions of the darkness" or "darkness" in general, I'm referring to PvE enemies only.

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  • what if you went for a unified but seperate element in the form of say water or earth. water could be ice for lock ,liquid for titan and steam for hunter. earth could be rock for titan of course sand for lock and mud/clay for for hunter(oopen to suggestions for any of these) for water classes lock super- large area aoe that slows targets dealing damage to shields (like 2 dps cannot kill) when targets die while in the effective range of super they turn to statues that can be shot for explosive damage. ice also forms on the lock which reflects elemental damage and reduces kinetic damage taken. defensive style sub for locks titan super-water builds around the titan allowing the titan to use it as a defensive super in the form a a large damage mitigation barrier or the titan can launch bursts of high pressure bolts of water (imagine a 1hk pulse body shot 4 total) which leaves droplets of water in which the titan can move extremely quickly to within a certain time before water evaporates (not blink fast but faster than a character could move otherwise and over a larger distance) this is to be agile hard to pin down. As the super runs down the amount of water around the titan dissipates hunter super- summons a large mist cloud ( I would make it the largest aoe ability in game large enough to cover all of omnigul's boss room at least) while in this cloud enemies will not shoot if you are 15 yards or more away (the whole fireteam) while this cloud is active the hunter can shift around striking enemies with spears made from the condensed steam reducing the clouds size with every throw (6 spear total without perks or exotics to improve it) crowd control/and zoning super. that's all I got for now still thinking on new nades to fit them ( ideas welcome)

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