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Edited by RogueRossie: 4/11/2017 10:30:15 PM
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New Subclass Idea for All Classes

I actually made this a while ago, but I felt it was time to show these to you again in a new meta of Destiny! Let me know what you think! "Lumen" is my take on what the purest Light a Guardian can muster is. 'Lumen' (cold) Subclasses: Warlock Subclass: [u]Skycaster (Lumen elemental)[/u] [i]The beacon heralding a beautiful dawn[/i] Grenades: [spoiler]Flare grenade - a powerful grenade which unleashes a torrent of Lumen Light toward enemies which get too close. Shearer grenade - a grenade which sticks to surfaces and blinds and disorients enemies who enter its area of effect. Burnish grenade - damaging enemies with this pulsing grenade will return a small portion of your health, allies which stand in this grenade regenerate health. [/spoiler] Melee: [spoiler]Shimmer: a forceful melee which Disrupts enemy optics for a short time. Perks: Rehabilitate - kills with Shimmer have a chance to regenerate your health and greatly increases the recovery of nearby allies Carve - Disruption has a chance of chaining to multiple nearby enemies Disarray - Hits with Shimmer will slow enemy movements for a short time[/spoiler] Super: [spoiler]Beacon of Light: Create a stationary floating orb of Lumen which detects and highlights enemies, tethering allies granting greatly increased recovery and armor stats. Perks: Splendour - reload and handling speeds are greatly increased for allies close to Beacon of Light. Arsenal Enhancer - increases stability and range of secondary weapons while tethered to the Beacon. Follow the Light - destroying your own Beacon of Light will resurrect downed allies within the Beacons radius. [/spoiler] Titan Subclass: [u]Advancer[/u] [i]We are the front line against the night[/i] Grenades: [spoiler][i]Beam grenade[/i] - shatters upon hitting surfaces emitting an explosive Lumen Light beam [i]Clap grenade[/i] - Those caught in this explosive grenades blast are knocked back [i]Whirlwind grenade[/i] - a grenade which deals damage over time to those who enter its area of effect. [/spoiler] Melee: [spoiler]Barricade: creates a small, temporary barrier where thrown acting as cover for you and your allies Perks: [i]Sentry[/i] - Barricade grants enhanced tracker and increases the range and accuracy of your weapons when crouched behind it [i]Reinforced Light [/i] - greatly increases the strength of Barricade [i]Final Defence[/i] - Barricade replenishes your grenade after precision kills while crouching behind it[/spoiler] Super: [spoiler]Fractal Charge: Manipulate Lumen Light into several holographic copies of yourself which aggressively seek out and charge at foes at high speed, tackling them dealing massive explosive damage upon impact. Perks: [i]Sprinter[/i] - further increases the agility and movement speeds of Fractals while reducing their health by 30% [i]Close the Gap[/i] - Fractals gain short distance teleport capabilities (like vex minotaurs) and are more aggressive [i]Strength in Numbers[/i] - Gain two extra Fractals. Fractals have greatly reduced movement speeds. (Summoning takes 2.5 seconds and grants 45% damage resistance. When killed they shatter like glass, this doesn't damage opponents. Each has around 100 health in PvP, carry no weapons and are very obvious on the battlefield, glowing bright white like a humanoid lamp. Fractals explode upon impact [dealing the equivalent damage of a rocket, can cause damage to multiple targets], meaning they don't get up again to kill more people. Base number of Fractals is 3, max is 5.)[/spoiler] Hunter Subclass: [u]Shadowchaser[/u] [i]Light the way, from the dark[/i] Grenades: [spoiler][i]Snap grenade[/i] - when triggered it will hold an enemy in place for 5 seconds dealing lingering bleeding damage. [i]Latch grenade[/i] - explosive grenade which deals bonus damage when attached to enemies. [i]Glacier grenade[/i] - slows enemies hit with this grenade for 3 seconds.[/spoiler] Melee: [spoiler][i]Grappling Hook[/i]: grapple objects to being them to you. Grappling hard surfaces will propel you toward them. (5 dmg body/ 20 dmg head. Drops things just out of melee range. Has travel time. Equal range to average fusion rifle) Perks: [i]Not Letting Go [/i]- holding down the melee button will keep you grappled to objects for a short time. [i]Get Over Here! [/i]- Grappled enemies have a chance to be disoriented (33%) [i]Mine![/i] - killing an enemy with Grappling Hook refills you equipped weapons magazine (excludes heavy)[/spoiler] Super: [spoiler][i]Hail of Winter[/i]: shape light into razor sharp shurikens which can be thrown with furious velocity and deadly accuracy at opponents. ( 3 to body to kill/2 head. Has travel time. Last between 10-16 seconds depending on how fast you throw. 50% damage resistance) Perks: [i]Embrace the Silence[/i] - movement is muffled and you are briefly removed from enemy radars during Hail of Winter. [i]Embrace the Shadow[/i] - More damage against Minions of the Darkness, minions of the darkness deal less damage to you during Hail of Winter. [i]Embrace the Blade[/i] - Shurikens over penetrate targets and cause lingering damage over time.[/spoiler]

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  • Edited by Aqua: 4/19/2017 7:17:15 AM
    Warlock Void subclass Darkslayer: "Life is power. Power is life. To take one's life is to take their power. Sword Logic" - Toland The subclass uses a Samurai sword and evasive blink to home in on enemies. Super: Doubles sword damage, can blink instantly at greater range multiple times. Abilities Space slash: Uses sword to create distortions in space-time slashing enemies at great range. Doppelganger: Create a space-time clone Power to life: Kills with the sword kill regenerate your health. Life to power: When sword energy runs out, sword abilities uses wielder's health.

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  • Great ideas but I well like a hunter super that summon ice Wolfpack but you put that super to Titan

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  • Edited by Overlord13Y: 4/15/2017 1:38:35 AM
    I actually have made my own darkness subclasses! Check them out! HUNTER [spoiler][u][b]Predator[/b][/u] [b]Double Jump:[/b] Increased control Triple Jump Blink [b]Grenades:[/b] [i]Shadow Bolt: [/i]An Axion Bolt type grenade with Darkness element [i]Venom Mine:[/i] A Trip-mine style grenade that does little damage on contact and lots of DoT [i]Tether Grenade: [/i]A short range Shadowshot-like effect that tethers up to 3 enemies, slows them significantly, prevents supers/grenades, but does not grant any damage boost to those enemies. (Detonates upon impact) [b]Super:[/b] [i]Burgeoning Hunger: [/i]Bullets, melees and all grenades deal damage over time, stackable up to 5 times. (5 damage per second each) Lasts for 5 seconds. [i]Perk 1: [/i]Raises the damage over time. (7 damage per second) [i]Perk 2: [/i]Enemies that you kill during Burgeoning Hunger explode in a darkness element firefly. [i]Perk 3: [/i]Enemies with more health take more damage over time. [b]Melee-[/b] [b]Poison Dagger: [/b]A throwing knife that deals damage over time to afflicted targets. (4 damage per second) [i]Perk 1: [/i]Kills with Poison dagger immodestly resets it's cool down. [i]Perk 2: [/i]Hits with poison dagger turn you invisible for six seconds. [i]Perk 3:[/i] Kills with Poison dagger while Burgeoning Hunger is active reset grenade cool down, and grenade kills while Burgeoning hunger is active reset poison dagger cool down.[/spoiler] WARLOCK [spoiler][u][b]Space Bender[/b][/u] [b]Glide:[/b] [i]Increased Control[/i] [i]Blink[/i] [i]Teleport[/i] (while gliding, a red area will appear in the center of the screen. Pressing the jump button again will teleport you to that location) [b][u]Super:[/u] Black Hole[/b] Shoot's a black hole in a Nova Bomb-like fashion, pulling nearby enemies to it for 5 seconds. Does not pull enemies until it has landed. [i]Perk 1:[/i] Enemies trapped by Black Hole take small damage over time. (10 damage per second) [i]Perk 2:[/i] Enemies pulled in are blinded for the duration of black hole. (PvP gives enemies the Taken Captain ability effect) [i]Perk 3:[/i] Black Hole lasts longer. (8 seconds) (Note: Black Hole will not move large bosses, such as raid bosses, but will still take damage over time. Bosses such as Omnigul and Psion Flayers can still be affected.) [b]Grenades-[/b] [i]Darkness Grenade: [/i]A grenade that deals damage over time to enemies in range. (solar/vortex grenade, detonates upon impact) [i]Gravity Grenade: [/i]Pulls enemies closer to the impact for a short time (1.5seconds, detonates upon impact) [i]Seeker:[/i] A high damage grenade that aggressively seeks a nearby target in range when thrown. Detonates when in proximity to target or shortly after landing. (Can bounce) [b][u]Melee:[/u] Gravity Palm[/b] A long range, high damage melee, that pulls enemies in range closer to where it was used for 2.5 seconds. Perk 1: Kills with Gravity Palm reset it's cool down. Perk 2: Hit's with Gravity Palm create a small field that blinds enemies for a short time. (Field lasts for 3 seconds, effect lasts for 2 seconds, blinded screen is black) Perk 3: Hit's with Gravity Palm reduce the cool down of Black Hole.[/spoiler] TITAN [spoiler][u][b]Light Eater[/b][/u] [b]Lift:[/b] [i]Increased control[/i] [i]Increased hight[/i] [i]Dark-burst [/i]Jumping mid-lift creates a burst of energy that shoots you directly upwards for a far distance (2 1/2 twilight garrisons distance) [b][u]Super:[/u] Dark Aura[/b] Creates a large field of dark energy that will quickly kill any opponent standing in it. Damage over time effect. Greatly increases armor, greatly reduces agility. [i]Perk 1: [/i]Cannot be damaged while dark aura is active. [i]Perk 2:[/i] Activation of Dark Aura causes a massive explosion, dealing high damage in the effected range of dark aura. [i]Perk 3: [/i]Activation of dark aura while fallen teammates are in range will revive them. [b]Grenades -[/b] [i]Tether Grenade: [/i]A short range Shadowshot-like effect that tethers up to 3 enemies, slows them significantly, prevents supers/grenades, but does not grant any damage boost to those enemies. (Detonates upon impact) [i]Darkness Grenade: [/i]A grenade that deals damage over time to enemies in range. (solar/vortex grenade, detonates upon impact) [i]cold-snap grenade[/i] A small-medium area of effect grenade, that freezes enemy(s) in place for a short time. (Detonates upon impact) [b][u]Melee:[/u] Cold-snap[/b] Freezes the target in place for a shot time [i]Perk 1: [/i]extends the time that the target is frozen for [i]Perk 2: [/i]surrounding enemies upon activation of cold-snap are slowed [i]Perk 3: [/i]cold-snap can chain freeze up to one other target[/spoiler]

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  • Lumen is more akin to light than cold. [spoiler]the SI unit of luminous flux, equal to the amount of light emitted per second in a unit solid angle of one steradian from a uniform source of one candela.[/spoiler]

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    • I dig it :3

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    • Hello Nightstalker here. Smoke needs to shut off the opposing player's console because smoke means its overheating. Also, tether needs an upgrade, as where players caught by it have their icebreakers, invectives and god roll sidearms automatically dismantled and replaced with the best gun in the game; the Hawkmoon (in both slots.) And when activating the tether, all classes that use roaming supers (storm callers in particular) will have their supers activated beyond their will and tether range will increase by 10000%. Voidwall grenades now act as an anti ddos program. So make sure you throw one down and stand in it at the beginning of every trials match. Shadestep now has a special grab attack when you have your super. When you put the command in, your hunter will shadestep to the nearest titan and roll with them off the map, reverting their character back to level one. The titan is not allowed to level up and must be deleted. The items on the character may not be transfered. That is all, Nightstalker out.

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      • [quote]I actually made this a while ago, but I felt it was time to show these to you again in a new meta of Destiny! Let me know what you think! "Lumen" is my take on what the purest Light a Guardian can muster is. 'Lumen' (cold) Subclasses: Warlock Subclass: [u]Skycaster (Lumen elemental)[/u] [i]The beacon heralding a beautiful dawn[/i] Grenades: [spoiler]Flare grenade - a powerful grenade which unleashes a torrent of Lumen Light toward enemies which get too close. Shearer grenade - a grenade which sticks to surfaces and blinds and disorients enemies who enter its area of effect. Burnish grenade - damaging enemies with this pulsing grenade will return a small portion of your health, allies which stand in this grenade regenerate health. [/spoiler] Melee: [spoiler]Shimmer: a forceful melee which Disrupts enemy optics for a short time. Perks: Rehabilitate - kills with Shimmer have a chance to regenerate your health and greatly increases the recovery of nearby allies Carve - Disruption has a chance of chaining to multiple nearby enemies Disarray - Hits with Shimmer will slow enemy movements for a short time[/spoiler] Super: [spoiler]Beacon of Light: Create a stationary floating orb of Lumen which detects and highlights enemies, tethering allies granting greatly increased recovery and armor stats. Perks: Splendour - reload and handling speeds are greatly increased for allies close to Beacon of Light. Arsenal Enhancer - increases stability and range of secondary weapons while tethered to the Beacon. Follow the Light - destroying your own Beacon of Light will resurrect downed allies within the Beacons radius. [/spoiler] Titan Subclass: [u]Advancer[/u] [i]We are the front line against the night[/i] Grenades: [spoiler][i]Beam grenade[/i] - shatters upon hitting surfaces emitting an explosive Lumen Light beam [i]Clap grenade[/i] - Those caught in this explosive grenades blast are knocked back [i]Whirlwind grenade[/i] - a grenade which deals damage over time to those who enter its area of effect. [/spoiler] Melee: [spoiler]Barricade: creates a small, temporary barrier where thrown acting as cover for you and your allies Perks: [i]Sentry[/i] - Barricade grants enhanced tracker and increases the range and accuracy of your weapons when crouched behind it [i]Reinforced Light [/i] - greatly increases the strength of Barricade [i]Final Defence[/i] - Barricade replenishes your grenade after precision kills while crouching behind it[/spoiler] Super: [spoiler]Fractal Charge: Manipulate Lumen Light into several holographic copies of yourself which aggressively seek out and charge at foes at high speed, tackling them dealing massive explosive damage upon impact. Perks: [i]Sprinter[/i] - further increases the agility and movement speeds of Fractals while reducing their health by 30% [i]Close the Gap[/i] - Fractals gain short distance teleport capabilities (like vex minotaurs) and are more aggressive [i]Strength in Numbers[/i] - Gain two extra Fractals. Fractals have greatly reduced movement speeds. (Summoning takes 2.5 seconds and grants 45% damage resistance. When killed they shatter like glass, this doesn't damage opponents. Each has around 100 health in PvP, carry no weapons and are very obvious on the battlefield, glowing bright white like a humanoid lamp. Fractals explode upon impact [dealing the equivalent damage of a rocket, can cause damage to multiple targets], meaning they don't get up again to kill more people. Base number of Fractals is 3, max is 5.)[/spoiler] Hunter Subclass: [u]Shadowchaser[/u] [i]Light the way, from the dark[/i] Grenades: [spoiler][i]Snap grenade[/i] - when triggered it will hold an enemy in place for 5 seconds dealing lingering bleeding damage. [i]Latch grenade[/i] - explosive grenade which deals bonus damage when attached to enemies. [i]Glacier grenade[/i] - slows enemies hit with this grenade for 3 seconds.[/spoiler] Melee: [spoiler][i]Grappling Hook[/i]: grapple objects to being them to you. Grappling hard surfaces will propel you toward them. (5 dmg body/ 20 dmg head. Drops things just out of melee range. Has travel time. Equal range to average fusion rifle) Perks: [i]Not Letting Go [/i]- holding down the melee button will keep you grappled to objects for a short time. [i]Get Over Here! [/i]- Grappled enemies have a chance to be disoriented (33%) [i]Mine![/i] - killing an enemy with Grappling Hook refills you equipped weapons magazine (excludes heavy)[/spoiler] Super: [spoiler][i]Hail of Winter[/i]: shape light into razor sharp shurikens which can be thrown with furious velocity and deadly accuracy at opponents. ( 3 to body to kill/2 head. Has travel time. Last between 10-16 seconds depending on how fast you throw. 50% damage resistance) Perks: [i]Embrace the Silence[/i] - movement is muffled and you are briefly removed from enemy radars during Hail of Winter. [i]Embrace the Shadow[/i] - More damage against Minions of the Darkness, minions of the darkness deal less damage to you during Hail of Winter. [i]Embrace the Blade[/i] - Shurikens over penetrate targets and cause lingering damage over time.[/spoiler][/quote] Bumpy bumpy bump bump bump

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      • I don't like the idea of a healer class in this game, each class already has healing perks so having a dedicated healer isn't needed. Plus the pvp crowd would freak out with all those abilities.

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        • I actually love them all, none seem to weak or overpowered, just put in some tree perks and jumps, plz give warlock blink and angel of light!

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        • We really do need a Warlock support class.

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          • I always thought the titan needs a big ball and chain to swing around obliterating everything

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          • Sorry bro bungee already nerfed it

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          • Well at least this guy tried to make the cold subclass have something to do with light for once.... usually everyone forgets they are all types of light "let's have a poison subclass herp derp"

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            • A support class will truly make warlocks the master race.

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            • Hunter= roadhog

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              • Jordskin. Honestly this is an interesting idea I would like to see something like this in d2

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              • This is, actually a really cool idea. Warlock one doesn't seem to be as good as the others though. Super seems kinda like radiance with song of flame.

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              • Why not stick with the current elements we have in the game for weapons but not subclasses. Yes, I mean kinetic subclasses: instead of grenades, we will use rocks. Instead of melees, we will use rocks. Instead of supers, we will use slightly bigger rocks. And in the end we can nerf it

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                • I tought the sa.e thing about a grenade that holds enemy in place and does a bit of damage too. That would be very cool

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                  • Ye new hunter super should be a one hit, and maybe a two hit body

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                    • I liked all of them except for the hunter one. I don't know why, there is just [i]something[/i] I don't like in the idea.

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                      • Ok I'll admit I like the grappling hook idea for hunter melee.

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                        • Oh yeah, I member this thread ;)

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                        • I know it makes no sense game balance wise, but I really want a slow time super.

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                          • Holy crap that's amazing!

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                            • Overall I think this would be an awesome addition. The warlock class is a little stacked and the fractals should do less damage. But the hunter class sounds like a lot of fun, to run a shotgun grapple hook combo. Very solid idea

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