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Edited by Radiantsniper89: 2/4/2015 1:40:15 AM
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Get Creative: If you could make a third super...

If you could make a third super for your guardian what would it be?

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  • Titan "fists of the phoenix" solar damage. You become engulfed in flames and all meelee and shotgun (cause they need a purpose) damage is doubled anything in proximity is set on fire with solar DOT, and if you die while super is activated you are reborn without your super.

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  • Arc Warlock super: Lightning Rod Raises Arc Overshield that shocks nearby enemies to death similar to the hunter's arcbolt grenade mechanic. And force lightning from my fingertips. Obviously. :)

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  • Edited by Willamator4000: 2/3/2015 3:33:56 PM
    Titan - solar - Beatdown! - grab the nearest enemy and they ignite in flames then swing said enemy to beat down other enemies who explode in an awesome fiery death. Upon ending of super throw said enemy into a wall or any remaining enemy with a resulting radiant fireball. This would be epic to use against strike and our raid bosses. The higher the level of the enemy you grab the greater the damage and explosion at the end of the super.

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  • Edited by Taggin T: 2/3/2015 3:34:20 PM
    Titan: Eye of Kabr (solar) A red beam shoots directly out of the Titans chest (picture Cyclops from Xmen) Perks make the beam wider and farther range. Titans can get maybe 2-3 beams per super and they glow red like the pissed off Ogres in CE. Warlock: BoltBlitzer (arc) Lightning/Static surrounds the user (picture the static on Thunderlord except amped up and all over a warlocks body.) The static chains damage to any enemies within a certain radius. The caster can also shoot lightning bolts from his hands every full melee charge for a close/mid-range attack, kind of like the timing it takes to throw grenades in Sunsinger. You can throw a couple grenades but it doesn't recharge automatically. Hunter: Nethersneak (void) Hunters can see through walls when using this super (kind of like when you die you can sometimes see enemies outlines in orange highlight.) They also have a purple void aura all over their body that makes them somewhat transparent. While this super is active they take less damage and also deal more. In addition to all that, they have Void Throwing Stars that recharge somewhat faster than grenades for Radiance and deal significant damage. They fly straight like the throwing knife but don't fall to the ground as fast at the throwing knife does.

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  • Warlock: Jupiter's rain.(I'm not to good with names this was the best I could come up with.) A ark damage super in Wich the warlock enters third person and throws there arm into the air. Summoning a huge bolt of blue lightning from the sky to smite any target caught in the crossfire. The bolt causes a huge explosion with a lot of blast radius. Wich can harm or kill the warlock if casted to close. Designed to be a more mid range super. Can be upgraded to instead shower targets with more smaller and less powerful bolts.(similar to the heavenly thunder spell from dark souls 2) optimizes the super for more close range encounters lowering the risk of self harm. Can also be upgraded to add splintering electric energy on the ground after the original explosion, harming but bit killing any foes not caught in the initial blast. (Apologies for any grammar or spelling problems I'm not the best when it comes to writing I'm more of an artist.)

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  • This would a class neutral super (can work for Hunter, Warlock, or Titan). It's called "Bringer of Fate". While this subclass is selected, all fatebringer damage is maxed and scaled through future DLC. Too OP though.

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  • Maybe a mix of sunsinger and voidwalker.. Let it rain with napalm or something.. Less damage but a bigger area

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  • Blazing Light for titans - while your super is active every enemy in melee range is blinded and titan takes X percent less damage. [spoiler]He takes definitely still more damage than a sunsinger with radiant skin.[/spoiler] Perks for the super would be: - Revive the first dead player you encounter (consumes super / consumes 75% of super) - If you die (works once) you are revived (consumes super) - Weapon damage is 10-30% higher

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  • Edited by PippenOnXbox: 2/3/2015 3:28:54 PM
    Well we need a Void subclass for Hunter, Solar for Titan and Arc for Warlock.... Warlock: Lightbringer [i]Let the light flow and shock your foes.[/i] Super: Take control of the storm as you bring down shocking light onto the darkness. (YOU CONTROL LIGHTING BOLTS AND SHOCK PEOPLE!!) Drops Orbs the more enemies you kill. Hunter: Shadowstriker [i]You can't hit what you can't see. [/i] Super: Summon the void around you as appear and reappear, enemies dead in your wake.( YOU CAN TELEPORT ANYWHERE, MELEE AND GRENADE DMG IS DOUBLED!) Drops orbs for more enemies you kill and distance traveled. Titan: Juggernaut [i]Use the flames as a wall, and don't let them past. [/i] Super: Summon the flames around you, become an inpenetrable wall and light the way to victory.(DEFENSE IS DOUBLED, ANYTHING YOU TOUCH GETS SET ON FIRE!) Drops orbs for amount of damage absorbed.

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    • Edited by Stanman lvl7: 2/3/2015 3:23:34 PM
      A panic for my hunter Subclass: crusader Super name: can't think of one (suggestions?) Power: My hunter summons a sword of void energy and slams it on the ground killing everything in blast radius.

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      • Hunter void super: Entangler "A good hunter traps his prey for an easier kill. Super: Void Tendrils You are cloaked in an aura of darkness. Pressing the grenade button allows you to throw out a tendril which ensnares enemies, slowing them and dealing damage over time. Super Upgrades: -Night Stalker: You can see enemies through walls and can ensnare them with a weaker tendril. -Tug of War: Each successive tendril pulls the enemy closer and closer to you. -Feast of Darkness: Kills caused by the damage over time cause a second tendril to spawn and seek out a new target within range. Jump: Regular double jump Jump Upgrades: -Better Control -Triple Jump -Blink Grenades: -Spike Trap: A grenade that is placed on the ground that damages the next enemy to walk on it. -Dark Anchor: A placed grenade that lashes out and snags the next enemy to walk within range, preventing them from escaping unless they shoot the placed part of the grenade. -Stasis Grenade: A grenade that freezes enemies in place for a couple seconds. Melee: Hangman's noose: Throw out a tendril of void energy that will lock the enemy it hits to you. (The tendril will remain as long as it is when it hits, and can't go any longer. The enemy cannot move any further away from you, but can come closer and around corners. The tendril will remain straight and pass through walls. If you move in the opposite direction of the enemy, they are pulled in your direction.) Melee Upgrades: -Leech: The noose does extra damage over time and heals you for a small portion of the damage done. -Down and out: You deal improved damage to your roped enemy. -Mind over Matter: Pulling an enemy into a wall does extra damage, and kills this way spawn an orb of light. Not entirely sure on the other special upgrades, the ones that are off to the right with the Agility, Defense and Recovery perks. Save for one of the later ones which would momentarily show enemies hit by certain abilities through walls for a short time, and maybe a second melee/grenade perk somewhere.

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        • Solar titan: A flame hammer. You move a lot faster and it works similar to the sword. Void Hunter: Void bow. You have 3 arrows and each hit pins the target to the ground and causes DoT. Arc warlock: Lightning bolts. You begin floating around and can shoot lightning from you're hands.

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          • Dark supers... maybe this could b 4th after the third element for each, titan get a thing where they run around punching people and if it isnt a one shot kill it does a mark of the devourer effect hunters get their throwing knives and they r made dark and can b upgraded to have a splash effect when they hit something warlocks grow a third eye that can control enemies, this eye can control a good amount of smaller enemies and one or two bigger enemies like knights or something but can b upgraded to control more these supers all have a trick tho, u get the option to end the super whenever you want and keep what energy you didnt use but if you wait too long the darkness takes control of you for like 5 to 10 seconds and turns you against your team or tries to get you killed someway and u have no control over it any armor that has perks to do with orbs of light can either make the time u can wield your powers of the darkness or make the time you r controlled shorter, tell me what u guys think

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          • A Solar ability for my Titan. Something similar to the Sunsinger, but drop the grenade/melee recharge buffs, and replace them with a massive boost to armor/damage resistance, and regenerating shields. I mean, like to the point where you can go toe-to-toe with a Strike boss and survive. Orbs of Light drop for kills in this mode, melee damage is buffed like crazy BUT each hit drains the timer more. I would LOVE to have a buff Super for my Titan. The Blessing of Light from the bubble just isn't enough.

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          • Warlock- arc storm -rain bolts of lightning down on your enemies. Like fist of havoc but can either be dropped at your feet or summoned from afar if you are in midair Titan- demolisher- solar over shield- drop guns. Decreased movement speed, increaed lunge for melee. one hit kills, just melee. Hunter- void shadow- allows you to harness the void into super human speed. Blink around without having to jump with increased movement speed.

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          • Solar Titan super: Danza del fuego (Dance of Fire). Creates a column of fire that travels in a straight line. Perks: Enemies hit will be trapped in a flame vortex for 3 seconds. Expand size of column. Create multiple columns. Enemies killed by column will explode. Arc Warlock super: Roll of Thunder (Hear my cry). Create a small thunderstorm that shocks multiple enemies for 10 seconds. Perks: Increase area of storm. Enemies hit by lightning will be paralyzed for 3 seconds. Electricity will pass through enemies. Every missed lightning strike will leave a lasting effect in that area. Void Hunter super: Abyss. Create a perimeter around you wherever you go. All allies inside this perimeter will get a boost in stats, while enemies suffocate, like in a Wizard orb. Perks: Melee ability recharges noticeably faster. Using every bullet in a mag automatically reloads it. Increase melee damage. You shoot and reload twice as slow, but deal triple damage.

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            • Revive everyone at once for Hunter even hard raids and kill the 5 nearest enemies

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              • Hunter Subclass-Ranger Super-Void Bow Effect-Summons a bow of void light and fires off one, large arrow of void. Modifiers- -[b]Vacuum Arrows[/b] -Upon impact, Void Bow creates a vacuum affect which pulls enemies in and does damage for a short time. Vacuum is escapable by jumping/blinking, but will slow down the enemy by about 6x Weight of Darkness. [b]Binding Arrows [/b] -Upon impact with an enemy NPC or Player, Void Bow will bind them. This will restrict movement for 10 seconds and cause small damage over time. However, Bind can be broken out of. It has the health of about one and a half Detain Bubbles. [b]Razor Tipped Arrows[/b] -Void Bow arrows now penetrate through enemies and [i]very thin[/i] walls. Upon impact with a solid surface (Thick wall, ground, etc) there will be a small explosion [b]Final Upgrade-Chain Arrows [/b]-Upon impact with an enemy or solid surface, the large Void Arrow splinters off into two, smaller Void Arrows which seek out nearby enemies. If you manage to get a headshot with the large Arrow, the Arrows splits into three smaller Arrows that seek out enemies. The third one causes an small explosion.

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                • The Titan should have some sort of a "boxer" class. I love punching things to death as a defender.

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                • [b]Warlock Necromancer[/b]: upon activating the super, the warlock gains a slight increase to damage, movement speed and slight armor boost. During the time the super is active, killing an enemy will reanimate their corpse into an undead zombie that will follow you around and attack enemies closest to it and prioritize enemies you are attacking. For each zombie (max 3) alive, you gain bonus effects (super alternatives will dictate advantages).

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                  • [b]Class:[/b] Hunter [b]Subclass Type:[/b] Void [b]Name:[/b] Voidcaster [b]Super:[/b] Void Realm [b]In-game Description:[/b] [i]"Alter reality in your inter-dimensional playground."[/i] [b]Visual Description:[/b] Upon casting, your Hunter switches to 3rd person, and casts a [u]very large[/u] spherical purple aura that is opaque but not completely obscuring vision when looking through it. Originates from the players' position, whether it be on the ground or in the air. Ignores terrain, going through any walls or floors. While inside as a friendly, everything gets a slight purple hue to their vision, but not terribly intrusive. As an enemy, the purple is very strong and overrides all other colors and is a bit intrusive. [b]Base Effect:[/b] Teammates within Void Realm gain 25% damage resistance* while enemies in Void Realm receive 25% extra damage* and have restricted movement. ** * This damage modification is in effect whether or not the damage is entering/exiting the Void Realm, i.e., if I'm being shot at by enemies that are outside of my Void Realm, but I am inside of it, I still receive 25% less damage from them. ** For PvE, examples of restricted movement would include Captains or any Vex not being able to teleport, and would prevent any enemies from dodging. For PvP, restricted movement is basically like a single stack of 'Weight of Darkness', where the player can't Double Jump, Blink, etc. This super generates 2 Orbs of Light upon casting, and generates 1 Orb for every non-major kill inside the Realm by the owner of the Realm, and 2 Orbs per Major/Ultra. The player has 50% damage resistance while casting Void Realm. Grenades: [b]Pulsar Grenade[/b] - A grenade that latches to the first surface it touches, emitting multiple pulses of damaging Void Light. [b]Void Seekers[/b] - A grenade that splits into projectiles mid flight and seeks out enemies within range, stunning them and dealing damage. [b]Rift Grenade[/b] - A grenade that bounces off of 1 surface, then detonates shorty after, ripping any enemy it hits into a Void afflicted state, slowing them down and temporarily blinding them. (For PvP, imagine the 'Marked by the Void' debuff in VoG applying to the player, but not completely engulfing their screen, just ~75% of it by the time the duration runs out, when it returns to normal.) [b]Special Melee:[/b] Banishing Blade [b]Base Effect:[/b] Cloaks an enemy in Void Light, granting bonus damage to the target for a limited time (+15% damage to target). [b]Augments:[/b] [b]Engulfed[/b] - Greatly increasing the duration of Banishing Blade (Increased duration from 5 seconds to 10). [b]Curse of the Void:[/b] Dealing health damage to a target marked by Banishing Blade restores small amounts of health to you and your allies (Out of ~200 health for a player, every 200 damage dealt to the enemy gives back ~8 health/shields, and any damage greater than 200 per bullet is rounded down to 200 damage for this effect). [b]Burden of the Void:[/b] Enemies marked by Banishing Blade deal reduced damage to you and your allies (-25% damage dealt to you and your allies.) [b]Perk Tree 1 for Void Realm:[/b] [b]Rift Caster:[/b] Aim and launch a small wave of Void Light, summoning your Void Realm at the first surface it hits, and increases the duration of Void Realm (Increased from 30 seconds to 45 seconds.) [b]Power of the Void:[/b] Increases the the benefits provided by Void Realm (Increased values from 25% bonus damage/damage reduction to 40% bonus damage/damage reduction). [b]Void Regeneration:[/b] You and your allies constantly heal while inside the Void Realm (players have a 1.75 second delay from taking damage to health recovery, and heals at the minimum recovery rate). [b]Perk Tree 2 for Void Realm:[/b] [b]Engulfed:[/b] Enemies hit by the initial cast of Void Realm are blinded for a long duration (same duration as a direct impact Flashbang). [b]Light the Darkness:[/b] Killing enemies outside of the Realm while standing inside of it generates Orbs and your teammates kills now produce orbs as well. [b]Feed the Void: [/b] Enemies killed inside your Void Realm extend it's duration (think of 'Encore' for the Bladedancer). Came up with most of this on the fly while typing. Pretty sure I just did Bungie's job for them. Note: Some numbers may need tweaking, they just represent the general amount that I feel is balanced.

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                    • Hunter: "Sharp Shooter" Drops like a titan bubble: Grants anyone in the shield a bonus in accuracy & increase in critical hit damage

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                    • Hunter Void Trapper. You get 3 grenade-like traps with a wide proximity that explode and cause the target's speed to be reduced

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                    • ARC Warlock: summons a orb of lightning that acts as a turret, damaging targets from a distance, upgrades include longer duration, making it move with you and the last one will stun/blind enemies on hit.

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                    • Spontaneous carmageddon with sparrows. I just want to see it happen.

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                    • Hunter: void well, a pit of pure void light that slows and slowly kills enemies inside it( upgrades can make the pit kill easier, have an enhanced slowing effect, or be near invisible)

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