[i][Edit] Made major changes to the Void Hunter subclass as requested. A few minor changes were implemented for the Titan and Warlock as well.[/i]
[spoiler][quote][b]Gothalion:[/b] [i]Q.[/i] "Are we going to be talking about the Third Subclass anytime soon in the future?"
[b]Deej:[/b] [i]A.[/i] "There is a future for Destiny and we will be talking all about it in the future."[/quote]Lets make sure it makes it to the future then. [/spoiler]
[b]New Vanguard Bounty Lead from the Postmaster[/b]
[i]After mastering both native light subclasses, you receive a message from your Vangaurd Mentor regarding your progression. Upon reading the message, you receive a bounty depending on your class.[/i]
[quote][b]Titan |[/b] Report to Commander Zavala about your Arc and Void Subclass Mastery.[/quote][quote][b]Hunter |[/b] Report to Cayde-6 about your Solar and Arc Subclass Mastery.[/quote][quote][b]Warlock |[/b] Report to Ikora Rey about your Void and Solar Subclass Mastery.[/quote]
You can set a bookmark here to check changes made later by hitting the star icon which marks this post as a Favorite.
Continue below for information regarding the Third Subclass.
----- Solar Titan -----
[b][ Soldier ][/b] Ranged [i](Area)[/i]
[quote]Forge the path for others to follow.[/quote][u]Main Perks |[/u] Solar Titan
[spoiler][b]Lance of Might[/b]
Lunge forward a great distance dealing damage to all enemies who are in your path. [i](The user goes into third-person perspective and is tossed forward with minimal directional movement while incinerating all enemies who come in contact to his area)[/i]
[quote]
[b]Wildfire[/b]
Lance of Might leaves a lasting trail of solar damage which heavily damages all enemies who pass through.
[b]Marathon[/b]
Lance of Might travels further while allowing the user the ability to pass through barriers and large enemies.
[b]Revolution[/b]
Hold (B) to make an abrupt stop during Lance of Might, this allows the user to make sharp course corrections and tight corners.
[/quote]
[b]Rook[/b]
The caster lunges a fist forward, releasing a cord that travels from the wrist until it attaches to a target. The target is then yanked back towards the caster inflicted with solar damage. [i](If activated on heavy enemies, the caster lunges towards the target and slams against them)[/i]
[quote][b]Light the Match[/b]
A consecutive melee attack on a target hit with Rook will detonate an explosion.
[b]Check Mate[/b]
Rook accurately locks onto targets while being cast.
[b]Grapple[/b]
Rook can activate on surfaces, reeling the caster towards the desired location.
[/quote]
----- [i](Grenade & Misc. Perks)[/i] -----
[b]Grenades[/b]
[quote][b]Inferno Grenade[/b]
A solar grenade that detonates on impact and explodes into smaller bursts, covering a large area.
[b]Eruption Grenade[/b]
A flamethrower like grenade that sticks to surfaces and erupts into a vertical column of fire.
[b]Satchel Charge[/b]
A heavy grenade that can be remotely detonated by pressing the grenade button a second time. [i](This grenade tosses less far than other grenades and deals more damage at its epicenter.)[/i]
[/quote][b]Jump Ability[/b] [i](Optional)[/i][quote][b]Thrust[/b]
A sudden, aggressive jump forward [i](kind of like Blink w/out the teleport)[/i] which replaces Lift. [/quote]
[b]Additional Perks[/b][quote][b]Roman Candle[/b]
Sprinting before Lance of Might increases your speed and maneuverability during super.
[b]Destroyer[/b]
Kills with grenades replenish some grenade energy.
[b]Interrogate[/b]
Targets hit with Rook become silenced.[/quote][quote][b]Oxide[/b]
Increases the radius of your grenades.
[b]Battleborn[/b]
Enemies who melee you take recoil damage.
[b]Dead On Arrival[/b]
You cannot die when casting Lance of Might, instead you take the damage in bulk at the end of the animation.
[/quote][/spoiler]
----- Void Hunter -----
[b][ Packleader ][/b] Support [i](Target)[/i]
[quote]The strength of the wolf is in the pack.[/quote][u]Main Perks |[/u] Void Hunter
[spoiler][b]Night Watch[/b]
Channel void energy into your ghost to grant supportive and combat capabilities during super. Your ghost will steadily shoot beams of void light nearby enemies but prioritizes the enemy you shot last. [i](Ghost doesn't instant-kill, but inflicts constant and heavy DPS throughout its duration)[/i][quote]
[b]Wingman[/b]
Night Watch constantly replenishes small portions of health to all friendly guardians in close proximity.
[b]Guardian Angel[/b]
While Night Watch is active, you can revive teammates from afar by holding down (x) while zooming in towards their location.
[b]Second Chance[/b]
If you are killed during Night Watch, gain the ability to resurrect from the grave with an invisibility effect. [i](Does not draw attention when activated, respawn at low health)[/i][/quote]
[b]Probe[/b]
Direct your Ghost at a target to set a waypoint/marker that increases the damage you deal to the selected target. [i](The animation resembles the Throwing knife animation but with no knife in hand and the first to fingers are used to signal the ghost to mark the target. Does not eliminate the basic melee)[/i]
[quote][b]Kill Order[/b]
Teammates will now be able to see Probe's waypoint and will also deal increased damage to the highlighted target.
[b]Blindspot[/b]
You appear cloaked to targets marked by your probe. [i](The cloak ends after your first shot)[/i]
[b]Victors Spoil[/b]
Gain a barrier of over shield after killing the Target marked by your Probe.[/quote]
----- [i](Grenade & Misc. Perks)[/i] -----
[b]Grenades[/b]
[quote][b]Pitch Grenade[/b]
A grenade that detonates itself on close proximity to a target, dealing void damage to a wide area.
[b]Smoke Grenade[/b]
A grenade which explodes on impact concealing teammates in a blanket of smoke while poisoning enemies caught inside.
[b]Deployable Cover[/b]
A heavy grenade that summons a long lasting, solid barrier that soaks up incoming damage. (This grenade tosses less far than others and is only large enough to supply cover to one guardian when crouching)
[/quote][b]Jump Ability[/b] [i](Optional)[/i][quote][b]Dash[/b]
A swift less-vertical evade in any direction which replaces Double Jump. [/quote]
[b]Additional Perks[/b][quote][b]Vampire[/b]
Regenerate health equivalent to the damage your ghost deals during Night Watch.
[b]Headhunter[/b]
A precision kill on a target marked with Probe spawns an Orb of Light.
[b]Wolf's Scent[/b]
Targets marked with Probe are marked longer and can be seen behind cover. [/quote][quote][b]Pathfinder[/b]
Grants the Hunter a more advanced radar, pin-pointing exact locations of enemies in the immediate area.
[b]Trapper[/b]
Crouching for a short period of time spawns a slightly visible trap at your location which ensnares a single enemy, severely reducing their movement speed once triggered.
[b]Shoulder Demon[/b]
During Night Watch's super, your ghost fires more continuously and rapidly.
[/quote][/spoiler]
----- Arc Warlock -----
[b][ Aeonbreaker ][/b] Close [i](Area/Target)[/i]
[quote]Defy the power of the enemy. [/quote][u]Main Perks |[/u] Arc Warlock
[spoiler][b]Tempest[/b]
Summon a whirlwind which hovers the user in the air while generating high amounts of Arc Energy. Pressing (RT) during this event unleashes a wide cone of Arc energy from the casters finger tips. [i](Does not instant kill but causes damage at a very fast rate.)[/i][quote][b]Fusillade[/b]
Tempest's rate of fire rapidly increases and the frontal cone becomes more concentrated the longer (RT) is held down.
[b]Hurricane[/b]
Increases maneuverability while Tempest is active.
[b]Eye of the Storm[/b]
Tap (B) at any time during Tempest to cancel and conserve any unused super energy.
[/quote]
[b]Thunderbolt[/b]
An accurate, short-ranged melee attack that hurls a rod of Arc light at the target which can deal precision damage.
[quote][b]Chain Lightning[/b]
Thunderbolt will chain onto a nearby enemy twice after impact, dealing a portion of its initial damage.
[b]Barrage[/b]
Casting Thunderbolt creates a solid wind barrier on impact which prevents enemy passage.
[b]Javelin[/b]
Thunderbolt deals increased precision damage after a sprint.
[/quote]
----- [i](Grenade & Misc. Perks)[/i] -----
[b]Grenades[/b]
[quote][b]Cluster Grenade[/b]
A handful of small grenades tossed at once which each cover a small portion of the area with concentrated explosions.
[b]Disruptor Mine[/b]
A mine which clamps onto surfaces and detonates on close proximity causing all hit targets to loose the ammo in their active clip and are forced to reload or switch weapons.
[b]Sentry Turret[/b]
A heavy grenade that leaves a lasting turret which zaps nearby enemies dealing considerable damage. (This grenade is tossed less far than the others.)
[/quote][b]Jump Ability[/b] [i](Optional)[/i][quote][b]Blink[/b]
A short distance teleport which replaces Glide. [/quote]
[b]Additional Perks[/b][quote][b]Cyclone[/b]
After activating Tempest, nearby enemies are tossed away from your immediate area.
[b]High Voltage[/b]
Increases the range of Sentry Turret, Thunderbolt, and Tempest.
[b]Demolitions Expert[/b]
Casting Thunderbolt near an active grenade disarms the grenade and refunds you an additional grenade.[/quote][quote][b]Lightning Rod[/b]
Enemies hit by your Arc abilities during Tempest suffer reduced movement speed.
[b]Teleport[/b]
Diving after a Sprint causes the caster to blink forward a short distance.
[b]Forecast[/b]
Sprinting reduces the cooldown of your next Melee.
[/quote][/spoiler]-----
[i]Thank you for your support![/i]
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I'm gonna bump, but..... 1 - I'm glad you enjoyed your day off from work/school to come up with all of this (no sarcasm) it's people like you that make me wish bungie had a handfull of ppl like you in the early stages (run-on sentence) 2 - I as well as everyone else is sick of seeing that empty subclass spot, and sick of not being able to use that specific elemental damage. 3 - it shouldn't have to be a quest or mission at all. Considering the fact that we will have to redo all of our gear for dlc 2 just like TDB and I'm betting $1000 that none of our gear will suffice to comet (making that hunt a waste of time and effort) that destiny just NEEDS to give it to us. Because I'm not gonna go for some "we have given you no pve, so do this and we will give you your 3rd subclass." Plot. That blank space is only there simply because they won't let us download it yet, not "earn" it. But once agin, no sarcasm, thanks for your work that I hope bungie will one day read!
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Team Warlock
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[quote][i][Edit] Modified the Disruptor Grenade and traded it with the Smoke Grenade to the Arc Warlock from the Void Hunter.[/i] ----- [b]New Vanguard Bounty Lead from the Postmaster[/b] [i]After mastering both native light subclasses, you receive a message from your Vangaurd Mentor regarding your progression. The message implies there is a large task at hand which the Vangaurd requests your specific assistance. Upon reading the message, you receive a bounty depending on your class.[/i] [quote][b]Titan |[/b] Report to Commander Zavala about your Arc and Void Subclass Mastery.[/quote][quote][b]Hunter |[/b] Report to Cayde-6 about your Solar and Arc Subclass Mastery.[/quote][quote][b]Warlock |[/b] Report to Ikora Rey about your Void and Solar Subclass Mastery.[/quote] After completing your class story line, you will be rewarded with the Third Subclass. The quest-lines will be available to read soon. You can set a bookmark here to check later by hitting the star icon which marks this post as a Favorite. Continue below for information regarding the Third Subclass. ----- Solar Titan ----- [b][ Soldier ][/b] Ranged [i](Area)[/i] [quote]Forge the path for others to follow.[/quote][u]Main Perks |[/u] Solar Titan [spoiler][b]Lance of Might[/b] Lunge forward a great distance dealing damage to all enemies who are in your path. [i](The user goes into third-person perspective and is tossed forward with minimal directional movement while incinerating all enemies who come in contact to his area)[/i] [quote] [b]Blazing Trail[/b] Lance of Might leaves a lasting trail of solar damage which heavily damages all enemies who pass through. [b]Trojan Horse[/b] Lance of Might travels faster and further, allowing the user the ability to pass through large enemies. [b]Victory Road[/b] Hold (B) to make an abrupt stop during Lance of Might, this allows the user to make sharp course corrections and tight corners. [/quote] [b]Ablaze[/b] A direct solar uppercut melee attack that deals more damage the longer it is charged. This ability can be charged [i](While moving)[/i] by holding down the melee trigger. [quote][b]Light the Match[/b] Ablaze causes a damage over time effect on the target. [b]Skyward[/b] Ablaze can be charged longer, increasing its damage. [b]Wildfire[/b] Kills with Ablaze replenishes some super energy. [/quote] ----- [i](Grenade & Misc. Perks)[/i] ----- [b]Grenades[/b] [quote][b]Inferno Grenade[/b] A solar grenade that detonates on impact and explodes into smaller bursts, covering a large area. [b]Eruption Grenade[/b] A flamethrower like grenade that sticks to surfaces and erupts into a vertical column of fire. [b]Satchel Charge[/b] A heavy grenade that can be remotely detonated by pressing the grenade button a second time. (This grenade tosses less far than other grenades.) [/quote][b]Jump Ability[/b] [i](Optional)[/i][quote][b]Thrust[/b] A sudden, aggressive jump forward [i](kind of like Blink w/out the teleport)[/i] which replaces Lift. [/quote] [b]Additional Perks[/b][quote][b]Roman Candle[/b] Lance of Might's radius grows larger each time it passes through an enemy. [b]Marathon[/b] You cannot die when casting Ablaze or Lance of Might, instead you take the damage in bulk at the end of the animation. [b]Check Mate[/b] A charged Ablaze locks the caster onto the target from a further distance.[/quote][quote][b]Hardcase[/b] Enemies that hit you with a close ranged melee attack take recoil damage. [b]Oxide[/b] Diving after a sprint leaves a trail of flame that inflicts damage to enemies who pass through. Breaking on a sparrow leaves the same effect. [b]Revolution[/b] Lance of Might allows vertical movement in mid-air. [i](Revolution will temporarily grant the ability to pause in air, creating more directional & vertical opportunity)[/i][/quote][/spoiler] ----- Void Hunter ----- [b][ Packleader ][/b] Support [i](Target)[/i] [quote]The strength of the wolf is in the pack.[/quote][u]Main Perks |[/u] Void Hunter [spoiler][b]Night Watch[/b] Channel void energy into your ghost to grant the ghost combat capabilities during the super. Your ghost will steadily shoot beams of void light at the enemy you shot last. [i](Ghost doesn't instant-kill, only inflicts constant/significant DPS throughout its duration)[/i][quote] [b]Wingman[/b] Night Watch slowly/constantly replenishes health to you and all guardians in close proximity. [b]Surefire[/b] When pressing (B) in Night Watch, you cover as your Ghost emits a powerful flash of void light which blinds nearby enemies. [b]Guardian Angel[/b] Your Ghost revives recently deceased teammates who are in your direct area. If you die during this time, you are respawned three seconds after death with your super depleted. [/quote] [b]Probe[/b] Direct your Ghost at a target to set a waypoint/marker that increases the damage you deal to the selected target. [i](The animation resembles the Throwing knife animation but with no knife in hand and the first to fingers are used to signal the ghost to mark the target. Does not eliminate the basic melee)[/i] [quote][b]Kill Order[/b] Teammates will now be able to see Probe's waypoint and will also deal increased damage to the highlighted target. [b]Judgement[/b] Targets marked with Probe become silenced throughout its duration. [b]Hunter's Mark[/b] Targets that your Ghost marks are highlighted for a longer period of time, and can be seen behind cover. [/quote] ----- [i](Grenade & Misc. Perks)[/i] ----- [b]Grenades[/b] [quote][b]Pitch Grenade[/b] A grenade that explodes on contact which disorients enemies and deals void damage to the area. [b]Disruptor Grenade[/b] A trip mine like grenade which deals void damage upon detonation while depleting the active weapon clip of all nearby targets, causing them to reload. [b]Deployable Cover[/b] A heavy grenade that summons a long lasting, solid barrier that soaks up incoming damage. (This grenade tosses less far than others and is only large enough to supply cover to one guardian when crouching.) [/quote][b]Jump Ability[/b] [i](Optional)[/i][quote][b]Dash[/b] A swift less-vertical evade in any direction which replaces Double Jump. [/quote] [b]Additional Perks[/b][quote][b]Lunar Eclipse[/b] Hits from your ghost during Night Watch gradually blind it's target. [b]Wolf's Bark[/b] Picking up Orbs of Light provide a strong barrier of over shield. [b]Vampire[/b] You regenerate health equivalent to the percentage of damage a marked target with Probe receives. [/quote][quote][b]Pathfinder[/b] Grants the Hunter a more advanced radar, pin-pointing exact locations of enemies in the immediate area. [b]Rook[/b] Diving after a sprint causes the Hunter to blink forward a distance. [b]Shoulder Demon[/b] During Night Watch's super, your ghost fires more continuously and rapidly. [/quote][/spoiler] ----- Arc Warlock ----- [b][ Aeonbreaker ][/b] Close [i](Area/Target)[/i] [quote]Defy the power of the enemy. [/quote][u]Main Perks |[/u] Arc Warlock [spoiler][b]Tempest[/b] Surround yourself in a whirlwind and surge arc light towards all enemies you face. [i](When firing the trigger, lightning is released from the fingertips of the caster. Deals minor damage but at a very lethal rate. The user does not wield weapons during super)[/i][quote][b]Cyclone[/b] Holding (B) in Tempest halts the caster in stasis, causing large ranged attacks to orbit the whirlwind until redirected when (B) is released. [i](Third person effect, timing is everything)[/i] [b]Fusillade[/b] The longer (RT) is held during Tempest, the more concentrated the arc damage cone gets, rapidly increasing damage dealt towards a smaller area. [b]Annihilation Field[/b] Enemies inflicted by Tempest suffer severe reduced movement. [/quote] [b]Thunderbolt[/b] An accurate, short-ranged melee attack that hurls a rod of Arc light at the target which can deal precision damage. [quote][b]Chain Lightning[/b] Thunderbolt will chain onto a nearby enemy twice after impact. [b]Barrage[/b] Thunderbolt fires multiple close-ranged shots in quick progression instead of one. [b]Javelin[/b] Thunderbolt travels further also dealing increased precision damage after a sprint. [/quote] ----- [i](Grenade & Misc. Perks)[/i] ----- [b]Grenades[/b] [quote][b]Cluster Grenade[/b] A handful of small grenades tossed at once that bursts into spread out explosions. [b]Smoke Grenade[/b] A grenade that explodes into a mass of smoke, concealing those inside as well as damaging enemies caught in the smoke. [b]Sentry Turret[/b] A heavy grenade that leaves a long lasting turret and zaps enemies who are nearby. (This grenade is tossed less far than the others.) [/quote][b]Jump Ability[/b] [i](Optional)[/i][quote][b]Jet[/b] A modified jump that pushes you towards the direction you face throughout its duration which replaces Glide. [/quote] [b]Additional Perks[/b][quote][b]Typhoon[/b] When Tempest is first activated, nearby enemies are tossed away at a high velocity and take heavy damage when they hit a solid object. [b]High Voltage[/b] Increases the duration of Disruptor Grenade, Sentry Turret, and Tempest. [b]Lightning Rod[/b] Thunderbolt aggressively seeks it's target.[/quote][quote][b]Demolitions Expert[/b] Casting Thunderbolt near an active grenade disarms the grenade and refunds you an additional grenade. [b]Basilisk Run[/b] When sprinting off an edge, you continue to run leveled on the air until the sprint ends. [b]Hurricane[/b] Move at incredible speeds while Tempest is active. [/quote][/spoiler] [i]Thank you for your incredible support.[/i][/quote]
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I will just wait for the real subclass
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Edited by imtheWZRD: 4/12/2015 7:37:35 AMAll these supers, abilities and perks are more creative than any of bungies already made classes. I'd run all these classes no stop, they sound killer to use
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I love it! A cool idea for a void class grenade on the hunter would be something that would make everyone hit by it have to reload. So you throw it in a room and then everyone is reloading as you enter.
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Cool ideas but I found ways to abuse every other perk... it would make the game to imbalanced
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Sweet if it's real or not I can't wait, I know that comet is real if u were confused, maybe
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For Warlocks new sub-class it will be called Fulminology. Which when super'd will basically shoot lightning from one, (or both), hands killing Guardians instantaneously, like Golden Gun. Movements will be a bluish glide, which can be upgraded for even more control, and its last upgrade is a lightning-styled blink. Grenades would be either a flat circular grounded electric field, a electric bubble like field that does constant damage, or a sticky electric grenade.
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This is awesome! The only thing that I think could make this better (doesn't really make a difference) if the titian thing instead of lunging it was like a teleport-thing so a super long ranged blink that did damage
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Self Bump for a third subclass.
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B-B-B-BUMP!
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Edited by Crimson Lupi: 4/7/2015 9:13:46 PMI had my own idea of a Titan subclass some time ago, where the Titan uses a flaming spear and shield for the super. Grenade button raises the shield to block all incoming frontal damage (including supers), and melee jabs the spear forward (no lunge). Movement speed is reduced slightly, but armour is improved. Perks allow the shield to increase recharge times for the fireteam when damaged, throw the spear for greater range (but with quite a lot of drop, no melee attacks while the spear is airborne), or deflect 50% of damage back to enemies (straight to the sender, if a grenade went off and the shield is up, the thrower takes the damage, doesn't work for supers). Grenades could be a javelin that deals damage on impact and reduces movement speed/knocks enemies back, an AoE incendiary carpet like a Molotov that sticks to walls and floors and hinders health regeneration and movement speed, and the wall-mounted flamethrower from above. Wasn't sure for the melee, your charge up idea sounded good.
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I really like the ideas and the names are outstanding!
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