[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]
-
Edited by skyless dayOG: 3/14/2015 2:54:58 AMI REALLY like the Warlock Subclass you came up with. Honestly I love it so much i wish it was real so i could play it right now! [b]Only thing[/b] I would change, is [b]Gust[/b] it just seems a little too skilless and discourages anyone from rushing near you, especially since they cant shoot. Instead id call it [b]Zeus[/b] and heres the description [spoiler]while Tempest is active, your melee ability is much more powerful(OHK) and will begin regenerating immedietly after every use [/spoiler] I think itd be so awesome to rush a Tempest with a buddy like this. We both take the initiative as vain as we are and begin engaging the enemy and just as we get close enough to kill and nearly have him on the brink of death, I see my BEST FRIEND get [b]ZEUS ZAPPED[/b] REVENGEEEEE! Fueled with Arc Light at the sight of having lost my friend, I activate a Tempest of my own and finish him with a bolt of lightning just as powerful as the one that took my friend's life and take the beast down.
-
Good, good. Someone being constructive rather than being a troll, complaining, or being annoying. Props to you dude.
-
I have only one compliant about the hunter subclass. The hunter is meant to be the get in get out damage dealer. Not the support. I know your just writing what's on your head and thanks for that.
-
This is SICK. Why doesn't Bungie hire this guy?
-
I see you went ahead with the blinding part. I love it man.
-
Edited by Smiith: 3/14/2015 1:37:36 AMBad idea Edit: Stupid
-
I like the class ideas, just maybe call it something else
-
Not sure about all the ghosts involvement in the hunter's super but brilliant ideas. Bumpity Bump.
-
Bump this to the moon
-
Why are you not at Bungie
-
Edited by FightinFinn 2-7: 3/13/2015 4:47:28 PMLance of Might= flying off ledges in tight areas and wasted suppers due to small objects that catch you. Granted it would be player error but I could see a lot of complaints. Tempest= A move that makes you immobile without some sort of godmode mechanic or heavy damage resistance would spell death for anyone on hard anything. I am not saying your ideas are bad but they need a little refinement. Consider it constructive criticism.
-
-
You thought of everything! Thanks for posting. These ideal rocks 100%!!!
-
This would be cool
-
You have outdone yourself again Pisa!
-
Can't wait for part 2 it sounds sick
-
Titan - ablaze, falcon punch?? Lol
-
The poll is surprisingly balanced, that's a good sign. Well... At least for now. Thanks for voting!
-
Gust, Javelin, And Sentry 4 Me >:D
-
Soldier! Yes! <(•~•<)
-
I feel like overseer for the Hunter should blind nearby enemies instead of the low damage that you have but other than that amazing job
-
Edited by Legend of Jordy: 3/13/2015 3:47:58 AM[i](Just a post-note)[/i] The third subclass grenades really don't have a pattern as all the existing grenade types already fit with each element. Third Subclass Grenades might change in the future, if and when I find better alternatives. The Third Subclass names won't be changing, I've spent literally months thinking about this, and now the names are set in stone in the poll. ----- [b]There is little evidence for a Third Subclass but I think it is a very needed addition to Destiny. Every Nightfall my selected class can't fully assist in the week's burn, I see the need for it all over again. I tried to make each subclass as awesome and unique as I could without making them sound too overpowered. Help spread the Idea. Even if it's your own version of a new or existing subclass. Destiny needs more class specializations.[/b] ----- Tell me what you think of the abilities, what should I change? What should I keep? I only did the main ability perks such as Grenades, Super, and Melee abilities, which still leaves six missing miscellaneous perks per subclass. Any ideas for those would be appreciated.