I've had an idea for an arc warlock subclass that I want you guys to look at.
Feedback appreciated.
Arclancer
[i]When facing primitive beasts, primitive methods must be used[/i]
Super : dragon's demise - the warlock funnels his arc energy into into a spear, enabling him to take out multiple enemies with one swing.
Think arc blade, but slower, twice the strength and creating waves of energy with every swing that give the attacks extended range.
Because of the warlock's exceptional willpower, super energy is not expended on use,
But on every swing and strike. No movement speed is given when swinging to make up for the range bonus.
Super perks - r2 button. Like arcblade.
Grounding - the warlock plunges the spear into the ground, planting it and surrendering all remaining super energy to create a zone control that works like its emitting arcbolt zaps to any enemy in the area. It eventually goes on its own and only lasts for as long as there was super energy left in the super. A full super bar makes it last 20 seconds. However, the warlock cannot regain super energy until the spear is expended and must either die or collect his spear to regain his super charging abilities. The spear can be collected at any point to continue swinging so long as it has super energy remaining. The spear can be killed, but it has the hp of 4 guardians. To make it worth using in close quarters maps.
Dragon's tail - the warlock swings the spear with incredible force, decimating all enemies infront of him, dealing less damage as the enemies get further away. Effective range of a fusion rifle. Uses up just under half the super bar.
Dragon's sight - the warlock launches the spear at high speeds towards his enemy, dealing crit damage of x200 its regular damage. Only does x100 on bosses. The warlock then recalls the spear to him. Uses up three quarters of the super bar.
Melee - dragon's talon.
The warlock collects arc energy around his palm and rather than using the regular push strike, the warlock swipes horizontally. The strike takes 3/4 of a guardians health in PVP but has reduced range and stops an instant second melee strike from the warlock.
Perks -
Sacrifice - the melee strike becomes capable of instantly killing a guardian in PVP, but takes twice as long to recharge and deals 25% damage to the wielder
Soul surrender - the strike's range is further reduced to titan melee range, but triggers health regen and gives an overshield on a kill. Melee charge is not used until a kill happens.
Flash of fear - striking enemies with this melee causes them to be frozen in place for 1 second in PVP and 8 for PVE.
Grenades -
Wave grenade - creates a non damaging bubble shield only large enough for one person. No aliens can enter this bubble. Guardians can regardless of team.
Seizure grenade - grenade with a mid sized explosion that does no damage and paralyses enemies. 12 seconds for PVE. In PVP it renders all guns of enemies entirely useless and unusable for 2 seconds. All perks are disabled and the gun cannot be fired. Also works on golden gun, but also freezes it's timer for the five seconds.
Storm grenade - creates a circular storm cloud that strikes all enemies within the radius, but only once. Arcbolt grenade damage. Lasts 10 seconds.
Glide -
Controlled burst of speed
Blink
Dash - a quick movement in whatever direction you were moving in at the time. Essentially blink but it has twice the possible distance and you can be harmed during it.
Misc perks - first column.
Dragon's stamina - doubles the length of time all static powers last (grounding and storm grenade) but halves the damage.
Dragon's will - increases amount of swings in dragon's demise
Dragon's strength - gives you an extra charge for dragon's talon. Stacks with claws should they be updated to also give an extra charge.
Misc perks column two.
Dragon hunter's rage - activating any of the super perk abilities causes the spear to cause pulses of arc energy to form. The pulses are 3/4 the size of a nova Bomb blast. The pulse occurs once with dragon's sight and dragon's tail, dealing enough damage to kill or almost kill a guardian. With grounding, it occurs once every 2 seconds, and takes away 10% of the enemy health along with the grounding attack.
Dragon's will - you replace either your secondary or heavy with your spear, inactive. It deals high damage, enough to kill a guardian but it has no range increase, and is still slow. You still have no movement boost.
Pack animal - you pick up and carry double heavy ammo, but lose your secondary weapon.
This was made to be lore based around the warlock's that killed ahmkara.
If there are issues with anything please tell me.
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Edited by mackenziejoy: 5/7/2015 11:22:12 PMso i am going to read this post throughout the day and reply ro chunks as i go. so expect many posts from me. as far as the super goes, i think you have a great idea going here. the spear in the ground could be like a combo arc grenade (whatever its called that shocks every second or so.) and ward of dawn (which is what i believe the titan dome is called.). the way you described it, i can see the dozens of "OP" posts about to blow up the forums. so maybe the grenade part of it could only be effective inside the dome. outside is just normal territory. as for the spear in the ground lastong for 30 seconds, i'd say cut that down to maybe 10 or 15 seconds. My radiance obly lasts about 10 seconds, so i'd go with 15 seconds, as you would be sacrificing range for duration. and for the 'having to recollect your spear i feel like since you said "funnels their arc energy" when the super energy (arc energy) expires, the spear disipates.