[b][u]Shaman Class - Destiny[/u][/b]
*Guardians who commit themselves to studying the effects of the Traveler's Light on other beings. Manifestations of their power supports allies and corrupts enemies.*
[b][u]Shaman Armor[/u][/b]
Most of the armor and the Shaman's key appearance is inspired by our beloved alien species, the Predator! The idea is to use some of the Predator's armor mesh, tribal appearance, as well as back spikes without deviating from the beautiful theme and aesthetic of Destiny.
[b][u]Class Armor[/u][/b]
Pretty much what would be the Bond, Cloak, or Mark for the other Guardians. Very similar to the spikes of the Predator armor that protrude from the back, the Class Armor would look much like this one....
(Spikes on the back! NOT the shoulders!)
http://www.figurerealm.com/userimages/customs/47000/46577-1.jpg
....or these...
(Skull Trophies sticking out)
http://www.sideshowtoy.com/mas_assets/jpg/6318_press01-001.jpg
https://www.figurerealm.com/userimages/customs/41000/40503-2.jpg
Now just imagine a Class Armor that has multiple spikes poking out from the Shaman's back with bone charms dangling and with 1 or 2 Fallen and Hive skulls mounted. I thought it would look pretty metal
[b][u]New Element[/u][/b]
With the implementation of the Shaman into the Destiny universe, I'd like to introduce a new element I call Cosmic. Whether to keep the name or change it, I really don't care. The idea behind the Cosmic element is what I'd really like to convey. The definition would be something along the lines of "anything with the ability to alter the very fibers of existence."
Naturally, these alterations of the world around the Guardians can be both helpful or damaging. I'll go more into detail on Guardian powers down the line; I firstly wanted to add clarity as to how Cosmic can be a good and bad thing so I can justify its use.
[b]Bad/ Damaging:[/b] Weapons, both enemy and Guardian, can be used to deal Cosmic damage. Guardian sub-classes can also be equipped to deal some nasty Cosmic attacks and supers.
[b]Good/ Helpful:[/b] This one is a little harder to explain, but Cosmic can also be a way to restore or improve allies health, abilities, weapons (rate of fire or accuracy), and even grenades (bigger impact).
As you can imagine, the only detailed use I came up with for Cosmic as a "Helpful" use would be for the Shaman.
[u][b]Shaman Sub-Classes[/b][/u]
[u]Cosmic - Light Giver[/u]
Primarily Helpful
[b]Super[/b]
With Cosmic, the Shaman emits a visible tribal looking aura that improves weapon stats (accuracy, impact, and range), grenade output (bigger explosions or effects), melee output (longer effects if any), and maybe even heals or just significantly increases recovery rate for both Shaman and allies. Essentially, the Ritual of Stars is a huge buff for the Shaman and nearby allies. HOWEVER, this Super should not be misconstrued with the Warlock's Song of Flame. The Shaman's super DOES NOT quicken the recharge rate of ally's abilities and super and it DOES NOT give the Shaman a damage increase. I was thinking the aura itself could mitigate damage for both allies and the Shaman but otherwise, the Shaman keeps the same damage output.
[b]Grenade[/b]
I thought of 2 types of Cosmic grenades for the Shaman so far. They being...
1) Bright Catalyst - a shining grenade that sticks to the surface of wherever it lands before exploding. If stuck and kills an enemy, depending on the enemy difficulty, the grenade will emit orbs of light.
2) Gift of Life - a grenade that sticks to any surface and significantly boosts recovery rate for the Shaman and allies. Deals no damage.
[b]Melee[/b]
Just got 1! Maybe you can help?
1) Spirit Summon - hitting an enemy with this ability opens a 5 second window that allows the Shaman to beckon respawning allies to their side.
[u]Void - Blight Ritual[/u]
Primarily Damaging
[b]Super[/b]
Using the power of Void, a Shaman can devastate and disorient all enemies tainted* with the Shaman's abilities (grenade and melee) or caught within the Shaman's aura. The Shaman's Blight Ritual aura is best suited for going into heavily numbered enemy territory and debuffing any said enemies before your team plows through. These debuffs include corrode (damage over time), confuse (switches controller orientation), and reap (very slowly drains character ability [grenades and melee] and affects enemy rate of fire and accuracy). Similar to Light Giver, the Blight Ritual aura will be visible and display tribal symbols except it will resemble the color of void.
*Tainting enemies is essentially casting the effects of Blight Ritual on enemies by hitting them with a grenade or hitting them with melee. The Shaman's super MUST be active in order to taint enemies. The debuffs last about 6-8 seconds when tainted.*
[b]Grenade[/b]
I bring you 2 grenade types for the Shaman under the Ritual of Blight subclass!
1) Dart Grenade- a standard explosive shell that can be thrown or charged for 2-3 seconds. When fully charged, the grenade is shot instantly down the Shaman's reticle and explodes on impact.
2) Silence Charm- a grenade that sticks to wherever it lands and emits waves of void that deal moderate damage but also disrupt ability and super regeneration for 6-8 seconds.
*If enemies are caught within the blast of the grenade, they're tainted with the Shaman's debuffs.
[b]Melee[/b]
2 melee abilities for the Shaman's void subclass!
1) Blood Curse- hitting an enemy with this ability will cease enemy health regeneration (including shields) for 6-8 seconds. If charged, the impact of this melee will emit a short distance wave that will also cease the health of other enemies caught within the wave.
2) Marked for Prey - punching an enemy while this ability is active will highlight the target to allies and temporarily weaken the target to any additional weapon damage (6-8 seconds). If charged, the impact of this melee will emit a short distance wave that will also mark and weaken other enemies caught within the wave.
*If an enemy has been hit with a melee effect from the Shaman (for example: Blood Curse) and the Shaman activates his/ her super while the enemy is still suffering from the melee effect, the enemy becomes tainted. Also, if an enemy is caught within the Blight Ritual and gets hit with the Shaman's melee, the effects double on that enemy.*
[u]Arc - Totem Dance[/u]
Balance of Helpful and Damaging
[b]Super[/b]
The Totem Dance also emits a visible aura that surrounds the Shaman except the aura is flowing with arc current. The idea behind the Totem Dance was to have a super that could be activated immediately (almost instantly) and negate heavy damage, for the Shaman and allies within the aura, for the first few seconds it's activated; Basically have someone in the party who can shortly cast an area around him/ her that would survive the initial attack of an enemy super or a boss's melee attack, for example. Additionally, the Totem Dance aura would buff allies by increasing character agility and increase weapon stats (rate of fire and reload speed) while slowing enemies and disorienting them with some kind of EMP effect. For example....
PVP: enemies who are EMP'd lose they're HUD for about 6-8 seconds. No player names, map, or ability status would be visible until the effect wears off.
PVE: enemies who are EMP'd frantically fire and attack anything that's close to them including their allies. Effect lasts 6-8 seconds.
[b]Grenades[/b]
Cooked up 2 grenades under this tree so far...
1) Storm Charm - a chargeable grenade that is sustained in mid-air and is shot a medium to short distance from the Shaman. Additionally, the Storm Charm emits large arc waves that have a chance to deal double (maybe triple) damage to shields.
2) Fervent Charm - a grenade that first lands where it's thrown, explodes, then both implodes and pulls enemies towards the grenade thereby dealing a little more damage and shuffling the enemies off of their balance.
[b]Melee[/b]
Just one melee idea for the Totem Dance :/ Maybe you all can help me out!
1) Thrust - a big ol' fist fuming with Arc power is good for punching enemies and knocking them a fairly far distance away (10-20ft).
[b][u]A Few Things to Consider[/u][/b]
*Just to clarify, the Shaman remains in the center of all these supers. Wherever the Shaman goes, the aura is casted around them*
*Im not sure if the effects of the Shaman's supers (buffs and debuffs) should remain for a few seconds once either allies or enemies leave the aura. It could be pretty OP, but I was just thinking once you leave the aura the effects leave as well?*
*Since the Shaman works primarily as a support class, the Shaman emits orbs of light by getting kills, assists, and support kills while their super is active*
*I was thinking maybe a part of the Shaman tree for each subclass can give the player options as to which buffs or debuffs would be active for the super. For example, Hunters can choose how to build their character stats (recovery, agility, and armor) under each subclass by choosing "Path Forgotten" or "Way of the Drifter". Maybe the buffs and debuffs can be associated under those same stat choices? So maybe if I chose "Blood Ancestry" it will give my Blight Ritual the Corrode debuff but if I instead chose "Tribal Birth" it would replace Corrode with Reap*
[b]***PLEASE KEEP IN MIND ALL NAMES AND IDEAS ARE SUBJECT TO CHANGE***[/b]
I've had this idea run around in my head for so long that I just said "Screw it!" and decided to finally share it with the awesome Destiny community :D Feel free to make suggestions and tell me what you think! Keep up the hard work Guardians! See you Starside!
Please repost if you like!!! ;)
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