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Edited by Kienamaru: 5/9/2016 12:17:59 PM
24

Striker/Defender Titan Revamped for Year 2- BUNGIE Please

I support this. Old Subclasses need revamps.

390

I don't support this. Old Subclasses are fine

137

Old subclasses? What are those?!

20

Edit- 5/9/2016= Updated based on the April Update's changes. Toned down some stuff that might have been too extreme. Funny enough, Bungie actually used the idea for Headstrong, which was to increase sprint speed... I'll have two other threads of this kind just to keep conversation in the comments more focused, assuming people wish to discuss the ideas. This one in particular is about Titans. The purpose is to revamp the perk trees to be more in line with the power level of things that we see in Year 2 subclasses which are much more powerful. https://www.bungie.net/en/Forum/Post/162321611 -Warlock here- https://www.bungie.net/en/Forum/Post/162295377/0/0 -Hunter here- Unlisted perks are unchanged. [b]Striker[/b] Storm Fist: A punishing melee attack that deals bonus damage. [u]Mods[/u] Overload: Hits with Storm Fist deal 1.5x damage while your super energy is full. (charged melees do about 122 in crucible, I believe this would cause it to do about 190ish. Putting people at one shot from anything to kill.) Discharge: Hits with Storm Fist deal area of effect damage around them. Getting a kill with discharge has a chance to immediately reset Storm Fist's cooldown. Fist of Havoc: Smash the ground and dissolve nearby enemies in a maelstrom of Arc Light. (Normally mostly horizontal. Can be double jumped over to avoid full damage. However, falling from higher up will cause the energy to blast out further, making it impossible to jump over if the titan falls from their full jump height.) [u]Mods[/u] Aftermath: Fist of Havoc leaves a CONSTANT damage-dealing field in its wake. (This shouldn't only deal damage in bursts. It should deal constant low damage between pulses) Death from Above: After jumping, Fist of Havoc can be aimed at enemies below. If on the ground, quickly leap high into the air before descending. [u]Ability Mods 2[/u] Juggernaut: After sprinting for a short time, gain a protective shield that lasts until you stop sprinting or it gets destroyed. Kills with Fist of Havoc grant a stackable amount of overshield, up to 100%. (each kill will give 20%. This aids titans who use Fist of Havoc to clean mobs while under fire.) [b]Defender[/b] Disintegrate: Killing an enemy with this powerful melee attack creates a Force Barrier around you which absorbs incoming damage. Force Barrier lasts 15 seconds. [u]Mods[/u] Gift of Light: When the shield created by Disintegrate is active all of your melee kills generate Orbs of Light and your Super charges faster. Ward of Dawn: Shape Void Light into an indestructible shield to protect you and your allies from harm. [u]Mods[/u] Blessing of Light: Passing through Ward of Dawn triggers health regeneration and grants you and your allies a temporary shield. Weapons of Light: Passing through Ward of Dawn grants you and your allies a temporary increase to weapon damage and handling. [u]Ability Mods [/u] Relentless: Increases the strength and duration of Force Barrier. Running unbreakable will cause the barrier to slowly regenerate even while taking damage. [u]Ability Mods 2[/u] Iron Harvest: Heavy Weapon multikills will create Orbs of Light for your allies. (one orb per 3 kills) Illuminated: Increases the benefits granted by Blessing of Light and Weapons of Light.

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  • FoH should absolutely deal damage vertically (you are a lightning bolt) FoH should also be the highest damaging super period. Idc if you have nighthawk + solar burn. Reasoning is FoH can't even kill raid majors right now. Anything else 1 shot of your primary will do twice has good. So what's left? Bosses, and if you FoH a boss 99.99% of the time you [b]will[/b] die. FoH should be so powerful that even on the hard raid you want to die trying to use it. This also puts emphasis on a striker recklessness.

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