My ideas for a new Titan subclass revolving around a new hydro(water) damage type and AOE damage within a formidable offensive support.
Backstory:
The Darkness arises and needs to be dragged back into the depths where it can't threaten our peace; back where it belongs.
A forgotten order of Titans: The Basinkeepers, tasked with the overwatch of precious light-infused waters on Neptune, were known for shattering their foes with the devestating force of tidal waves and leaving no trace of opposition. They went into hiding after being exiled for mutiny against the Vangaurd.
In an effort to fight off the forces of Darkness, the Basinkeepers have formed a new alliance with Zavala and the Vangaurd. Let's teach the Titans, both new and old, how to command the seas and drown the Darkness once and for all.
EDIT#1: I'll be putting the class specs in soon. Sorry for the wait. ^_^'
EDIT#2: Grenades done. Lift and supers next! Stay tuned. :3
EDIT#3: Seems balanced so far, right? Lemme know what you guys think. Trying not to go overboard, but want it to be a viable option to the other 3 subs aswell. :)
EDIT#4: Melee tree added!
EDIT#5: 1st passive done and last tree will be up soon. Thanks for all the kind words and ideas, guys(and gals)!
EDIT#6: DONE!!! hope you guys enjoy my Titan sub-class. It was a lot of fun trying to create a subclass that had useful perks, but had multiple viable loadouts. Leave a like/bump and let me know which element would be cool to do next.
Sub-class Exotic: Solicitous Patron(legs)
"Vuan, do nothing more than returning safely and you would have done everything for me." - Auzonir
Provides Keeper's Troth for the Basinkeeper sub-class.
Thanks again!
(P.S. To everyone applying logic and legitemacy to a Syfy videogame and using that logic as a basis to downplay or deny my IMAGINARY sub-class its hypothetical fruition; stop thinking about it so hard, you're wasting time.)
Class: Basinkeeper
"Relentless as the tides of war and merciless as the enemy."
GRENADES:
#1: *Shoal grenade*
{DOES bounce off walls like flashbang grenade.} Upon detonation this grenade releases 3 fast low tracking projectiles(Taken hobgoblin, but less tracking) to *ANYONE* near it. (Enemies will take 50 damage per hit and recieve a DOT of 3 damage per second for 5 seconds and it can stack with multiple hits[full damage will be 195 single target.], while allies hit by projectiles will recieve the *Tonic* buff; continuously regenerating their health for 3 seconds.)
#2: *Whirlpool grenade*
{Does NOT bounce off of walls.}
Creates AOE cone damage (similar to the spike grenade and lasts as long but does not go through walls,) that damages and disorients enemies caught within its blast radius. Allies that walk through this effect are granted the *Swimmer* buff, increasing overall movement speed until the grenade is destroyed.
#3: *Undulation grenade*
Releases periodic sphere shaped AOE damage. Enemies afflicted will be caused 51 - 108 damage depending on the user's health and overshields (lower health = more damage and red bar garuntees full 108 damage.) and allies that pass through will be recieve a damage resistance buff in ratio to the users health aswell. lasts 5 seconds.(Once the user is killed the buff and grenade disappear aswell.)
(<1/3 health remaining = 15% buff)
86 damage will be 73.
(<2/3 health remaining = 10% buff)
86 damage will be 77.
(>2/3 health remajning = 5% buff)
86 damage will be 82.
*LIFT IS THE SAME AS THE OTHER TITAN SUBS*
SUPER: [u][b]TIDAL WAVE[/u][/b]
Deliver a devastating hook followed by the force of an all-consuming wave. (Similar to the darkdrinker's attack, but reaches way farther and only attack in a 150° cone infront of you.) About a 2 second cast animation.
Perk1:Cast Asunder
Upon casting the super, pressing both L1 and R1 again with result in a second, larger Tidal wave and generate more orbs of light for your allies.
Perk2: Tidal Bore
Focused Wave that reaches farther at the expense of wide AOE, instead being a tighter column of water. (Streches to the extent of the FOH's shockwave plus a little bit more and travels quicker.
Perk3: Tsunami
Makes the Tidal Wave carry on to 360° around its caster and enemies defeated by the wave grant bonus super energy to the caster.
MELEE:
Breach:
Deliver a punch at extended range.
Perk1: Flood
Melee kills cause the victim to explode. Reduced Breach cooldown.
Perk2: Overflow
When super energy is full all melee kills generate an orb of light. (Has a 3 second cooldown between each orb produced.
Perk3: Drainage
Kills with Breach grant an overshield.(sunsinger strength not defender.) Lower health rewards stronger shields. (If your health was below half when procked your shield is twice as strong.)
1ST PASSIVE TREE:
P. Perk1: High Tide
Grenade effects last twice as long. (+2 Recovery)
P. Perk2: Challenger's Deep
Upon entering critical health, all teamates (within a lunge melee range.) near you are granted a buff that increases armor +3 and increases weapon damage by 10% lasts 10 seconds.
P. Perk3: Anchorage
Charged melee attacks inflict debuffs to victims that cause them to move slower for 10 seconds(crouch speed) and explode upon death. (If victims are hit by a Flood explosion they will also recieve this debuff.) (+1 Armor)
2ND PASSIVE TREE:
P. Perk4: Backrush
Spawn with full grenade energy. Grenade kills grant increased super energy.
P. Perk5: A - Zone
Kills with your super grant bonus grenade and melee energy to your nearby (melee lunge range) teammates.
P. Perk6: Keeper's Troth
Crouching for a short time creates gentle waves that surround the player.(they stay for 15 seconds and go away if unused.) While buffed crouching again cause the waves to wash away and grant nearby teamates an overshield worth 55 damage points. (Cannot be stacked and has a 15 second recast time between each use.)
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Edited by jzx90chaser: 12/14/2015 7:30:21 AMNow for hunters Name: Hightide "it's scientifically proven that 100% of people who see water, die. Especially water controlled by you. [spoiler]grenades #1 on impact will release a fairly large bubble that will slow down anyone who enters it while doing 7 damage per second when they're in the bubble. #2 will bounce off walls and when it explodes it will release a wave of water from every direction doing 77 damage and pushing enemies back. #3 creates a big wall of water on impact, lasts for 13 seconds and anyone who walks into it will take 200 damage. After 13 seconds the wall will fall and have the same effect as #4 but a lot less damage. Super: eye of the storm Throw a giant spike of water. Perk #1 spikes will create a small explosion on impact damaging nearby enemies. Perk #2 spikes will split into smaller less powerful spikes in impact that will slightly track enemies nearby. Perk #3 spikes will track and over penetrate. Perk #4 throw 5 spikes in a line that explode in impact. Melee: waterproof A grenade, much like smoke bomb that will stick to enemies and explode Perk #1 when they explode small bursts of water will sprout out of the grenade dealing damage to nearby enemies. Perk #2 on impact will release a mini tidal wave that will damage anything in its way, will only stop after 30 seconds or until it hits a wall. Perk #3 when thrown on you or allies will grant a small bubble that moves with you, this lasts for 7 seconds and soaks up 35% of incoming damage. Perk #4 upon impact a massive eruption of water will come out, taking away 40% of enemies health. Passive tree 1 #1 grenades and waterproof last slightly longer and have a slightly larger radius. #2 Melee kills recharge grenades fully and a fraction of super. #3 grenade kills fully charge melee and a fraction of super. Passive tree 2 #1 all kills with waterstills generate orbs for your allies. #2 all grenade and waterproof kills generate orbs. #3 waterstills explosion radius is larger as us grenades, also as waterstills projectiles cut through the air yhey drop small water mines that do 20 damage. [/spoiler]