As the title suggests, these Subclasses utilize the purest form of Light as their element.
Pure Light itself would look ethereal, almost making you feel like a god.
It would also be a sort of middlepoint with the three common forms of Light, dealing half as much damage to elemental shields as their respective elements, but less to Kinetic shields.
Hunter:
Usurper
[i]Use the Light to rid the Darkness of its power.[/i]
[spoiler]Super: Divine Glaive
Summon a Glaive made of Light to weaken your enemies, lessening their total health for a short time.
R1/RB: Light attack
R2/RT: AoE
Perks:
Blind nearby enemies upon activation.
Timer no longer runs out; Your time with this ability activated is now dictated by how many times you attack, and you gain half as much Super energy from kills.
Light attack sweeps from side to side, sending waves of Light across the battlefield.
Melee: Light-Chain
Throw a chain made of pure Light to baptize your enemies and pull them close.
Perks:
Use it as a grappling hook.
Blind enemies hit by the ablility.
Charge the ability to deal more damage and harm the enemy when they are dragged to you.
Passives I:
Light Chain pulls you towards an enemy.
Divine Glaive blinds enemies upon activation of the AoE attack.
Blinding effects last even longer.
Passives II:
Grenades have no arc, allowing them to reach much further distances.
Divine Glaive debuffs now buff your damage output, Armor, and Recovery, as well as your allies'.
Abilities have more reach.
Grenade:
Light- Magnetic Grenade.
Light- Incendiary Grenade.
Light- Thermite Grenade.
Jumps:
Blink.
Triple Jump.
Better Control.[/spoiler]
Titan:
Crusader
[i]Wither away enemies with Light.[/i]
[spoiler]Super: White Hole
Create a stationary ball of Light that continuously deals medium damage to enemies.
Perks:
Enemies that are killed with the White Hole explode.
White Hole deals double damage.
Enemies that are being damaged by the White Hole deal damage to nearby enemies.
Melee: Explosive Punch
Imbue your fist with Light for a devastating punch that explodes an enemy upon death.
Perks:
Upon contact with an enemy, you create an implosion.
Aim down and melee to smash into the ground with a medium Light blast.
Enemies killed by the explosion will explode.
Passives I:
Enemies explode twice.
Larger radius for explosions.
Enemies killed by the White Hole increase its radius, allowing more enemies to be damaged by it.
Passives II:
Regain some duration for your Super after getting a kill.
Getting a kill with your Melee refills Super energy, getting a kill with your Grenade refills your Melee energy.
Pressing R1/RB while sliding will dash you forward, staggering any enemy in front of you.
Grenade:
Light- Flux Grenade.
Light- Flashbang.
Light- Vortex.
Jumps:
Jump is replaced with a teleport that activates with the Jump button, and during the cooldown you will use Lift. After you teleport twice, you will have to wait three seconds for them to recharge. During the cooldown, you will have the base Lift.
Increased Control.
Catapult.[/spoiler]
Warlock:
Commander
[i]Command the Darkness by showing it the Light.[/i]
[spoiler]Super: Defect
Command nearby minions of the Darkness, or create them from Light if there are none nearby.
Perks:
Minions last longer.
Minions now gain Light-versions of their Taken abilities.
Higher-tier enemies can become Minions.
Melee: Blinding Light
Blast a wave of Light out of your hands, blinding enemies for a short time.
Perks:
Blinding lasts longer.
Slows enemies.
Longer range.
Passives I:
Larger radius for Blinding Light.
Minions deal double damage and have an extra 25% health.
Glide lasts longer.
Passives II:
If a Minion gets a kill after your death, you are revived at the cost of that Minion's life.
Getting an assist from a Minion buffs your and your allies' Armor, as well as that Minion's.
Command more Minions.
Grenades:
Light- Axion Bolt.
Light- Arcbolt.
Light- Storm Grenade.
Jumps:
Blink.
Increased control.
Increased height.[/spoiler]
Notes:
[spoiler]The Titan jump replacement is literal. It replaces your actual jump with a directional teleport, so you cannot jump with it active.
The Hunter melee ability is a Light-infused Hunter Knife attached to a chain.
The warlock's Super defects as much enemies as it can find within a certain radius. If it can't, it will make some from Light. Light-made Minions look like Taken, except they look bright and with Light radiating off of their heads like Taken fire would be on them. Normal Minions would only have bright-white eyes. (Or a bright-white eye, if you're commanding Vex.)
The Warlock Super also allows you to command up to 3 enemies. With the perk active that gains you more, you'd have 7.
The Warlock perk that gives your minions their respective Taken abilities basically means that they use the same abilities, but look like they're made of Light instead of Taken fire.
The Hunter super's AoE would be like this: You reverse the glaive and smash its head into the ground, resulting in an outward burst that affects a large area and weakens the enemies caught in it.
The jump-kick is basically the midair Shoulder Charge animation as the normal animation.
For the melee ground smash, think of it as this: On the ground, you'd smash downwards with a single fist. In midair, it could be the same animation as Death from Above moving downwards.
[/spoiler]
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Edited by BanditNation: 3/15/2016 7:47:30 PMUpdate: Changed the Titan's second melee perk, and Hunter's first Super perk