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Destiny 2

Discuss all things Destiny 2.
Edited by Kingsfall Tutor (Harrowed): 7/31/2022 3:41:24 PM
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I'm Back!!! Arc 3.0 Concept by Itz SwirlZz

It's good to be back on the forum, how are you? Good? I'd like to think so. As an arc-y warlock main, i love the concept of 2 things: Damage Over Time, and Arc Web. In my opinion, i feel arc web needs to play a huge part in arc abilities, it's what made the element iconic in my eyes. There's so much versatilty that could be put on arc abilities, so many possible strats and combinations, and that's what the main goal for arc 3.0 is going to be: [i]Versatilty[/i] <[B]Grenades[/b]> To me, the straight foward idea of sharing each classes grenade is a simple but fantastic idea if you want diversity. Imagine a hunter throwing a [u]lightning[/u] grenade! Imagine a warlock throwing a [u]flash[/u] grenade! It'll be mayhem, but good mayhem, know what i mean?? ---- <[B]Meele[/b]> Now since I'm a warlock main (although i occasionally play the other 2) I'm just focusing on warlock meele. Feel free to put your 2-cents in for your mains as well. The meele for top tree arc for warlock should do more. [I]way[/i] more. So aspects on meele i feel could be neat are the following: [B](Arcsoul Grenade)[/b] (top tree)- Throw an arcsoul that causes arc chaining. Extended arc chaining determines the cooldown rate for the said meele. [B](Lightning radar)[/b] (mid tree)- Summon a floating ball of arc that shoots a perpendicular projectile. Foes that are hit by [b]Lightning Radar[/b] are temporarily highlighted and are prone to arc chaining. [B](Arc Buddy System)[/b] (bottom tree)- Meele hits extend an active Arc Soul. Meele kills grants arc chaining to arc souls for a short time. ---- <[B]Arc Soul Aspect[/b]> [B](Burst-soul)[/b] (Default)- Arc soul shoots in bursts. [I]The shortest down time when firing[/i], Dealing moderate damage in each succession. [B](Linear-soul)[/b]- Charges a single, high damaging, arc bolt. If missed, the charge for the next shot is extended. If landed, the charge for the next shot is shortened. [I]The only aspect with no tracking[/i]. [B](Auto-soul)[/b]- shoots [i]consistent, but low damaging[/i], arc bolts that track the desired foe. --- <[B]General Ability Aspects[/b]> [B](Strong Tesla)[/b]- Arc web is [i]stronger[/i] in cost of distance and longevity of arc chaining. [B](Extended Circuts)[/b]- Arc web has [i]increased Longevity[/i] in cost of damage. [B](Added Zapping)[/b]- Repeated damage from arc weapons [i]trigger arc chaining[/i]. [B](Tattered Battery)[/b]- Repeated damage from arc weapons [i]Shorten grenade cooldown[/i]. <[b]Rift Aspects[/b]> [B](Pulsewave)[/b] - Placing rift sends out an arc pulse that increases reload speed to nearby allies. [B](Seismic Armor)[/b] - Placing rift causes those that stand inside to become [i]resistant to incoming damage[/i] for a short duration. [B](Electric Fire)[/b] - firing kinetic weapons while inside rift converts it to do arc damage, [i]Arc chaining aspects apply to this aspect[/i]. [B](Charged Battery)[/b] - Deal 1.75x more damage For [u]Empowered Rifts[/u], but take more damage. Heal 1.75x faster for [u]Healing Rifts[/u], But overshield regens slower. [B](Static Rifts)[/b] - Sliding just before applying rifts causes their effects to be [i]stronger and last longer.[/i] [B](Feedback Coils)[/b] - Dealing damage while inside your rift [i]decreases cooldown for super[/i]. <[b]Super Aspects[/b]> [B](Chaotic Persistence)[/b] - Defeating foes with chaos reach extends its duration. [B](Chaotic Silence)[/b] - Chaos reach super energy is refunded when canceled based on the amount of kills beforehand. [B](Storm Staff)[/b] - Summon an arc staff. Press [i]<Meele>[/i] to shoot spheres of tracking arc towards foes. Hold [i]<Shoot>[/i] to aim a beacon to shoot down volleys of storm grenades to an area. [B](Lightning Spear)[/b] - Summon Lightning spears made of pure arc. Throwing them leaves an area of effect on impact. [B](Stormtrance)[/b] - Trigger stormtrance. (Acts as normal with Landfall) ((Updates coming, just don't wanna lose my progress.))

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