originally posted in:Center of Damage Control
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With the release of last week's TWAB, Bungie gave us some interesting bit of information that I will go over in this topic.
Bungie gave us what is to be the complete rework of the last of the light subclasses, arc.
Arc 3.0 divides itself from its brethren void and solar with unique abilities and other ways that a guardian can dominate the battlefield.
If you want to read the ARC 3.0 article, then here is the link: [url]http://www.bungie.net]https://www.bungie.net/en/Explore/Detail/News/51678[/url]
Below will be my high level highlights or the ARC 3.0 article.
[b][u]Main Theme:[/u][/b]
Go fast and Hit stuff
[b][u]Inspiration:[/u][/b]
2009 rank 2: High Voltage - Movie where the main character's heart was stolen and replaced with a battery and the protagonist needed to do what they can to keep that battery "charged"
New buff for all characters:
[b][i]Amplified:[/i][/b]
- A buff that allows guardians to slide furthur, gain momentum and have a nice boost to various weapon buffs (Think of Tranversive Steps + Stats for all(withough out killing 3 separate targets) perk for all guardians).
- Any guardian can become "Amplified" if they can get multiple kills while using an arc weapon on an arc subclass(No aspects nor Fragments required like with void and solar).
- After a few seconds, the guardian get a speed boost that will also give them a sizeable PVE damage resistance buff
- Even if the guardian is no longer amplified, they still can keep running in order to maintain and gain the speed and damage resistance buff
[b][i]Debuffs:[/i][/b]
Arc 3.0 brings the following debuffs: "blind" and "jolt"
- Blind(PVE): Enemies will not be able to see, will be disoriented, and will not fire their weapons.
- Blind(PVP): They will have a whited out screen, no hud, and distorted, washed out, audio for a short duration.
- Jolt: While damaged, enemies will send slivers of chain lightning to other enemies, damaging them in the process.
*All 3 classes can take advantage of "Ionic Traces"*
- Ionic Traces was a perk that was specific to Warlocks only, it that allowed warlocks to gain ability energy when they picked up Ionic Traces from arc ability kills.
The following Classes has the following Abilities and Aspects:
[b][i][u]Hunters:[/u][/i][/b]
[b][u]Arc Staff:[/u][/b]
- Hunters will be able to block and deflect projectiles with a press of a button
[u][b]Gathering Storm:[/b][/u]
- Hunter leaps into the air, hurling their staff into the ground like a spear. Upon impact, the staff emits a damaging burst that jolts nearby enemies.
Soon after, a giant bolt of lightning strikes the staff and overcharges it, creating a large damage zone around it for several seconds—while overcharged, the staff sends out arcs of lightning to cause AOE damage to enemies near it.
[b][u]Melee:[/u][/b]
- [u]Combination blow:[/u]
* Kills will refund dodge energy, increase melee damage, and restore a small amount of health.
- [u]Disorientating Blow:[/u]
* Returns melee energy and while enemy is blinded, makes hunters amplified.
[u]Dodge:[/u]
- Armored dodge:
* The Hunter is more resistant to incoming damage
[u][b]Aspects:[/b][/u]
[u]Flow State:[/u]
- Defeating jolted opponents causes you to become amplified. When amplified, Hunter’s dodge will recharge faster and make you more resistant to damage, and you have quicker reload times.
[u]Tempest Strike:[/u]
- Allows Hunters to perform a sliding melee that launches an Arc wave along the ground, dealing significant damage and jolting enemies in its path.
[u]Lethal Current:[/u]
- After dodging, the Hunter’s melee lunge range is increased and their next melee attack jolts the target and creates a damaging lightning aftershock.
- When used with the Arc Staff Super, after dodging, the Hunter’s next staff light attack hits twice.
- In addition, hitting a jolted enemy with a melee attack will blind them.
*Blink is returning to hunters!!!*
Blink: A movement ability that Hunter's orginally had before it was given to Warlocks. It allows the guardian to teleport a short distance.
***[b]Blink as a whole will be getting a buff![/b]***
[b][i][u]Warlock:[/u][/i][/b]
[u][b]Chaos Reach:[/b][/u] [quote]"Warlock, Use Hyper Beam!!!" [/quote]
- Warlocks will be able to shoot concentrated beams of Arc energy out of their hand to decimate their opponents.
[u][b]Stormtrance:[/b][/u] [quote]"Unlimited ... POWER!!!!"[/quote]
- Warlocks will be floating around the world, firing electricity from their fingers.
- Stormtrance combines both Landfall(old bottom tree) and ionic blink(old top tree).
[b][u]Melee:[/u][/b]
[u]Ball of lightning:[/u]
- Warlocks will send out a floating ball of Arc energy that detonates, zapping enemies down from above (possibly "jolting" enemies)
[u]Chain Lightning:[/u]
- Warlocks send out arcs of lightning to strike and jolt the primary target and chain damage to surrounding enemies in the process
[b][i]While Amplified:[/i][/b]
[i][u]Ball Lightning:[/u][/i]
-The Arc ball will fly out and zap enemies three times instead of just the normal one time, so you can get more damage out of it.
[i][u]Chain Lightning:[/u][/i]
- It creates two sets of chains, and can potentially jump to twice the number of enemies.
[b][u]Aspects:[/u][/b]
[u]Arc Soul:[/u]
- The Warlock casts a rift to create an Arc Soul that will assist the player in battle. Allies who pass through the rift will also earn an Arc Soul.
- The rift charges faster when allies are near.
- While amplified, any Arc Soul you have or gain is supercharged, increasing its rate of fire.
[u]Lightning Surge:[/u]
- The Warlock activates their melee while sliding to transform into a ball of lightning and teleport forward, calling down a field of lightning bolts at the exit point that jolts targets.
[u]Electrostatic Mind:[/u]
- Arc ability kills and kills on Arc-debuffed enemies create Ionic Traces.
- When you collect any Ionic Trace, you become amplified.
[b][i][u]Titans:[/u][/i][/b]
The "up close and personal" type of guardian.
Fist-of-Havoc and Thundercrash are coming back in ARC 3.0!!
[u][b]Fist-of-Havoc: [/b][/u]
- Has anAdjusted slam radius and the ground slam leaves a damaging field in its wake.
- While slamming from the air, it causes a damaging AOE effect (from previous top-tree behavior).
[u][b]Thundercrash:[/b][/u]
- Super is basically the same as the old thundercrash and will be "uncoupled from the old Tree"
[b][u]Class Ability:[/u][/b]
[u]Thruster:[/u]
- By double-tapping/clicking a button while on the ground, the Titan bursts in their throttle direction at speed, performing a quick first-person evade(pretty much like hunter dodges and warlock's Icarus Dash).
[b][u]Melee:[/u][/b]
[u]Seismic Strike:[/u]
- Shoulder charge that will blind enemies
[i][u]Seismic Strike(Amplified):[/u][/i]
- Increase the radius and duration of the blinding effect
[u]Ballistic Slam:[/u]
- Returning melee where players can slam the ground after sprinting in the air, creating a damaging explosion upon impact
[u][b](NEW)Thunderclap:[/b][/u]
- The Titan player holds the melee button and charges up Arc energy that can be unleashed in either a quick powerful jab or held and built up, to be unleashed in a furious One Punch Man-style blast
- The charged state cannot be stored and the Titan must be on the ground to charge the punch
- The damage is significant: a 90-percent-charged Thunderclap will one-shot Guardians in PvP
[u]Caveat:[/u]
- But that reward will be balanced by the time it will take to build up that charge level and the fact that you must remain stationary to charge, always a dangerous move in PvP.
[b][u]Aspects:[/u][/b]
[u]Touch of Thunder:[/u]
- Improves Arc grenades in the following ways:
--> [b]Flashbang:[/b]
* Fires an additional blind impulse on its first bounce.
--> [b]Pulse:[/b]
* When the grenade damages an enemy, it creates an Ionic Trace for the Titan.
* Pulse Grenade damage increases over time as the grenade lingers after impact.
--> [b]Lightning:[/b]
* Grants an additional charge for Lightning grenade, and jolts targets on initial blast.
--> [b]Storm:[/b]
* Creates a roaming thundercloud that moves and tracks enemies (similar to the Stasis Hunter’s Silence & Squall Super), firing lightning bolts at the ground underneath it.
[u]Juggernaut: [/u]
- While sprinting and with full class ability energy, the Titan gains a frontal shield that blocks incoming damage.
- When amplified, the shield is stronger. Once the shield is depleted by taking damage, the player’s class energy is depleted.
[u]Knockout: [/u]
- Melee kills trigger health regeneration and make the Titan amplified.
- Critically wounding an enemy or breaking their shield increases melee range and damage for a brief period.
- Titan’s base melee becomes Arc-empowered while Knockout is active.
[b][u]Fragments:[/u][/b]
- [u]Spark of Beacons:[/u]
* When the player is amplified, Arc special weapon kills create a blinding explosion.
- [u]Spark of Resistance:[/u]
* When surrounded by enemies, the player has increased damage resistance.
- [u]Spark of Momentum:[/u]
* Sliding over ammo will reload your weapon and grant a small amount of melee energy.
* Sliding over Heavy ammo increases the amount of energy granted.
- [u]Spark of Shock:[/u]
* The player’s Arc grenades jolt enemies.
-
Lawl zero likes for stating to everyone what Bungie already wrote with few added, unnecessary, comments.