A creative thread made simply for fun purposes, please understand I made these from a PvE prospective. I just would like to have more unique spec specific stuff and I thought these ideas were pretty cool.
There is no Tl;DR as that defeats the purpose of sharing creativity, I have done it up so it's easy to find your class and spec
[b]Hunters[/b]
[b]Gunslingers:[/b] At level 20 the gunslinger gains W.G.S (weaponised ghost system) for use. These W.G.S can boost damage, have protective properties, passive damage or grant certain perks for abilities. W.G.S are unique ghosts that activate while in any combat zones, they are completely seperate entities from the basic ghost that other guardians have. Example of these are:
[u]Legendary W.G.S[/u]
[b]Spike[/b]: Increases special weapon reload speed by 25%. Fires concentrated blue beam to deal 2.5% weapon damage per second
[spoiler]Upgrades 1: Increase the damage to 5.5%
Legendary Upgrade: Spike also has a chance to cause 15% of damage recieved to be reflected back to an enemy[/spoiler]
[b]Forfax[/b]: Golden Gun automatically receives Over the Horizon and Combustion.
[spoiler]Upgrade 1: Forfax also lays down a solar shield absorbing one attack up to a maximum of 15% of the guardians health when taking enemy fire. This can only occur once ever 2.5 minutes
Legendary upgrade: Golden gun will return 1 shot per use if the shot is missed, if no shots are missed the cooldown is reduced by 20%.[/spoiler]
[u]Exotic W.G.S[/u]
[b]Pheonix[/b]: Incendiary Grenades have their effective range increased by 5 yards. Triple jump now gains a small explosion radius on the ground beneth, burning enemies caught in it's blast.
[spoiler]Upgrade 1: Grenade throw speed is increased
Upgrade 2: Grenade throw distance is increased
Exotic upgrade: Pheonix Risen now gains a damage component, shooting bolts of solar energy dealing 4.5% weapon damage every 1.5 seconds to 1 enemy that you are engaged with.[/spoiler]
[b]Tiny[/b]: Fatal damage is absorbed by Tiny and a shield is dropped down to cloak the gunslinger for 1 seconds, preventing all damage. Can not occure more than once every 2 minutes and Tiny will respawn after 15 seconds of the sacrifice. While Tiny is sacrificed movement speed is increased by 15%
[spoiler]Upgrade 1: Increase shield length to 2 seconds
Upgrade 2: reduced cooldown to once every 1.5 minutes
Exotic Upgrade: Movement speed bonus increased by 2% and is always active.
[/spoiler]
[b]Bladedancer[/b]: At level 20 the Bladedancer gains access to Aspects. Aspects can alter abilities, cause additional damage, add passive damage or give utilities. Aspects appear as faint glowing light with unique (depending on aspects) texture under the bladedancers feet. Example of these are:
[u]Legendary Aspects[/u]
[b]Aspect of Iron:[/b] The bladedancer gains 15% damage reduction while sprinting, melee hits do 20% increased damage.
[spoiler]Upgrade 1: further increase the damage reduction by 5%
Legendary upgrade: Stopping completely after sprinting gives the Bladedancer a shield that absorbs damage up to 23% of the bladedancers maximum of health[/spoiler]
[b]Aspect of Zephyr[/b]: Infused with the grace of air, the bladedancer moves 15% quicker and allies within 25 yards gain 10% movement speed.
[spoiler]Upgrade 1: increase movement speed by 20%
Legendary upgrade: When near death the bladedancer gains 55% movement speed for 3 seconds, reload speed and weapon switching is also dramatically increased. This can only occur once every 1 minute.[/spoiler]
[u]Exotic Aspects[/u]
[b]Aspect of Hope[/b]: Health regeneration is increased by 50%, special and heavy ammo drops become more frequent.
[spoiler]Upgrade 1: When near death, your health regeneration is immediatly triggered. Can occur once every 45 seconds
Upgrade 2: Aspect of Hope buffs weapon damage by 5% stacking 3 times with each percision kill. Lasts 10 seconds.
Exotic upgrade: Upon death the bladedancer comes back to life and is immune to most damage for 7 seconds, in this time heavy ammo is unlimited and the bladedancer dies when the time is up. Can only occure once every 5 minutes.[/spoiler]
[b]Aspect of Infinity[/b]: While your super is active you move 10% quicker and gain a lesser invisibility for it's duration
[spoiler]Upgrade 1: Fleet footed is always active and at the end of your slide you release a explosion around you pushing enemies back and damaging them.
Upgrade 2: The longer you hold down the jump buttom, the further you will travel with blink.
Exotic upgrade: Increase super by 50%, if you die with more than 20% super left you will come back to life instantly, but your super will be depleted.[/spoiler]
[b]Titans[/b]
[b]Striker[/b]: At level 20 the Striker gain access to S.M.W (shoulder mounted weapons). These S.M.Ws generally do passive damage, however can further increase weapon usage or alter perks. Typically mounted on the right shoulder, these guns do change in appearence. Example of these are:
[u]Legendary S.M.W[/u]
[b]W.G.G.S:[/b] A specialised mounted shotgun that does 6% damage every 3 seconds to any enemy close to the titan.
[spoiler]Upgrade 1: Increase rate of fire to shoot once per 1.5 seconds.
Legendary upgrade: Gain an additional shotgun attachment that does 50% of the main gun. 3% damage every 3 seconds.[/spoiler]
[b]Storm's Fury:[/b] A pulse rifle attachement that concentrates fire on the same target the titan is fighting. Does 3% damage per burst, and fires once every 2 seconds.
[spoiler]Upgrade 1: Increase effective range, and increase damage by 2%
Legendary upgrade: Melee hits with Storm Fists cause Storm's Fury to discharge a lightning bolt at the enemy, causing 15% additional damage plus 20% over 5 seconds.[/spoiler]
[u]Exotic S.M.W[/u]
[b]Beauty[/b]: A auto rifle that fires constantly at enemies attacking the titan. Does 1% damage per second. Also grants the titan 10% movement speed.
[spoiler]Upgrade 1: Increase damage by 1.5%
Upgrade 2: Increase accuracy and effective range of Beauty.
Exotic upgrade: Beauty gains 2 extra barrels, firing at 3 enemies in combat with the titan. Damage is further increased by 2%.
[/spoiler]
[b]Trusty little Helper[/b]: A scout rifle that fires every 3 seconds and does 8% damage. Grenades recharge 25% quicker.
[spoiler]Upgrade 1: Maximum jump height is increased.
Upgrade 2: Fatal damage is absorbed and a protective shield is placed on the titant for 2 seconds.
Exotic upgrade: Fire rate increased to fire every 1.5 seconds and shoulder charge now deals 20% increased damage.
[/spoiler]
[b]Defender[/b]: At level 20 the Defender gains acces to shields. These shields always have a passive damage reduction, you can also gain increased damage and additional perks, buffs and utilities. They appear as a mounted forearm shield on the left arm, size (small, medium and large) and appearence is completely dependant on the Shield. Example of these are:
Note! All shields passive damage reduction is only taken into effect when bullets hit the shield, if the guardian is shot in the head the shield will not reduce damage unless stated as a special perk of that shield. Smaller shields generally have higher damage reduction due to this.
[u]Legendary Shields[/u]
[b]The Wall:[/b] A large shield that reduces damage by 30%
[spoiler]Upgrade 1: While crouched the shield is placed to cover more of a frontal area.
Legendary upgrade: The Wall has a chance to reflect 100% of the damage (non explosive) back to the attacker.
[/spoiler]
[b]Tiny Giant[/b]: A small shield that reduces damage by 70%
[spoiler]Upgrade 1: While sprinting you gain a protective barrier that absorbs damage equal to 50% of your maximum health. 25 second cooldown
Legendary upgrade: Gain an additional Tiny Giant on your other forearm. Movement speed is increased by 15%[/spoiler]
[u]Exotic Shields[/u]
[b]Captured Light:[/b] A medium shiled that reduces damage by 45% and increased by 5% every time a shot lands on the shield, this stacks 5 times and lasts for 10 seconds.
[spoiler]Upgrade 1: No longer suffer from fall damage
Upgrade 2: Super recharges 20% quicker
Exotic upgrade: Light cracks through the shield, increasing it's size to cover the majority of the Defenders back.[/spoiler]
[b]Insignia of Light:[/b] A small shield that reduces damage by 85% but movement speed is slowed by 10%
[spoiler]Upgrade 1: While under heavy fire the shield fires bolts of pure light in a frontal cone area, dealing heavy damage
Upgrade 2: Magnetic grenade no longer explodes twice but will track targets more aggresively and recharges 20% quicker.
Exotic Upgrade: All kills have a 15% chance to spawn orbs of light, picking up orbs of light also have a chance to replenish heavy and special ammo.[/spoiler]
for warlocks: https://www.bungie.net/en/Forum/Post/78458479/0/0
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http://www.bungie.net/en/Forum/Post/78458479/0/0 the warlock part
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[b]Warlocks[/b] [b]Sunsinger:[/b] At level 20 the Sunsinger gains Auras, these powerful cloaks of mystery are generally used to alter specific abilities and further improve the Sunsingers overall effectiveness as well as his/her team. These intricate and unexplainable light follow close to the Warlock, lingering above their head and shoulders. Example of these are: [u]Legendary Auras[/u] [b]Ancient Ruler:[/b] Grants Radiant Skin and Gift of the Sun. Solar grenade has 35% cooldown reduction. [spoiler]Upgrade 1: While Radiance is active, your allies receive 15% damage reduction. Legendary upgrade: While gliding you cause more damage from all sources.[/spoiler] [b]Peace and Pain:[/b] Gain Solar Wind, further amplifies the pushback effect and also causes an explosion to occur damaging all enemies around the initial enemy struck. Dramatically increases maximum Jump height/distance. [spoiler]Upgrade 1: Each kill increases the effectiveness of your grenade by 5%, stacking 5 times. Lasts for 30 seconds or until a grenade is thrown Legendary upgrade: After throwing a grenade you gain 50% (allies gain 15%) increased movement speed for 3 seconds, this effect stacks when possible.[/spoiler] [u]Exotic Auras[/u] [b]Unknown Entity:[/b] Grants Gift of Angels, increases movement speed by 15%. If an enemy returns fire on you they become engulfed in flames that burn them for 10% damage every 0.5 seconds for 1.5 seconds. [spoiler]Upgrade 1: Activating Radiance grants your allies a fiery ward that reduces damage by 15% and lasts 10 seconds Upgrade 2: Grants Touch of Flame Exotic upgrade: When Fatal damage is received the Warlock returns to half health and all damage is significantly increased for 10 seconds. Can only occur once ever 3 minutes.[/spoiler] [b]Spirit of Phoenix[/b]: Grants Fireborn. While gliding you are protected in a fiery barrier that reduces damage by 15% [spoiler]Upgrade 1: Grenade kills increase weapon reload significantly Upgrade 2: All weapons have a chance to do extra damage as solar Exotic upgrade: Slain enemies have a chance to summon a tiny Phoenix that tracks it's closest target and explodes[/spoiler]. [b]Voidwalker[/b]: At level 20 the Voidwalker can equip Crowns, these ancient and mysterious crowns seem to only activate when in the right hands, mainly dealing damage themselves or aiding in helping their masters in battle. The Crown activates pure elemental spheres above the wearers head, the colour and direction these spheres travel in is completely dependent on the crown. Example of these are: [u]Legendary Crowns[/u] [b]King of Mystery:[/b] 4 spheres linger above the voidwalkers head, shooting off 1 orb at targets the Voidwalker is engaged with, doing 7% damage each. Fires once ever 3 seconds. Recharge one orb per 6 seconds [spoiler]Upgrade 1: Increase damage to 9% and increase fire rate to 2 seconds. Legendary upgrade: If an enemy brings the Voidwalker near death, all remaining orbs fire immediately at the target and do 50% additional damage. [/spoiler] [b]Song of the Damned[/b]: 2 spheres rotate around the Voidwalkers head, firing once every 2 seconds while engaged with enemies. Each orb does 10% damage and recharge one orb per 5 seconds [spoiler]Upgrade 1: Increase number of orbs to 3 Legendary upgrade: Orbs gain a DoT that does 15% damage over 5 seconds.[/spoiler] [u]Exotic Crowns[/u] [b]The Dark:[/b] 5 spheres dance around the Voidwalkers head, firing at enemies engaged with the Voidwalker, firing simultaneously for 6% damage each. Recharge all orbs in 10 seconds. [spoiler]Upgrade 1: While all orbs are gone you gain increase grenade damage Upgrade 2: Shatter now splits into 5 projectiles and covers a wider area Exotic upgrade: Blink has a 10 second cooldown but the location in which you leave becomes a void zone, dealing small damage at first but the longer enemies stay in the zone the quicker the damage is delt, lasts 8 seconds.[/spoiler] [b]Life in Death[/b]: 1 orb lingers above the Voidwalkers head, firing at a target engaged with the Voidwalker, dealing 18% damage to the initial target and 6% damage to all enemies within 8 yards. Recharges every 13 seconds. [spoiler]Upgrade 1: Grants Bloom Upgrade 2: Grants Vortex Exotic upgrade: Upon receiving a fatal blow, the warlock will become engulfed in void energy, increasing all damage significantly and allowing 2 charges of super to be used. Last for 8 seconds however the warlock is killed after.[/spoiler]