Hunters Void Subclass: Nightwalker
Based on more of a support/enemy debuff type class.
GRENADES (names of all abilities could use some work obviously)
Nightshade Grenade
-Throws a low damaging grenade that leaves a dark mist, enemies caught inside take damage over time and have movement greatly reduce (similar to wizard mist)
Ritual Grenade
-Grenade marks a circular area on the ground that explodes shortly after an enemy enters the area (similar to omniguls' vestige)
Leech Grenade
-Grenade that does small AoE damage, if stuck to an enemy grenade will deal additional damage and transfer some of the enemies health to yourself.
MELEE ABILITIES
Dragon tail
Short range punch that adds various modifiers to enemies and guardian
Modifiers:
Dragon scale
-Gives you an over shield on impact
Poisoned claw
-similar to suppression grenade, disables abilities of target for a short time and adds a small burn
Moonlight wings
-killing an enemy with this melee instantly reloads your equipped weapon (must have reserve ammo)
SUPER ABILITY 1 (two ideas)
Neutron Arrowhead
Summons a single shot bow infused with void energies, leaving various effects at the area of impact and causing significant damage if directly hitting an enemy.
Modifiers:
Blinding dark
-Enemies within the arrows blast radius are blinded for 5 seconds and have their shields removed.
No Sun
-changes Neutron arrowhead into a cluster of ten smaller arrows that deal far less damage, but increase the area of effect and slow enemy move speed, arrows travel slower.
True Eclipse
-Arrows draw and release time increased, but arrows accuracy is also. A direct hit with this arrow creates a black void, dealing damage over time and causes you to have greatly increased health recovery for ten seconds.
SUPER ABILITY 2
Dark Matter Field (support)
Activating super starts a charge that builds up over time, you're free to move during this charge time but once you activate your super a second time or the charge expires you release a large void burst from your location, damaging nearby enemies and adding various passives to yourself and allies. The longer the charge, the greater this abilities blast radius (Charge time 5-10 seconds)?
Modifiers:
Running bomb
-move speed is significantly increased during charge period, enemies caught in blast radius cannot use abilities and have a burn applied to them
For the motherland
-You sacrifice your own shield during charge time but grant all nearby allies an increased health regeneration. On detonation you are granted an overshield, enemies hit by blast radius are blinded.
Time space
-charge time is decreased to 5 seconds, nearby allies are granted additional move speed during this time. Detonation on allies grants invisibility for 4-7 seconds.
That's about it, thoughts?
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