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originally posted in: Exotic Ideas
10/19/2015 11:30:37 PM
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Defense Mechanism "Defending the world one toss at a time" These are Exotic gauntlets for the Titan's subclass Defender. They will be somewhat similar to the No Backup Plans in design but will have four floating plates that slowly rotate around your forearm. These will be red initially but as your super fills, they will turn green based on its progression(one set when super energy is 1/4th of the way, two sets when super is halfway full, etc.) Perks: Defense Mechanism(Ward of Dawn can now be cast in small portions if super energy is filled at 1/4th, half, 3/4ths, and full intervals[Activating super will cause user to throw a small purple projectile where they look, where this lands a small Ward of Dawn will appear for three seconds then dissapear{normal buffs such as Armor, Weapons, and Blessings of Light will activate for those in bubble}]), A choice between: Emergency Defense Plan(Normal Ward of Dawn can still be activated if user is on the ground and super energy is full [being in the air will launch a smaller Ward instead], if this happens super energy will charge to 1/4th power to grant you a throwable Ward[However super energy will charge slower until 3/4ths of the way full or throwable Ward is used to reset timer]) Or: Hold the Fort!(Throwable Wards now last up to 6 seconds and be slightly larger in diameter) Another choice between: Defense Array(Throwable Wards can be thrown one after another and having them all down will cause all of them to last for 20 seconds but super will charge slower till either four Wards are used or super energy is charged fully or having both Normal Ward and the smaller one will cause them to last for 35 seconds each) Or: Defensive Shielding(Throwable Wards will now stick to targets placing a bubble around target so it will move with target, buffs will not activate if they attatch to a target and last only two seconds or five seconds) Advantages: Great for saving your allies on the fly, can be very versatile depending on the combo of perks equipped, super energy will normally continue to charge while using so pot shots to save allies are possible and more practical, great for giving allies that extra umph in battle, Disadvantages: Having certain perks with each other may lead to one inhibiting the other, tends to slowly restore super energy when main abilities are used, problems can arise if you don't know how to use it, each perk has its disadvantages over all so they need to be taken into account, you lose having a large Ward of Dawn to use as a Beachhead most of the time, not very useful if you are being hailed upon constantly, you can't shoot out of Wards even if they are attatched, normally throwable Wards cannot be thrown in rapid succession(the first must go out before second can be thrown)
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