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Edited by TydsonTwo: 6/5/2016 12:32:56 AM
32

Community made Taken subclasses!!!

With the addition of the new subclasses, we know that there will definitely be more subclasses in the future, so why not use our little swords. We know that mwe have the crystals from oryx's sword create the taken, not oryx, the ability is from the worm gods from the Hive. So why can't we use this power as our own. We know its a dark energy, but we literally use the void, so we must travel to the taken dimension and use this power as our own. Me and my friends have been discussing this for a while, and we have created one of the three new taken subclass. We made a titan So if you want to take a look at the new subclass design for our new "Lighteater Titan" here it is: [spoiler] "Our bravest men tremble at its presence" Melee (Devour): on hit gain constant regeneration for 15 (or so) seconds M perk 1: deal small damage over time on hit M perk 2: slow down the enemy after on hit M perk 3: On kill, have a much higher rate of regeneration (50% increase) Jumps, all normal except catapult which will be replaced by: Hover: Lock yourself vertically for a brief period of time and walk through the air. "grenades" G 1 (Consume the Arc): Consume arc light and gain bonus agility for a 10 (or so) seconds G 2 (Consume the Sol): Consume solar light and gain bonus damage (even for weapons) for a 10 (or so) seconds G 3 (Consume the Void): Consume void light and gain an over-shield for a 10 (or so) seconds Super (Release): Release a devastating aura around you, suppressing abilities and slowing enemies down, you are put into a third person view and your hands are covered in taken "light" (gain a 50% damage reduction like most supers), (hardly spawns orbs) S perk 1 (Take all): Enemies inside your aura take damage over time and you constantly regenerate while enemies are inside, but don't have suppressed abilities. S perk 2 (Protect all): You take even less damage while active (a 55% to 60% increase), but enemies don't lose speed. S perk 3 (Save all): Team mates inside your aura will gain instant and constant regeneration, but slower than normal recovery. Class perk column 1: C1 perk 1 (Cornered): While 2 or more enemies are near by (or a major) and you become bloodied, release a small explosion (deal 100 damage to a guardian, and kills most red bar enemies) C1 perk 2 (Soul Bound): Increased duration (By about another 5) and effect (By about 25%) of each "grenade". C1 perk 3 (Absorb. Everything.): Enemies hit by Devour will spread the negative effect to nearby enemies. Class perk column 2: C2 perk 1 (One against another): While the devour effect is active, near by allies will get a small regeneration. C2 perk 2 (One with another): While activating a "grenade", near by allies will get the same effect. C2 perk 3 (One brings another): When Release is activated, all allies will revive at spawn, starting with a 20% speed penalty for 15 seconds. [/spoiler] EDIT: NEW WARLOCK SUBCLASS [spoiler]Corruptor: “Tainted Light isn’t all that bad” Melee (Tear away): On hit, cancels regeneration on the target. (For about ten seconds) M perk 1 (Rip apart): The Tear away effect last longer than normal M perk 2 (Black hole): Tear away becomes a projectile that moves straight (About ¾ of a slow rocket speed), the further the target, the more damage it does. (charge goes away after hit). M perk 3: Tear away deals an AOE “explosion” on hit, and spread the effect to nearby opponents Jump: all the same Grenades: G 1 (Ghoul Grenade): When it hits the floor/wall, it immediately hits up to 3 enemies inside its range, but deals about 125 damage in the crucible. G 2 (Web Grenade): Doesn’t explode until it hits the floor, when it does, it explodes and marks an area with a web, when enemies enter this web, it slows them down. G 3 (Soul Grenade): Spawn 2 “Spawn of light”, (Act like thrall) that’s all. Super (Dark Pulse) Shoots a large ball of darkness (like the taken captain). Any enemy (not fully) inside is slowed, partially blinded and deals less damage. Any enemy (fully) inside will die. S Perk 1 (Willbreaker):Effects are more effective, and pulse is larger S Perk 2 (Roots of Darkness): Enemies hit with Dark Pulse cannot move at all. S Perk 3 (Chain of Destruction): Dark Pulse transforms into (up to 6) small orbs that track enemies. Same effects as Dark pulse, but much less damage. Class Perks column 1: C1 perk 1 (Ripping): Increase range and duration on Tear Away C1 perk 2 (Hallowing): Increased effectiveness of grenades (+1 enemy on ghoul, + slowness on web, +spawn on soul grenade) C1 perk 3 (Pulsing): Increased duration on Dark pulse effects, and travels faster Class Perks column 2: C2 perk 1 (Spark): Each person your grenade hits, will be marked for your team C2 perk 2 (Surge of revenge): The person that killed you will be mark” just for you” until your next death, or until he dies, C2 perk 3 (The End): When an enemy is hit with your abilities, they take more damage from everything[/spoiler] We will modify the subclass over time to make sure it is balanced and won't be over used compared to the other subclasses in destiny. We will also take into account your ideas in the comments, to make it truly community made. Thanks forever, Tydson

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  • Edited by MentalCell: 11/18/2015 9:44:12 PM
    The "grenades" are kind of OP. They are like a portable weapon/blessing of light. My ideas: [spoiler] -Dimensional vortex Much like a vortex grenade, but smaller. And it "sucks" the enemies to the center. -blighted explosion Like a weaker incedinary grenade, but it fogs vision and slows down victims for a moment. -Blighted eye Kind of an acolyte eye turret that lasts for 3 seconds shooting at enemies close. [/spoiler] Warlock super idea: [spoiler]blighted ray The warlock locks himself(or her) into the flesh of reality, shooting a deathray of power where you aim. Unable to move but can destroy everything within reach.[/spoiler] PS: oryx drained the willbreakers crystal of power before he went into his realm. So we have an empty drinker crystal without power that we feed light.

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