Arsonist
Has 2 main debuffs:
[spoiler]“Alight” : Lights foes on fire for 3 seconds of 20 DPS per second.
“Charred Flesh”: Afflicted foes have poor damage resistance- they’re 10% more susceptible to damage from any source that isn’t solar DOT. Lasts three seconds.[/spoiler] Movement: Jet Jump
Icarus
Improved Hover
Wall Jump: You can perform Jet Jump off of walls.
Melee
[spoiler]Char: To use Char, continue holding [melee] after using Resonate. Use a wrist attachment to spit a stream of singing flames at the enemy [5 meter reach]. Energy is consumed based on time, with a full charge providing three seconds of Char. 60 damage per second. If enemies are damaged by this melee for one second straight, they receive the debuff Alight, which chains into Charred Flesh upon expiration. [So this melee deals 240 damage over a period of 6 seconds, and then weakens damage resistance.]
Fuel Tank: Noticeably increased armor when using Char (~30% damage resistance).
Kerosene: Pressing RB unleashes the full melee charge at once, dealing all damage at once. Still applies Alight and Charred Flesh [basically, this is a Shotgun shot which lights enemies on fire].
Beacon: Melee while ADS to alternatively set a beacon visible to allies and yourself by using your charged melee. Uses 34% melee energy. Targets marked receive only Charred Flesh.[/spoiler]
Grenades
[spoiler]Match Flare: Neither bounces nor sticks-rather, it slides along the floor. A solar-illuminated tripmine-shaped flare that simultaneously procs “Alight” and “Charred Flesh” on targets it passes by on its trajectory. Upon hitting a surface or the ground it burns for one more second before extinguishing.
Izard Mine: A sticky solar mine which embeds itself into surfaces such that only its top portion, a small glowing red circle, is exposed- this circle can be shot to spring the trap. This mine explodes into a ring of fire when a foe walks past it [2 meter detection radius; a barrier of flames bursts up on its perimeter and rise 6 meters high;
like a tripmine, it detonates when its user walks past it], applying Charred Flesh to those caught inside. [spoiler]Those singed by crossing the flames on the outside of the ring burn for up to four seconds, 60 damage per second (the burn is noticeably less severe at the top of the fire- if your feet are at meters 0, 1, or 2, the full damage will be dealt, but if you cross at 3 meters you’ll only incur 40 damage per second for 160 damage total. This is a constant damage decrease up to 6 meters (where only 20 DPS is dealt from crossing the flame barrier), with burn lasting only 3 seconds at 4 meters entry height, 2 seconds at 1 meter entry height, and 1 second at 6 meter entry height (just 20 damage). [/spoiler] For as long as one is inside the ring, he incurs 30 constant damage per second. Burns for eight seconds. Great for flushing foes out of cover as it forces them to escape vertically while simultaneously weakened by Charred Flesh. Effective in narrow corridors. [spoiler]Can stick to floors, walls, ceilings, vehicles… and Guardians. When embedded in a foe it won’t explode from his proximity. Instead a crazy scenario is set up in which the enemy can run at you to try to make you detonate the explosive, or you can steady, aim for the protruding red “button”, and fire to watch the mine explode in the gut of your foe, incinerating him with its flames.
Firebomb Grenade: A slightly heavier grenade that bounces like an Incendiary Grenade, causing 3 seconds of slight (7 DPS) burn damage in a 5 meter radius upon landing on the ground. After this it explodes in the radius of an Incendiary Grenade for 275-300 damage (depending on proximity to the center of its blast) + 3 more seconds of 7 burn damage. It’s basically a heavyweight Incendiary Grenade. [/spoiler]
SUPER
[spoiler]Neutralization Bomb: Five second timer. Activate to place a solar charge on the ground, then gain, along with allies within the radius of the bomb [15m radius], a speed boost and faster reloading for the duration of the super. Within the bomb’s radius, 40 DPS is dealt to yourself, friendlies, and hostiles. Upon the timer’s expiration, Neutralization Bomb explodes in its radius, dealing 900 immediate damage to those caught in the blast with only miniscule damage falloff. Triggers Alight. If you die mid-super, Neutralization Bomb is canceled, all super energy is lost, and Neutralization Bomb does not explode. Neutralization Bomb generates one Orb of Light for each foe killed by the explosion, up to six- Orb Generation has high potential but, in PvP, is probably poor against competent players.
Solstice: Neutralization Bomb has a ten second fuse rather than a five second fuse (leading to more total damage). Gives Neutralization Bomb even more potential in objective gametypes.
Radiation:
The area within a 10 meter radius of the bomb deals 7 damage per second to foes for ten seconds after the super ends.
Make it Count: Press [super] again, when standing over Neutralization Bomb [within a 2 meter radius of its plant site], to manually detonate the bomb. Obviously this has one significant downside. By the way, manual detonation deals 52 more damage than standard detonation.
https://www.youtube.com/watch?v=Sqz5dbs5zmo
MLG Protip:
Activate Neutralization Bomb near a boss and then hit him, after a time has passed, with a Charred Flesh debuff just before Neutralization Bomb explodes. The explosion will then cause more damage. [/spoiler]
Modifiers I
Ignition: Picking up Orbs of Light reduces grenade and melee cooldowns.
Phoenix Rise: Allies killed while in the radius of Neutralization Bomb prior to its explosion drop an Orb of Light (caps at 3- you might want to be careful when picking this up, considering you’re in the blast radius of a giant nuke that is already burning away at your flesh.).
Crematory: Enemies killed by Alight explode in Solar Light, inflicting slight burn damage on other nearby foes (1 meter blast radius).
Modifiers II
Twin Suns: Using your melee recharges your grenade, and vice versa, at a 20% return rate. [note “using”, not “causing damage with”]
Defensive Maneuver: After crouching still for one second, this summons an Izard Ring of Fire around you- note that this harms you as you’re inside of it. Flames immediately dissipate once you stop crouching. [why is burning yourself useful, you ask? Well. It’s sort of the same thing that a porcupine does- if you embed yourself with spikes, things will back off because they’re afraid of those spikes. Not to mention that if a foe decides to penetrate your ring of fire he’ll burn to death.]
Afterburn: Neutralization Bomb’s explosion triggers Charred Flesh in its radius.
Obviously these numbers could be slightly reworked, but they’re just there to give a baseline/ general idea.
Exotic Armor (2 per subclass, 2 neutral):
Mechanic 1: Exotic Gauntlets: Remote Detonation only drains energy on initial usage (not over time).
Mechanic 2: Exotic Helmet: Static Buildup occurs more frequently (also procs when you reach ½ super meter).
Supplier 1: Exotic Chest: Provides “Surplus” for Primary Weapons
Supplier 2: Exotic Boots: Provides “Hold the Line!”
Arsonist 1: Exotic Helmet: Upon revival, procs Alight in a three meter radius.
Arsonist 2: Exotic Chest: “Titanic”: During Neutralization Bomb, you cannot sprint, but gain a regenerating [according to your recovery] 2x Overshield.
Class-specific Exotic: Pulse Rifle: 15 in a mag. 3-burst, high impact. Full auto. Projectiles detonate based on proximity, and explode in a ½ meter radius. Upgrade 1: Hip Fire. Upgrade 2: Stat Modifiers: Snapshot; Perfect Balance; High Caliber Rounds. Upgrade 3: Focused Fire
Class-specific Legendary: Sidearm: This sidearm can toggle its element [default is Arc]. Also has Triple Tap; Perfect Balance, Custom Optics, Flared Magwell; Reactive Reload.
What are your build ideas?
I’ve got some ideas myself. I’ll share a couple of them-
“Driver”- Discipline; Autoturret to attach to vehicle and use as a vehicle turret!; Pilot; all that good vehicle stuff.
“Suppressive Fire” – Resistor, Hold the Line!, Ordinance + Surplus, Super Good Advice, Ammo Crate x2, Maxed armor followed by recovery.
Also see:
https://www.bungie.net/en/Forum/Post/181551519
https://www.bungie.net/en/Forum/Post/181551759
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I like it. Needs some work in the super department, and ignoring that stupidly good pulse rifle, it could easily work