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Edited by Radiantsniper89: 2/4/2015 1:40:15 AM
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Get Creative: If you could make a third super...

If you could make a third super for your guardian what would it be?

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  • Edited by jamez_70: 2/4/2015 5:25:49 AM
    Hunter void- super - area of affect and all enemies that enter move 50% slower and do slightly less damage(-5 -10%)while hinter gets better agility and slight damage increase( +5-10%) melee would be a void ninja star similar to throwing knife but less gravitational pull and more distance, ether have 2 or give a boost or even replenish energy when precision kills, grenades can just be the same as existing nades, another helpful ability can be disorientation enemies when at a long or very short distance from the hunter, I would love this class!!!!

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  • Hunter Subclass: "Akimbo Assassin" Element: Void Super Ability: Aether Guns -For a short time summon six shot pistols in each hand, the right trigger fires both guns alternatively. When one empties it's just thrown away (like a New York reload), then another one is summoned to take its place. ADS works on one pistol at a time, right then left, or the one not being reloaded. Interchangeable skill modifiers: -Spent pistols explode when thrown away on reload, and take on the effect of the selected grenade. -Use both triggers to fire, no longer ADS. (Doubling fire rate) -Precision kills decrease cool down and increase duration, also trigger can be held to fire in full auto. -Continuously shooting teammates recharges their a shield and decreases their cooldowns including super energy. Melee Special: Void Knife: attack with two knifes, the second is made of void light and sticks into the target after attacking dealing DOT. Skill Mods: -Double void knife. -Kills reset cool down. -Steal health so long as target has health to drain. -Hitting a teammate resets their melee and grenade cooldowns. Void Grenades: -Trick Grenade: shooting anytime after throwing it immediately explodes the grenade. -Seeker Grenade: after thrown like a regular grenade, it will shortly seek a target then explode. -Sticky Grenade: if stuck to a target, instead of exploding the target takes more gun damage for a short time. Otherwise just explodes. Double Spring Jump: holding jump for the second jump increases height the longer jump is held. -Higher, blink, triple Other Skills: Run Dry: Move slightly faster when reloading any gun. Trick Shot: reloading an empty primary or secondary will instantly add one shot before it's completely reloaded. Once per full reloaded/empty. Small chance to throw two grenades. Revive teammates twice as fast, but only when you are at full health. Get a chance for ammo pickups to be doubled. Fight or Flight: When close to death, sprit twice as fast until your health returns. Precision kills give a chance for your primary weapon to fire two shots at the cost of one for a short while.

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    • Hunter Void spec Void shield dmg reduction and point and shoot shields or player switch with lowest hp. Or death trade off hunter pops super and if they die while buffing teammates a random dead player is auto ressed.

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    • Edited by BattleCry1986: 2/4/2015 5:33:08 AM
      Titan: Hammer of Dawn http://youtu.be/Mqc8GUh_K50 Perk Options: . Kills spawn heavy ammo instead of orbs of light. . Extended duration . Quick Targeting

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    • Warlock Subclass: Arcmage (Arc damage) Super: Uncoil -Base Attack: Massive AoE explosion around the user. User gains a speed and reload buff from all affected enemies for a short time. -1st perk: Chain Lightning: Changes attack to damage all enemies in immediate proximity, but can leap further distances if enemies are within a certain distance from one another. User gains a portion of overshield for each enemy affected. -2nd Perk: Wizard's Snap: Unleashes a volley of arc missiles (identical to those used by Hive wizards) 3rd Perk: The Mortal Coil: Expends a large arc of electricity that has the potential to kill or disorient all within a certain radius of its impact zone or caught within its trajectory, but deals damage to user, equal to that dealt to enemies.

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    • I think a third titan class should be a thing there you drop something like a turret that uses solar damage sort of like borderlands. Or you get a rocket launcher thing so titans can can some sort of ranged attack.

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    • I would make a hunter, but so many awesome ones are below. Titan: Solarcharged Super: basically a spartan laser from halo. In PvP, it's a one hit kill, over penetrates, and is about body size.

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      • Titan: Kamehameha, but solar. <3

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      • Hunter: void shadow strike(similar to shadow of Mordor) teleport(blink) to escape or get close to enemy for a finisher animation(maybe only 2 uses) Titan: inferno(?), set off a flame vortex/tornado that incinerates enemies caught in its solar winds Warlock: Thunder strike, make a wide, 360(surrounding warlock), powerful but random thunderstorm that kills anything struck by its powerful bolts(if it strikes them, like I said random, can be useful when surrounded by enemies such as thrall in CE abyss) I'm just trying to come up with ideas that use an elemental damage that each class doesn't use

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      • warlock: teslaform once it is activated are tentacles come out of the warlocks back and start swinging randomly severely damaging any enemy in ramge.

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      • Warlock: Divine Intervention Rips apart the heavens permitting the Gods to rain down their fury on all those who dare invoke your ire (Lightning strikes come from above and strike all enemies in an AOE around the Warlock). Can be modified to chain from one enemy to the next, add a DOT effect, or have significantly less damage and range but last for about 5-7 seconds.

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      • Titan Solar flare "Immolate the unworthy" Titan sheathes weapons and charges their fists with Solar energy, attacks are punches and uppercut combos. Slower movement, and 1-2 hit kill, heavily armored and doing a Solar DOT to enemies around you. Upgrades Fuel the Flame - Increase duration and damage Shielded by fire - Increase armor buff Carried by flame - Increase speed heavily with a slight penalty to armor

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        • It would be awesome to throw a big stasis field. It would knock their shields down and lock them in a bubble for a few seconds. After the bubble drops, go for the headshot. It'd be hella fun on control, haha.

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        • I think it's bloody obvious that the titans super has to be a falcon punch.

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        • Hunter: Void bow, one hit kill. Designed for long ranged targets Upon activating the super the hunter becomes invisible, and when the shot is fired the arrow is controlled by the player using six axis(PS3/4) or the thumbs sticks/directional pad meaning the player is in full control of landing the killing shot, but not against ultras or majors as it will not be capable of one hitting these enemies. Upon impact, if the shot is missed or the target is not killed, a small void vortex will form where the shot landed slowing any enemies in the area and preventing use of abilities for a short time whilst causing mild damage for the duration of the vortex. Warlock Arc Necromancer. AOE When activated, up to three downed enemies within close proximity to the users activation, resurrect and become an allied attack force. (Majors and ultras are excluded) Their attack stats remain the same, but health is significantly lowered. Their duration of life is 30 seconds or until killed by the enemies and/or the players friendly fire, I.e. Explosions of any kind or a bullet to the head. During PVP the super can be used to revive one or multiple downed players in close range with a timer of 3 seconds Titan Solar great hammer. Upon activation the player automatically summons a great hammer with a one hit kill on all non majors and ultras. The button configuration will be as follows (example is PS3) R1 summon a small solar flare which emits shockwaves over time. Doing so will significantly decrease the time remaining on the super. The flares last for a total of 10 seconds and gradually become larger, growing to two times their original size over the course of their life. The shockwaves will also stretch further during this time. R2 standard attack. Attacking continuously performs a series of moves with the finishing move dealing much more damage. For example the first hit will deal 750, second hit, 1000 and the last hit 1500. The idea is the first hit is 75% normal damage, second 100% normal damage and the third does 150% These attacks can be strung together twice during the duration of the super at the expense of the solar flares. There is a small pause before the second set of blows.

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        • Titan: Armor of the Sun The titan becomes yellowish red and burns bright with solar energy. This super allows the titan to move drastically faster in all ways and also cools down their melee with would be a 1 shot when fully charged in the super. Also this provides an over shield that continually charges as the super lasts (when no being shot). Possible other perks: increased movement, stronger or faster regen on over shield. This super would be a purely offensive super with quicker melee movements than normal allowing more tankiness and absolute destruction in close range! What do you guys think?

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          • Edited by gcw0068: 3/15/2015 3:59:07 AM
            ROGUE: Hunter (missing Void+Support): Hidden Presence Press LB+RB to "scan" the area in a 20 meter cone in front of you. All allies in the scan receive an overshield that lasts no longer than 3 seconds, 90% cooldown to strength and discipline, and a 15% cooldown to intellect. The user himself receives a 70% cooldown to strength and discipline. This Super can be used very effectively in team based PvP, allowing all players on a team to simultaneously put their supers to use and crush the enemy. Generates up to 3 motes of light- one for being used, and one for each affected ally(caps at 3). Note that these orbs still spawn for all allies. [u]modifiers:[/u] Sweeping Presence: HP has increased range (30m instead of 20m), AND affected allies gain full cooldown to strength and discipline, up from the original 90%. Grateful Presence: Each ally guardian affected by this super generates an orb of light directly to this guardian's super meter. Each of these orbs provides 8% cooldown. Selfish Presence: provides a 90% cooldown to personal discipline and strength, rather than 70%. Increased reload speed for ten seconds. For ten seconds, strength and discipline cooldowns are multiplied by 3x. And as a side note: melee: Grave Bind: enemies hit by this attack cannot jump, move, or super for one second. -absorption: damage caused by this attack is immediately used to regenerate user shields, with a max regen equal to 1/2 damage dealt (note that the shield goes straight to the new amount). -poison: enemies hit by this attack in ur damage over time. Enemies killed by this release a cloud of poison. ( not quite enough to one hit in pvp) -spite: this attack does only 70% the initial damage of a normal melee. Two seconds after this attack is landed, damage equal to 1.5 normal melees is dealt to the foe. If an enemy is killed by this effect, he will explode (frequent one hit kills, but get it if there). grenades: scan, poison, smoke -scan: when thrown, this grenade locks onto the enemy closest to its general trajectory. It then hovers above the enemy for 3/4 second as it highlights his outline for all to see, before crashing down to where he had been standing at the start of that 3/4 second. Enough damage at the very center for a one hit in pvp, but with below average blast radius. Good for flushing enemies. -disruptor (my favorite idea): a sticky grenade with a very small area of effect that, if stuck, pulses 10 times in 0.5 second intervals, also causing damage over time in between. After these pulses, it dissolves for a whopping 3 damage. Pulses and damage over time cause 2 damage on each occurrence. If stuck, it causes a blinding effect like that in the vault of glass- it gets progressively more severe until the disruptor is absorbed. if not stuck, this grenade explodes in a small radius, dealing 30 damage at its center and causing 3 points worth of DOT over the course of 3 seconds. Great for preventing health/ shield regeneration, and the blind on stick property is good for scaring foes away. In pve this effect instead has flashbang blind properties, which last for half as long as a flashbang's blind. -poison: a grenade that reases poison on explosion. This has a few effects: a small amount of initial blast damage, damage over time, and flinch/slowed movement. Jumps: height, control, blink Abilities 1: - field support: increased revival speed for reviving your allies (stackable with Crest of Alpha Lupi) -fastball: grenades are thrown faster and farther -fleet-footed: increase agility and slide distance Abilities 2 -scout: scope in on an enemy for one second to mark him for three seconds. The mark only shows for the user, so remember to communicate. This can activate when shooting in ADS as well. -enhanced capacity: increased max strength, intellect, and discipline (all caps are multiplied by 1.25 times- this allows for more statistic specialization- I think this means the enhanced cap would be at 375 points.) -induction: enemies hit by Grave Bind are blinded for one second and suffer slight burn damage (pair with poison upgrade for a OHK in Crucible) Well that's a whole subclass right there. Like it?

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          • Warlock creates a area of effect myst like substance that provides the same effect that wizard poison does. The myst follows and stays with the warlock however.

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          • Hunter - Reaper (Void) Time Void: Unleashes a field of void energy that cuts enemy shields and temporarily freezes enemies and projectiles in place for X seconds. (any enemies or projectiles entering the field become subject to it for the remainder of the field. Once the field resolves momentum of projectiles and enemies returns to normal) Perk 1: Void Blink - Increased melee speed, while in the field, your melee attacks blink you directly to the enemy so long as you can target them. (can be used to blink out of the field to an opponent outside it, so long as you can target it and within a certain range, once outside the field you lose the ability) Perk 2: Repel - Projectiles within the field or entering the field are repelled outward in the opposite direction (full 180 degree change in momentum of projectiles, grenades, rockets, super projectiles... as changes the "owner" of the projectiles to that of the Hunter who makes the field as to make the projectiles deadly to the enemy and prevent team-kill) Perk 3: Critical Mass - Once enemies and Projectiles are frozen, the field explodes forcefully expelling all enemies and projectiles away from the center along with several beams of void energy (enemies are shot away with enough force that they could die from impact against walls or objects, or flung off the edge of the map. Void energy beams are narrow, power equivalent to a sniper round, head shot is one hit kill) Grenades Concussion Grenade: Moderate Strength that detonates after 1 bounce, powerful outward explosive force that knocks enemies away (can force off maps or against walls to potential kill, can push campers out of position) Gravity Pull: Detonates just above the ground, void energy reaches out slowing down enemies and draining their shields, enemies hit can not regenerate shields for X seconds Weight of the Void: Enemies hit are marked by the void for X seconds (slow walk speed, no jump)

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            • Titan - Suntrail - Get clad in flames like Radiance and does a long-run shoulder charge that leaves a trail of flames(?/sun? lol) like Dragon's Breath. Warlock - Thunderbringer - Shoots a bolt of lightning from the hands that can ricochet off of things. Hunter - Voidhammer - Sets up a ring like a Hive Vestige with void energy and kills anyone that walks in. Lasts 5 seconds before going away.

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            • I really love all the hunter cloak or blur type movement supers, I think they should make it so we can change the elements of our sub classes, have it change 1-2 things in sub class and change color but that's it like an arc GG or void radiance would both look amazing

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            • Edited by MajorWrecker: 2/3/2015 9:38:08 PM
              Warlocks: Electromancer. Super: Gives the Warlock a "Force lightning melee"(continuous damage, high DPS), Increased damage resistance, and increased movement. An upgrade could be "Shock Paddles", allowing the warlock to revive friendlies that could not normally revive with this new melee.

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              • Warlock: Skyfall - constant lightning falls around the Warlock damaging enemies close by for 8 seconds. Enemies struck by Skyfall when activated are staggered for 1.5 seconds. Mods: Arc Healer - Skyfall revives all fire team members in range when activated Sky Shock - Skyfall grants a shield to all alies in the field of effect when activated and a minor damage buff to all allies in the field of effect while active. Lightning Touch - Skyfall instantly regenerates melee energy when activated and significantly increases melee damage while active

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                • I was thinking about a void bow for hunter 1 shot, each kill adds one, so if you miss, your done, max of 5 shots This would reward a skilled hand

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                • Hunter -Void Clones- Continuosly sends out explosive holograms (3 max)towards enemies while you go invisible Upgrade 1- Critical Damage and Melee hits have increased damage Upgrade 2- Sends an additional clone Upgrade 3-Clones now run towards allies first and revive upon detonation Warlock -Thunder Strike- Unleash punishing pulses of thunder(shots max) Upgrade 1- Killing and enemy with thunder strike gives a temporary shield Upgrade 2- Thunder strike pulses chain Upgrade 3- Thunder strike causes enemy's to eexplode Titan -Sunforged- Gain a dramatic armor increase. Your melee attacks burn hotter than the stars. Upgrade 1- Further Increase Damage resistance Upgrade 2- Kills while sunforged is active causes targets to explode Upgrade 3- Release a devasting explosion upon activating and ending sunforged

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                  • Edited by Homeless Taniks: 2/3/2015 11:14:14 PM
                    Warlock - Lightning Giant (Arc) - You summon a giant arc monster that roams and takes out ads. Melee ability can extend duration of giant and or add multiple. Titan - Solar Gaze(Solar) - Creates a flare that draws enemies in for a time. Melee ability would cause firbolts to attack other enemies. Hunter - Void Embrace(Void) - When super is activated all fireteam members go invisible. Melee abilities heals allies in a certain range. Just a quick thought.

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