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Destiny

Discuss all things Destiny.
Edited by gcw0068: 12/20/2015 10:12:33 PM
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New Destiny Class- "Engineer" 2

Supplier Movement: Jet Jump [spoiler]Perks: Ammunition Backpack: Jet Jump booster is replaced by an ammo backpack which increases ammo carry capacities. Provides +1 Armor and Recovery, -2 Agility due to added weight. Icarus Hover[/spoiler] Melee [spoiler]Probe: A ranged hitscan melee which causes no damage but uses just 35% melee energy. Highlights the targeted foe for two seconds for all allies and yourself to see, and triggers momentary partial suppression the foe [does not suppress supers, lasts one second. Note that it can cause foes in PvP to fall to their deaths if they try to cross a gap.] Target Mark: Highlight lasts for five seconds. Convert: Successful hits drain enemy ammo (in PvP it drains one mag of primary ammo; in PvE enemies are unable to shoot for a short time [2 times their weapon’s ROF]) and uses it to refill your primary weapon magazine. Ammo Crate: Probe is replaced by an Ammunition Crate grenade.[/spoiler] Grenades [spoiler]Ammunition Crate: Very heavy, doesn’t throw far at all. Primary Ammo Crate for you and allies (and enemies in PvP)- like other ammo crates there is a waypoint over it. Has a 5 second resupply time and disappears after 16 seconds. Drops ammo for allies and the player who opened it at a simple tap of the action button, and if a player has no special ammo his first pickup from this crate will also grant one magazine of special ammo. Crate functions as cover when crouched behind and scoped. Scan Grenade: (from my Void Hunter) Scan Grenade: A grenade that, when thrown, aggressively locks onto the enemy closest to its trajectory, hovers in the air above and slightly in front of that enemy for .75 seconds as it illuminates the enemy's outline to you (death cam highlight- functions through cover), and then crashes down to where the enemy was standing that .75 seconds ago. Enough damage at its center for a 1 hit in PvP, with below average blast radius. Effective at flushing enemies out of cover for you to gun them down. Disruptor Grenade: (also from my Void Hunter, but tweaked) Disruptor Grenade: A sticky grenade with damage only applied via contact. Pulses 20 times in 0.5 second intervals, causing damage over time in between every pulse. Pulses and DoT cause 2 damage per time, totaling 80 damage. The purpose of this grenade is not to kill- it is to prevent shield regeneration.[/spoiler] Super [spoiler]Ordinance: Spawn a heavy ammo crate that lasts for 30 seconds (functions just like a normal heavy crate in terms of pickup radius and time to open, but provides only one magazine to each beneficiary) and can be opened just once. Allies who get ammo from the crate cause you to spawn orbs of light (these Orbs spawn right on the ally who got the ammo, so he automatically gets the benefit of the Orb; Orb distribution is 2 orbs for the first ally who gets ammo, 1 from each following ally who gets ammo from the crate; this super therefore produces up to six Orbs of Light.) Functions as cover when crouched behind and scoped in. NOTE that this crate can be stolen by enemy Guardians. Like Ward of Dawn, super energy for your next super can be collected while using Ordinance. Who’s Next?: Any friendly [including oneself] who gets ammo from Ordinance gets “Who’s Next?” for their heavy weapon until Ordinance’s timer expires. Guerilla Fighter: Any friendly who gets ammo from Ordinance gets “Guerilla Fighter” for their heavy weapon until Ordinance’s timer expires. Surplus: Anyone who gets ammo from Ordinance gets “Surplus” for their heavy weapon until Ordinance’s timer expires. [Doesn’t apply to ammo collected from Ordinance itself, but does apply to other heavy ammo on the ground][/spoiler] Modifiers I Long-Range Radar: Radar radius increased (+4 meters radius) Land Mine: When crouched and looking at the ground with a charged melee, hold [melee] to expend all melee energy. Bury a Void mine in the ground, which explodes in a [incendiary grenade radius] one second after an enemy passes over it, dealing 350 damage at its center [effective anti-vehicle]. Resistor: Gain an Overshield [100 HP in PvP] during heavy weapon reloads. Modifiers II Convertor: Collecting glimmer reduces strength and discipline cooldown. [Pair this with glimmer buffs for maximum effectiveness in PvE] Recoil Pulse: Upon becoming bloodied, emit a void wave in a 5 meter radius which grants allies, but not yourself, 25% damage resistance. Does not stack with other damage resistance modifiers, including duplicates of itself [could have synergy with Resistor and a quickly reloading heavy weapon?]. Hold the Line!: Increased stability, handling, and reload speed when crouched behind cover. Also see: https://www.bungie.net/en/Forum/Post/181551519 https://www.bungie.net/en/Forum/Post/181551801

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