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Destiny

Discuss all things Destiny.
Edited by Desyndor: 3/11/2016 3:10:03 PM
138

What would a 4th class be?

If Bungie were to make a 4th class what would it be? What should it be named, what should it revolve around, and what would the subclass and supers be? [spoiler]this doesn't confirm a 4th class in Destiny[/spoiler] I'm thinking; Name, Paladin Revolving around team playing and medic-ness Subclasses; 1st subclass, solar damage. 1st grenade stuns 2nd is like a tripmine 3rd immobilizes enemies? Jump is like shadestep. The super gives a health boost to nearby teammates and can self resurrect. The melee restores a small portion of health or armor when used on a teammate, and will return the damage inflicted on enemies in health or armor. Very agile and fast recovery and can revive teammates faster. 2nd subclass, arc damage. 1st grenade destroys shield of enemies using an arc subclass 2nd grenade temporarily fortifies shields of teammates using void or solar subclasses 3rd grenade stuns? Jump is like a Titans. The super is like Stormcaller's but you use it on your teammates and it actively boosts their shields by 100%. The melee drains 50% of the enemies shields then continues to drain 1% every 2 seconds for 30 seconds. Very agile and can recover and revive quickly. 3rd subclass, void damage. 1st grenade is deployed like a tripmine but follows the enemies around with bright lights and marks them on radar for 45 second but can be destroyed at any time 2nd grenade is like tether 3rd grenade is like a miniature Nova bomb. "jump" is more like a dash player will sprint about 7 yards in 2 seconds can be upgraded to blink. The super is a mobile bubble. The melee absorbs 25% of health and will continue to inflict 15% of damage taken to player for 10 seconds. Extremely agile can recover decently fast but can revive players instantly. This is just my thoughts\hopes, put your ideas for a 4th subclass below if you want. Thanks for reading all this, it took about an hour to come up with this. Edit: 200 replies, thanks for the support guys. Y'all have some excellent ideas!

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  • Name: Forsaken Subclass 1: Planejumper (Void) [spoiler]"Ride through Limbo." [b]Super[/b]: Forgotten Flame- Summons a wave of blackened fire to consume enemies in a radius around you [b]Grenade 1[/b]: Pulse Grenade [b]Grenade 2[/b]: Tripmine Grenade [b]Grenade 3[/b]: Bane Star- Calls upon tendrils of pure darkness to strike the area. Less tendrils appear indoors. [b]Jump[/b]: Wormhole- Creates a vortex suspended or on a surface that instantly teleports the player to its location. (Like Blink but any direction, and is still limited by range) [b]Melee[/b]: Essence Funnel- By your hand, steals your enemy into a forgotten realm. Kills provide extra armor. [b]Melee Upgrade 1[/b]: Foreign Thief- Enemies killed by Essence Funnel return to reality, providing extra loot. [b]Melee Upgrade 2[/b]: Personal Hell- Fallen are poisoned, Hive are set ablaze, Cabal receive explosive damage, and Vex receive a countdown to tremendous damage. [b]Melee Upgrade 3[/b]: As opposed to being cast away, the user brings dark energy OUT of a wormhole to attack its target, providing shields. [b]Wormhole Upgrade 1[/b]: Traverser- Wormholes can be placed on inert objects. [b]Wormhole Upgrade 2[/b]: Expanded Universe- Wormhole placement range increased. [b]Wormhole Upgrade 3[/b]: Narrow Escape- Wormholes are smaller, increasing the number of places they can be put. [b]Super Upgrade 1[/b]: Void Beam- Forgotten Flame's radius is slightly reduced, but now effects the area vertically up and down. [b]Super Upgrade 2[/b]: Dimensional Phobia- Forgotten Flame is now throwable as an arcing projectile. [b]Super Upgrade 3[/b]: Replacement- Converts the affected enemy into it's enemy for that planet, which then fights for your cause.[/spoiler] Subclass 2: Monarch (Arc) [spoiler]"Thou shalt hail to thine unending divinity." [b]Super[/b]: A House Divided- Build your empire and assume control of mobs of enemies, who will be visually differentiated and fight for you. (In PvP, creates AI clones of affected players) [b]Grenade 1[/b]: Vortex Grenade [b]Grenade 2[/b]: Lightning Grenade [b]Grenade 3[/b]: Guard Signal- Summons a strengthened minion of the darkness to fight for you. [b]Jump[/b]: Imperialist- Teleports player to next highest platform within range. [b]Melee[/b]: Ruling Hand- Upon being killed, surrounding enemies will sometimes retreat in fear. When only damaged, the afflicted individual may fight for you or become more aggressive. (Works in PvP, but spawns AI driven clone of killed player. Propaganda and Thicken the Ranks are replaced with Armory) [b]Melee Upgrade 1[/b]: Armory- Minions who fight for you by your hand are granted extended health and stay by you. [b]Melee Upgrade 2[/b]: Propaganda- Higher chance of recruitment, and minions have a small chance to recruit others. Minions recruited by minions cannot recruit, have less health, and deal less damage. [b]Melee Upgrade 3[/b]: Thicken the Ranks- Minions convinced to fight for you have a chance to be converted into a more powerful creature. [b]Imperialist Upgrade 1[/b]: Continental Takeover- Impact landing after Imperialist jump creates a field that, when stepped in, converts enemies to your cause in PvE and disrupts enemy vision with "propaganda" in PvP. [b]Imperialist Upgrade 2[/b]: Financial Gain- Jumps have a chance to generate glimmer. The farther, the greater the chance and amount. [b]Imperialist Upgrade 3[/b]: Leap in the Polls- Higher level enemies present where you land are dealt great damage. [b]Super Upgrade 1[/b]: Cannot Stand- Enemies damaged by your subjects receive a decreased damage resistance for a period of time. [b]Super Upgrade 2[/b]: House of Cards- Your group of minions is assigned a leader, who is more powerful in all aspects. But if the leader dies, all other minions in the group die as well. [b]Super Upgrade 3[/b]: Tactical Resupply- When your minions die, they lay dormant. When the last one falls, a dropship is called in to take them away. Next time you are in peril, it will return and drop them back fully healed and better equipped, but more vulnerable. This process only occurs once, and the cooldown for AHD is increased a bit. [/spoiler] Subclass 3: Architect (Darkness) [spoiler]"The Darkness gave us hell. Looks like we've got a little hell to pay back, no?" [b]Super[/b]: Illusionist- Shrouds the area in a thick, mesmerizing fog, creating illusions of enemies in PvE and other players in PvP and generating sounds of gunfire and various Guardian generated noises, even being centralized in specific locations to sound like they're coming from somewhere. (In PvP, there is even a gamertag for the Illusions, but they will not match the actual player character.) [b]Grenade 1[/b]: Arc Grenade [b]Grenade 2[/b]: Inverted Torch- Steals life from enemies in a radius and siphons it to the user, wherever he may be. [b]Grenade 3[/b]: Trickster's Toy- Creates a light fog and cloaks the player. [b]Jump[/b]: Escape Plan- Creates an illusory copy of the player at the moment EP is activated. The jump itself is double jump. [b]Melee[/b]: Undercover- When an enemy is killed, the player is enveloped in it's image and tricks the enemy. Enemies will not attack you for the duration. In PvP, you will not only appear as a teammate to allies but have a constant teammate nameplate above you, but your light level number is tinted red. [b]Melee Upgrade 1[/b]: Inside Job- While Undercover is active, you deal greater damage to enemies but will blow your cover. [b]Melee Upgrade 2[/b]: Detective- While Undercover is active, aiming at enemies with your crosshair will target them for allies on the minimap until you take on your own form. [b]Melee Upgrade 3[/b]: Acting Classes- Undercover lasts longer and you can choose one enemy to look like an ally, drawing your other enemies' attention to them. [b]Escape Plan Upgrade 1[/b]: Sudden Drop- User is shortly cloaked when EP is activated. [b]Escape Plan Upgrade 2[/b]: Peril- Your clone will only spawn when being fire at. While you are safe, your jump height is increased. [b]Escape Plan Upgrade 3[/b]: Choose Quickly/Wisely- Your clone no longer falls to the floor, but instead jumps with you (does not block you). [b]Super Upgrade 1[/b]: Tear Gas- The fog is somewhat lighter and enemies caught inside are slightly damaged. [b]Super Upgrade 2[/b]: Dream House- Illusionist now generates illusory objects that have somehow manifested physicality. [b]Super Upgrade 3[/b]: Slip Away- While inside the AoE, the user takes the appearance of an illusion (nameless, does not generate noise)[/spoiler] The goal of the Forsaken was to create a class revolving almost solely around tactical play. Forsaken isn't for those accustomed to Striker or Voidwalker or Gunslinger. There isn't a ton of offensive variation for the Forsaken. Also, I created Darkness to be a new element. Instead of dealing elemental damage to shields, Darkness removes it's elemental polarity in exchange for increased overall ability damage, seeing as how Forsaken of all things need sit. Oh, and without even realizing it, in the creation of Architect, I think I just gave the entire Hunter class a run for it's money.

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