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2/3/2015 12:17:06 AM
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Hunter void super: Entangler "A good hunter traps his prey for an easier kill. Super: Void Tendrils You are cloaked in an aura of darkness. Pressing the grenade button allows you to throw out a tendril which ensnares enemies, slowing them and dealing damage over time. Super Upgrades: -Night Stalker: You can see enemies through walls and can ensnare them with a weaker tendril. -Tug of War: Each successive tendril pulls the enemy closer and closer to you. -Feast of Darkness: Kills caused by the damage over time cause a second tendril to spawn and seek out a new target within range. Jump: Regular double jump Jump Upgrades: -Better Control -Triple Jump -Blink Grenades: -Spike Trap: A grenade that is placed on the ground that damages the next enemy to walk on it. -Dark Anchor: A placed grenade that lashes out and snags the next enemy to walk within range, preventing them from escaping unless they shoot the placed part of the grenade. -Stasis Grenade: A grenade that freezes enemies in place for a couple seconds. Melee: Hangman's noose: Throw out a tendril of void energy that will lock the enemy it hits to you. (The tendril will remain as long as it is when it hits, and can't go any longer. The enemy cannot move any further away from you, but can come closer and around corners. The tendril will remain straight and pass through walls. If you move in the opposite direction of the enemy, they are pulled in your direction.) Melee Upgrades: -Leech: The noose does extra damage over time and heals you for a small portion of the damage done. -Down and out: You deal improved damage to your roped enemy. -Mind over Matter: Pulling an enemy into a wall does extra damage, and kills this way spawn an orb of light. Not entirely sure on the other special upgrades, the ones that are off to the right with the Agility, Defense and Recovery perks. Save for one of the later ones which would momentarily show enemies hit by certain abilities through walls for a short time, and maybe a second melee/grenade perk somewhere.
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