Editing Forum:Lightbearer Hive (Reworked)

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'''Lightbearer Knights'''
'''Lightbearer Knights'''
* '''Sentinel Knight''' - Armed with [[Shredder]]s to rapidly whittle away at the enemy from afar, these are the most defensive of the three Knight subclasses, preferring to stay near their allies and rarely engaging in close combat. They will often use their barricades to provide cover for their allies, and can throw Suppressor Grenades to nullify enemy Guardians' abilities for a short time. When their Super is fully charged, they trade out their Shredder for a chitinous [[Sentinel Shield]]. While in this state, their shield near-constantly protects them from any damage from the front and they become far more aggressive, attempting to quickly close the distance between them and their foe and slam their shield into the ground for a devastating melee attack. They can also throw their shield at a distance, which can ricochet off of walls before they summon it back to their hand. They have an alternative Super ability which allows them to instead cast a large [[Ward of Dawn]] barrier to provide cover for their allies. The Hive can still shoot through the barrier, and their weapons deal increased damage while they are in it.
* '''Sentinel Knight''' - Armed with [[Shredder]]s to rapidly whittle away at the enemy from afar, these are the most defensive of the three Knight subclasses, preferring to stay near their allies and rarely engaging in close combat. They will often use their barricades to provide cover for their allies, and can throw Suppressor Grenades to nullify enemy Guardians’ abilities for a short time. When their Super is fully charged, they trade out their Shredder for a chitinous [[Sentinel Shield]]. While in this state, their shield near-constantly protects them from any damage from the front and they become far more aggressive, attempting to quickly close the distance between them and their foe and slam their shield into the ground for a devastating melee attack. They can also throw their shield at a distance, which can ricochet off of walls before they summon it back to their hand. They have an alternative Super ability which allows them to instead cast a large [[Ward of Dawn]] barrier to provide cover for their allies. The Hive can still shoot through the barrier, and their weapons deal increased damage while they are in it.
* '''Striker Knight''' - In a complete inverse to Sentinels, Striker Knights are the most aggressive and will frequently attempt to close the distance between them and the enemy to unleash their melee. They are armed with [[Boomer]]s, can toss out Lightning Grenades which periodically damage enemies, and come with a powerful Arc punch attack as an alternative to the standard Hive melee. The activation of their Super is punctuated by them punching the ground to unleash a devastating Arc shockwave. While in this state, they can attack at a distance by repeatedly slamming their fists into the ground to send out damaging Arc shockwaves, which travel across the ground and throw enemies into the air (along with disorienting them slightly) upon a successful hit. Their alternative Super is that they leap high into the air, before quickly shooting down at the enemy, crashing into the ground for a devastating AOE attack that continues to periodically emit Arc pulses.
* '''Striker Knight''' - In a complete inverse to Sentinels, Striker Knights are the most aggressive and will frequently attempt to close the distance between them and the enemy to unleash their melee. They are armed with [[Boomer]]s, can toss out Lightning Grenades which periodically damage enemies, and come with a powerful Arc punch attack as an alternative to the standard Hive melee. The activation of their Super is punctuated by them punching the ground to unleash a devastating Arc shockwave. While in this state, they can attack at a distance by repeatedly slamming their fists into the ground to send out damaging Arc shockwaves, which travel across the ground and throw enemies into the air (along with disorienting them slightly) upon a successful hit. Their alternative Super is that they leap high into the air, before quickly shooting down at the enemy, crashing into the ground for a devastating AOE attack that continues to periodically emit Arc pulses.
* '''Sunbreaker Knight''' - Sunbreakers are equipped with [[Splinter]]s, and throw out Incendiary Grenades which catch enemies on fire and deal overtime damage. When activating their Super, they swap out their Splinter for either a pair of [[Hammer of Sol]], or a larger two-handed burning maul. In their dual hammer state, they continuously throw out burning hammers which explode on impact and leave behind damaging Sunspots. When they summon the maul, they will charge down the player's position for a powerful shockwave slam which burns enemies overtime, or also send a Solar shockwave from a distance which travels across the ground, leaving behind a lingering trail of fire to cause overtime damage.
* '''Sunbreaker Knight''' - Sunbreakers are equipped with [[Splinter]]s, and throw out Incendiary Grenades which catch enemies on fire and deal overtime damage. When activating their Super, they swap out their Splinter for either a pair of [[Hammer of Sol]], or a larger two-handed burning maul. In their dual hammer state, they continuously throw out burning hammers which explode on impact and leave behind damaging Sunspots. When they summon the maul, they will charge down the player’s position for a powerful shockwave slam which burns enemies overtime, or also send a Solar shockwave from a distance which travels across the ground, leaving behind a lingering trail of fire to cause overtime damage.


'''Lightbearer Wizards'''
'''Lightbearer Wizards'''
* '''Stormcaller Wizard''' - These variants mainly deploy Empowering Rifts, and throw Arcbolt Grenades which chain lightning to nearby enemies. They can also send out a slow-moving ball of lightning which shocks those who come near it before exploding. Allied Hive who enter their rifts will also gain an [[Arc Soul]] which shoots at nearby players, although this can be destroyed. When their Super is fully charged, they will unleash a powerful Arc shockwave as they cast [[Stormtrance]]. In this state, they swap out their standard Darkness Blasts for long-ranged Arc bolts which do high damage and can break a Guardian's shield in seconds. At closer ranges, they can call down a line of lightning strikes directed toward their foes. They can even [[Blink]] short distances. They have one alternative Super where they instead use Chaos Reach, sending fourth a single sustained, devastating beam of Arc energy which rapidly shreds through shields and health.
* '''Stormcaller Wizard''' - These variants mainly deploy Empowering Rifts, and throw Arcbolt Grenades which chain lightning to nearby enemies. They can also send out a slow-moving ball of lightning which shocks those who come near it before exploding. Allied Hive who enter their rifts will also gain an [[Arc Soul]] which shoots at nearby players, although this can be destroyed. When their Super is fully charged, they will unleash a powerful Arc shockwave as they cast [[Stormtrance]]. In this state, they swap out their standard Darkness Blasts for long-ranged Arc bolts which do high damage and can break a Guardian’s shield in seconds. At closer ranges, they can call down a line of lightning strikes directed toward their foes. They can even [[Blink]] short distances. They have one alternative Super where they instead use Chaos Reach, sending fourth a single sustained, devastating beam of Arc energy which rapidly shreds through shields and health.
* '''Dawnblade Wizard''' - They prefer to stay near their allies as to support them with healing rifts. They throw Solar Grenades, which generate a flare that continuously damages enemies within. In addition to the standard Darkness Blasts, they can also send out a trio of spiraling Solar projectiles which home in on players and explode on impact. Upon casting [[Daybreak]], they summon a blazing [[Cleaver]] to their hand with which to send out a hail of Solar blasts. While in this state, their movement speed will increase as well. As an alternative Super to Daybreak, they can plunge their sword into the ground to generate a Well of Radiance for their allies, massively healing and empowering any Hive who stands in it. The Well can be disabled however through concentrated fire at the sword in the middle to destroy it.
* '''Dawnblade Wizard''' - They prefer to stay near their allies as to support them with healing rifts. They throw Solar Grenades, which generate a flare that continuously damages enemies within. In addition to the standard Darkness Blasts, they can also send out a trio of spiraling Solar projectiles which home in on players and explode on impact. Upon casting [[Daybreak]], they summon a blazing [[Cleaver]] to their hand with which to send out a hail of Solar blasts. While in this state, their movement speed will increase as well. As an alternative Super to Daybreak, they can plunge their sword into the ground to generate a Well of Radiance for their allies, massively healing and empowering any Hive who stands in it. The Well can be disabled however through concentrated fire at the sword in the middle to destroy it.
* '''Voidwalker Wizard''' - Mainly deploys Healing Rifts for either themselves or allies. They are able to throw Scatter Grenades, which split apart into many submunitions and cover a large area with explosions. They can also launch a sphere of Void energy which homes in on players and explodes when it nears, pushing players back and healing the Wizard whenever anyone gets damaged in the blast. When entering their Super mode, they gain the ability to rapidly teleport, and at closer ranges unleash a shockwave of Void energy to push enemies back. While their Super is still active, they can hurl out [[Nova Bomb]]s, which explode into a vortex that continuously damages those trapped inside.
* '''Voidwalker Wizard''' - Mainly deploys Healing Rifts for either themselves or allies. They are able to throw Scatter Grenades, which split apart into many submunitions and cover a large area with explosions. They can also launch a sphere of Void energy which homes in on players and explodes when it nears, pushing players back and healing the Wizard whenever anyone gets damaged in the blast. When entering their Super mode, they gain the ability to rapidly teleport, and at closer ranges unleash a shockwave of Void energy to push enemies back. While their Super is still active, they can hurl out [[Nova Bomb]]s, which explode into a vortex that continuously damages those trapped inside.

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