User:Dante the Ghost/Sandbox: Difference between revisions

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(I found an interesting reddit post that was horribly formatted, so I ported it here to fix it; creditted)
(Replaced content with "{{User:Dante the Ghost/Nav}}")
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{{User:Dante the Ghost/Nav}}
{{User:Dante the Ghost/Nav}}
Here's an [https://www.reddit.com/r/DestinyTheGame/comments/5gmmhy/massive_destiny_subclass_ideas_post_incoming/idea idea] I stole from a /r/DestinyTheGame reddit post. I'll record it here so I can fix its formatting.
Damage Types
*Cold; Grey: Causes greater regeneration time for healing.
*Plague; Red: Can spread between targets. Poisoning effect.
*Energy; Yellow: Precision fire deals damage directly through shields(however shields must still be broken).
*Bio; Green: Lingers and causes DOT. The assigned element of Hive weapons,ie Thorn would become a BIO weapon.
New Classes
WARLOCK
Frostcaster: "What better shelter than to become one with the Cold?"
—Winter's Reach: Send icy tendrils of frigid air at your enemies to drain their energy and reduce them to snowy particles. 1st Person Tendrils come from raised left hand and move faster at the expense of super energy with rapid taps of the trigger. After grabbing enemies they weaken them until slamming them into the ground. This is a good team tactic if allies weaken enemies to be taken down.
Modifiers:
*Massacre: Tendril speed is greatly increased and tendrils go for a maximum of five on screen enemies but this uses up the whole super.
*Gale:During your super, you emit icy gales which push targets away at the expense of shorter range.
*Veer: Holding down the trigger before releasing allows you to select two targets to chase with frost energy.
*Catapult
*Exhaust Grenade: Releases a cloud of frigid gas, draining energy and vigor from your enemies.
*Disable Grenade: Expells a burst of coldlight that briefly immobilizes enemies.
*Gust Grenade:Throw a grenade which releases a cutting gale, pushing enemies away and into the air.
*Coldsnap: Snap your fingers to create an icy dagger. Release to carry it on a strong wind.
Modifiers
*Biting Wind:Daggers that hit release icicles which skip off of surfaces.Multiple hits will initate Six More.
*Silent Knife: Extra sharp daggers bury into surfaces and wait for unsuspecting targets before launching again. Daggers drain a small amount of energy and initiate Cold Comfort if it is active.
*Icicle: Daggers are longer and penetrate enemies. Multiple penetrations grant the Six More effect.
*Six More: Magazines increase for a short time.
*Cold Comfort: Energy drained by your effects is granted to your allies.
*Gelid:Recovery is greatly increased in relation to ability damage dealt.
*Let it Slide: Your slide distance is greatly increased and your accuracy is not affected.
Chargelord ''Master the charge between molecules—and fill the space between with Darkness' blood''
*Overcharge:Release a large ball of pure energy to launch towards your enemies, then watch it expand and turn them to nothing. Third Person Tap the shoulders as fast as possible to generate an energy ball, then hurl it at your foes.The ball will travel a straight line around any surface until hitting an enemy.It will explode many times, growing larger. The more you tapped, the more the ball will explode and the bigger it will get.
Modifiers
*Singularity: The ball expands only once, reaching its greatest size immediately but lasting much less time.
*Fissure:The ball leaves a simmering trail of hot ions behind it, but no longer expands.
*Inversion:The ball begins at full size, shrinking down but leaving a wave of energy in the immediate area.
*Blink
*Burst Grenade: A grenade that becomes a growing ball of energy.
*Web Grenade:A grenade that releases a fan of five lasers. Great for blocking entry.
*Delay Grenade: A grenade that sits for a moment before releasing a powerful shockwave in all directions.
*Energy Palm: Release a mid-range wave of energy from your palm.
Modifiers
*Catharsis: Energy Palm kills grant increased weapon stabilitiy for a time.
*Linger: Holding down the melee button allows you to continue to send out energy waves for a short time.
*Spike: Reduced range. Grants a second charged melee with precision timing.
*Generator:Melee kills restore grenade energy-grenade kills charge super energy.
*Relay: Melee kills restore health completely.
*Launchpad:Holding down the jump button charges up a long jump at the cost of your glide.
Druid ''If the Darkness should be a force of nature, then by logic nature is our best and only ally.''
*Hand of Gaia:You command the very essence of life. Conduct the growth of a great pasture with your own two hands.Send rows of powerful, lashing biolight vines at your foes with a flick of the wrist. Over the shoulder. tall grass grows in a wide area around you. Left and right trigger are left and right hand Chain rows on the left and right side to extend the reaping.
Modifiers
*Eager Earth: The grass of the pasture entangles and holds foes.
*Fruitful:Activation reloads all weapons and grants a bonus to reload speed for nearby allies.
*Flourish: Extends the range of your pasture and thus your vines. Super energy drains at a quicker rate.
*Bio Grenade:A standard grenade empowered with biolight. Explodes quickly and festers upon targets.
*Blossom Grenade: A timed explosive that will be set off if touched. Sends bursts of biolight in every direction for a time.
*Root Grenade: An explosive that releases branches of burning biolight across the terrain.
*Bioburst:Launch a sticky pod from your palm that releases thorny clusters.
Modifiers
*Green Thumb: Clusters cause additional damage if grenade energy is full.
*Parasite:Clusters return to you, granting you a portion of your fallen foe's energies.
*Nature's Way: Bioburst kills grant increased super energy recharge rate for a short time.
*Song of Sprites: You gain increased damage output directly after a super use.
*Growth Spurt: Hand of Gaia's rows of vines grow and travel at a faster rate.
*Every Rose: The effects of Bioburst also apply to Hand of Gaia.
*Homebody: Your gliding is replaced by a highly maneuverable jump.
Lich ''Foul measures though they may be, you'll find the Darkness is fouler still.''
*Fume:Draw foul energies from the air and cast them in your wake. Third Person Quick movement, akin to a Wizard. Move about quickly, leaving a trail of deadly gas behind you to torment your foes. Timed, free movement.
Modifiers
*Rapid: Movement speed during Fume is greatly increased.
*Screech: Press the trigger to release a stunning screech during Fume.
*Floodgate: The gas is left behind at a quicker rate and in greater amounts at the cost of some movement speed.
*Point Grenade: Throw out a small field of plaguelight that compresses into a lethal, burning core after a time.
*Plaguebolt Grenade: Release a grenade that chains a bolt of plaguelight to nearby foes.
*Fester Grenade: A long-lasting explosive that periodically releases a wave of plaguelight in all directions.
*Leech: A devastating melee attack that drains super energy from foes.
Modifiers
*Fetid: You deal damage to enemies who get too close for a short time after killing with Leech.
*Thirst: The effects of Leech can jump from an afflicted foe to it's allies.
*Vampire: Super energy taken from foes is converted into health that stacks on top of your own.
*Spinetingler: Sprinting for a time grants invisibility and allows you to pass through foes, leaving them stunned.
*Ethereal: You can pass straight through foes during Fume.
Sorcerer ''They've said that technology is like magic-the irony is that you have both.''
*Veil: Create an impenetrable and invisible barrier from behind which you and your allies cannot be seen. The barrier is visible to you as a wavering distortion of visuals. Enemies cannot pass through and radar does not reveal your position from behind the veil.
Modifiers
*Mirror: Enemy fire at the veil returns a large portion of damage to the attacker.
*Embalm: Allies felled near your veil will return with full grenade and melee energy.
*Curtain: You and your allies can pass through the veil.
*Hold Grenade: A timed grenade that can be choked and thrown when ready.
*Phase Grenade: Toss out a grenade which releases simmering kinetic energy. Distorts the vision of nearby enemies and burns those in it's radius.
*Toss Grenade: A grenade that releases many small mines in a large area.
*Forcepalm: Push your enemies away with sheer willpower and a gesture of the hand.
Modifiers
*Kinesis:Forcepalm results in a second melee attack a few feet away from the player.
*Acuity: Extends the knockback range of forcepalm.
*Desist: Being hit by forcepalm locks your enemies in place.
*Magic Touch: Precision kills grant bonus weapon impact for a short time. Stacks once.
*Now You See Me: After sprinting for a time, press the aim button to phase out of local spacetime and return a short distance away.
*Illusionist:The effects of your phase grenade and Veil last longer.
*Take Position:Double tapping crouch while airborne brings you back to the ground quickly.
TITAN
Coldbaron ''The Darkness marches without halt—make the warpath as cold as hell.''
*Whiteout:Materialize icy gauntlets and punch them together to trap your foes in a localized blizzard, then hunt them down in the aftermath. 1st Person Enemies are blinded by a white screen and weapons(excluding supers) are jammed. You use the trigger to create a blizzard and the melee button to take out enemies inside. Abilities are canceled ala Shadowshot
Modifiers
*Blizzard: Punches use more super energy but leave mini-blizzards in their wake.
*Hailstorm: Using Whiteout in the air rains shards of ice into the cloud below but lasts less time.
*Pre-Thaw:You gain an overshield after Whiteout ends. Whiteout lasts less time.
*Ice Grenade: Releases a wave of coldlight that slows enemy movement.
*Needle Grenade: Shoots a shower of needles straight up into the air, raining them down on your foes shortly thereafter.
*Spear Grenade:Throw an icy grenade which breaks into many if thrown far. Spears burrow into surfaces and erupt as large stalagmites if enemies are near.
*Crush: Decimate your foes with an icy fist and turn them to brittle dust.
Modifiers
*Eye of the Storm: Causing damage with Crush grants bonus weapon stability for a time.
*Thick as A Brick: Killing an enemy with Crush grants increased armor.
*Gust: Crush has greatly increased range.
*Flurry: Kills with melee attacks grant increased speed. Stacks 3 times.
*Skewer: Needle grenade projectiles become motion-triggered, waiting for enemies to walk underneath them if hitting a ceiling.
Forcemonger ''Gather yourself, Guardian. There is much that you can do with a little time.''
*Atom Toss:Stand still and gather a great force in your palm. Deliver it to our enemies. 3rd Person Activation causes you to stand still and gather energy into a ball of force. You can phase in and out to dodge damage but this halves the charge. Charged energy balls split on impact. The number of times it splits and the damage it deals is relational to the charge. 1 into 2 2 into 4 etc
*Blink
*Suction Grenade: Throw a grenade that lingers and drains the health of nearby enemies.
*Cherry Bomb: Lob a heavy grenade that explodes in a large radius.
*Energybolt Grenade: Fires a burst of energy at nearby enemies.
*Transference: Initiate a mid-range energy dash that doesn't home but does massive damage if hitting when you reappear.
Modifiers
*Buildup: Repeated hits with an uncharged melee speed up its recharge.
*Wavelength:Charged melee attacks overpenetrate. Uncharged hits move right through targets.
*Blackout:Melee kills create a zone that cancels abilities in a small area.
*Pirouette:Press the crouch button twice to turn around instantly and gain a momentary shield.
Pioneer "We need someone to test out the newest toys—don't have too much fun."
*Lethality: Envelop yourself in venomous energy and leave it where your fists impact. Buffs health with overshield and increases agility. Grants infinite melee charge for a time and increased homing for melee
Modifiers
*Residue of War: Leave poisonous pools in place of downed foes.
*Appropriation: The venom that surrounds you has the effect of negating all health recharge cooldowns.
*Immunization: You are immune to all status effects while in Lethality.
*Mister Grenade: Releases a spray of poisonous mist that disorients and weakens foes.
*Implosion Charge: Mines that implode to suck foes in, then detonate in a burst of plague light.
*Gas Grenade: Grenade that explodes on impact, leaving a deadly burning gas behind.
*Plaguebash:Smash your foes with a fist enveloped in plaguelight.
Modifiers
*Sympathy Pains: Enemies you damage with Plaguebash cast a damaging field around them for other foes.
*Carrier: Enemies you fell with Plaguebash become traps that release plaguelight when foes approach.
*Reclamation: You gain bonus super energy from felling foes with Plaguebash.
*Twisted: If killed during Lethality, you leave a deadly pool of plaguelight behind.
*Drip: Sliding repeatedly leaves a poisonous streak behind.
Warden ''Be like the wilds and your foes will lose themselves in your wrath.''
*Homage: Take up a ghostly hunting rifle and stalk your foes from within plain sight. Grants invisibility for the duration. Gains a damage bonus from headshots. 1st Person Comparable to an instant "weapons of light" effect with its own gun.
Modifiers
*Head On: Headshots chain vines of biolight to nearby foes.
*Overgrowth: Felling enemies with Homage extends it's duration.
*Rust of Ages: Bullets from Homage fester, dealing damage over time. No damage bonus.
*Root Grenade: An explosive that temporarily covers nearby ground in damaging biolight vines.
*Cluster Grenade: Grenade which releases a cluster of homing spores which seek out enemies.
*Trap Grenade: A sensitive grenade that strings nearby foes to a debilitating trap. Will instantly spring to catch a target that is directly hit.
*Axe Toss: Throw a spinning, heavy axe on it's side, knocking enemies over with it's blunt force.
Modifiers
*Chopper: Your axe has a chance to cut enemy health directly in half and debuff defense.
*Tomahawk:Axes are smaller, fly farther and faster, and stick into targets.
*Atlas: You can throw your axe for great distances and gain a reserve axe.
*Timber:Double tap the melee button in the air to smash your fist into the ground.
*Pin: Timed axe hits will momentarily pin enemies to close surfaces.
Lancer ''You not only hold the fort—you are a fortress in your own right.''
*Spear:Convert your light into a shield that reflects enemy fire and a lance to charge through your enemies. Over the Shoulder Shield is unbreakable. Always moving. Gathering speed grants higher attack power. Holding up the shield is the only way to slow down. You can only slow to a short march.
Modifiers
*Headwind: You generate a vacuum while running, making your assault harder to avoid.
*Pegasus: Gathering speed enables massive long-jumps.
*Might: Gain another overshield while at top speed.
*Shrapnel Grenade: Release a barrage of razors which skip off of surfaces.
*Frag Grenade
*Powder Keg: Set a device with a long fuse which releases a massive explosion.
*Shield: Hold up a shield that can absorb a limited amount of damage.
Modifiers (Apply both to melee and super versions)
*Bash: Automatically bash enemies with your shield if it is out when they contact you.
*Immovable: Your shield reflects bullets rather than absorbing them, sending them back at your harasser.
*Withhold: Your shield can withstand twice as much.
*Stampede: You and your allies gain increased agility when near eachother.
*Frontline: You and your allies gain increased defense when shoulder to shoulder.
*Onward:Second jump operates as a powerful forward dash.
*Gallop:Jump faster and farther.
*Fortify: Crouch for a time to gain increased armor.
HUNTER
Navigator ''Become one with the winds and they will never misdirect you.''
*Staff of Winter:Take up an icy staff and move as one with the frosty air.
Third Person Has a suction effect Allows you to spin up icy cyclones to send toward foes. Limited control over direction as it moves.
Modifiers
*Twister: Your cyclones are much larger but travel more quickly. Greater suction. Greater control.
*Three Winds: Send out three smaller cyclones. Less control over movement. Less suction. One use.
*Touchdown:Aerial activation results in a stationary cyclone that travels downward and lingers. One use.
*Disable Grenade
*Null Grenade: Throw out a grenade that releases a surge of coldlight, disabling weapons momentarily.
*Radar Grenade: Throw out a grenade that lingers for a time and enhances your radar when you are nearby. Explodes if enemies approach.
*Shiv: Cut enemies deep, letting them take damage from exposure.
Modifiers
*Frostbite:Charged melee hits temporarily prevent enemies from using abilities.
*Come Hither: Melee attempts have a delay and close foes are pulled in by rogue winds.
*Malady:Enemy health will not regenerate after hit with a charged melee.
*Tracker's Wit: Precision damage is greatly increased when close to death.
*Freefall: Sprinting before jumping grants bonus air mobility.
Phantom ''What your foes cannot see most certainly can hurt them.''
*Intangible:Become untraceable to any radar and immune to all physical attacks. Abilities recharge more quickly.
Modifiers
*Credentials: Kills during intangible grant bonus reload speed upon completion. Stacks six times.
*Like the Wave: Your movement speed is increased beyond max during Intangible.
*Dead on Arrival: Press super activation buttons again to end the super and release a blast of energy in all directions.
*Seether Grenade: Tracking grenade that burns a foe with energy waves for a time.
*Burst Grenade
*Disc Charge: Throw out a flying disk and detonate with another tap. Can also be placed as a trigger-mine.
*Shock:Your melee disables enemy melee use for a time.
Modifiers
*Short Circuit:Kills with charged melee attacks instantly reset the charge.
*Stab Ya Later:Charged melee attacks instantly put you behind the target.
*Outflow: Charged melee kills replenish the health of you and your nearby allies.
*Network:Precision kills replenish grenade energy. Dealing grenade damage speeds up reload.
*Transmission: Your allies gain enhanced tracking when you use Intangible.
*Disturbance: Enemy explosives show up on your radar.
*Spinal Tap:Repeated attacks from behind deal greater damage.
Guard ''You are not a loner—you are a paragon. Only there must you be condemned to stand alone.''
*Dissipate:Generate a swirling, sucking circle of plaguelight that decreases received damage and destroys shields. Cast effect Creates a ring of plaguelight that melts bullets and reduces their damage to a third. Removes the shields of enemies who pass through. Will kill enemies if they linger inside.
Modifiers
*Fallout: Activating Dissipate in the air extends it's range but decreases duration.
*Exhume: Being killed inside of the field allows a one-time self-resurrection.
*Vacuum:Suction is increased but bullets are no longer melted.
*Tide Grenade: An explosive that detonates on impact and has a wide blast radius but limited vertical range.
*Sentry Grenade: Toss a grenade that lingers in a set area and chases foes who come too close.
*Bounce Grenade: Toss a grenade that bounces back and forth for a time before detonating.
*Injection: A crippling melee attack that slows foes down after landing.
Modifiers
*Vice: Melee damage temporarily cancels all restorative effects for the target.
*Punish: Hold down to repeatedly jab at an enemy.
*Decline: You gain a second melee charge if you do not use abilities for an extended period.
*Mark of the Vigilant: Near-death recoveries grant a bonus to weapon impact.
*Brew:Switching weapons often decreases ability charge times.
*Pike: You gain an overshield while sprinting straight for a time. Any other action cancels the effect.
Ranger ''We are not the only species threatened by the Darkness—but we alone uphold a debt.''
*Flock: Create scores of ethereal birds from biolight to protect you and your allies. Over the shoulder Active-defensive. Signal your flock to move in to crucial areas where they will fiercely hold ground. 3 groups to direct.
Modifiers
*Flight of Fortune: Flock kills drop orbs of light for your allies.
*Pairbond: Press the trigger to be surrounded by a flock for a time before returning them to positions.
*Nature's Promise: Gain bonus armor when near any of your flocks.
*Flip Grenade: Throw out an explosive that launches into the air and impacts the point of contact with a barrage of biolight.
*Spore Grenade: Throw out a pulsating light which heals you and your allies and damages your foes.
*Soar Grenade: Throw an explosive that travels straight through the air until making contact.
*Tripwire: Place a tripwire across crucial areas that triggers a burst of biolight on touch. (Wall to wall, ground to ceiling.)
Modifiers
*Dropoff:Tripwire damage creates orbs of light for your allies and grants bonus super energy for you.
*Trapper:Carry two tripwires at a time.
*Whisker: Tripwires indicate themselves on the map when tripped by an enemy.
*Ravenheart: Hold down the jump button to levitate off of the ground to greater heights.
*Eagleheart: Hold down the jump button in midair to walk straight for a time while rising slightly.
*Takeoff: Gain a burst of speed after becoming airborne.
Assassin ''Patience is key-that key unlocks potential''
*Shuriken: Throw spinning blades at your foes that cause lingering wounds. First Person, slow drain of energy two hits to kill in crucible w/out headshot
Modifiers
*Concentration:Standing still during shuriken grants a huge boost to accuracy.
*Deliberation:You can charge up your shuriken for a time and it can lock on to multiple enemies for a killing blow. Ends super.
*Activation: Continuous movement during Shuriken grants increased stability.
*Kinesis Grenade: Throw out a grenade that launches a rapid bolt of kinetic energy at your enemies.
*Gunpowder Charge: Release a loud explosive to deafen your enemies and provide slight knockback.
*Spikes: Toss out a handful of spikes that linger and cause enemies to crouch walk.
*Spinkick: Unleash a directable spinning kick.
Modifiers
*Sweetspot: Properly aiming the kick results in critical hits. The sweetspot will flash when the kick is triggered.
*Stomp: Replaces your kick with a quick stomp which disorients nearby foes.
*Double Up: Kills with Spinkick grant a limited-time second use before needing to recharge.
*Seize: After sprinting for a time, you can press the crouch button to dive. Connecting with a foe will put them in a chokehold that deals heavy damage.
*Acquisition:Hitting an enemy with Shuriken or your grenade highlights them, even through walls.
*Encroach: Activate your slide by pressing the melee button while crouched.

Revision as of 14:13, December 25, 2016