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Destiny 2

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Edytowany przez użytkownika TheLastNerf: 9/23/2024 12:46:02 AM
13

Void Subclass Buffs

[u]Hunter[/u] [i]Vanishing Step[/i]: • Disorients nearby enemies on use • Applying Void debuffs to targets increases Class Ability regeneration rate by 300% for 3s • After exiting Invisibility supplied by this aspect, gain 50% Combatant damage resistance for 4s [b]Deadfall[/b]: • Applies a 50% damage debuff to Combatants to distinguish from other Weaken options • Weaken effect now lingers on targets for 6s after the Void Anchor dissipates • Remaining Void Anchor duration is visually indicated • Maximizes weapon Reload speed and Handling for 10s after Tethering targets • Defeating ensnared combatants has an incresed chance to find special and heavy ammo, powerful targets always drop ammo (special and heavy finder brick) [b]Mobeus Quiver[/b]: • +70% base damage to Boss and Mini-Boss targets • After striking targets, grants the "Heart of the Pack" effect to the user and allies for 15s • While the buff is active, caster and allies within 20m gain increased Movement Speed, improved Health Recovery, 20% damage Resistance, and earn Increased Super (3%) and Ability (50%) Energy when damaging or defeating targets [b]Spectral Blades[/b]: • +50% base combatant damage (+20% upcoming) • All attacks grant Invisibility on kill • Light attacks spread Volatile on hit • After performing a Heavy attack, Light attacks deal +30% increased damage for 3s • Heavy attack modified to damage enemies within a wider angle (100°?) • +35% Heavy attack damage and +1m attack range • Heavy attack energy consumption reduced to 9% from 15% • Removed 50% faster drain penalty when visible • Drains 20% slower while invisible - - - [u]Titan[/u] [i]Bastion[/i]: • When you gain an Overshield through any means, nearby allies begin to generate Overshields as well [i]Controlled Demolition[/i]: • Triggering a Volatile explosion restores 10% grenade and melee energy, this is shared with nearby allies (15m) [b]Sentinel Shield[/b]: • Heavy bash attack Suppresses targets (light Suppression) • Allies standing behind Banner Shield apply Volatile on Kinetic weapon hits, gain Volatile Rounds for Void weapons, and Void or Kinetic Heavy weapons also apply Weaken and Suppression • Increases the weapon damage bonus provided by the Banner to +50% from +40% • Supplies a highly resistant Overshield to nearby allies (15m) for 4s after the super ends (-100% damage from Combatants) [b]Ward of Dawn[/b]: • Passively grants the benefits of Offensive Bulwark to allies affected by the Armor of Light Overshield (caster does not benefit unless aspect is equipped) • While caster or allies are in or near the Ward, melee attacks also Weaken targets, and grenades deal (+50%?) increased damage • The Ward generates additional Orbs (up to 7 small) as it takes damage, and refunds a portion of Super energy (10-50%) if it is destroyed - - - [u]Warlock[/u] [b]Nova Warp[/b] • All attacks create a -50% weaker secondary explosion • Pull enemies within 4m toward you when charging an attack • Fully charged attacks increase the damage of the next attack by 20% (stacking) and causes it to apply Weaken within 5m [b]Vortex Nova Bomb[/b]: • Attaches to any powerful Boss / Mini-Boss targets it impacts, allowing for easier single-target damage - - - [u]Fragments[/u] [i]Cessation[/i]: ability kills spread a burst of Volatile to nearby enemies (3s cooldown). Finishing enemies spreads Volatile further and applies Weaken [i]Dilation[/i]: increases the duration of Suppression and Weaken effects applied to Combatants by 3s. Reduces the internal cooldown of Volatile applications to 0.3s from 1s [i]Domineering[/i]: after collecting a Void Breach, landing void special or heavy weapon final blows within 6s releases Suppression blasts [i]Exchange[/i]: applying Void buffs to allies (includes self) grants +350% increased grenade regeneration for 5s ( only a 50% increase w/ Offensive Bulwark or Devour active) [i]Leeching[/i]: defeating a Void debuffed target grants an Overshield (5s cooldown). Melee kills restore 60 HP and trigger health regeneration for allies [i]Instability[/i]: causing damage with grenades grants Volatile Rounds for 7s, grenade kills extend the duration to 12s [i]Obscurity[/i]: finishing targets or landing powered melee final blows grants Invisibility - - - [b]Invisibility[/b]: • Class Ability recharges 300% faster while active (only a 100% base increase for Hunters, only 50% w/ Bastion or Vanishing Step equipped) [b]Overshield[/b]: • While active, landing kills restores Melee energy (identical to Devour) [b]Volatile[/b]: • Sources that apply Volatile will bypass Barriers, applying to the Champion and automatically detonating on after 0.1s?, damaging their Barrier • Volatile detonations deal +50% increased damage against Champion Barriers - - - [u]Grenades[/u] [i]Axion Bolt[/i]: +250% combatant damage [i]Void Spike[/i]: Can attach to enemies, damaging them over time [i]Void Wall[/i]: Detonates on contact with enemies, releasing the damage field over the area of impact [u]Melee[/u] [i]Shield Throw[/i]: • Tracking is improved, can ricochet between enemies multiple times and gains +1 wall bounce, this behavior is shared with Sentinel Shield Throw

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  • Vanishing Step: - Disorient is a nice change. - Void debuff effect is too similar to Stylish Executioner - DR bonus would be OP when combined with Stylish Executioner. Deadfall: - Debuff strength increase is too much. I think a duration increase would be better. - The other changes are good. Mobius Quiver: - Keep the heart of the pack stuff. - Damage bonus is too much with the other additions. Make it a support super. Spectral Blades: - 70% damage bonus is too much with all the other changes. Bastion: - Good change Controlled Demo - Keep it to grenade and melee energy - Have a defined radius Sentinel Shield - make the suppression combatants only. Shield bash invalidating every super instead of just weaker ones is a bit much. - Make the weapon augmentations just for Void weapons. - Instead of a big overshield when it’s over, let it trickle on overshield with Bastion equipped. Ward of Dawn - Offensive Bulwark effect should only activate for anyone if the caster has it equipped. - melee augments should be rolled into offensive bulwark - Super refund is too much Nova Warp - Volatile is already a thing - Weaken should just be an extra damage boost. Vortex Nova Bomb - attach is a bit much - Instead just boost damage if cast with devour active. Cessation - Volatile blast is too much. Dilation - Good ideas Domineering - Maybe… they’d have to be careful of future artifact perks. Exhchange - 50% is too much for a fragment Leeching - Just no… Instability - Maybe Obscurity - yes Invis - No Overshield - Sure Volatile - Maybe Grenades - Yes Shield Throw - Sure Overall, I think most of these are a bit too much. But there are some good ideas in here :)

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