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Water Themed Subclass- Fluidity
Buffs-
Absorption- Coat yourself in a protective layer of water, while active, you have a 25% chance to not take damage from an enemy's attack.
Droplets- Enemies defeated by Fluidity abilities generate droplets, interact with droplets to carry them after creation. While carrying them hold [ ] to expand the droplet and block incoming damage for a brief duration.
Generation Cooldown- 15 seconds
Carry Duration- 8 seconds
Block Duration- 2.5 seconds
DEBUFFS-
Saturate- Slowly cover your enemies in water and make them absorb it into their bodies.
Effects- While an enemy has Saturate applied to them they are slowed and their vision is obstructed
Overflow- When an enemy's reaches max stacks of saturate they begin overflowing with water, this causes them to stand in place for a short duration to let it flow through them entirely.
Burst- Defeating overflowed enemies causes massive pools of water to form that travel out and push enemies away.
GRENADES-
Wave grenade- Throw out an orb of water that begins forming a wave that travels forwards and deals damage as it passes over enemies. Enemies hit by this wave are Overflowed
Mist Grenade- Throw a grenade that creates a cloud of mist upon detonation. Builds up Saturate stacks over time.
Whirlpool Grenade- Throw a grenade that creates a small whirlpool upon impact, Enemies near the whirlpool are dragged in.
WARLOCK- (StreamShaper) Create your own flow and make your enemies go along with it.
Melee- Rainstorm(Three charges)- Throw out a cluster of water droplets that explode on impact and apply saturate.
Super- Rising Terror- Slowly rise into the air while creating a massive wave, once you reach max height you send the wave crashing down, dealing massive damage to any enemy caught in it's path.
Aspects-
Rejuvenating Spout- Casting your rift creates a small water spout that travels along the ground and seeks enemies. This spout slowly applies Saturate to enemies it hits. Allies that pass through the spout are granted Absorption.
Touch of Water- Your Fluidity grenades have additional effects.
Wave Grenade- Now sends a second wave after the first one crashes.
Mist Grenade- Increases in size and duration.
Whirlpool Grenade- Now heals allies standing in the radius.
TITAN-(FloodWalker)
Melee- High Tide(Two Charges)- Throw out an orb of water that creates a pillar of water on impact. Enemies caught inside this pillar are overflowed.
Super- Roaring Currents- Activate to Coat yourself in Absorption. Roam the battlefield and make your enemies suffer.
Light attacks- Lunge forwards with a Current of water flowing from your arms, each hit applies Saturate.
Heavy Attacks- Slam the ground and cause multiple geysers to erupt from underground. Enemies hit by these geysers are launched into the air and immediately overflowed.
ASPECTS-
Rogue Wave- Melee while sliding to release a wave of water that travels forwards and overflows enemies that it hits.
Flowing Bravery- Guarding with a droplet applies Absorption to you and nearby allies. While you have Absorption your Fluidity weapons partially reload from reserves overtime.
HUNTERS- (WaveBreaker)
Melee- Hydrosphere- Throw out an orb of water with small spikes that detonate outwards after traveling. These water spikes apply Saturate on impact.
Super- Channeling Mace- Connect your hydrosphere to a stream of Fluidity that you hold in your hands.
Light Attacks- Swing your mace in front of you in a sweeping motion that applies Overflow to enemies hit.
Heavy Attacks- Slam your mace into the ground and create a whirlpool on impact. This whirlpool deals increased damage.
ASPECTS-
Current Rider- While airborne use your class ability to create a moving orb of water that carries you forwards before crashing to the ground. While riding this orb you gain Absorption. Enemies hit by the orb are Overflowed.
Overhydration- While you have Absorption your Melees apply Overflow and you gain increased movement speed and class ability regeneration.
FRAGMENTS-
Stream of Order- Saturate and Overflow effects last longer
Stream of Determination- Increases the duration you can block with a droplet. (-10 resilience)
Stream of Life- Defeating enemies affected by Fluidity debuffs grants a small amount of health. (-10 recovery)
Stream of Saturation- Increases the amount of stacks of saturate that you apply to enemies.
Stream of Manipulation- While you have Absorption your Fluidity weapons apply saturate.
Stream of Creation- Fluidity weapons have a chance to generate Droplets upon Defeating enemies.
Stream of Safety- Picking up a droplet or am orb of power grants Absorption for a brief duration. (-10 discipline)
Stream of Malice- Super final blows create a burst of Fluidity that apply Overflow to nearby enemies. ( 10 Strength)
Stream of Giving- When nearby allies gain Absorption so do you, when you gain Absorption nearby allies do as well.
Stream of Action- Rapidly Defeating Overflowed enemies generates an orb of power. ( 10 recovery)
Stream of Gratitude- Blocking with a droplet slowly grants ability energy for your least charged ability.
Stream of Bliss- While critically wounded the effects of Absorption are increased by a small amount.
Stream of Repletion- Defeating overflowed enemies creates a larger and more damaging burst of water upon death. ( 10 discipline)
Stream of Tolerance- Absorption lasts for an increased duration.
Reminded me of Hydroid from Warframe.
https://www.warframe.com/game/warframes/hydroid
Plenty of Warframes there that could give you some ideas.
Nidus was one I enjoyed https://www.warframe.com/game/warframes/nidus
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