Editing Forum:Lightbearer Hive (Reworked)
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{{forumheader|Fan Fiction}}<!-- Please put your content below this line. Be sure to sign your edits with four tildes: ~~~~ --> | {{forumheader|Fan Fiction}}<!-- Please put your content below this line. Be sure to sign your edits with four tildes: ~~~~ --> | ||
{{Quote|Yeah I did a rework of the Lightbearer Hive | {{Quote|Yeah I did a rework of the Lightbearer Hive ‘cuz why not, seemed cool|[[User:Vothriks, the Lost]]}} | ||
{{Hive | {{Hive Sect infobox | ||
|image= [[File:WQLucent4.jpg|350px]] | |image= [[File:WQLucent4.jpg|350px]] | ||
|name= Lightborn Hive | |name= Lightborn Hive | ||
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The Lightbearer Hive have all of the abilities of their human counterparts, including class abilities, melee abilities, grenades, and the ability to cast [[Super]]s. Each of the main [[Hive]] morphs mirror one of the three Guardian classes: [[Knight]]s are [[Titan (class)|Titans]], [[Warlock]]s for [[Wizard]]s, and [[Acolyte]]s represent [[Hunter]]s. The three types are further divided into sub-classes for the elements of [[Solar]], [[Arc]] and [[Void]]. | The Lightbearer Hive have all of the abilities of their human counterparts, including class abilities, melee abilities, grenades, and the ability to cast [[Super]]s. Each of the main [[Hive]] morphs mirror one of the three Guardian classes: [[Knight]]s are [[Titan (class)|Titans]], [[Warlock]]s for [[Wizard]]s, and [[Acolyte]]s represent [[Hunter]]s. The three types are further divided into sub-classes for the elements of [[Solar]], [[Arc]] and [[Void]]. | ||
For class abilities, all three variants of Lightbearer Knight can summon a barricade that they can shoot through and hide behind from enemy fire. Lightbearer Wizards can deploy a rift onto the ground which either heals any Hive who stand in it, or increases their damage output. Lightbearer Acolytes can | For class abilities, all three variants of Lightbearer Knight can summon a barricade that they can shoot through and hide behind from enemy fire. Lightbearer Wizards can deploy a rift onto the ground which either heals any Hive who stand in it, or increases their damage output. Lightbearer Acolytes can dash to either the left or right to evade incoming projectiles, in a similar vein to the dodge ability of Hunters. | ||
When their Super is | When their Super is charged, their eyes will light up with the color of their element. They take reduced damage for as long as their Super is active, and their attacks can deal high elemental damage, potentially even killing a Guardian in a single hit. Some subclass variants can even have multiple Supers they can cast, one or the other. | ||
Whenever a Lightbearer Hive is killed, their Ghost will appear over the spot where they have died. The Ghost must be destroyed with a [[Finisher]] in order to permanently defeat the Hive, or after 10 seconds, the enemy will respawn at full health and will have to be beaten again. Additionally, if the Lightbearer itself has received damage and is left alone for too long, it will begin to gradually regenerate health. | Whenever a Lightbearer Hive is killed, their Ghost will appear over the spot where they have died. The Ghost must be destroyed with a [[Finisher]] in order to permanently defeat the Hive, or after 10 seconds, the enemy will respawn at full health and will have to be beaten again. Additionally, if the Lightbearer itself has received damage and is left alone for too long, it will begin to gradually regenerate health. | ||
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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 | * '''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. | ||
== List of Appearances == | == List of Appearances == | ||
* ''[[Destiny 2]]: [[The Witch Queen]]'' | * ''[[Destiny 2]]: [[The Witch Queen]]'' | ||
** ''[[Season of the Risen]]'' | ** ''[[Season of the Risen]]'' |