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Forum:Summoner Wizard: Difference between revisions
From Destinypedia, the Destiny wiki
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|weapon(s)= | |weapon(s)= | ||
|abilities= High Durability <br> Rapid Flight <br> Midair Levitation <br> Darkness Blasts <br> | |abilities= High Durability <br> Rapid Flight <br> Midair Levitation <br> {{icon|Arc}} Darkness Blasts <br> {{icon|Kinetic}} Cloud of Darkness <br> {{Fanfic Icon|Summoner}} Conjure [[Hive]] Squad <br> Summoner Stagger | ||
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'''Protector Wizards''' are highly skilled [[Hive]] [[Wizard]]s rich with the powers of the [[Darkness]] that enable them to pull their forces from the ascendant plane. | '''Protector Wizards''' are highly skilled [[Hive]] [[Wizard]]s rich with the powers of the [[Darkness]] that enable them to pull their forces from the ascendant plane. | ||
==Gameplay== | ==Gameplay== | ||
Much like their standard Wizard counterparts, Summoners will tend to remain far away from the conflict so that they can rain down their [[Arc]] Darkness Blasts from afar and create Poison Clouds to both inhibit the movement of their adversaries and provide a sort of smokescreen for their allies. What makes these Wizards truly unique, however, is their ability to summon Hive reinforcements into the fray. Indicated by a red glow coming from the Wizard, as well as a unique animation, a squad will spawn after the ability is cast. The longer the Wizard is locked in the animation, the more dangerous the squad is. Due to their incredible health pool and potential to be disastrous on high difficulty activities, it is advised that [[Guardian]]s utilize Anti-Summoner rounds or abilities on these Wizards during their summoning animation to briefly stagger them and weaken them to incoming damage. | Much like their standard Wizard counterparts, Summoners will tend to remain far away from the conflict so that they can rain down their [[Arc]] Darkness Blasts from afar and create Poison Clouds to both inhibit the movement of their adversaries and provide a sort of smokescreen for their allies. What makes these Wizards truly unique, however, is their ability to summon Hive reinforcements into the fray. Indicated by a red glow coming from the Wizard, as well as a unique animation, a squad will spawn after the ability is cast. The longer the Wizard is locked in the animation, the more dangerous the squad is. Due to their incredible health pool and potential to be disastrous on high difficulty activities, it is advised that [[Guardian]]s utilize Anti-Summoner rounds or abilities on these Wizards during their summoning animation to briefly stagger them and weaken them to incoming damage. |
Revision as of 12:21, December 1, 2023
Forums: Index → Fan Fiction → Summoner Wizard |
Summoner Wizard | |
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Biographical information | |
Species: |
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Type: |
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Sect: |
Hidden Swarm |
Rank: |
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Purpose: |
Force Commander |
Mission: |
Nightfalls |
Combat information | |
Abilities: |
High Durability |
Protector Wizards are highly skilled Hive Wizards rich with the powers of the Darkness that enable them to pull their forces from the ascendant plane.
Gameplay
Much like their standard Wizard counterparts, Summoners will tend to remain far away from the conflict so that they can rain down their Arc Darkness Blasts from afar and create Poison Clouds to both inhibit the movement of their adversaries and provide a sort of smokescreen for their allies. What makes these Wizards truly unique, however, is their ability to summon Hive reinforcements into the fray. Indicated by a red glow coming from the Wizard, as well as a unique animation, a squad will spawn after the ability is cast. The longer the Wizard is locked in the animation, the more dangerous the squad is. Due to their incredible health pool and potential to be disastrous on high difficulty activities, it is advised that Guardians utilize Anti-Summoner rounds or abilities on these Wizards during their summoning animation to briefly stagger them and weaken them to incoming damage.