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Edited by Paradox1055: 1/13/2017 4:25:12 AM
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Exotic Ideas

[b]THANK YOU GUARDIANS!! With all of your help and ideas, I hit 1,000 comments! I will be working on a community based exotic in honor of this community effort![/b] [b]Exotic Ideas 2 Link[/b]: https://www.bungie.net/en/Forum/Post/191970608/0/0 Primary: Assault rifle- No Other Choice "In dire situations, only one opinion is available" Perks are Focused Fire and Last Chance (Getting a kill at low health lowers the damage taken) Scout rifle- Sword and Shield "The strength of one comes from his defence" Perks are Extended Range, Armor piercing rounds, and a choice of Broaden the shield (3 consecutive kills grants an over shield) or Sharpen the sword (3 consecutive kills grants bonus damage) Hand cannon- Skill Unknown "Wielders became so skilled, it was a paradox" Perks are Final Round and Specialist (Hand loaded and Return to Sender) Special: Sniper- Doctor's Medicine "Headache? I can cure it" Perks are Return to Sender, Third Eye, Snapshot, and Doctor's Pill (Precision kills cause enemies to explode and returns health to player) Shotgun- Surprise "Slugs make a great gift" Perks are Hammer Forged, Light Weight, Slug Rounds (Extended Range and no spread) Fusion rifle- Time Flux "Time moves forward with your permission" Perks are More impact penalty to rate of fire, and Chrono's Revenge (One shot slows down enemies) Heavy: Rocket launcher- Poseidon's Wrath "A weapon worthy of a god" Perks are Javelin, Army of one, Trident (A rocket fired splits into three rockets and tracks different enemies) Machine gun- Hellfire "Who needs a rocket launcher, I can send one hundred explosions" Perks are Persistence, Surplus, Light them up (a random bullet is an explosive round that blinds nearby enemies) If you have any ideas, please leave them down below. Edit 1: This thread has got a lot of weapon ideas. May I say awesome weapon ideas? If you have any ideas for armor as well, feel free to post them. [b]Quick Announcement[/b]: My friend (FJFSOM656) has started a mini series called Exotic History. It's a small community project where you guys can make an exotic and post it here. In the spoilers tab, put [i]#writemyexotichistory[/i]. Here is a link to his table of contents for more details. https://www.bungie.net/en/Clan/Post/1371758/183820389/0/0 [b][u]Time's Reclamation[/u][/b] [u]Exotic History[/u]: https://www.bungie.net/en/Forum/Post/172642296/0/0 [b][u]Huntress of the Woods[/u][/b] [u]Exotic History[/u]: https://www.bungie.net/en/Forum/Post/175315752/0/0 [b][u]Combined Light[/u][/b] [u]Community Exotic[/u]: https://www.bungie.net/en/Forum/Post/176432982/0/0/1

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  • Narcissistic Heresy "Mirror mirror on the Ward, who's the prettiest of the Horde? Of course it's me." Exotic gauntlets for Defender Titan subclass. The entire surface will be a clear crystal like color and reflect light. Along the bottom of the left arm will be a silver decorated mirror which you can see your helmet if you are holding a weapon with a long barrel(hand cannons, sidearms, and swords are left out since arm isn't forward enough) Perks: Narcissist([secret ability]Whatever emote is present will be overridden when these gauntlets are equipped, players will now raise left arm up and look at mirror {what players specifically do will depend on gender and race}, Narcissism(all weapons will reload faster as long as you can see your reflection in the mirror, being near death will also reload significantly faster regardless of reflection), Reflection(Holding melee will hold your arm up in defence, this has the same properties as the Mirror Mirror perk but only if enemies hit your arm), Mirror Mirror(Ward of Dawn will now be like a one way mirror[image is foggy outside looking in but anyone inside can see outside clearly] and bullets will now ricochet off of Ward[if bullets are designed to richocet, they will be given an extra richocet for each deflection off of the Ward{Hard Light bullets will now richocet twice and Sleeper Stimulant will richocet six times}, if bullets strike Ward, they will count as yours and any enemies that are hit will take damage and kills will count towards your score) Advantages: Perfect for those who can't stop looking at themselves, Excellent for getting additional kills at the expense of the Enemy's idiocy of shooting your Ward or reflecting arm, reloading happens faster because you are too pretty to die, Disadvantages: Richocet will happen on the INSIDE of the Ward as well so someone using Sleeper Stimulant... with it having a very low chance of hitting the ground to count as its initial richocet... and seeing as it will count as your shot and the Sleeper can kill you... , Too much narcissism can lead to being hated, Reflection perk is not very useful unless your timing and luck is correct

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    • Edited by DoctorBazinga: 10/10/2015 10:56:02 PM
      NO TAKING BREAKS! (Exotic auto Rifle) Description: you do not have time! Impact/rof class: red spectre (88 rof/24 impact) Intrinsic perk: no taking breaks (weapon cannot be reloaded, ammo is transmatted from reserves to firing chamber) Sights: advanced targeting software: hologram sight that highlights enemies and their critical spots, boost to stability and range, doesn't affect handling), The rest: random auto Rifle perks

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      • Edited by Colt: 10/25/2015 11:18:55 AM
        3 shot burst semi auto hand cannon - Dead or Alive "You're coming with me."

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      • Sol's Children "Every star explodes spreading atoms across the cosmos. In turn, we are born" This is a white and orange warlock chest plate. On the back it will have the fire wings like Fireborn. Now when Fireborn is active, the wings are doubled in size. I'm talking Phoenix level wings! Perks Tier 1: Quasar- If you die by melee, a small solar explosion will follow your death (In Crucible, slightly less than a melee attack). Tier 2: Sol's Children- If any fallen teammates are in close proximity to you when you activate Fireborn, they too, will be revived. There are several close matches in melee fights, but if you lose, you have one more trick up your sleeves... Quasar. (Screw you warlocks!) Sol's Children is a great life saver for strikes, nightfalls, etc. If your team is about to wipe, a sunsinger can be helpful. This will allow you to self rez as well as, at least, one other member. For Quasar to work, you must be killed by a melee. At that, your opponent better be low health to get that kill. Sol's Children is pointless if your team likes to split up. Even if you self rez, you will be the only one standing. Maybe not for long either.

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      • The Editor "An entire universe can be changed with an edit to a single line" - The Author, to his disciples Warlock Gauntlets for the Voidwalker Intellect and Discipline, you choose which one, as usual Exotic Perk: Rewrite (Increases Nova Bomb damage, adds a vacuum effect that pulls in enemies.) Melee damage is also increased, and has a chance to make enemies killed by it explode.

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        • Flick of the Wrist "You don't need luck, just a quicker draw" This is a solar side arm but has the Hakke hand cannon design. It has poor range and an awful rate of fire (basically the opposite of Last Word) but it deals a ton of damage. In Crucible, has equal range to shotguns but body shots take down all shields where headshots are always instant kills. This weapon has five bullets per clip and eighty on reserve. Perks Tier 1: Quick Hands- Reloading this weapon is faster. Tier 2: Flick of the Wrist- If you have no primary ammo in your clip, switching to this weapon is incredibly fast and is dead center ready for the shot. Using this weapon will be quite difficult. You can't snipe with it, nor can you fan fire. Even if you make any ranged hit with this weapon, the damage will be reduced to half. However, when you run out of bullets and you just can't reload, quickly switch to this bad boy and get that life saving shot!

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        • Edited by Harry Stamper0: 10/24/2015 4:31:52 AM
          Sidearm- The 11th Commandment "Though shalt not rush me with a shotgun...and live" (working title ) This weapon would be the typical Hakke sidearm as far as stats go, with the exception of a standard 18 round mag. Its perks would include full auto (passively), firefly, outlaw, and braced frame, rifled barrel, or flared magwell.

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        • Auto rifle-Light and dark "Nothing can stop them when they work together.." High rof Good impact Void and solar elemental burn Exotic perk-Together (the last six bullets do both solar and void) It looks like a standard hakke auto rifle that has the solar and void symbols curved in it that alternate lighting up when you shoot. But the longer you fire the more it seems that the two are trying best each other.

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          • Slipped off Space Coil. "Hey theres a label... 'Warning! Exposure to core will cause serious or fatal injuries to...' Yea it's dangerous, let's try it out!" Void fusion rifle. This will be a very spartan design and larger than most fusion rifles. The simple and basic wire frame will be of heavy duty material (sort of how Omolon weapons are designed) and a small "coil" from a slip space or warp drive will be inserted near the back of the barrel. Charging will produce a low hum and coil will spin, giving the air around it a distorted look to it. Firing will cause coil to jerk forward and launch the rounds (which are pitch black) at the target. Perks: Anti-Matter([initial perk]Rounds that hit target with overshields(that are not void)/other surfaces will trigger a second explosion for each impact of a round that does void damage), Destination: Moved(Rounds that hit a surface have a chance(20%) to phase through the surface and continue forward until it hits another surface or target and explodes), Slip Space Rift(Killing enemies has a chance to cause a "rip" in fabric of space for 5 seconds, causing nearby enemies to take damage) Advantages: Another void fusion for the win!, cool particle effects and explosions, extra explosions are excellent for finishing off enemies, can possibly used as an enemy trapper/deterrent with some luck Disadvantages: Most of the cool features require RNG to bestow luck upon you, may be 'considered' a rip off of the Telesto but it isnt, requires luck and some bs tactics (purchased in the bs package) to use,

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            • Doctor down " that was the doctor " guardian to guardian Scout rifle Muzzles: Soft ballistics Aggressive ballistic I forgot the other Middle is: Range Perfect balance And quick reload Exotic perk: Rounds fired from this weapon give health back to partners and revive downed teammates It's an low firing rate High impact ( like the scholar ) With near max stability ( max with perfect balance ) High range and fair reload It's body design is based of The suros regime and it has a Red Cross in the middle Also it's all white =]

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            • Eris' orb: I lack the creativity to get much further.

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              • Edited by Trill Spencer: 10/23/2015 2:58:34 AM
                Pulse rifle: God Save the Queen - crowd control - multikills with this weapon grant 10% bonus damage for you and your team mates. Lasts 10 seconds and stacks up to 3 times - increased handling, stability, and player movement speed when near 2 or more team mates

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                • Edited by Paradox1055: 10/23/2015 2:49:38 AM
                  Photogenic Memory "Forgive your enemies, but never forget their names"-- President John F. Kennedy This is a standard looking scout rifle that has a tv monitor on the side of it. This monitor will have a face shot of the last enemy that you were fighting but killed you. Will save enemy that killed you if double teamed. The monitor will go blank once you get revenge, or it will save the next enemy that kills you before you get revenge. Perks Tier 1: Forgive- Getting an assist on the person that killed you last will spawn an orb of light. Tier 2: Don't Forget- Being in close proximity to the enemy that killed you last will highlight them and a 10% damage boost is granted. With this weapon, revenge is so much more sweet and easier to get! Also, those kill thieves aren't so bad after all. Orbs for everyone.

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                • Exotic Pulse Rifle: Shadowmaker "I'll Choke out any light before me" Perks: Third Eye, Extended Mag, Shadowmark (a small chance that one shot will blind the opponent for 3 seconds) Exotic Shotgun: Verdict 77 "You shall face a brutal end" Perks: Up close/& Personal, Grave Robber, Judgement of the House (allows for one shot to deal another type of Damage other than the assigned element

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                  • I don't know what they would call it. But a cabal heavy slug thrower. Has a special animation, the barrels actually rotate. And it's held like how the cabal carry them.

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                  • Edited by Hexxinq: 10/11/2015 3:32:17 AM
                    Shield Zero, an Exotic Titan Chestpiece. "You called for a shield?" Perks: Increase Intellect OR Increase Discipline Melee kills give super energy/Grenade kills give super energy Exotic Perk: Void Zero This perk allows all void weaponry fired from the user, and fireteam to pass through the Ward of Dawn. Phantisma, an Exotic Fusion Rifle "They'll never see it coming, because they'd be dead before they expect anything." Charge Rate: Low Impact: High Range: Medium Stability: High Reload: Low Magazine: 7 Solar Damage Perks Increase Charge Rate OR Increase Stability Third Eye Exotic Perk: Phantom This perk allows chained kills to have a small chance to cause an explosion, dealing minimal damage to nearby enemies The Empress, an Exotic Sidearm "The Emperor has fallen, so we follow his mistress." Rate of Fire: Medium Impact: Medium Range: Low Stability: Medium Reload: High Magazine: 34 Solar Damage Perks Increase Range + Decrease Reload OR Increase Magazine + Decrease Impact Explosive Rounds Exotic Perk: Emperor's Mistress This perk allows for chained precisions kills to increase reload, rate of fire and range. OR This perk allows for chained precision kills to increase damage dealt by explosive rounds greatly. Blooded Blade, an Exotic Sword "One slash and you can feel life leaving your body." Stats TBD Perks Scabbard OR Thrive by the Sword Exotic Perk: Bloody Touch This perk allows slashes to have a short duration poison effect. King's Crown, an Exotic Warlock Helmet "Now bow down to your King." Perks Increase Intellect OR Increase Strength Picking up an Orb grants health recovery Exotic Perk: King's Reign This perk grants Viking Funeral for the Sunsinger subclass and increases armour for a short time. Gunna start putting them into spoilers so I don't fill up the entire page. [spoiler]Guillotine, an Exotic Scout Rifle "Don't mess with me." Rate of Fire: Medium Impact: High Range: Low Stability: Low Reload: Medium Magazine: 22 Perks Increase Range + Decrease Magazine OR Increase Reload + Decrease Impact Crowd Control Exotic Perk: Guillotine This perk allows one random bullet in the magazine to deal far greater damage and have high chance to stagger. [/spoiler] [spoiler]The End, an Exotic Shotgun "This is yours." Rate of Fire: Low Impact: High Range: Low Stability: Medium Reload: Medium Magazine: 3 Void Damage Perks Increase Magazine + Decrease Reload OR Increase Range + Decrease Stability Lightweight Exotic Perk: Perish This perk allows precision kills to grant a buff called "Ending", which increases range greatly but decreases damage, can stack up to three. [/spoiler] [spoiler]The Two Face, an Exotic Handcannon "One face tells the truth, the second tell the lie." Rate of Fire: High Impact: Low Range: Medium Stability: Medium Reload: Low Magazine: 8 Perks Increase Magazine + Decrease Rate of Fire OR Increase Stability + Decrease Impact Final Round Exotic Perk: The Truth The perk allows the last three bullets in the magazine to deal slight bonus damage OR The Lie This perk allows the chance of bullets that miss its target to return directly to reserves and grants increased handling and reload when this activates [/spoiler] [spoiler]Haywire, an Exotic Autorifle "Oops, uh, Did I break it? - Cayde-6" Rate of Fire: High Impact: Low Range: Medium Stability: Medium Reload: Low Magazine: 68 Solar Damage Perks Increase Reload + Decrease Impact OR Increase Impact + Decrease Range Zen Moment Exotic Perk: Haywire Mode This perk is enabled after sprees, constantly killing enemies with this weapon will cause it to enter "Haywire Mode", where Damage, Rate of Fire, Stability, and Reload are all increased.[/spoiler] [spoiler]Kraken, an Exotic Rocket Launcher "Release the beast." Rate of Fire: Low Blast Radius: High Velocity: High Stability: Medium Reload: Low Magazine: 3 Void Damage Perks Increase Reload + Decrease Velocity OR Increase Rate of Fire + Decrease Blast Radius Reactive Reload Exotic Perk: The Beast This perk allows one random rocket in the magazine to deal bonus damage, plus have increased velocity and blast radius and including tracking. (Only active when 2 or more rockets are in the chamber) "[/spoiler] [b]Someone bump this as I'll probably add more [/b]

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                    • Arc Knight is a series of arc based weapons meant for nothing more but sending bullets down the range. [u]Oncoming Storm[/u] "Every hurricane has an eye; a safe zone. Sadly, the eye is behind the trigger" This is a machine gun that uses the classic design like Thunder Lord but is light blue and white. This gun has no mass until you pull it out. Equipping this gun will play an animation where you hold both hands together and hold a ball of lightning. The lightning starts to shoot out of that orb and outlines a machine gun. A small light will flash revealing the gun itself. This animation will be skipped in Crucible. RoF: medium Impact: high Range: medium Accuracy: medium Magazine: 100 Perks Tier 1: Tsunami- Hip fire grants bonus range and accuracy. Tier 2: Oncoming Storm- This gun turns into lightning that chains to nearby enemies when you run out of ammo. [u]Mjolnir[/u] "Thor's hammer? That's just a metaphor" This fusion rifle is silver with brown leather wrapping the grip and most of the barrel. It has no battery, instead a disc on the side of the gun, which has the Valknut or Trinity knot on it, will slide out. You will put an arc cylinder in and slide it back in the gun. When charging a shot, the Valknut will begin to glow blue. Perks Tier 1: Thor's Wrath- deal bonus damage to other arc subclass users. Tier 2: Mjolnir- This weapon fires four orbs, two at a time. It will fire two orbs in one spot, then fire two more orbs in close proximity. An arc net will form in between. (This can be a floor trap or you can shoot them on either side of a door and block it) The arc net will last twenty seconds if no one touches it.

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                      • Edited by FJFSOM656: 10/19/2015 11:44:32 PM
                        Impractical Medical Practices "You cannot die until I say so!! Now shut up and take a med kit!" Exotic gauntlets for the Titan subclass Defender but the other subclasses can use this with a little less usability. This will be slim armor for the most part but medical packs will be strapped to the characters knuckles by a leather strap and hands will spark with little bits of lightning like a defibrillator. Perks: Ah! MEDIC!(punching allies will instantly start to regenerate their health faster and get rid of all ailments such as poisoning), Meatball Surgery(Reviving allies is significantly faster and punching allies' dead body or ghost will revive them[except when game mode do not allow it]), Deployable ER(Placing a Ward of Dawn will cause allies to instantly regain health as long as they stay within Ward or near the user while Ward is active[user is unaffected by this]) Advantages: Medical specialist are now more viable with these gauntlets, useful for high strung situations, name is awesome and you will be awesome too, Disadvantages: Rather sparse looking, not entirely useful over all as an exotic,

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                        • Defense Mechanism "Defending the world one toss at a time" These are Exotic gauntlets for the Titan's subclass Defender. They will be somewhat similar to the No Backup Plans in design but will have four floating plates that slowly rotate around your forearm. These will be red initially but as your super fills, they will turn green based on its progression(one set when super energy is 1/4th of the way, two sets when super is halfway full, etc.) Perks: Defense Mechanism(Ward of Dawn can now be cast in small portions if super energy is filled at 1/4th, half, 3/4ths, and full intervals[Activating super will cause user to throw a small purple projectile where they look, where this lands a small Ward of Dawn will appear for three seconds then dissapear{normal buffs such as Armor, Weapons, and Blessings of Light will activate for those in bubble}]), A choice between: Emergency Defense Plan(Normal Ward of Dawn can still be activated if user is on the ground and super energy is full [being in the air will launch a smaller Ward instead], if this happens super energy will charge to 1/4th power to grant you a throwable Ward[However super energy will charge slower until 3/4ths of the way full or throwable Ward is used to reset timer]) Or: Hold the Fort!(Throwable Wards now last up to 6 seconds and be slightly larger in diameter) Another choice between: Defense Array(Throwable Wards can be thrown one after another and having them all down will cause all of them to last for 20 seconds but super will charge slower till either four Wards are used or super energy is charged fully or having both Normal Ward and the smaller one will cause them to last for 35 seconds each) Or: Defensive Shielding(Throwable Wards will now stick to targets placing a bubble around target so it will move with target, buffs will not activate if they attatch to a target and last only two seconds or five seconds) Advantages: Great for saving your allies on the fly, can be very versatile depending on the combo of perks equipped, super energy will normally continue to charge while using so pot shots to save allies are possible and more practical, great for giving allies that extra umph in battle, Disadvantages: Having certain perks with each other may lead to one inhibiting the other, tends to slowly restore super energy when main abilities are used, problems can arise if you don't know how to use it, each perk has its disadvantages over all so they need to be taken into account, you lose having a large Ward of Dawn to use as a Beachhead most of the time, not very useful if you are being hailed upon constantly, you can't shoot out of Wards even if they are attatched, normally throwable Wards cannot be thrown in rapid succession(the first must go out before second can be thrown)

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                          • Edited by Paradox1055: 10/18/2015 11:03:33 PM
                            House of Light is a series of Fallen themed weapons and armor. This will also let Dreg's Promise, Lord of Wolves, and Queen Breaker's Bow to be brought over to year 2, the Taken King. [u]Vandal's Hunt[/u] "You can run... and you can hide, but once a vandal's got your scent, they'll never lose your trail" This pulse rifle resembles the Fallen shock rifle, or the gun that can track you no matter what. This pulse rifle also shoots four bullets. Perks Tier 0(already active): Tracking- The bullets move slow but you can lead them by looking in the direction you want them to go. Bullets have poor directional control. Tier 1: Ether Cache- Killing Fallen and Taken Fallen will earn you extra glimmer. Tier 2: The Hunt- The bullets' directional control is boosted 60% and targets spotted while looking down sights are highlighted for 20 seconds in case they go behind an obstacle. [u]Captain's Order[/u] "Captains enforce their orders in two ways: their tongue... then their sword" These are dual wielded swords that resemble captains' swords. They are always visible in an "X" shape across your back. Heavy ammo charges the arc damage since it is a shock blade. This weapon comes with a setting that changes combat graphics. Not 100% blood and gore but combat has more graphic animations. Tier 1: Flury- Swing speed is increased 10%. Tier 2: Captain's Challenge- Killing sword captains with these weapons will grant you a 10 second over shield. Dying by a sword captain gives them a damage boost for 10 seconds. [u]Kellship[/u] "Kells rally their troops, then lead them into battle" Killing any of these (Riksis Devil archon, Draksis winter kell, Aksor archon priest, and Taniks) has a 1/150 chance to drop Badge of the Kell. Skolas in Prison of Elders has a 1/100 chance. This is an exotic class item for any class. It is a cape (not hunter cloak) that you can customize to fit your clan. You can change the main color and make your own symbol. The official clan leader will get a archon/kell themed helmet that matches the clan. This helmet might look like Riksis', Aksor's, Skolas', Taniks', or something else from concept art. If the clan leader wears this helmet, all perks are increased 20%. How to aquire: You must be in a clan with a total of 4 or more members. Perks Tier 1: Crucible Champion- Winning streaks with your fireteam increases the chances for better gear for you and your fireteam. Tier 2: Raid Champion- You and your fireteam have better chances to get raid gear. Killing the final boss increases the chances for exotic gear.

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                            • Y2 no land beyond

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                              • " selfless scout " Exotic scout rifle , similar stats to mida multi tool Exotic perk: " here you go " while this weapon is out, picking up primary ammo when it's full will instead fill your lowest ammo type Passive perk " don't mind me " this weapon does not take up your exotic slot 17 clip size, and feel free to toss on the usual random perks lol Note: this weapon will change color with the shaders you have and similar to how the jade rabbit has the rabbit insignia on it, this weapon will have the same emblem you currently have equipped

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                                • Edited by UnwindingEar5: 10/13/2015 12:52:58 AM
                                  Exotic auto rifle: "Here's a Cookie" "Everyone deserves a cookie...give it to them." Edit: will add stuff to it later, but feel free to add some perks if you would like.

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                                  • Some of my ideas: https://www.bungie.net/en/Forum/Post/153411549/0/0/1

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                                  • Edited by Paradox1055: 10/18/2015 4:57:15 PM
                                    Atheon's Return is a series of Vex themed weapons for all classes. [u]Time Flux[/u] "Time moves forward with your permission" (yes this is an original content idea. Just wanted to renew it) This is a fusion rifle that will be white (Looks like Atheon in color). Down the barrel, it will have plates on either side that resembles the iconic triangle like the one at the back of Atheon's room. It has 6 bullets in firing chamber and 12 in reserve. Has high charge time but medium impact. Perks Tier 1: Inverse- The charge time drops dramaticly! But impact is increased. Tier 2: Atheon's Revenge- One random bullet in every magazine does less damage but slows down enemies. [u]Historic Future[/u] "Blast from the past... or is it future?" (Another old one, just making it better) A scout rifle that resembles Jade Rabbit in design but looks more steam punk. Perks Tier 1: Lord of Time- Picking up ammo when this gun is full will store it until next needed. Tier 2: Time Lock- Cause bonus damage on Vex majors and ultras. Any target that survives, can't use their abilities (Teleporting, hobgoblin bubble shield thing, blink jump, etc). [u]Precise Timing[/u] "It's good to be punctual" This is a heavy sniper rifle that is identical to the Vex line rifle (sniper rifle). Being a heavy weapon, it is always a one hit kill in Crucible. Perks Tier 0: No Reserves- This gun has no clip or reserved ammo. Scoping up charges your one bullet (a red charge appears at the barrel). A meter around the reticle will show you how much the bullet has charged. Two second charge time. Tier 1: Spotted- Scoping up on a target will highlight it for three seconds or until target walks behind something. Tier 2: Precise Timing- Keeping the reticle on the target's head after scoping up (and Spotted is active) for three seconds will cause the gun to stay locked on and fire automatically. This will grant headshot every time. Precision kills have chance to spawn orbs of light.

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                                  • Void Guard is a series of armor pieces for defensive purposes only. [u]Riot Squad[/u] "You are the first line of defense when marching on the enemy" Titan Defender gauntlets that are white plated (right arm has wires and a circular emitter dead center of plate). When you use your melee charge, an animation of holding your right arm in front of you, and a void riot shield will deploy. (This is full body size) You must hold the melee button down or you will drop your shield. Using the shield will use 10% melee charge every second (use shield for 10 seconds max). Will absorb all direct damage (splash can damage you). Perks Tier 1: Strengthen- If the shield takes void damage, it will save you 5% melee charge. Tier 2: Stay Strong- If the shield takes no damage at all, your melee will instantly recharge. (Shield must be used for whole ten seconds without damage to work) [u]Strength of the Void[/u] "Everyone can wield the void... only you can show them its true strength" Warlock Voidwalker gauntlets that are black with purple rings pulsing between wrist and elbow. Your melee now grants over shields to your teammate (only one person). You must continuously hold the melee button to hold the over shield. It lasts 10 seconds max. Teammate must be close by to work (equal to enemy in melee range). Perks Tier 1: Void 2x- If the teammate you are shielding is using a void subclass, their super will charge quicker. Tier 2: Void's Heart- If your super is fully charged, your teammate's over shield absorbs 2 times as much damage. This in turn will slowly drain your health. You will die after 10 seconds if you continously use this. [u]Bow to Allies[/u] "Who said hunters can't defend other guardians?" Hunter Nightstalker gauntlets that have two void arrows on each gauntlet. Firing a shadow shot arrow at your feet will spawn a ring wall the same size as a Ward of Dawn. Teammates and enemies can walk through, but enemies inside will gain the slowness debuff as a normal void anchor. The wall will absorb 1/3 of the damage. Everything else can pass through and hit people inside. Perks Tier 1: Dark Light- If an enemy walks into the ring, their charged (not activated) super meter will be reduced to 99% charged until they leave the ring. Tier 2: Hold the Pack- The strength of the ring wall increases if more teammates stand in it. It stacks from 1/3 damage absorbed, to 2/3, and then 3/3.

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