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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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  • All Fun and Games "You think this is a joke!?" "Of course! What's wrong with a good laugh between frenemies?" Exotic Hand Cannon. This is based loosly off of the Joker and his crazy schemes ovrr the years. The color scheme is a deep purple with neon green along the handle and hammer with a red tipped barrel. Perks: Choice between three perks in first tier: Laughing Stock:Handle becomes a stock and is now held like a scout rifle, looks like a snubbed carbine. Kick is reduced drastically, effectively allowing this gun to shoot straight. Range and impact are slightly reduced. Deadliest Joke: Barrel multiplies into several more that slowly spin like a carousel and quickly spin when being fired. Rate of fire shoots through the roof, making this a high impact sidearm. Range drops to mid shotgun ranges and kick is not great but bearable. Contagious Laughter: Barrel extends to a ridiculous length, making it have the range of a scout rifle/sniper, handling drops, short range kills are hard to pull off, kick increases, and fires slower Jokes on You(Main perk): After emptying clip, a flag labeled "BANG" will be sticking out of barrel. If you reload, flag will drop out of the barrel and create a small patch of green mist. It last for 20 seconds and will highlight/mark all enemies on your minimap that walk near or past it for 20 seconds(from first moment of contact) If you pull the trigger without reloading, flag will shoot out and impale whatever it happens to be pointed at. If enemy doesnt die by flag, they will gain a debuff of 15% damage but an increase in speed by 20% (buff "Spread the laughter" will appear on their screen) Advantages:Very fun weapon to screw around with, offers versatility and lots of lols, instant increase in funny hate messages, Disadvantages: Automatic reload is not active until flag is shoot out of barrel so knowing when to reload is key, Versatility can backfire if you don't know what you are doing,

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    • Shoot. Just go to ratchet and clanks house and get guns from there. Lol

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    • Blitzkrieg "Perform the mastery of the draw... At the the pull of a trigger." Exotic sword (All swords by default are heavy). Based off of the sword used by Samuel Rodrigues ("Jetstream Sam") from Metal Gear Rising: Revengeance. Unlike traditional swords, this one will have a scabbard (decorated with a Silver Chinese dragon on a black background; there will be a trigger, hammer and other gun mechanics near where the swird is placed) and almost constantly be in it. The brief seconds that it is out, the blade will be a dull golden/silver color and the crystal will be a dull gold. Perks: Iaido([Initial perk] Pressing the Melee button will cause the sword to slash out quickly and be placed back, the Trigger button will delay the draw slightly but it will have more power to it and use more ammo, pressing the left trigger(L2 respectively) will cause the bring the sword out but the tip will remain in the scabbard and you will block in this stance), Dance of the Dragon(rapidly pressing the Melee will cause the sword to stay out and unless a flurry of attacks but this will consume a bit more ammo than normal but does more successive damage), Master of the Draw(Holding the trigger will create a new stance where your character will grip the scabbard's gun mechanics and your other hand held out in front of you; Pressing the trigger again in this stance will cause you to dash forward and "fire" the sword out of its scabbard at lightning speed, kills with this will cause your targets to explode and a damaging Shockwave directly behind them; pressing the trigger while in the air will "fire" the sword at the ground where it will send out damaging shockwaves to nearby opponents for a time[This is dependent on ammo, 1.5 seconds per amount of ammo left); pressing left trigger(L2) will cause your sword to be "fired" out for damage and immediately going into your block stance, if you did this right as an enemy hits you with another sword grenade or potentially rocket and super, the sword will flick out and rebound any damage you would have taken straight towards you were facing as a high damage shockwave [AoE damage does not count]) Advantages: Can be used to block "Fist of Panic" "Panic Novas" "Pot shot rockets" and many larger projectiles and punish your opponent for doing so, Will look super stylish and fancy while in the Tower or out and about, swift and efficient movements make this a force to be feared Disadvantages: Counter blocking is difficult to master since it happens in a split second, using sword can be a hassle for those used to traditional swords, counter block is useless against small projectiles such as bullets

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      • Edited by Paradox1055: 8/31/2015 11:25:16 PM
        Tesla Rifle "Edison's reign will end" Arc sniper rifle/scout rifle with extended barrel that looks like a sniper rifle. The barrel have parallel rods on top and bottom of rifle. When charging a shot, energy spirals down barrel. Has four shots per clip Tier 1: Alternating Current- A kill sends ammo back to clip Tier 2: Choice of Sharp Shooter or Spray and Prey Sharp Shooter- Each round as EXTREMELY high charge time but kills enemies with one shot. Very accurate. Spray and Prey (Edit by FJFSOM656)- Near nothing charge time, and fires one round per trigger pull (hair trigger). Each round does 1/4 original damage, but has awful kick. Great multipurpose weapon. If you need to snipe your enemy, it has strength but takes forever to fire. If you run into a group of enemies, Spray and Prey let's you rapidly fire shots. You can hit multiple targets (due to kick) but does low amount of damage.

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        • Ghosts and Echoes Exotic Sniper Perk 1: Mulligan Exotic Perk: Silent But Deadly : Bullets make no noise and mark target as a dot on the radar

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        • Poseidons wrath os awesome like I want it now and that shot gun is a tex mechanica exotic by the name of the chaperone

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          • I have one. It is a machine gun Machine Gun: An Unforgivable Action "Second chances don't come around often" -Commander Zavala Perk #1 - Crowd Control Exotic Perk - Something Unforgivable (Rounds fired penetrate rhrough oversheilds and directly damage enemy health) Writer's Note - This gun has an excessively low impact and rate of fire. This balances the weapon out, keeping it from becoming a thorn :)

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          • Dante's Treachery "In the bowels of Cocytus, How frozen I was and powerless as well. Ask me not, Dear Brother, for I dont speak of it." Dante Alighieri, Canto XXXIV (paraphrase) This is a set of exotic boots for the Titan's new subclass, Sunbreaker. The color scheme is a dark shade of ice blue and clear crystal. Up to the shin, the boot will be covered in ice (like someone dipped their foot in water and it froze) and above would have jagged edges up till just before the waist. This will completely restructure how Sunbreakers work and change its appearance from fire to ice (although it will still retain it's solar damaging) Perks: Burning Cold([initial perk] The Sunbreakers abilities will now be transformed into Hell-ish ice abilities and change{specifics listed under perks}), Bringing the Chill(Increased splash damage from abilities and frozen statues explode more violently), Cocytus(activating super will cause the air around you to freeze, walking will leave patches of Frost in your wake and abilities will do the same, enemies are damaged by this and have trouble gaining their footing, last for a decent time) Restructure(All fire like aspects of the class will change. If something is left out it will remain the same[ex. Titan Codex]): Grenades: Stalagmite Grenade(new Thermite grenade)-Upon impact of this, a long wall of ice will be formed that doesn't move or shift, if an enemy is caught inside the initial creation, they will be frozen in place and cannot move until the duration is over; Glacier Grenade(Fusion grenade)-When this grenade explodes, a ball of spiked ice will appear for a brief time, damaging enemies heavily. If this grenade explodes on a person, they will take bonus damage and the ice ball will last longer; and Frostbite grenade(Incendiary grenade)- Enemy's caught in the explosion will be dealt damage overtime with the "Frostbite" debuff which will also slow movement by 10% Hammer of Frost(Hammer of Sol): Hammer will now be a clear/ice blue color and when hammer is thrown they will have a slight steam effect as they sail through the air, upon impact hammer will explode and cause splash damage from the shards of ice Hammer of Frost perks: Frozenmaster(Forgemaster: Can throw more hammers and hammers cause bigger explosions)-will remain the same expect explosions will instead result in a large explosion of shards to harm enemies; Barren Earth(Scorched Earth: Hammer of Sol leaves sunspots on impact)-Upon impact, large spikes of ice will appear that will freeze enemies in place if they are caught in the initial creation and harm them greatly; Freezing Wind(Suncharge: Pressing Melee will launch you forward, causing enemies to explode if you hit them)-Upon hitting enemy, they will become frozen in place. if they would have died, a grim statue of ice will be left in their place which can be broken. Icestrike(Sunstrike): Simply hit enemies with a frozen embrace Icestrike perks: Freezing point(Melting Point: Will burn enemies, burning enemies will take more damage from you and allies)-Will work the same except enemies will also move slower and react less; Start the Frost(Stoke the Forge: Reduces melee cooldown, killing blows will instantly reset melee)-Will work the same; Cooling Vent(Thermal Vent: Creates a Solar explosion on hit, enemies death will result in a sunspot)-Creates an ice ball which can be thrown at an enemy[for a short range] to damage and create splash damage, kills will result in a large spike ball to form Miscellaneous perks: Frozen Wasteland(Explosive Pyre: Enemies that dies by your hammer explode, chaining solar damage to nearby enemies)-Enemies that die by your hammer will explode in a flurry of frozen shard, damaging nearby enemies; Stay Frosty(Flame Seeker: Hammers will alter path to tract enemies)- Will work the same; Frozen perk(Fleetfire: Enemies that die by your fire will increase reload speed and agility, stacks 3 times)-Will work the same but will include those that die by splash damage or spiked projectiles; Frozen Keeper(Fire Keeper: standing in sunspots will create an overshield and Hammer last longer)-No change; Freezing flames(Simmering Flames:When super is full, grenade and melee recharge faster)-No change Advantages: Changes up how Titans use their Sunbreaker, Creates new ways to play and strategies, somewhat similar perks will make this easy to get used to, AoE effects can be useful for thinning or trapping enemies Disadvantages: Splash damage may not be as appealing and blowing stuff up, perks are renamed and may mess people up but they are really in the same order as before,

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            • Makeshift Resuscitator- Exotic hunter gauntlets Hitting a friendly ghost with your throwing knife will revive the guardian when applicable. Active Guard- Exotic titan chestplate Starts regeneration process immediately if your shield is broken in one hit. 30 sec cooldown Nightshroud- Exotic warlock helmet Ability cooldown is greatly reduced during Radiance at the cost of a shorter duration. Gaussian Dynasty- Exotic sniper rifle 1 round mag, high impact, railgun-type sniper. Has charge time and projectile bullet. Foehammer- Exotic rocket launcher Low blast radius, high rate of fire rocket. 5 round magazine.

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            • Edited by FJFSOM656: 11/7/2015 2:17:59 PM
              My Silent Friend "You have two shadows." These are exotic boots for the Hunter's Nightstalker subclass. A simple color scheme of black will enhabit the boots and they will have little to no decorative pieces on it. What is seen is a shadow (like one that we see everyday except it only shows to about knee length). This will shift and move slightly on its own (like the Young Ahamkara's Spine gauntlets) and move opposite of where bright lights will (like a shadow does). Also large explosions of light near the player will cause the shadow to spazz out randomly but settle back down afterwards. Perks: Shadow Travel(Shadestep distance increases), Shaded Black(Smog melee ability is now darker and harder to see through),and Vashta Nerada([Only works if Shadestep {Instead of crouching, you gain an evade maneuver} perk is equipped] If you Shadestep into an enemy[make physical contact], they will begin to form a shadow that will take 20 seconds to form into a complete one [if the technique works, the player's own shadow will split into another shadow that will darken and jitter more often, though it cannot be seen by the player and the player will be notified "'enemy name' has been tagged"]. This shadow mimics their movements and is visible to all players, enemies, and entities who happen to look or notice [including the tagged enemy if they happen to look down they will see a blob of black at their feet]. The first 15 seconds the shadow will form from feet to shoulder length, the last 5 seconds the shadow will darken slightly and the head will form. The timer will stop if enemy dies but will continue if they respawn. Several possible outcomes can occur. 1:If no action is taken before the deadline, the shadow will form dark red eyes and lunge forward at the player, exploding and killing them instantly [nearby enemies are not effected]. 2: If the enemy suicides for whatever reason [dying by their own grenade, rocket, environmental hazard, or water suicide] the shadows around the player will grow into fully formed shadows and explode dealing minimal splash damage to allies ("Shadows disapproval" will flash on your screen). 3: If enemy dies by falling off a cliff, the shadow dissipates and nothing happens 4. Allies of the enemy can shoot the shadow to oblivion with a few rounds and make the shadow dissipate and nothing happens 5. Player is given the option to teleport into shadow when they die, causing them to respawn behind the enemy(though facing the opposite way) which will cause the shadow to dissipate and no added buffs are given to the player and a boost in defense by 10% ("Shadows gift" will appear on the enemy screen) will be given to target. Advantages: Excellent for putting the drop on enemies and scaring the hell out of their allies, who doesn't want explosions?, great for getting out of tight corners and areas and coming back to seek revenge Disadvantages: The shadow can be destroyed before the explosion, the shadows can come back and kill you (while it is possible for your allies to stop it by shooting it, it happens in about 3-4 seconds so their is little chance of that), the shadow teleport mechanic is good for a quick entry to scare and possibly kill your enemies allies; not so much the enemy itself, many not fit in for those who are looking for a fashionable piece of armor, Vashta Nerada CANNOT be spammed(it can only be attatched to one enemy at a time and has a fourty second cooldown when shadows explode [either if you explode or the enemy explodes] Edit: These exotics belong in a storyline! https://www.bungie.net/en/Forum/Post/151477565/0/0 link to part 1

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            • The Whole Nine Yards "Studies of Pre-Golden Age conflicts prove that the more lead you throw at your enemy, the more likely you are to win." Exotic Machine Gun Would look like an air-cooled WWII machine gun, either .30 cal or .50 cal. Could also have Dragon's Breath style paint scheme, or similar fighter plane aesthetics The Whole Nine Yards (perk): weapon damage increases with each round fired (becomes more powerful the longer it is fired, rather than based on how many rounds are used) Evil Twins "How do you tell which one's which?" -"Don't know. I don't trust either." Exotic Sidearm, sidearm as a primary weapon Would be a pair of pistols being dual-wielded. Could look like any black semi-automatic pistols. Doppelganger (perk): Increased stability when firing from the hip, critical hits from the hip return a round to the magazine Over the Horizon "It's like distant thunder. You can tell how far out it is by counting seconds between the flash and the explosion." Exotic Sniper Rifle, Sniper rifle as a heavy weapon Would look like a very large-caliber sniper rifle with an extremely long-range scope Very high damage, small magazine, low rate of fire. Maybe bullet overpenetration as well. One Shot, Many Kills (perk): Fires significantly more powerful explosive rounds. X-25a ICFS (another placeholder kind of name) The X-25a Individual Combat Flight System was pulled from a Golden Age schematic found within the archives at Old Accra. Titans were quick to adapt it to existing movement strategies. Exotic Chest Armor (Titan) Looks like an armor piece with a large jetpack kind of mechanism on the back that has thrusters or things like that on it. Jetpack (perk): Significantly improves Lift (either by increasing Lift height and/or distance, or granting the Catapult perk). Adds a short dash ability (similar to the Hunter's new Shadowstep ability)

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              • Edited by Paradox1055: 8/24/2015 2:31:49 AM
                White of Their Eyes "Everyone is wearing a helmet, fire anyways" A sniper with two shots per clip. Tier 1: Panoptes- Third Eye when aiming down sights and larger radar radius when equiped. Tier 2: White eye- moving your sights over an enemy highlights them until their death or your death or after 15 seconds. Killing highlighted enemy sends bullet back to chamber.

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              • Hindsight 20/20 "Did you not see that coming?... I did..." This is an exotic chest piece for Titans. Asteticlly this would be a bulky piece of armor with most of its bulk on the back of your character. It would have a silver and black color scheme (that would alter depending on your shader) with three glowing red "eyes" near the base of the neck and shoulder blades. Perks: Death's gaze (Being killed by an enemy will now highlight them for ten seconds after respawning [similar to how you can see which enemy killed you during the initial death screen]), Finders Keepers (Invisible enemies will show on your radar as a dot and pulsate a faint silver color if they are behind you [does not work if you are facing them but will last for five seconds if you turn towards them and allies can see pulsating silver color but will not see them on the radar]) Hindsight 20/20 (Being killed by an enemy will highlight them and this will light up when you are near by until their or your next death, revealing their location. Also allies will see the enemy for eight seconds in the same manner if they are close by. If you kill that enemy before the effect wears off, you gain a percentage increase in damage output, defense, and ability to see ahead on the radar for thirty seconds [levels 20-25 25%, levels 26-30 20%, levels 30-34-40 12%] Allies would get the same effect for 15 seconds if they kill the enemy within the eight seconds [Buff is called "Avenged the Dead" for allies and "Revenge is alive" for yourself][Buff does not stack and you cannot recieve the buff again for 30 seconds once you have obtained it]) Advantages: Excellent for targeting those with Khepri's Sting and invisible enemies in general, good for seeking revenge on those that killed you, your back is always watched Disadvantages: Buff is difficult to obtain since you have to kill enemy before they die and if you die again the target resets, in terms of use it is very cool but sometimes this can be more of a situational thing

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                • King's Hand "This flame restores the Taken" Black and greenish blue pistol with the "internal flame" down the barrel. (Looks like the Taken in appearance) Tier 1: Dark Light- body shots spawn an orb of poison Tier 2: Twisted Fate- Headshots on enemies cause them to go berserk and attack other enemies especially effective against the Taken army.

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                • Historic Future "Blast from the past... or is it future?" Exotic scout rifle that has to be built! You have to find Vex weaponry from chests on Mars and Venus. Then take it to Gunsmith to get Unstable rifle. After getting Unstable rifle, go to Xur to get Vex Time Core. Tier 1: Lord of Time- Regenerates ammo over time. Tier 2: Time lock- has chance to stop Minotaur from teleporting as well as shield recharge. Does bonus damage to Vex Majors

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                • Dreamcrusher A note is carved along the bottom of the boot, "Here lies your enemies hopes and dreams. Bunch of babies." Exotic boots for Warlocks (Finally!) These are meant for the Voidwalker subclass. There are no paticular design yet but a jet black and purple color scheme will fit. Perks: Broken Dreams(Killing an enemy will cause nearby enemies to have a decrease [10%] in attack output for 20 seconds), Wake up call(Melee kills will decrease super cooldown), and Nightmare Stance(Provides the Lance ability to Nova Bomb without being selected) Advantages: Warlocks finally get exotic boots, works well with dealing with large crowds of enemies, allows Warlocks to access Lance and another ability (such as Vortex or Shatter) for new ways for havoc and destruction, Disadvantages: Sunsingers and Stormcallers will have little benefit from this

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                • I have seen some great exotic ideas; I might need to step up some more. Singularity "Consume everything, even light" Hunter Nightstalker gauntlets. Tier 1: Black Hole- Any targets not hit by Shadow Shot (yet close to it) will get sucked into the arrow. Tier 2: No Escape- If a player can melee an enemy after said player was hit by Shadow Shot, the enemy will gain the negative effects as well. Recharge "Absorb Zeus' wrath" Warlock Stormcaller chest plate. Tier 1: Battery Pack- Grenade cool down is reduced after killing an enemy with a melee. Melee cool down is reduced after killing an enemy with a grenade. Tier 2: Generator- Killing enemies with any arc abilities reduces the cool down of Storm trance. Solar Flare "Walk amongst Brimstone" Titan Sunbreaker boots. Tier 1: Flared Feet- While using jetpack, jump again in the air to float (cannot move around while Flared Feet is active) Tier 2: Solar Outburst- Dropping to the ground after using Flared Feet cause a small shockwave that burns nearby enemies.

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                • Edited by FJFSOM656: 8/16/2015 10:18:38 AM
                  Fatal Reentry "This is what falling from space to Earth feels like in an instant." This is an exotic heavy for Titans. It is based off of the new Titan subclass, Sunbreaker and the Gravity Hammer from the Halo series but the coloration depends on what subclass is equipped. This weapon does void, solar, or arc damage depending on subclass equipped. Works like a hammer should, Melee button will swing hammer downward, crushing enemies under it. Trigger button will swing the hammer sideways, potentially destroying more targets and cause more damage but this will burn ammo faster. Perks: Triple Threat([initial perk] weapon does void, solar, or arc damage depending on current subclass equipped), Zero Point Energy (on using the Melee attack and target does NOT die, there is a 20% chance that the target will lose gravity effects for 5 seconds [they will hover slowly up until effect wears off] if they are hit with another attack or explosive, the target will be forced in the direction of attack until effect wears off, doing more damage to target [this effect does not work on bosses, extremely large enemies or enemies that float or hover as primary means of transportation][in terms of the knockback, hitting target with melee again will force them down doing 2x the damage, hitting target with the trigger attack will make them take initial damage and 3x damage if they hit a wall or other hard surface before effect wears off or 1.5x damage if effect wears off while they are still flying away, explosive devices will harness the same damage as the trigger attack]), Vacuum, Army of One, Battlerunner, Quickdraw Brutal Assault ([Main perk] the effect for this will change depending on which subclass is equipped[weapon does not have to have ammo for this effect to work, it just needs to be equipped when super is activated] Striker: This will cause the user to throw the hammer in the direction you are facing as well as give you two seconds to change direction before Titan uses Fist of Havoc. Aftermath effect will be used on both the Hammer strike and the Titans, leaving two AoEs present on the battlefield[Aftermath must be equipped] Death from Above effect will cause hammer to be thrown farther as well as Titan to travel farther and have more directional control [Death from above must be equipped] Shockwave effect will be used on both Hammer and Titan except the Hammer will shoot less damaging shockwaves in the four cardinal directions which will travel over objects and through enemies for a duration of 5 seconds while Titans Shockwave will go in direction Titan is facing and travel for six seconds over objects and through enemies swiftly [Shockwave must be equipped] Defender: Titan will throw the hammer in the direction they are facing creating a smaller Ward of Dawn as well as pop a smaller Ward of Dawn around them, producing two bubbles which last for 30 seconds, by activating super again, the hammer will return to you and replenish your bubble back to full size and add whatever time it had leftover to your bubble. Armor of light effect will not change but if bubbles are placed in a straight line from each other, players can run between the two and still have over shields outside of bubbles aslong as they get within the next bubble within 5 seconds and they don't go outside of the range of the two bubbles [Armor of Light must be equipped] Blessing of Light will now stack to create two overshields if players pass through both bubbles[Blessing of Light must be equipped and the duration of the first Blessing of Light is different from the second so when the first runs out, the second will take its place and any damage done will be done to the first overshield until it's duration ends or shield is broken] Weapons of light effect will stack if players pass through both bubbles [Weapons of Light must be equipped and effect will continue to be doubled when player passes through both bubbles and then only stays with one, but effect will cancel back to default strength if player doesn't renew effect before buff runs out] Sunbreaker: This will cause Titan to throw hammer in direction they are facing, where it lands will create a sunspot until the duration of the super is over[Titans can throw Hammers of Sol as normal once hammer is thrown and by activating super again, hammer will return and player does bonus damage] High noon perk(The higher your health, the more hammers you can throw and the bigger the impact) will not be changed, but standing in sunspot produced by weapon will now regenerate health quickly [High noon must be equipped] Suncharge(pressing melee will dash Titan forward and strike enemies with a melee attack) effect will remain the same except if player returned hammer to them, the reach of Suncharge is increased and players can dash further forward [Suncharge must be equipped] Conflagration (Sunspots are created were Hammer of Sol impacts) will cause more damage to target; if player left hammer where it was initially thrown, all sunspots will now connect with a torrent of fire that will damage enemies that walk through them; if player returned hammer to them, sunspots will now cause increased damage and light enemies on fire [Conflagration must be equipped] Advantages:Striker and Sunbreaker now has the chance to cause more havoc and destruction, Defender allows more Wards of Dawn to be placed which increases it's support ability, main perk can be activated without ammo for those that can't find any heavy ammo, allows Titans more Melee capability, it's a freaking hammer! Disadvantages: Low range, skill is required to use it to its maximum effectiveness, use of this item can be a problem since heavy ammo is difficult sometimes to come by [spoiler]Subject to change since we know little about Sunbreaker and any new perks that may come out[/spoiler]

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                • Edited by FJFSOM656: 11/7/2015 2:18:44 PM
                  Abomination "Hunters cannot be tamed... so why does their weapons have to be?"-Tae Ken 'Glitch' Exotic primary weapon for Hunters. This weapon (or weapons) is based off of Bloodborne's Saw Cleaver(though slightly smaller blades and less bloody more rusty) and one is held in both hands and deals Kinetic damage. Can appear in different stances depending on subclass used ([Bladedancer]Weapons are held with blades face towards you similar to how knife is held while using super, [Gunslinger] Weapons are held with blades facing away from you and blades are set at a 45 degree angle [Nightstalker] Weapons are locked together by their handles and form the shape of a crude, unstrung bow. Weapon is a ranged or melee or ranged and melee depending on subclass [Bladedancer] Strictly melee, Melee button will swing blades one after another with dash similar to swordbearer's swords, Trigger button will allow user to swing both blades at the same time causing a stronger hit but it is slower and burns ammo [Gunslinger] Has a ranged and melee function, Melee button will swing blades one after another similar to Bladedancers form, Trigger button will cause blades to shoot one after another(sounds like a hand cannon but works more like a slightly slower auto rifle or an automatic sidearm)(This however will burn ammo and cannot be aimed so it is strictly hip firing but bullets are powerful) or by aiming down sights it will reduce it to one blade firing for greater accuracy, less burn of ammo but less damage [Nightstalker] Strictly ranged, Melee button will fire a single "bolt or arrow" in direction you are facing (can be used aiming down sights) Trigger button will cause you to charge a shot (longer the trigger is held, the more powerful the shot is but it sucks ammo from reserves slowly then quickly and can be aimed) Perks: Lost in Oryx([Initial perk]Only active when around the new enemy Taken or around Oryx himself or his strong influence such as certain bosses or areas (Large areas of the Dreadnought, new strike mission, Raid, etc. [Buff "Lost in Oryx" will display when you are under its effects and your character will appear to twitch and spazz out randomly) And will change the perks of this weapons main perk along with changing the grenade [Portal grenade- this grenade replaces your grenade during Lost in Oryx ability is active, Gives you two grenades, once both are thrown a portal will open that onlyyou canmove through (enemies and allies will be hurt slightly) used for quickly crossing maps] Hidden Hand and Untamed Fear (ability changes depending on subclass equipped) {Bladedancer}Arc blade lasts longer and the dash is slightly longer, Showstopper now leaves a brief AoE when it is active (Showstopper must be equipped), Razors edge goes further and can track enemies if they are close enough (Razors edge must be equipped), Vanish perk lasts even longer and when super is finished you will automatically by cloaked once more (Vanish must be equipped) {Lost in Oryx ability} blades now emit a sickly white-green color upon super activation and Hunter now blinks while swinging blades {Gunslinger} Golden guns last longer and deal more damage to Ultras and Majors, Deadeye also extends range and accuracy buff for all weapons with each kill(timer is not activated until super ends, timer lasts for 15 seconds and it can stack three times for increased range and accuracy but timer is still 15 seconds)(Deadeye must be equipped), Combustion deals splash damage and if three enemies are killed by Golden Gun it will leave a molten pool of napalm where third enemy stood for 10 seconds(Combustion must be equipped), Gunfighter will decrease cooldown based on enemies killed with Golden Gun (Gunfighter must be equipped) {Lost in Oryx ability} Golden Gun will now glow a faint white color and shoot large bullets at a target (these will kill smaller enemies but not bigger ones but will leave a green slug like object on them, these last for 15 seconds and enemy will be targeted for you, when the 15 seconds are up, they will explode violently causing big damage to area around them and damage [these can be shot before hand but will deal less damage]) {Nightstalker}Shadowshot will now anchor multiple enemies and large bosses to a standstill and reduce them to where they cannot shoot for the duration of the anchor, Inextricable[portion of damage taken by one enemy is distributed to all other targets] will now distribute all damage taken to one target to all targets tethered, Wait for it [Shadowshot has a proxy on the ground which will tether to enemies when they get close] now has a longer duration time and will catch enemies further away and multiple enemies if they get close during the proxies duration, Gloamranger[reduces incoming damage and buffs outgoing damage for tethered fireteam] will allow full mobility of Fireteam and further reduce incoming damage. {Lost in Oryx ability} Shadowshot will emit a ghostly green color when fired and enemies will still be tethered when shot but now if you fire past the enemy, a tether will automatically latch onto them, dragging them along with the shot until it hits something (will slowly drag larger enemies back) if aimed at the ceiling, it will hang and kill all tethered objects and cause all nearby enemies to get a debuff in damage for 30 seconds Advantages: Offers new ways to play as a Bladedancer, Gunslinger perks are even more oriented to weapons, Nightstalker can be a more effective defense player, Lost in Oryx perk will offer new ways to play your classes and try new abilities, the mix of ranged and melee capability makes you a formidable foe in many situations, some forms work similar to the swordbearer's sword making it easier to pick up and use Disadvantages: Lost in Oryx is a drastic change but has a suddle way of activating which will confuse player who aren't careful, requires skill to maximize potential and truly knowing what your class can do, little is know about this weapon and the Guardian who once wielded it be careful Edit: These belong to a storyline! https://www.bungie.net/en/Forum/Post/151477565/0/0 link to part 1

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                • Edited by FJFSOM656: 8/9/2015 4:35:02 PM
                  Imperial Javelin "The Sith cannot wield power quite like this" Exotic special weapon for Warlocks. This is based off of the dual tipped staffs that the Imperial Guards wield from Star Wars. What emits out of the ends depends upon which subclass is active. This weapons works like a spear. Melee button will stab where you are aiming. Trigger button will cause you to dash forward slightly in the direction you are facing(range of dash is slightly shorter than the sword bearers Sword but can be used while Warlocks glide is active to give it extended range) Perks: Triple Threat([initial perk] this weapon does Solar damage with Sunsinger equipped, does void damage with Void walker equipped, does Arc damage with Stormcaller equipped), Cascade(This perk lasts for 5 seconds), Icarus, and Mage's Catalyst ([perk does different effects depending on subclass when super is active AND MUST be held in hands while super is active for effects to be active]; {Sunsinger} Grenades can be thrown farther, Melee ability will become activated on melee hit during super, and Song of Flame radius is increased by 10% [Song of Flame must be equipped], Radiant Skin causes over shields to be activated on allies within a certain radius [Radiant skin must be equipped] OR by activating super again, Javelin can be thrown and a large AoE flame orb will appear in its place if a downed Guardian is there, they will be revived with full grenade and melee ability and charge a fourth of their super immediately [this ability can revive multiple Guardians if they are within the AoE, it can only be activated once per super, CANNOT be activated if user revived themselves using Fireborn and Fireborn must be equipped in order to be used] {Voidwalker} Activating super will cause Javelin to be infused with Void energy and be thrown as the Nova Bomb and be thrown in a straighter path. If Nova bomb hits a target before it hits the ground, an Overpenetrate ability will activate, target will be killed and Nova Bomb will continue until it hits the ground or another target; Vortex's AoE will last for 10 seconds and radius is increased by 5%(Vortex must be equipped) Scatter Nova bombs will travel slightly farther and all can activate Overpenetrate ability(Scatter must be equipped) or Lance will fly straight and very quickly and Overpenetrate can happen twice (Lance must be active) {Stormcaller} Super can be active again so Javelin can be thrown and become a giant arc grenade and electricute nearby enemies while super is active. Landfall ability applies to Javelin as well[When super is cast cause a devastating Shockwave around you](Landfall must be equipped), Superconductor will apply to Javelin as well[Stormcallers chain lightning capability is doubled](Superconductor must be equipped) or When Electric Glide is activated [When L3/LS is pressed, you will teleport a short distance in direction you are facing] you will leave a brief AoE in your wake and if it is close to the Javelin, chain lighting will apply and it's distance can potentially reach further away (Electric Glide must be equipped) Advantages: Gains a new weapon type, Allows Sunsinger to become a serious support threat in Raid and Crucible if not shutdown immediately, Voidwalker can easily gain more kills, Stormcaller can be a serious crowd control or defense threat, Disadvantages: This weapon will need some adjusting since it has a different moveset than the swords we are used to, requires skill in order to be used to its upmost potential, Not a superb weapon along the lines of regular abilities (these may change if new abilities for weapons or relics come out) [spoiler]This is subject to slight changes since we don't know everything about Stormcallers and the new weapon types[/spoiler]

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                • Thrall Auto rifle "Thrall"-Jamal Exotic perk-Thrall:one shot everything when the modifier lightswitch is active.

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                • Edited by outlawworrior05: 8/9/2015 2:14:21 AM
                  Bane of the nine. Rocket launcher. "We shall see who is stronger." Perks. Solar flare, tracking, chance to regen ammo with every other kill.

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                • Edited by Piano: 8/7/2015 2:45:01 PM
                  The Guardian's Rifle An upgraded version of The Stranger's Rifle You would obtain this weapon from a Fallen Raid so possibly an expansion after TTK. It would be similar to obtaining the Nechrochasm. I call it "Guardian's Core" This "Core" would drop from the fallen boss with an extreamly low chance on normal and a 20% more chance of dropping on Hard Mode. Finally you use "Guardian's Core" to upgrade your required Stranger's Rifle. Perks would include: The same left and middle tree as the original rifle. Full Auto because The Stranger's Rifle comes with already. And "The Stranger's Gift" Perk which would replace rewind on the original weapon. The Stranger's Gift is a perk exclusive to The Guardian's Rifle where when you miss a shot of your burst it still does the damage to an enemy that got hit by the first two bullets in the burst. The only requirement is that you still have to land the first 2 shots for the last one to miss and still do damage. Someone may have already came up with a similar idea but i havent read about it yet. If you have any thoughts about the exotic perk of this weapon or on how to obtain it please respond to this and i will check. Thank you for reading.

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                  • Master key (sidearm). Opens any door/head Exotic perk - attachment. Weapon appears under slung on primary. Instantly weapon ready n fires automatically if enemy in gun site

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                    • Light bringer (scout rifle) 13 mag. [i]bring forth the light[/i] element type - light (completely bypasses shields) Final round Armor piercing rounds, high caliber rounds, send it. Piercing light- each shot does more damage than the last until half way then damage descends until it hits original value.

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                    • The Dreadnought "Watch the Skies" (In terms of looks think of a shoulder mounted cannon based off the artillery of [you guessed it] a Dreadnought or Battleship) This launcher will be attatched to you via shoulders and back. Right arm will become plated in grey armor[looks only] and character will hold a laser targeter (which will constantly be pointing a laser in the direction you are facing) The Dreadnought will have two firing modes, standard (aiming down sights[before main perk] or without will cause cannon to aim horizontally and fire at target) and it's main perk Ballistic Missile Perks: Heavy Metal([initial perk] Movement and jump height is decreased by 15% and recoil while being fired upon is decreased by 50%) Kinetic([initial perk] This gun does Kinetic damage) Tracking, Snapshot, Javelin, Support Crew (Launcher has a chance [5-10%] to rapidly refill magazine when rocket does not hit it's intended target [regardless of if it kills target from blast radius, different target or misses entirely], and Ballistic Missile (aiming down sights will highlight target for you after it is targeted [The buff "Target aquired" will appear for the duration], you then have 15 seconds to fire your rocket. Regardless of where your aiming, cannon will aim up and launch rocket in the air causing a shower of bright red lights to appear [it will explode just before a ceiling or a certain distance in an open space] and a rocket will then aggressively seek out your target at 20% slower velocity [unless Javelin is equipped] This methods works poorly in tight areas and low ceilings but rocket will adjust to avoid objects if possible. Upon detonation, blast radius is increased by 75% and getting three kills will cause area to be shrouded in radiation for twenty seconds harming opponents similar to poisoning) Advantages: Looks pretty awesome on your guardian (giving a mecha theme to it), excellent for getting multiple kills and crowd control capabilities in PvP and PvE, rocket will do its best to reach target at all cost avoiding objects and structures until target is within sight, Velocity on standard aiming is high, good Blast Radius, rate of fire is decent, Ballistic Missile perk can be shot one after another gaining a total of two to three rockets seeking targets (giving the speed of reloading and firing along with tracking and killing target) Disadvantages: Very slow reloading, Ballistic Missile perk is useless in enclosed maps, recoil is massive, amount of ammo held is small (4 rockets max and only gain 1-2 per pick up in Crucible), causes speed and jump height to be decreased [spoiler]You will be seeing me with more ideas eventually[/spoiler]

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