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Destiny

Discuss all things Destiny.
Edited by Adaman: 1/21/2016 8:40:47 PM
3

Class-Specific Exotic Weapon Ideas

I had this idea for class-specific exotics like the ones we had now except powered by the wielder's super instead of ammo. With primary weapons the super would be charged once to activate it, the special weapons twice an heavy weapons the super is charged thrice over. [b]Warlock Weapons[/b] [u]Song of the Suns (Solar Scout rifle)[/u] [spoiler]Exotic Perk: Upon super being charged once, hold Left trigger and Right trigger at the same time while weapon is equipped to activate Weapon Super. In Weapon Super, bullets are regenerated incredibly quickly and track to target's critical hit spot, doing solar damage.[/spoiler] [u]Call of the Storms (Arc Fusion Rifle)[/u] [spoiler]Exotic Perk: Upon super being charged twice, hold Left trigger and Right trigger at the same time while weapon is equipped to activate Weapon Super. In Weapon Super, bolts fired blast enemies with lightning on near miss, and on hit blind enemies for 2 seconds. [/spoiler] [u]Walker of the Void (Void Heavy machine gun)[/u] [spoiler]Exotic Perk: Upon super being charged thrice, hold Left trigger and Right trigger at the same time while weapon is equipped to activate Weapon Super. In Weapon Super, this machine gun fires slowly but leaves a small vortex wherever bullets land. These vortexes last for 2 seconds and do as much damage as a vortex grenade does in that time. [/spoiler] [b]Hunter Weapons[/b] [u]Stalker of the Night (Void Hand Cannon)[/u] [spoiler]Exotic Perk: Upon super being charged once, hold Left trigger and Right trigger at the same time while weapon is equipped to activate Weapon Super. In Weapon Super, this weapon suppresses any target hit in their critical hit spot for 4 seconds. It also automatically generates ammo on successful suppression.[/spoiler] [u]Slinger of Guns (Solar Sniper Rifle)[/u] [spoiler]Exotic Perk: Upon super being charged twice, hold Left trigger and Right trigger at the same time while weapon is equipped to activate Weapon Super. In Weapon Super, this weapon maxes out impact and combusts in a large solar AoE any enemy killed.[/spoiler] [u]Dancer's Blade (Arc Sword)[/u] [spoiler]Exotic Perk: Upon super being charged thrice, hold Left trigger and Right trigger at the same time while weapon is equipped to activate Weapon Super. In Weapon Super, this sword can charge at any target, dealing massive amounts of arc damage and chains to next nearest target. Can over-penetrate enemies caught in its path. [/spoiler] [b]Titan Weapons[/b] [u]Striker's Last Vow (Arc Auto Rifle)[/u] [spoiler]Exotic Perk: Upon super being charged once, hold Left trigger and Right trigger at the same time while weapon is equipped to activate Weapon Super. In Weapon Super, this weapon becomes a bullet hose with a 100 bullet magazine. Every 20 bullets, the 20th bullet causes a small un-upgraded fist of havoc wherever it lands, killing or blinding enemies.[/spoiler] [u]Defender's Last Stand (Void Shotgun)[/u] [spoiler]Exotic Perk: Upon super being charged twice, hold Left trigger and Right trigger at the same time while weapon is equipped to activate Weapon Super. In Weapon Super, this weapon fires 3 slug rounds and creates a small, one-person Ward of Dawn on kill. Gives Blessing of Light.[/spoiler] [u]Breaker of Suns[/u] [spoiler]Exotic Perk: Upon super being charged thrice, hold Left trigger and Right trigger at the same time while weapon is equipped to activate Weapon Super. In Weapon Super, this weapons cartridges split upon firing into three hammers, each leaving a sunspot lasting 5 seconds and applying stackable burn damage for 5 seconds. Stacks 5 times.[/spoiler] I'd just like to stress that these weapons would [u]not[/u] be allowed in crucible as they would be too powerful and create a nine-gun meta. You obtain them from the Gunsmith at levels 5, 10, and 15 respectively. Tell me what you think.

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