Below are some of my ideas for exotic armour pieces for each class.
Please share your thoughts and feedback as well as your own exotic ideas!
In the spoiler section I’ve put some further details about specifics of the exotics.
Enjoy!
Titan
Exotic Name: Mountain of Steel
Type: Chest Piece
Caption: Titan. Like. Walls.
Perk Name: Indestructible
Effect: Barricade has drastically increased health at the cost of increased cooldown. Enemies that contact your barricade are temporarily blinded.
Warlock
Exotic Name: Assassins Gamble
Type: Chest Piece
Caption: You thought you had me, you thought wrong.
Perk Name: Returning the Favour
Effect: Damage taken during your rift cast animation heals you. Improved rift effects:
- healing rift over shield charges more quickly and has more health
- empowering rift further increases weapon range and additionally increases weapon base aim assist and stability
Hunter
Exotic Name: Skin of the Ancient Serpent
Type: Chest Piece
Perk Name: Wrath of the Serpent
Caption: Behold my power.
Effect: After dodging, mobility, recovery and resilience stats are temporarily increased to maximum at the cost of significantly increased dodge cool down. Small bump to weapon stability while perk is active.
Edit: General feeling is that the hunter exotic is too strong. Maybe plus 20-30 to those stats rather than max would be more balanced.
Edit 2: Perhaps the warlock chest piece can greatly speed up rift cast time rather than heal during animation.
[spoiler]Additional Information
Titan
- thinking perhaps 800-1000HP for the barricade
- 3-5 seconds increased duration
- Blinding effect 2-3 seconds
- Barricade cooldown increased by factor of 1.5 - 1.75 at 100 resilience, less resilience has smaller factor but fastest barricade cooldown will always be with more resilience. I haven’t looked at the cooldown times in great detail to figure the numbers out here at this stage.
Warlock
- Cooldown of rift not increased as it’s already quite high IMO
- Overshield has perhaps 30-50 more HP.
- I am undecided whether it should be the overshield or health component that recharges faster. I feel the overshield component is preferable.
- Weapon aim assist bonus of 10 and stability bonus of 10 in the empowering rift
Hunter
- sounds OP when first reading but most hunters run 100 Mob + 100 Rec already.
- Perk effect duration 12 seconds
- Base dodge cooldown I only thought of for the first couple of tiers.
- Tier 10 mobility - dodge cooldown 15 seconds (from 9)
- Tier 9 Mobility - dodge cooldown 17 seconds (from 13)
- Weapons stability bump of 15[/spoiler]
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[i][b]Inverted Intent[/b][/i] [i]Exotic Warlock Chest Armor[/i] "How must it feel to see your designs abruptly stop?" - Warlock Jorvin Tor to his class [b]Intrinsic Perk — Equal But Opposite[/b] Your rift is replaced with a momentum-cancelling field. Enemies caught in the field are immobilized along with you; however, you are able to aim and fire your weapons. Significantly increases your rift's recharge time. [u]Lore Tab[/u] "Have you ever wondered what it's like to be a piece of rock flying about the universe? No control of your trajectory, at the whim of whatever forces you encounter? Of course you haven't... it's nothing more than space debris to you. Me? I think of it all the time. The carefree nature of its travels... the sense of immeasurable velocity... everything it has ever witnessed out in the expanse of our universe... Interested now? No? It matters not at the moment. The whole point of the question, after all, was to ask another question: What would it be like to see that rock simply... stop? It's momentum... it's speed... it's intents... all brought to a complete and utter halt? Ha ha... NOW you're intrigued, and I know exactly why. Then let us continue the lesson. After that... we ask the 'rocks' directly." [spoiler]Had this posted in another thread, thought it'd be at home here. Rift duration and recharge are obviously a discussion point for this.[/spoiler]