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Destiny 2

Diskutiere über alles, was mit Destiny 2 zu tun hat.
Bearbeitet von Vilhelmus II: 5/22/2019 6:04:31 PM
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Here, Bungie, I'll do your job for you.

Since Bungie has made it their mission to "correct" certain exotics, I thought I'd give them a hand. This was a deeply spiritual journey for me, as I discovered things about Destiny 2 that I hadn't known since it's launch. Like, Dragon's Shadow is an actual exotic. And had you told me it's original perks, I would have assumed to it to be a legendary mod for armor. Now, I am not a game developer, but I decided to take the least used exotics (I wonder why) in Destiny 2, and try my darndest to make them usefull, but most importantly, exotic. So, without further adieu. [u][b]Hunters:[/b][/u] [b]Aeon Swift[/b]: using any class ability (grenade, melee, dodge) temporarily increases the recharge rate of abilities for all fireteam members. Effect is doubled if they are wearing their class equivalent. [b]Celestial Nighthawk:[/b] Hawkeye Hack - Modifies Golden Gun to fire a single, high-damage (6x) shot. Enemies eliminated by the shot explode. Precision kills on majors grants ~60% super energy returns. [b]Foetracer:[/b] Mark enemies who have dealt damage to the wearer. Enemies killed while marked transfer their mark to their nearest ally. Grant's the wearer increased reload and ready speed after a marked kill. [b]Lucky Pants:[/b] Increase Handcanon Acurracy. Decrease Handcanon recoil. Decrease Handcanon bloom. [b]Gemini Jesters:[/b] Misdirection - Dodging disorients nearby enemies and temporarily removes their radars. In PvE, misdirection lasts longer, and enemies that are disoriented take bonus damage from all sources. [b]Shinobu's Vow:[/b] New Tricks - Improves Arc class grenades, and you gain an additional Arc class grenade charge. [b]Graviton Forfeit:[/b] Vanishing Shadow - Grants invisibility for all Hunter dodges. Increases the duration of any invisibility effects on subclasses with native invisibility. Your melee recharges faster while you are invisible. [b]Ophidia Spathe:[/b] Scissor Fingers - Grants two knives per charge. Knives recharge faster if they hit an opponent. Precision hits grant even greater recharge. [b]Wormhusk Crown:[/b] Burning Souls - Dodging gives a small health and shield bump. (Add ornament so it doesn't look like you're wearing Oryx's ass) [b]Sealed Ahamkara Grasps:[/b] Nightmare Fuel-Gain an additional melee charge. Melee damage has a chance to automatically reload your Primary Weapon. [b]Young Ahamkara's Spine:[/b] Wish-Dragon Teeth - Grant's additional tripmine charge. Tripmines can now be stuck to opponents. Opponents killed by tripmines contribute grenade energy. [b]Mechaneer's Tricksleeves:[/b] Spring-Loaded Mounting - Increases ready and reload speed of all weapons. Weapons reload while sprinting. [b]Lucky Raspberry:[/b] Probability Matrix - Increases the distance, and chaining capabilities of Arc Bolt Grenade and has a chance to recharge it each time it deals damage. [b]The Dragon's Shadow:[/b] Wraithmetal Mail - Grants increased movement and and resilience after dodging. Grants Blink to Arc subclass. [b]Knucklehead Radar:[/b] Upgraded Sensor Pack - Provides radar while aiming. Precision kills increase radar distance, and grant true sight for the wearer. [b]Fr0st-EE5:[/b] Rapid Cooldown - Increased grenade, melee, and dodge regeneration while sprinting. Dodging increases sprint speed, and reloads your weapon. [b]Oathkeeper:[/b] Adamantine Brace - Bows charge faster, and charges can be held indefinitely. Bows charged for longer than three seconds have a chance to restore health on a kill. [b][u]Titans:[/u][/b] [b]ACDC/0 Feedback Fence:[/b] Fury Conductors - Melee hits build energy. Being struck by a melee attack or holding down the melee button reduces incoming damage and unleashes the energy in a devastating explosion. [b]Synthocepts:[/b] Biotic Enhancements - Increased melee lunge range. Improved melee and Super damage when surrounded. Melee hits stack damage. Melee kills maintains the damage multiplyer. [b]Crest of Alpha Lupi:[/b] Survival Well - Generates an additional orb of light from supers and a healing pulse when the barricade class ability is activated. Revive allies quicker. [b]Action War Rig:[/b] Auto-Loading Link - Steadily reloads a portion of your equipped auto rifle’s magazine from reserves. Getting a kill with an auto rifle refills 25% of its magazine. [b]Hallowfire heart:[/b] Sunfire Furnace - Greatly improves the recharge rate of your solar abilities while Hammer of Sol is charged. Enemies killed with solar damage while Hammer of Sol is charged explode. Can be chained. [b]Mask of the quiet one:[/b] Dreaded Visage - Grants melee, grenade and class ability energy when damaged. Void ability kills grant health regeneration, and stuns nearby enemies. [b]Lion Rampant:[/b] Jump Jets - Provides additional aerial maneuverability and enables accurate hip fire while in the air during Lift. Lift energy can be used to dodge while airborne. [b]Dunemarchers:[/b] Linear Actuators - Increases sprint speed. Sprinting builds up a static charge. After melee-attacking an enemy, that charge will chain damage to nearby enemies. Enemies killed by this charge will release Arc energy which will chain. [b]Aeon Safe:[/b] using any class ability (grenade, melee, barricade) temporarily increases the recharge rate of abilities for all fireteam members. Effect is doubled if they are wearing their class equivalent. [b]Khepri's Horn:[/b] Solar Rampart - Solar damage kills recharge your barricade, which unleashes a large blast of solar energy when summoned. Enemies damaged by this blast will be afflicted with burn damage. [b]Helm of Saint-14:[/b] Starless Night - Your Ward of Dawn blinds enemies that enter it. Guarding with Sentinel Shield temporarily blind nearby enemies. Grants weapons of light to Ward of Dawn, and extends Ward of Dawn's duration. [b]MK. 44 Stand Asides:[/b] Seriously, Watch Out - Grants an overshield when sprinting with Seismic Strike, Hammer Strike, or Shield Bash equipped. Hits with these abilities recharge a portion of your melee energy. Tighter turn radius while sprinting. [b]Ashen Wake:[/b] Bring the Heat - Fusion grenades now explode on impact. Grenades can be charged for extra damage at the cost of super energy. Grants additional fusion grenade charge. [b]Wormgod Caress:[/b] Burning Fists - Melee kills increase melee damage for a period of time. Additional kills extend duration and increase effects. Melee hits cause enemies to light on fire. [b]Peacekeepers:[/b] Mecha Holster - Reloads stowed kinetic and energy weapons and allows you to ready them instantly. Grants increased accuracy with Submachine guns, and reduced recoil. [b]Armamentarium:[/b] And Another Thing - Gain an additional grenade charge. Kills with grenades grant 30% grenade energy return. Multikills stack energy return. [b]Eternal Warrior:[/b] Resolute - Provides Unstoppable for Fist of Havoc, and Thundercrash. Thundercrash gains additional resistance the further it travels. [b]Antaeus Wards:[/b] Reflective Vents - Improved slide. Sliding reflects incoming projectibles. Reflecting projectiles grant Super energy. Kills while crouching grant bonus super energy, and have a chance of healing back health. [b]Heart of Inmost Light:[/b] Overflowing Light - Using an ability (grenade, melee, or Barricade) empowers the other two abilities. Empowered means abilities have faster regen, melees and grenades do more damage, and Barricades have more hit points. Provides headstrong for striker Titans. Just thought some of these would make these exotics worth using. [b]Lot of people asking about Warlock. Unfortunately, I ran out of space. So I will need to make another thread. If you ask in this thread, I can provide you with the current list I'm making.[/b] [b][u][i]Edit 1:[/i][/u][/b] changes made based on feedback for Foe Tracer, Knucklehead Radar, Eternal Warrior, Armamentarium, and Ashen Wake. St0mp-ee5 has been removed from the list.
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  • Bearbeitet von Redbone: 5/21/2019 2:55:36 PM
    I took the liberty of making some changes to the Warlock armor to make sure they can keep up with your changes to Titans and Hunters. Constructive Feedback is welcome. [b][u]Warlocks:[/u][/b] [i][b]Helmets:[/b][/i] [b]Eye Of Another World:[/b] Cerebral Uplink: Marks enemya that dare to damage you, killing them grants grenade, melee, and Rift energy [b]The Stag:[/b] Dearly Departed - Grants Rift energy when you are damaged (All stages). On your death, creates a Healing [i]And[/i] Empowering rift on your corpse that lasts for 45 Seconds. When an ally Revives you in your Rift, your Death-Rift Duration is increased for another 15 Seconds. [b]Verity's Bow:[/b] The Fourth Magic - Energy and Heavy Weapon Kills Grant Grenade Energy and greatly increase Grenade Damage for you and your allies for a short time (Think, Overcharging Grenade for Cataclysm Warlock type Grenade Buff, for 5 Seconds) [b]Apotheosis Veil:[/b] Insatiable - Immediately regenerate health, melee, grenade, and Rift energy upon activating your Super. Nearby allies recharge class abilities faster. Increasesthe Amount of Orbs of Light generated by your Super (Well of Radiance increased generation from 2 to 4, Roaming Supers increase Orbs by 33%) [b][i]Gauntlets:[/i][/b] [b]Aeon Soul: [/b] using any class ability (grenade, melee, dodge) temporarily increases the recharge rate of abilities for all fireteam members. Effect is doubled if they are wearing their class equivalent. [b]Winter's Guile:[/b] Warlord's Sigil - Melee Speed increased (To match Hunter), Eliminating enemies with melee attacks increases your melee damage (Stacks up to x3. 25%, 33%, 50% in PvP; 2x, 3x, 4x in PvE) [b]Karnstein Armlets:[/b] Vampire's Caress - Melee kills instantly restore all Health and begins generating an Overshield (Think: OEM) [b]Claws of Ahamkara:[/b] The Whispers - Gain an additional melee charge. Kills with Melee Abilities (Including Burns) instantly restores Your Melee Energy, and generates Orbs of Light [b]Ophidian Aspect:[/b] Cobra Totemic - Weapons ready and reload very quickly. Melee range is extended, causes Poison burn damage over time and disorients opponents (Think: Hunter Smoke Grenade) [b][i]Cuirasses:[/i] [/b] [b]Wings of Sacred Dawn:[/b] Tome of Dawn - Grants Phoenix Dive. Increases distance of Icarus Dash, Icarus Dash now grants a small amount of Health [b]Starfire Protocol:[/b] Fusion Harness - Increases the amount of Burn Damage enemies take from Solar Grenades. Solar Warlock Grenades have an additional charge and recharge from empowered weapon damage. Solar Grenade kills grant a small amount of Grenade Energy [b]Vesper of Radius:[/b] Planetary Torrent - Rifts have a slightly Larger radius. Rifts release an Arc shockwave when cast, and blind enemies who enter the rift. Killing enemies within a Rift (And ONLY Rifts) increases the Duration of that Rift with diminishing Returns (1 Kill = 12 Seconds, 2nd = 9 Seconds, so on until the 4th kill, which every kill after granting an additional 3 seconds) [b]Sanguine Alchemy:[/b] Bloody Magic - Standing in a Rift grants you and your allies heightened senses, allowing you to retain your radar while aiming down sights and Highlights nearby Powerful Enemies. Killing enemies while standing in your rift grants Health to You and Allies in the Rift, and enemies who enter your rift are slowly drained of their Health, Grenade and Ability energies to fuel the Rift Caster's Health, Grenade and Rift energies. The more allies in your Rift, the more Powerful [b]all[/b] of these effects are. (Increased Highlight Distance by 3m, Increased Health-Boost by 15 Health, and Ability Drain by 15%, for every additional ally in the rift) [b][i]Boots:[/i][/b] [b]Lunafaction Boots:[/b] Alchemical Etchings - Your Rifts gain the additional ability to automatically reload allies' weapons. Empowering Rift and Well of Radiance makes weapons effective over longer ranges, Healing Rift and Well of Radiance have a Stronger Overshield (25% stronger for Rift, 15% Stronger for Well) [b]Transversive Steps:[/b] Strange Protractor - Sprint speed and Jump Height increased. After a short time sprinting, your currently equipped weapon is automatically reloaded. [b]Geomag Stabilizers:[/b] Close Enough - When Chaos Reach Super energy is almost full, sprinting tops it off. Damaging enemies with Chaos Reach extends its duration, and Chaos Reach damage increases over Time when focusing on 1 Target (Starting at 10% and finishing at 40% if super is used on a Single Target)

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