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#feedback

Edited by HastyRaccoon: 3/28/2015 6:40:27 PM
82

Some silly exotic ideas.

Just feeling bored and thought of a few things for fun. =P *Edit: I wanted to add a few more to the list, but it wouldn't let me...either way, I made the Astringent Needle a little more appealing and fixed a typo. Off to start a new list! =D The Beat (Pulse Rifle) 1st major perk: Secret Round 2nd major perk: The Beat - Every second shot in each burst deals significant bonus damage. Astringent Needle (Scout Rifle) 1st major perk: Spray n' Play 2nd major perk: Medic - Landing a precision hit on an ally will cause them to regenerate health. In addition, enemies that take damage from this weapon are poisoned for a short period of time. Multiple shots do not stack and have a slight cooldown period. Tactical Insert (Auto Rifle) 1st major perk: Life Support 2nd major perk: Tactical Insert - If you die with both a full Super and have this weapon held, you are able to Self-Revive. Doing so uses up all of your super energy with no other added class benefits besides the Self-Revive. Holdout Houdini (Secondary Hand Cannon, Kinetic DMG) [Starting perk: Concealed Carry - This Exotic Hand Cannon is used as a Secondary Weapon] 1st major perk: Mulligan 2nd major perk: Holdout Houdini - This weapon can be aimed incredibly fast and the first round of each magazine has a chance to disorient it's target. Jekyll/Hyde Complex (Fusion Rifle, Solar/Void DMG) 1st major perk: Glass Half Full 2nd major perk: Jekyll/Hyde Complex - Aiming this weapon before firing causes it to deal Solar damage and firing this weapon from the hip causes it to deal Void damage. In addition, damaging a target with it's Solar component increases the damage of it's Void component against the same target and vice versa. Arrow of Pestilence (Sniper Rifle, Solar DMG) 1st major perk: Outlaw 2nd major perk: Plague Rounds - Precision kills with this weapon release a poison cloud. Glass Cannon (Rocket Launcher, Void DMG) 1st major perk: Surplus Ammo 2nd major perk: Glass Cannon - Rockets release a Scatter Grenade upon impact.

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  • Edited by FabStream41: 8/1/2015 5:57:39 PM
    Puppeteer: void sniper 1st perk: rodeo (increased stability) 2nd perk: no strings attached: precision kills will turn the enemy against others for a short time before death. Dark abyss: fusion rifle (heavy) (void) (Hand cannon shaped, fusion coils placed were the ammo goes, ammo counter in place of hammer, sights similar to the strangers rifle, the battery is under the barrel) Other notes: very slow charge rate 1st perk: surplus (frequent ammo drops) 2nd perk: dark abyss: the burst from the fusion shot is compressed into one, single shot (similar to a rocket, high velocity, low blast radius, and 50% of normal tracking) Field Medic: kinetic scout rifle Notes: high impact low rate of fire, ambush sniper scope. Starts out with explosive rounds, to reduce precision damage but deal body damage. (Explosive rounds doesn't add damage, just takes a portion of it and disperses it) 1st perk: life support 2b perk: Surgeon's Scalpel: 25% normal tracking (while ADS)(improve accuracy over long distance) precision kills generate a third of your health

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