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 SergioTheSlayer: 9/23/2015 2:10:02 AMRusted Blade- Kinetic Damage Exotic Sword "You must either have a death wish to use something as dull as this... or you may be more creative than you look." 1st perk- Advanced blocking- Blocks majority of the damage dealt to you. After blocking a large amount (or lethal) damage, you gain a powerful upwards slash instead of your block for a short time. You also gain some ammo after blocking enough damage. 2nd perk- Never Dulled- After blocking a large amount of damage, you gain the elemental attack damage of the attack that you blocked last. You also greatly deal increased damage, move much faster and can take more damage until you can block again (15-25 second cool down between blocks). Each kill with the upwards slash restores ammo to your sword and increase the duration between block times.