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Edited by Bagi: 10/25/2016 1:41:40 AM
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Bagi

What is with all of the Exotic Solar Heavies?

Now that we are into year 3, there are a total of 11 exotic heavy weapons. 3 Rocket Launchers (2) 1) Ghorn - solar 2) Dragons Breath - solar 3) Truth - void 3 Machine Guns(2) 1) Super Good Advice - solar 2) Thunderlord - arc 3) Nemesis Star - solar 4 Swords (2) 1) Raze-Lighter - solar 2) Dark-Drinker - void 3) Bolt-Caster - arc 4) Young Wolf's Howl - solar 1 Fusion (1) 1) Sleeper Simulant - solar As you can see, 11 total exotic heavies and 7 are solar. I would love to see some variation here. Anyone else? (Thank you MithBesler and mpuchar for correcting me)
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  • Edited by ExoMasterClass: 10/25/2016 9:29:20 AM
    I found the original Nemesis uninspiring and a wasted potential. What it could have been: [quote]Nemesis Star - void damage (Heavy Fusion Rifle) [i]To give what is due.[/i] Perk: hidden attractor Fires a ball of pure void energy that pulls distant enemies together. The longer you hold the stronger/larger pull effect. Explodes after releasing the trigger.[/quote] [b]Edit, so it makes a clearer picture for you:[/b] Magazine size: 12 Behaves like a mix of scorch cannon and sleeper simulant. You have to hold trigger and release for a more intense effect. Single quick shot (1 ammo, fire and release) = pulls 2-3 enemies a little closer and does some damage (enough to kill 3 vandals). This one is like a current rocket launcher. Charged shot level 1 (hold until you consume 5 heavy ammo, about ~5sec), pulls 5-7 enemies closer, does big damage (kills two yellow bar captains). This one is like a Y3 gjhorn shot. Insane shot (hold trigger for ~10sec, 7 or more ammo), can pull up to 7 enemies from apart (radius equals to that taken blight sphere), does op damage (kills everything it has pulled, not ultras). Like Y1 gjhorn was. Every charged or insane shot has a proportionally longer cooldown.

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