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5/12/2024 7:53:10 PM
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Hunter Exotic Reworks

Whenever I’m bored I just theorycraft reworks to exotics, specifically Hunter ones, and I figured I’d put them here. [b]Blight Ranger[/b] Enemies track significantly more aggressively toward the player while guarding with Arc Staff. Guarding does not consume Super energy. Reflected attacks deal massively increased damage and generate Orbs of Power for allies and Super energy for yourself. [i]Hidden: Enemies who melee the guarding Arc Staff are Jolted and pushed backward[/i] [b]Sealed Ahamkara Grasps[/b] Damaging an enemy with a melee attack reloads the currently equipped weapon and grants increased mobility, jump height, and airborne effectiveness for a short duration. Getting a powered melee kill steadily reloads the magazine of the currently equipped weapon for a short duration. [b]Raiju’s Harness[/b] Deactivating Arc Staff or activating Ascension creates a Blinding explosion and grants a temporary boost to Arc weapon damage. Arc Staff consumes less energy when not attacking, and Ascension grants bonus Arc weapon damage to allies affected by it. [i]Hidden: Increases the charge time of Ascension (preferably only in PvP)[/i] [b]Gemini Jesters[/b] Dodging disorients and removes nearby enemies’ radar. Blink moves you farther and Blinds nearby enemies in a small radius when exiting it. [i]Hidden: Increases the charge time of Blink[/i] [b]FR0ST-EE5[/b] Increases grenade, melee, and class ability regeneration while sprinting. Activating a class ability increases sprint speed. Grenade and powered melee final blows increase mobility and jump height. [b]Gwisin Vest[/b] When surrounded, crouch to gain Invisibility for a short duration (cooldown of 10 seconds). Precision kills immediately after exiting Invisibility and while crouched grant Truesight and Invisibility. Spectral Blades consumes energy slower while in Stealth, and restores Super energy after going into Stealth based on the number of kills beforehand. [b]Renewal Grasps[/b] Duskfield Grenades have a much larger effect radius. Allies inside the Duskfield take reduced damage and enemies inside the Duskfield deal reduced damage. Gain increased grenade recharge rate based on the number of enemies in the radius of the Duskfield grenade (1 - 1.05x, 2 - 1.10x, 3 - 1.15x, 4 - 1.20x) [b]Young Ahamkara’s Spine[/b] Increases Tripmine Grenade damage, duration, and blast radius. Ability final blows, Firesprites, and Ignitions grant Tripmine Grenade energy. [b]Triton Vice[/b] Buffs Glaive reload, handling (maxes both stats), and melee (100% buff and +1 meter of range) when surrounded. Glaive melee kills overflow rounds into the magazine (amount changes based on tier of enemy). Overflowed rounds deal increased damage (25%) and kills cause a debuffing explosion based on the element of the Glaive. (Unravel, Jolt, Volatile, Scorch, Slow) [b]Khepri’s Sting[/b] Punching an enemy with full melee energy casts Smoke Bomb. Smoke Bombs deal massively increased damage, regenerate more quickly when stuck, and grant you Truesight after damaging a target. [i]Hidden: Directly hitting an enemy refunds 50% energy, and radar pings from the Smoke Bomb switch on and off periodically. [/i] [b]Raiden Flux[/b] Successive attacks with Arc Staff increase its damage and duration. Gathering Storm deals more damage the longer it stays on a target. [b]The Bombardiers[/b] Dodging leaves behind a small explosive that detonates after a short delay, dealing damage and a debuff matching your subclass. [i]Hidden: Game registers damage with Parting Gift as ability damage matching your subclass, and synergizes as such. [/i]

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  • I think that both Supers and Super Related exotics need an overall buff. First, every Super should have 1 passive, which diversifies and brings utility to picking weaker supers for their utility. Needle Storm already has a passive, that being the Threadling Perch. How about Ward of Dawn increases the effectiveness of Over Shields What if Winters Wrath caused a short range Shattering Blast around you each time you used an Ability. Gives the Aspect like Frost Pulse more utility, while allowing for the shorter range playstyle of Shadebinder to be even more effective. Only downside is it might one tap in PvP, but such a shatter could have a modifier What if Blade Barrage caused you to have multiple melee charges, and Marksman Goldy made it so rapid precision Hits made you radiant (More shots required for radiant, with no leniency) There are a host of ideas and interesting Passive abilities that could act similar to an extra aspect that’s intrinsically tied to the super, and could be used as an overall buff to weaker supers Now for the exotics. Simply add a secondary effect to all super based exotics so that they can either get you your super back faster, or make basic gameplay more potent. Just look at Nighthawk.

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