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originally posted in:MostIntrstngClanInTheWrld
Edited by mia_1994: 3/24/2015 9:17:27 PM
2

Titan Exotics

[b]Helm of Saint-14[/b] (Helmet) Build Type: Defender (All) What does it do: Temporarily blinds enemies who enter the ward Notes: Normally the Ward of Dawn protects the team against ranged attacks but does not protect against melee whatsoever. This helm shuts that door. Defender is a PvE subclass, but if you are brave enough to take it into the crucible I'm not sure I'd use it without the HoS14. [b]PvE Grade: A+ PvP Grade: A (If you choose to PvP as a defender)[/b] [b]Glasshouse [/b](Helmet) Build Type: Defender (All) What does it do: Extend the duration of Blessing/Weapons of Light 5 seconds Notes: When I got the helm I was hoping that it would extend the duration for the entire team, but it only does for the wearer. Weapons and Blessings are great buffs, but 5 additional seconds of duration is not a game changer. The other two perks are forgettable, though this will boost intellect which is good. [b]PvE Grade: C PvP Grade: C[/b] [b]Helm of Inmost Light[/b] (Helmet) Build Type: Striker (All) What does it do: Allows Strikers to activate 2/3s of all available modifiers to their super simultaneously Notes: This helm is useless in PvE. In PvP it can give you more control of the Fists of Havok AND increase the duration of lingering effects of a grenade and the super. This is useful in control specifically. [b]PvE Grade: F PvP Grade: B+[/b] [b]Insurmountable Skullfort[/b] (Helmet) Build Type: Striker (Melee) What does it do: regens health from orbs or storm fist kills Notes: The Titan punches are weak, and the striker punch doubly so. That said, this helmet does have some utility in Crota's End in the lanterns and bridge where you are likely to encounter dense waves of weak enemies, and also against hard mode Crota where health regen is restricted. It's cool looking though. [b]PvE Grade: D PvP Grade: C-[/b] [b]Ruin Wings[/b] (Gloves) Build Type: ANY What does it do: Increase the likelihood that heavy ammo will drop & will increase the amount of heavy ammo in each drop Notes: The wings do go through dry spells, but when they are working you will have more heavy ammo than you can use. The general concensus is that it increases the drops for the whole team, but this is undocumented. Makes no change for PvP. [b]PvE Grade: A PvP Grade: F[/b] [b]No Backup Plans [/b](Gloves) Build Type: Defender (Melee) What does it do: Increases the duration of the Force Barrier effects Notes: I've enjoyed using these on patrols and low level strikes to keep the War Machine perk active (max reload speed to all weapons). I wouldn't use it in raids where I don't punch, or in PvP where an effect which kicks in AFTER a kill is less useful. [b]PvE Grade: C PvP Grade: F[/b] [b]The Armamentarium[/b] (Chest) Build Type: ANY What does it do: More reserve special/heavy ammo & second grenade Notes: If you don't have a specific need, or are not emphasizing a specific play style this should be your exotic item. [b]PvE Grade: A PvP Grade: A-[/b] [b]The Crest of Alpha Lupi [/b](Chest) Build Type: ANY What does it do: More orbs from super use & faster revives Notes: Understanding that in many of the higher level parts of the game revives are limited if not outright disabled, this item's usefulness is cut off at the knees. That said, if revives are enabled, having this piece allows you to revive teammates while running by their ghost without stopping. This is nice. [b]PvE Grade: B PvP Grade: C[/b] [b]Mk.44 Stand Asides[/b] (Boots) Build Type: Striker (Shoulder Charge) What does it do: increases the window shoulder charge is available by 3 seconds. Notes: Shoulder Charge is less than useless in PvE, as it won't make much of a dent in Majors or above. In PvP, Shoulder Charge will one-shot-kill any enemy, but requires you to (1) warm it up in advance, and (2) close to melee distance to use it. It is generous to say that it is of limited value in PvP... outside one specific circumstance. The Iron Banner has a daily bounty for melee kills, and the Mk.44's make that bounty a breeze. Just start running and don't stop until you have a kill. [b]PvE grade: F PvP grade: C- IB grade: B+[/b]

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  • Edited by mia_1994: 3/24/2015 7:58:44 PM
    Changes which would make these items better. [b]Helm of Saint-14[/b] (Helmet) If the HoS14 has a weakness it is that attacks which start outside the ward (Melee swipes) or guided attacks (Bladedancer super) retain their accuracy until they are completed. At the risk of overpowering this helm, it would be nice if the blindness kicked in the moment the ward was crossed. [b]Glasshouse [/b](Helmet) This helmet needs a buff from its current state. It would be nice if its effect also enabled the Bastion (longer duration Ward) or Illuminated (greater effects of blessings/weapons of light) perks, allowing Defenders to double dip just like the Helm of Inmost Light does for Strikers. [b]Helm of Inmost Light[/b] (Helmet) The only change I could think of which would suit this helmet is to switch the trait perk from Strength to Intellect. This helmet does what it was designed to do well already, which is to make the Striker more effective. [b]Insurmountable Skullfort [/b](Helmet) Near as I can tell, this helmet is meant to boost the shotgun-punch combo in PvP. That is a killer combo which is HIGHLY likely to result in you taking damage. This helmet immediately starts your regen cycle if you get the kill. If that's the case, then an agility boost would probably make it more effective. [b]Ruin Wings [/b](Gloves) These are kind of perfect, really, and they'd be hard to change without unbalancing the game. That said, update 1.1.1 removed heavy ammo drops from kills in PvP. These gloves would go from F in PvP to B+, if they allowed those drops again. [b]No Backup Plans[/b] (Gloves) Simple, enable force barrier activation from melee hits instead of melee kills. Done, these gloves are usable now. [b]The Armamentarium[/b] (Chest) Nothing really, its perfect. [b]The Crest of Alpha Lupi[/b] (Chest) Nothing. [b]Mk.44 Stand Asides ([/b]Boots) Honestly, these boots are kind of stupid. You could make them better by increasing agility, extending duration, or making shoulder charge faster to activate... but it basically would turn them into the gjallarhorn of punching, and make PvP a festering ball of suck. They ARE fun to use in as much as they frustrate the hell out of people.

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