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Destiny 2

Discuss all things Destiny 2.
Edited by ZayOsiris Gaming: 8/6/2021 12:00:43 AM
15

:: Updating Warlock Exotics Armor ::

[u][b]Felwinter’s Helm[/b][/u]: • Powered melee hits Stagger & Disrupt targets. • Powered melee final blows create a burst of energy that weaken nearby targets. • Finishers against more powerful foes create a burst of energy lengthening the effects & increasing the radius of the burst. • Gain increased damage resistance, when in close proximity to weakened targets. (40%) [u][b]Winter’s Guile[/b][/u]: • Melee final blows increase melee damage. • Powered melee final blows fully refund melee energy. • Finishers refund a large portion of melee energy. (20%) [u][b]Skull of Dire Ahamkara[/b][/u]: • Void super final blows grant super energy. • Gain an additional 7% damage resistance, while using your void super. [u][b]The Stag[/b][/u]: • Gain an additional Rift • Grant rift energy, when critically wounded. (45%) • Weapon final blows while standing in a rift grant rift energy. (14%) • Create a solar flame pit on death, burning targets caught inside. (think Witherhorde) [u][b]Apotheosis Veil[/b][/u]: • Regain your health, & abilities; when casting Super. • Nearby allies regain class abilities faster. • +16 intellect will always be granted. • Finishers increase super recharge rate, for nearby allies. (17%) • Restore your allies class ability, whenever you revive your allies. [u][b]Astrocyte Verse[/b][/u]: • Blink further, & more frequently. • Blink while criticality wounded, activates health regeneration. • Weapons ready quickly, when you come out of blink. • Your radar remains active, while in blink. [u][b]Vesper of radius[/b][/u]: • Rifts release a shockwave, when cast. • Rifts recharge faster, when surrounded by enemies. • Release a shockwave, when critically wounded, inside your rift. • Release an additional shockwave, when enemies step inside your rift. [u][b]Sanguine alchemy[/b][/u]: • Gain “true sight”, when you get a kill in any rift. True sight distance drops off at 25 meters. • Your rift now last for 7 seconds. Weapon final blows, while in any rift; pause the rifts countdown, for 4 seconds. Continuous weapon final blows refresh the pause. [u][b]Chromatic Fire[/b][/u]: • Kinetic Precision final blow create an elemental explosion, that matches your subclass. • Works with void | arc | solar | stasis | New Element | New Element | • Each explosion type has its own statue effect • Void surpasses | Soler burns | Arc chains lighting | Stasis slows | New Element | New Element | [u][b]Stormdancer’s brace[/b][/u]: • Every enemy takedown with Stormtrance increases the damage you deal, with Stormtrance. • Overcharge your grenade & melee abilities, based on the number of enemy takedowns, while in stormtrance. Grain an unlimited usage of these abilities, for a short time. • 1 takedown counts as 1 second on the timer display, after your super ends. During this time; the player is allowed to throw unlimited grenades, & fully charged melee attacks, until the timer runs out. This timer caps at 10 seconds. [u][b]Promethium spur[/b][/u]: • Your rift is larger, & last longer. • Strafe faster, while in any rift. • Killing enemies while standing in any rift, will spawn a rift at their location. • Super takedowns create a healing & empowering rift at their location. [u][b]NEW EXOTIC IDEAS BELOW[/b][/u] [u][b]Fender’s Legacy: Chest[/b][/u]: • Casting well of radiance will place a medium scale shield in front of your sword, Granting you additional defense, from oncoming damage. This shield can be broken, if enough damage is taken. • Pressing ?? + ??: deactivates well of radiance early, & saves super energy. [u][b]Lion Heart: Guantlet[/b][/u]: • Gain an additional firebolt grenade • Firebolt grenades burn targets on impact • Firebolt grenades activate faster & have one additional bolt [u][b]Cerebral Mind: Helm[/b][/u]: • Holding your cataclysm nova bomb will build an additional super charge, & increases its damage, by 1% to 100%. Casting your nova bomb expels both charges • Void ability kills grant additional super energy, when your base super is fully charged..! [u][b]Viola Abyss: Legs[/b][/u]: • Standing inside any rift for an extended period, grants invisibility. • Health & overshield recharge faster, while invisible. • Final blows while in any rift make you go invisible.

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  • The stag will overpower Vesper of Radius if it damaged enemies in its rift.

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    • The health Regen on blink while critically wounded would be busted a/f in PvP. Would totally get nerfed for being Wormhusk 2.0. That Stormdancer's brace with the unlimited ability usage would be broken with bottom tree's melee ability.

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      • Vesper of Radius is actually nuts on Shadebinder. If you run the Frostpulse aspect. The freeze from casting the rift happens first, then the arc shockwave will shatter them. Anything that lives gets knocked back. This also counts as being surrounded. There's a fragment that gives rift energy upon defeating slowed/frozen targets. It has a lot of up time, I even use it in certain GMs. (Disgraced is a good example)

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        • Yes! Let’s give them another reason to nerf warlocks.

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          • This is good shit. Might want to consider posting it on r/DestinyTheGame where it will actually get seen.

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            • Vesper actually performs well now just not in endgame stuff but everything else does need buffs and changes. Vesper admittedly is only useful if you use stasis and use aoe freeze rift to shatter groups and basically turn nearby enemies into stasis bombs from the multiple shatters. Using fragment to give class energy on killing slowed or frozen enemies and the damage and size buff to shatters makes the rift honestly better than super at crowd control.

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              • Promethium Spur should function as is, but it should also convert all of your rifts into Sunspots.

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                • Stag buff is lit.

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                  • Damn you spent a lot of time on this.

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                    • Would love to see the stag buff it really needs it. Vesper is quite good with stasis so I think it's fine the way it is.

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                      • I do like these but they need stop with the specific subclass or burn nonsense and make it universal for all subclasses

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                        • I do like these, but i feel that astrocyte verse would be broken AF. Id rather see it have a overload/stun effect upon entering and exiting the teleport to enemies nearby.

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                          • Edited by JANOVA617: 6/29/2021 3:59:03 AM
                            Felwinters Helm: needs to grant damage resistance when near weakened enemies. That would allow it to be usable in GM level content. Vesper of radius: needs to be changed to consume your rift to do the landfall ability found on bottom tree. Damaging enemies with this ability regenerates rift energy, killing enemies with this ability grants even more.

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                            • As an avid promoter of buffing or reworking pretty bad exotics, these seam like pretty nice ideas, though a few of them will still not be used, like The Stag or Apotheosis Veil, as The Stag's rift on death isn't very useful when you are already dead, and most people wouldn't use the Veil as if they want to play support, Assemblers exist. (also Stasis Chromatic Fire should probably slow for PvP as the freeze could become problematic by chaining kills on people close together and constantly refreezing them)

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                              • So no to chromatic fire one that thing is fine.

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