• 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%)
• 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.
• 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)
• 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.
• 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.
• 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.
• 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 |
• 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.
• 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.