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Edited by Buddy: 10/24/2014 12:44:10 AM
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Buddy72757's Exotic Weapons Ideas List: [ 1 - 10 ]

[b]Exotic Ideas: 1 - 10[/b] Original Post: http://www.bungie.net/en/Forum/Post/74565687/0/0 ---------------------------------------------------------------------------------------------------------------- [b]1) Blind Fury - Exotic Hand Cannon[/b] [i]"A hit and miss? No. A miss and hit........"[/i] [u]Perks:[/u] 1. Zen Movement - Causing damage with this weapon increases stability 2. Blind Fire - While hip-firing; violate payloads explode on impact dealing a portion of the weapons damage in an area and has a chance (15%) to return a bullet to the magazine if there is no "direct" hit. [b]2) The Interruption - Exotic Pulse Rifle[/b] [i]"Sorry, did I interrupt your final words?"[/i] [u]Perks:[/u] 0. Full Auto - This weapon fires in full auto mode 1. Secret Round - A missed shot from a burst will fire a 4th shot. 2. The Interruption - Every shot staggers the target and sends them reeling. (stagger ineffective against bosses and shields. [b]3) Fusion and Fission - Exotic Fusion Rifle (Solar Damage)[/b] [i]"Together for never"[/i] [u]Perks:[/u] 0. Backpack - This weapon cannot be reloaded and slowly regenerates ammo over time. 1. Double Down - On spawn, this weapon occasionally gains additional ammo. 2. Fusion and Fission - Charging this weapon fires 1 single, stronger, projectile, (instead of 7 regular ones) which explodes (direct damage only, no AOE) into its original 7 projectiles after impact which seek out and deal regular damage to surrounding targets. (Initial projectile has a quicker damage drop-off over range compared to other fusion rifles). [b]4) The Event Horizon - Exotic Rocket Launcher (Void Damage)[/b] [i]"Not even the brightest light can escape"[/i] [u]Perks:[/u] 1. Vacuum - increased pick-up radius for this weapon. 2. Warhead Singularity - The force of each explosion leaves a singularity in its wake which prevents the escape of all matter and light; temporarily preventing effected targets from moving and slowly pulling them towards the point of impact while blinding them temporarily. (similar to a black hole) [b]5) Frostbite 2.0 - Exotic Sniper Rifle (Arc Damage)[/b] [i]"Little circulation can weaken you, No circulation can kill you...... I intend to do both."[/i] [u]Perks:[/u] 1. Life Support - Recovering from near death grants additional ammo and temporarily increases reload speed. 2. Frostbite 2.0 - Hits with this weapon reduces the maneuverability and speed of the target temporarily and killing an enemy freezes their body in place. (Frozen bodies can then be shattered into pieces of glimmer! Probably not, lol) [b]6) Black Death - Exotic Heavy Machine Gun (Void Damage)[/b] [i]"An ancient plague has been revived......... Are those dark patches I see? Or bullet holes?"[/i] [u]Perks:[/u] 1. Crowd Control - Kills with this weapon grant a damage bonus for a short time 2. The Black Death - Shots have a chance (30%) to deal a damage over time effect on targets which have a chance (15%) to spread to nearby enemies around the initial target, and continue spreading. (No DoT stacking). [b]7) Legacy of the Cave - Exotic Scout Rifle [/b] [i]"A million deaths are not enough for Master Rahool"[/i] [u]Perks:[/u] 1. Performance Bonus - Kills with this weapon grant bonus reserve ammo 2. Loot Cave - Weapon fires in full auto mode and shots hit have a chance (20%) to return to the magazine and shots missed have a smaller chance (10%) to return to the magazine. [b]8) Ancient Prototype M203 Modifier - Exotic Auto Rifle[/b] [i]"The grenade can be thrown, but this generation is far too advanced for that.......... Oh wait."[/i] [u]Perks:[/u] 1. Grenadier - Kills with this weapon reduce the cooldown of your grenade 2. Undermount - Pressing [Grenade Throw Button] while aiming down sights will fire a single projectile that deals damage in an AOE that scales to 1/4 of the total damage potential of the bullets remaining in the magazine. The fuller the magazine, the higher the damage; the emptier the magazine, the lower the damage. Every 4 bullets that remain deal the equivalent of 1 bullet in an AOE. [b]9) Unlucky Lightning - Exotic Rocket Launcher (Arc Damage)[/b] [i]"Where lightning strikes once, don't feel lucky to have lived; as it will always strike again."[/i] [u]Perks:[/u] 1. Tracking - Shells fired from this weapon track their targets. 2. Unlucky Conductivity - For targets that are hit directly and survive, a second rocket is immediately fired (at no ammo expense) directly to the target's location dealing a portion of the rockets damage in the same blast radius. [b]10) Nox Revus I - Exotic Fusion Rifle (Kinetic Damage)[/b] [i]"The very first prototype of golden age weaponry; lost in the chaos of the collapse" [/i] [u]Perks:[/u] 0. Kinetic Damage - Deals kinetic damage. 1. RangeFinder - Aiming this weapon increases its effective range. 2. Ancient Fusion - The kinetic bolts of this fusion rifle allow for headshot damage and lack of intense bursts of releasing elemental energy allows for pinpoint accuracy and almost no recoil; at the cost of a very slow charge time due to the lack of technology within its engineering.
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  • I don't know why anyone would deliberately put Vacuum on a weapon, even with a Void/Black Hole theme going.

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  • The Flash - Exotic Fusion Rifle (Arc Damage) " I was told that I was faster than Usain Bolt" Perks: 1. Arc Damage - Deals Arc Damage 2. Firefly - kills with this weapon causes the target to explode 3. The Flash - This weapon has no charge time and it is fired on a hair trigger which makes it recoil free

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    • The Storm: Exotic rocket launcher ( arc damage) "The power of storm is strong, and the power of light is stronger. Together, they will blind your enemies." Perk 1: Tracking - rounds fired track their target. Perk 2: Light of the storm - rockets cause a small damage chain lightning to enemies nearby. The enemies hit by the rocket and chain lightning are temporarily blinded.

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    • Great ideas, although I'm not sure about the event horizon as it sounds slightly OP. :)

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    • Knuckleduster Exotic hand cannon Perk: Brawler Damaging a target with this weapon increases melee damage for a short time.

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    • Edited by Hulkksmash: 12/12/2014 5:22:34 PM
      This ones a must! [b]Silky Smooth[/b] - Exotic Rocket Launcher [i]"Pleasure for you and I both...only one trigger pull away!" [/i] Perks Solar Damage 1. Spacial Awareness - vibrates controller when enemies are close proximity 2. Silky Smooth - launches Eva Lavonte special edition fleshlight at enemies. Enemies are then incapacitated for period of time in orgasmic pleasure.(obviously vibrating their controllers as well)

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      • Edited by Scuph: 1/14/2015 4:29:32 PM
        armor ideas 1).[b] The Third Arm[/b] ( gauntlets) [b]PERK:[/b] switching weapons will automatically reloadthe gun you put away when you shoot with the gun you switched to. (You must shoot with the gun you switched to before it will auto reload. or the reload time stays the same so its not instantaneous.) 2). [b]Switch Hitter[/b] (gauntlets) [b]PERK:[/b] switching between any weapon is incredibly fast (like QUICK DRAW but on all your weapons) 3). [b]Crafty Hands[/b] (gauntlets) [b]PERK:[/b] if super charged picking up orbs of light grants ammo to all weapons

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        • [b]Fatal Accident[/b] [b]Weapon Type: Auto Rifle[/b] [b]Magazine: 35[/b] [b][i]"Happiness return to me......through a grave emergency" - Unknown[/i][/b] Auto-unlocked Perk: [b]Final Moments[/b]: Weapon deals 10% more damage while health bar is flashing red Perk 1: [b]Firefly[/b]: Precision kills with this weapon cause the target to explode Exotic Perk: [b]Hospital Flowers[/b]: Kills earned while your health is flashing red grant a 3 second shield (Similar to Titan's force barrier), and also generate orbs of light

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          • Edited by Nicky Tsardust: 1/14/2015 4:11:43 AM
            [b]Ahamkara's Revenge - Exotic Scout Rifle with Solar Damage[/b] [i]"Look through my eyes, oh bearer mine. Can you see what I see?[/i] [u]Perks[/u] 0. Ahamkara's Sight - If you aim down the sights for two seconds, your sight changes to heat vision, allowing you to see enemies through walls. Effect lasts until you stop aiming. 1. Firefly - Enemies explode if killed with headshots. 2. Ahamkara's Revenge - Bullets have a 50% chance to temporarily set enemies on fire. The burning enemies have a 25% chance to set other enemies on fire if the first one comes within one meter of another enemy. Chance is increased if enemies come in direct contact.

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            • Edited by kklathan8613: 2/9/2015 9:15:28 AM
              [b]Death and Taxes - Exotic Rocket Launcher[/b] [i]Nothing can escape us[/i] [u]Perks:[/u] 0. - Tripod - Rocket Launcher holds three rounds 1 - Aggressive Tracking 2 - Field scout / Javelin 3 - Death and Taxes - Holding down the trigger causes this weapon to fire in full auto mode, with all rounds tracking the first target locked on. [b]Team Captain - Scout Rifle[/b] [i]Follow me![/i] [u]Perks:[/u] 1 - Full Auto 2 - Field Scout / Armor Piercing 3 - Go Team! - Precision kills spawns Orbs of Light. bonus damage upon picking up Orbs of Light. [b]Loaded Gun Complex - Handcannon[/b] [i]Cock it and pull it[/i] [u]Perks:[/u] 1 - Split: Auto Fire / Focused Fire 2 - Number One Bullet - Precision kills return 1 round to the magazine and increase weapon damage.

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            • Edited by Kopheay: 2/11/2015 9:57:23 AM
              1) [b]Mk. 8 SUNDER - Exotic Shotgun[/b] [i]"Ah, the glorious sound of survival. Click, click, click."[/i] [u]Perks:[/u] 1. Slugger - This shotgun fires a single pellet. (Deals about as much damage as a melee) 2. Sunder - This weapon deals considerable bonus damage to all elemental shields (50-100%). Each time you hit a guardian with this weapon, it destroys a portion of their special and primary ammunition. Additionally, slow moving projectiles hit by this weapon detonate immediately. (Shoot rockets out of the air if you're MLG enough.) 2) [b]Sinistry - Exotic Hand Cannons[/b] [i]"They never expect you to draw from the wrong side."[/i] [u]Perks:[/u] 1. Initiative - All weapon ready times are drastically lowered. 2. Underhanded - Tapping reload while already in a reload sequence will holster your hand cannon, and draw a second one into your left hand. Magazines are tracked separately, and must be reloaded independently. 3) [b]Old Faithful - Exotic Hand Cannon* (Special Slot)[/b] [i]"I've never once been worried since I found her."[/i] [u]Perks:[/u] 0. Special - This weapon is equipped in the special slot. 1. Trusty Steed - Switching to this weapon is incredibly fast, expect to find more ammo for this weapon, always spawn with at least one clip. 2. Old Faithful - When you empty your primary weapon's magazine, Old Faithful instantly reloads and gains bonus stability and rate of fire for a short time (2-3 seconds). [i]*This weapon is meant to be less effective than primary Hand Cannons, and function almost exclusively as a backup.[/i] 4) [b]The Gap - Exotic Auto Rifle[/b] [i]"The last thing anyone should see is my blade baring down upon them."[/i] [u]Perks:[/u] 1. Bayonet - Melee lunge distance is granted a small bonus while equipped. This bonus becomes drastically larger when the magazine is empty (enough bonus to make the Titan's as long as the Warlock's, and the Warlock's even longer). Additionally, reduced time between a melee and being able to fire again. 2. Action Hero - Preforming a melee at the same time as an enemy melees you while this weapon is equipped deals no damage to either you or your foe, and sends sparks flying everywhere. Holding the melee button down covers your face with this weapon. If it is shot during this time, you lose a large portion (75%) of your ammo and immediately switch to your special. 5) [b]Remembrance* - Exotic Pulse Rifle[/b] [i]"An ancient ballistic weapon, developed when the United Nations first braved the dangers of the Galaxy."[/i] [u]Perks:[/u] 1. Seven Six Two - Recoil extremely easy to control, good bullet grouping, rounds stagger targets with their impressive size. 2. Full Metal Jacket - Critical hit multiplier greatly increased (5x), but do not deal critical damage to targets with any shields. [i]*This weapon bares a striking resemblance to a certain burst fire weapon that many Bungie fans have come to love over the many years.[/i] 6) [b]Rainbow - Exotic Pulse Rifle[/b] [i]"I never thought death could be so beautiful!"[/i] [u]Perks:[/u] 0. Heavy - Very limited backpack. 1. Spool - Can be fired in full auto. The longer you hold down the trigger, the less time between bursts. 2. Rainbow - Each bullet in the 3 round burst deals damage of a different energy type. Each round that hits an enemy instantly transfers a round from your backpack to your magazine.

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            • Edited by LegionofSlime: 2/9/2015 4:18:09 AM
              The Order Exotic hand cannon "Sentence to death!" Perks Luck in the chamber (this is not hawkmoon exclusive) Two perks here:Guilty and Innocent Guilty: your target will explode and will mark enemies that were damaged that will also explode. Innocent:Your final 3 bullets that hit will turn your enemy into a ally.(exclude bosses) Will also include single point sling,explosive rounds, and hammer forged *enemies hit with explosive rounds will not count towards an ally and an ally will commit suicide after 30 seconds and will not work in pvp The Master (warframe fans) Auto rifle "We were masters of gun and blade-unknown presumably thousands of years ago" Perk 1:cascade Perk 2 roll:single point sling,hammer forged, and field scout Gun and Blade:getting a kill increases damage for your melee. Getting a kill with melee then increases damage and accuracy for 5 seconds*The Master must be held when melee*

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              • How about a rocket launcher that has air burst rockets. If fired without ADS it would activate the air burst ability. It could have a wider cluster bomb AOE or have something like wolf pack rounds that split into three rounds each have a smaller cluster bomb AOE.

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              • These are bloody brilliant!

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              • [b][i]WarShock[/i] exotic rocket launcher[/b] [i][u]is my nuke ready?...[/u][/i] 1.)[b]bio hazard[/b] On impact, this leaves a deadly gas cloud for a short period of time that burns enemies over time if enemy is in contact with the gas cloud (kind of like a wizards gas thing) 2.)[b]warfare[/b] Instead of one round being fired, multiple smaller rounds will track down enemies with aggressive tracking.

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              • These guns sound kinda fun without being too op.

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              • Bump

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              • Cold fusion -exotic sniper rifle [i]who would have though it would be so simple?[/i] -arc -perk 1 Aiming this weapon under fire is easier -perk tree Field scout ( 6 instead of four) Reload faster Extra stability (fitted stock?) -exotic perk "Cold fusion" There is a two bullet cycle. X, Y, X, Y. When the Y bullet comes into range of the X bullet, cold fusion begins. And explosion dealing 2X crit damage with a dot effect takes place from this chemical reaction

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              • Name: Shock and Awe Weapon type: Scout Rifle Description: "Precision slugs inside marked box magazines!" Damage Type: Arc Magazine Size: 15 --Perks-- -Column 1: -Red Dot -x2 Scope -x4 Scope -Perk (Hand of Zeus): Victims combust in an electrical explosion. -Upgrade Damage -Column 2: -Perfect Balance -Armor Piercing Rounds -Flared Magwell -Perk (Arm of Apollo): Aiming down sight greatly increases range and impact at the cost of three rounds per shot. -Upgrade Damage Name: The Punisher Weapon type: Auto Rifle Description: "Judgement day at the pull of a trigger." Damage Type: Solar Magazine Size: 40 --Perks-- -Column 1: -Accurized Ballistics -Aggressive Ballistics -CQB Ballistics -Perk (The Show Goes On): Missed rounds have a chance to return directly to the magazine. -Upgrade Damage -Column 2: -Perfect Balance -Field Scout (60) -Flared Magwell -Perk (Nervous Breakdown): Rounds close to target disrupt their stability. (Like suppressive fire, shakes their screen) -Upgrade Damage Name: Secret Sauce Weapon type: Auto Rifle Description: "Pull trigger until target's desired mortality reached." Damage Type: Kinetic Magazine Size: 35 --Perks-- -Column 1: -Accurized Ballistics -Aggressive Ballistics -CQB Ballistics -Perk (Minimalist): First half of the magazine deals bonus damage. -Upgrade Damage -Column 2: -Perfect Balance -Send It -Armor Piercing Rounds -Perk (Bread and Butter): Ammo regenerates over time. -Upgrade Damage Name: Laughing All The Way Weapon type: Sniper Rifle Description: "File all complaints in the collection jar." Damage Type: Void Magazine Size: 5 --Perks-- -Column 1: -x3 Scope -x2 Scope -x5 Scope -Perk (Totally Unfair): This weapon fires incendiary rounds, doing damage over time. -Upgrade Damage -Column 2: -Perfect Balance -Single Point Sling -Snapshot -Perk (Incognito): Removes sniper glare. -Upgrade Damage Name: Seeing Red Weapon type: Machine Gun Description: "It seethes endlessly for an opportunity to destroy." Damage Type: Solar Magazine Size: 35 --Perks-- -Column 1: -CQB Ballistics -Smooth Ballistics -Aggressive Ballistics -Perk (Impending Riot): Bonus hip fire accuracy and damage. -Upgrade Damage -Column 2: -Flared Magwell -Hand Loaded -Perfect Balance -Perk (Berserk): Each kill replenishes ammo directly to the magazine. -Upgrade Damage

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              • Actually thought of these today..... [b]Atlas[/b] (Scout rifle) -Let the world know, you're the one who holds.... Exotic upgrade: Precision shots weigh down the target until they can't sprint nor use their secondary jump. [b]Prometheus[/b] (Auto rife) (solar) -I gave you fire... Now show me what you can do... Exotic upgrade:Kills with weapon leaves the target's body scorched. Opponents that step on the target will receive a small Attack over time effect. [b]Eclipse[/b] (Rocket launcher) (Void/Arc) -Moon or Sun, I am born either way.... Exotic upgrade: Rockets fired from this weapon will cause a bright explosion that blinds enemies. [b]Harbinger[/b] (Sniper rifle)(Void) -Assuming control! Exotic upgrade:Precision shots with this weapon may cause the enemy to fight it's allies. (I have no idea how that will work in crucible....)

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              • The Hydra. "They cut off one head and two more shall take its place." OR "I went for the one in the middle.... Boy was that a bad choice." Cayde-6 RoF:45/100 Blast Radius:70/100 Range:55/100(75/100 w/ Increased Range) Stability:45/100 Reload:40/100 An Exotic, semi automatic, 3 round mag, grenade launcher equipped in the heavy slot. Starting dam. 302 upgradable to 331 dam. Solar Damage. First perk- SWAT: A double kill will add 50% extra damage to the next target. Secound round of perks- Field Scout: The Hydra can carry 12 rounds instead of the 9 it comes with. Increased Range: Increases range when aiming down the sights. Lightweight: Adds 2+ Agility to the characters abilitys. Third Exotic perk- The Hydra: Recovering from near death will spawn 2 extra rounds in the current magazine.(Once per mag)(No more than 5 rounds per mag)

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              • An exotic shotgun idea I had one day Bulltrue exotic shotgun "[i]Who's next!?[/i]" 0. This weapon does kinetic damage 1. [i]hip fire[/i]: this weapon has bonus accuracy when firing from the hip 2. [i]chasm[/i]: this shotgun increases fire rate per kill, and all kills grant a small speed boost (last 30 seconds, but timer resets every kill)

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              • Blind eye - Exotic hand cannon "You can only hit someone in the head so many times before they go blind." 9 round mag Solar damage Perk One - Firefly Perk two - blind eye If all bullets fired from one magazine are critical hits, the next magazine will fire blinding shots that will temporarily blind enemies with a critical shot

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              • Edited by The Warmaster82: 1/14/2015 1:37:33 PM
                [b]Lord of the Legion[/b] Exotic Titan Mark "[i]Lone wolves stalk on the battlefield. Lords of the Legion command the battlefield[/i]" A titan Mark in the form of a crimson cloak/cape with a wolf's pelt around the part that goes around the pauldrons, and a gold trim. Think of Ned Starks cloak in the north, just only Crimson.

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              • #8's a NOOB TUBE

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              • Auto Target - Exotic Auto Rifle Kinetic Damage 1. Weapon becomes more stable when fired 2. Auto Target - The auto rifle can be placed on a hard surface and used as a turret, the weapon is destructible and carries limited ammo, the weapon disappears from your inventory until it is destroyed, runs out of ammo or you die.

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