Since Bungie has made it their mission to "correct" certain exotics, I thought I'd give them a hand. This was a deeply spiritual journey for me, as I discovered things about Destiny 2 that I hadn't known since it's launch. Like, Dragon's Shadow is an actual exotic. And had you told me it's original perks, I would have assumed to it to be a legendary mod for armor. Now, I am not a game developer, but I decided to take the least used exotics (I wonder why) in Destiny 2, and try my darndest to make them usefull, but most importantly, exotic. So, without further adieu. [u][b]Hunters:[/b][/u] [b]Aeon Swift[/b]: using any class ability (grenade, melee, dodge) temporarily increases the recharge rate of abilities for all fireteam members. Effect is doubled if they are wearing their class equivalent. [b]Celestial Nighthawk:[/b] Hawkeye Hack - Modifies Golden Gun to fire a single, high-damage (6x) shot. Enemies eliminated by the shot explode. Precision kills on majors grants ~60% super energy returns. [b]Foetracer:[/b] Mark enemies who have dealt damage to the wearer. Enemies killed while marked transfer their mark to their nearest ally. Grant's the wearer increased reload and ready speed after a marked kill. [b]Lucky Pants:[/b] Increase Handcanon Acurracy. Decrease Handcanon recoil. Decrease Handcanon bloom. [b]Gemini Jesters:[/b] Misdirection - Dodging disorients nearby enemies and temporarily removes their radars. In PvE, misdirection lasts longer, and enemies that are disoriented take bonus damage from all sources. [b]Shinobu's Vow:[/b] New Tricks - Improves Arc class grenades, and you gain an additional Arc class grenade charge. [b]Graviton Forfeit:[/b] Vanishing Shadow - Grants invisibility for all Hunter dodges. Increases the duration of any invisibility effects on subclasses with native invisibility. Your melee recharges faster while you are invisible. [b]Ophidia Spathe:[/b] Scissor Fingers - Grants two knives per charge. Knives recharge faster if they hit an opponent. Precision hits grant even greater recharge. [b]Wormhusk Crown:[/b] Burning Souls - Dodging gives a small health and shield bump. (Add ornament so it doesn't look like you're wearing Oryx's ass) [b]Sealed Ahamkara Grasps:[/b] Nightmare Fuel-Gain an additional melee charge. Melee damage has a chance to automatically reload your Primary Weapon. [b]Young Ahamkara's Spine:[/b] Wish-Dragon Teeth - Grant's additional tripmine charge. Tripmines can now be stuck to opponents. Opponents killed by tripmines contribute grenade energy. [b]Mechaneer's Tricksleeves:[/b] Spring-Loaded Mounting - Increases ready and reload speed of all weapons. Weapons reload while sprinting. [b]Lucky Raspberry:[/b] Probability Matrix - Increases the distance, and chaining capabilities of Arc Bolt Grenade and has a chance to recharge it each time it deals damage. [b]The Dragon's Shadow:[/b] Wraithmetal Mail - Grants increased movement and and resilience after dodging. Grants Blink to Arc subclass. [b]Knucklehead Radar:[/b] Upgraded Sensor Pack - Provides radar while aiming. Precision kills increase radar distance, and grant true sight for the wearer. [b]Fr0st-EE5:[/b] Rapid Cooldown - Increased grenade, melee, and dodge regeneration while sprinting. Dodging increases sprint speed, and reloads your weapon. [b]Oathkeeper:[/b] Adamantine Brace - Bows charge faster, and charges can be held indefinitely. Bows charged for longer than three seconds have a chance to restore health on a kill. [b][u]Titans:[/u][/b] [b]ACDC/0 Feedback Fence:[/b] Fury Conductors - Melee hits build energy. Being struck by a melee attack or holding down the melee button reduces incoming damage and unleashes the energy in a devastating explosion. [b]Synthocepts:[/b] Biotic Enhancements - Increased melee lunge range. Improved melee and Super damage when surrounded. Melee hits stack damage. Melee kills maintains the damage multiplyer. [b]Crest of Alpha Lupi:[/b] Survival Well - Generates an additional orb of light from supers and a healing pulse when the barricade class ability is activated. Revive allies quicker. [b]Action War Rig:[/b] Auto-Loading Link - Steadily reloads a portion of your equipped auto rifle’s magazine from reserves. Getting a kill with an auto rifle refills 25% of its magazine. [b]Hallowfire heart:[/b] Sunfire Furnace - Greatly improves the recharge rate of your solar abilities while Hammer of Sol is charged. Enemies killed with solar damage while Hammer of Sol is charged explode. Can be chained. [b]Mask of the quiet one:[/b] Dreaded Visage - Grants melee, grenade and class ability energy when damaged. Void ability kills grant health regeneration, and stuns nearby enemies. [b]Lion Rampant:[/b] Jump Jets - Provides additional aerial maneuverability and enables accurate hip fire while in the air during Lift. Lift energy can be used to dodge while airborne. [b]Dunemarchers:[/b] Linear Actuators - Increases sprint speed. Sprinting builds up a static charge. After melee-attacking an enemy, that charge will chain damage to nearby enemies. Enemies killed by this charge will release Arc energy which will chain. [b]Aeon Safe:[/b] using any class ability (grenade, melee, barricade) temporarily increases the recharge rate of abilities for all fireteam members. Effect is doubled if they are wearing their class equivalent. [b]Khepri's Horn:[/b] Solar Rampart - Solar damage kills recharge your barricade, which unleashes a large blast of solar energy when summoned. Enemies damaged by this blast will be afflicted with burn damage. [b]Helm of Saint-14:[/b] Starless Night - Your Ward of Dawn blinds enemies that enter it. Guarding with Sentinel Shield temporarily blind nearby enemies. Grants weapons of light to Ward of Dawn, and extends Ward of Dawn's duration. [b]MK. 44 Stand Asides:[/b] Seriously, Watch Out - Grants an overshield when sprinting with Seismic Strike, Hammer Strike, or Shield Bash equipped. Hits with these abilities recharge a portion of your melee energy. Tighter turn radius while sprinting. [b]Ashen Wake:[/b] Bring the Heat - Fusion grenades now explode on impact. Grenades can be charged for extra damage at the cost of super energy. Grants additional fusion grenade charge. [b]Wormgod Caress:[/b] Burning Fists - Melee kills increase melee damage for a period of time. Additional kills extend duration and increase effects. Melee hits cause enemies to light on fire. [b]Peacekeepers:[/b] Mecha Holster - Reloads stowed kinetic and energy weapons and allows you to ready them instantly. Grants increased accuracy with Submachine guns, and reduced recoil. [b]Armamentarium:[/b] And Another Thing - Gain an additional grenade charge. Kills with grenades grant 30% grenade energy return. Multikills stack energy return. [b]Eternal Warrior:[/b] Resolute - Provides Unstoppable for Fist of Havoc, and Thundercrash. Thundercrash gains additional resistance the further it travels. [b]Antaeus Wards:[/b] Reflective Vents - Improved slide. Sliding reflects incoming projectibles. Reflecting projectiles grant Super energy. Kills while crouching grant bonus super energy, and have a chance of healing back health. [b]Heart of Inmost Light:[/b] Overflowing Light - Using an ability (grenade, melee, or Barricade) empowers the other two abilities. Empowered means abilities have faster regen, melees and grenades do more damage, and Barricades have more hit points. Provides headstrong for striker Titans. Just thought some of these would make these exotics worth using. [b]Lot of people asking about Warlock. Unfortunately, I ran out of space. So I will need to make another thread. If you ask in this thread, I can provide you with the current list I'm making.[/b] [b][u][i]Edit 1:[/i][/u][/b] changes made based on feedback for Foe Tracer, Knucklehead Radar, Eternal Warrior, Armamentarium, and Ashen Wake. St0mp-ee5 has been removed from the list.
You’re doing the Traveler’s work, can’t wait for the completed list of warlock goods.