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Destiny

Discuss all things Destiny.
Edited by Paradox1055: 1/13/2017 4:25:12 AM
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Exotic Ideas

[b]THANK YOU GUARDIANS!! With all of your help and ideas, I hit 1,000 comments! I will be working on a community based exotic in honor of this community effort![/b] [b]Exotic Ideas 2 Link[/b]: https://www.bungie.net/en/Forum/Post/191970608/0/0 Primary: Assault rifle- No Other Choice "In dire situations, only one opinion is available" Perks are Focused Fire and Last Chance (Getting a kill at low health lowers the damage taken) Scout rifle- Sword and Shield "The strength of one comes from his defence" Perks are Extended Range, Armor piercing rounds, and a choice of Broaden the shield (3 consecutive kills grants an over shield) or Sharpen the sword (3 consecutive kills grants bonus damage) Hand cannon- Skill Unknown "Wielders became so skilled, it was a paradox" Perks are Final Round and Specialist (Hand loaded and Return to Sender) Special: Sniper- Doctor's Medicine "Headache? I can cure it" Perks are Return to Sender, Third Eye, Snapshot, and Doctor's Pill (Precision kills cause enemies to explode and returns health to player) Shotgun- Surprise "Slugs make a great gift" Perks are Hammer Forged, Light Weight, Slug Rounds (Extended Range and no spread) Fusion rifle- Time Flux "Time moves forward with your permission" Perks are More impact penalty to rate of fire, and Chrono's Revenge (One shot slows down enemies) Heavy: Rocket launcher- Poseidon's Wrath "A weapon worthy of a god" Perks are Javelin, Army of one, Trident (A rocket fired splits into three rockets and tracks different enemies) Machine gun- Hellfire "Who needs a rocket launcher, I can send one hundred explosions" Perks are Persistence, Surplus, Light them up (a random bullet is an explosive round that blinds nearby enemies) If you have any ideas, please leave them down below. Edit 1: This thread has got a lot of weapon ideas. May I say awesome weapon ideas? If you have any ideas for armor as well, feel free to post them. [b]Quick Announcement[/b]: My friend (FJFSOM656) has started a mini series called Exotic History. It's a small community project where you guys can make an exotic and post it here. In the spoilers tab, put [i]#writemyexotichistory[/i]. Here is a link to his table of contents for more details. https://www.bungie.net/en/Clan/Post/1371758/183820389/0/0 [b][u]Time's Reclamation[/u][/b] [u]Exotic History[/u]: https://www.bungie.net/en/Forum/Post/172642296/0/0 [b][u]Huntress of the Woods[/u][/b] [u]Exotic History[/u]: https://www.bungie.net/en/Forum/Post/175315752/0/0 [b][u]Combined Light[/u][/b] [u]Community Exotic[/u]: https://www.bungie.net/en/Forum/Post/176432982/0/0/1

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  • Defense Mechanism "Defending the world one toss at a time" These are Exotic gauntlets for the Titan's subclass Defender. They will be somewhat similar to the No Backup Plans in design but will have four floating plates that slowly rotate around your forearm. These will be red initially but as your super fills, they will turn green based on its progression(one set when super energy is 1/4th of the way, two sets when super is halfway full, etc.) Perks: Defense Mechanism(Ward of Dawn can now be cast in small portions if super energy is filled at 1/4th, half, 3/4ths, and full intervals[Activating super will cause user to throw a small purple projectile where they look, where this lands a small Ward of Dawn will appear for three seconds then dissapear{normal buffs such as Armor, Weapons, and Blessings of Light will activate for those in bubble}]), A choice between: Emergency Defense Plan(Normal Ward of Dawn can still be activated if user is on the ground and super energy is full [being in the air will launch a smaller Ward instead], if this happens super energy will charge to 1/4th power to grant you a throwable Ward[However super energy will charge slower until 3/4ths of the way full or throwable Ward is used to reset timer]) Or: Hold the Fort!(Throwable Wards now last up to 6 seconds and be slightly larger in diameter) Another choice between: Defense Array(Throwable Wards can be thrown one after another and having them all down will cause all of them to last for 20 seconds but super will charge slower till either four Wards are used or super energy is charged fully or having both Normal Ward and the smaller one will cause them to last for 35 seconds each) Or: Defensive Shielding(Throwable Wards will now stick to targets placing a bubble around target so it will move with target, buffs will not activate if they attatch to a target and last only two seconds or five seconds) Advantages: Great for saving your allies on the fly, can be very versatile depending on the combo of perks equipped, super energy will normally continue to charge while using so pot shots to save allies are possible and more practical, great for giving allies that extra umph in battle, Disadvantages: Having certain perks with each other may lead to one inhibiting the other, tends to slowly restore super energy when main abilities are used, problems can arise if you don't know how to use it, each perk has its disadvantages over all so they need to be taken into account, you lose having a large Ward of Dawn to use as a Beachhead most of the time, not very useful if you are being hailed upon constantly, you can't shoot out of Wards even if they are attatched, normally throwable Wards cannot be thrown in rapid succession(the first must go out before second can be thrown)

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