#destiny 2 warlock exotics
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ladyborealiswrites · 6 months ago
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Current Warlock Exotic Armor Changes - I'll be detailing the changes I'd like to see with current Warlock exotic armor pieces, without adapting them for the proposed changes I suggested in my previous Warlock or subclass post.
Hoods) 
Aphotheosis Veil - Insatiable: Immediately regenerate health, class ability, and melee energy, and grant Devour to you and nearby allies upon casting your super; nearby allies gain Devour when you are granted Devour. When your super ends, you gain +800% melee and grenade ability regeneration, and +400% melee and grenade damage for 5 seconds. 
Astrocyte Verse - Your Blink is enhanced; you travel 25% further, have a shorter cooldown between uses, and damage and cause nearby combatants to become Volatile. Your weapons are ready quicker, and your Radar remains active as you come out of Blink. Nova Warp’s Dark Blink does not consume super energy, and gains the same effects as your Blink movement. Your weapons gain +15 Airborne Effectiveness. 
Cenotaph Mask - High Priority: Steadily reloads a portion of your held and stowed Trace Rifle’s magazine from reserves. Damaging a boss, Champion, Hive Lightbearer, mini-boss, Subjugator or Tormentor with a Trace Rifle visually marks them. When you or an ally defeats the marked target Trace Rifle ammo is generated for you, and Heavy ammo is generated for your allies; and you gain a 30% damage bonus to Trace Rifles. Your Trace Rifles gain +25 Airborne Effectiveness. 
Crown of Tempests - Conduction Tines: Defeating Jolted combatants or collecting Ionic Traces increases your Arc ability damage and range, while also extending the duration of your Arc supers. 
Dawn Chorus - Rites of Ember: You apply 25% more Scorch stacks and you gain a small amount of ability energy when your Scorch damages a target. Your Daybreak projectiles deal more damage, increase the damage of the next projectile, Scorch targets on impact, and extend the duration of Daybreak upon defeating targets. Your Solar weapons gain +20 Airborne Effectiveness. 
Eye of Another World - Cerebral Uplink: Highlights powerful combatants and Guardians in their super that you can see. You deal 15% increased damage to highlighted combatants, and gain ability energy upon damaging highlighted combatants with weapons matching your ability damage types. Defeating highlighted targets with those weapons fully recharges your ability energy. 
Fallen Sunstar - Ionic Conductor: Your Ionic Traces are enhanced; Ionic Traces have a shorter creation cooldown, have a chance to be created from Arc ability damage, move faster and grant you additional ability and super energy. Nearby allies also gain ability energy when you collect an Ionic Trace.  
Felwinter’s Helm - Warlord’s End: Final blows with abilities that match your equipped super generate a damaging and Suppressing pulse of Void Light. Finishers and final blows against more powerful combatants or Guardians in their super increase the damage, radius, and duration of this effect. 
Nezarec’s Sin - Abyssal Extractors: Void final blows increase melee and grenade ability recharge rate by 300%, and class ability and super regeneration rate by +200%. Activating a Void ability increases your Void damage by 20% for 5 seconds. Your Void weapons gain +20 Airborne Effectiveness.
Skull of Dire Ahamkara - Actual Grandeur: Your Nova Bomb super deals 100% more damage, and Nova Bomb final blows grant up to 50% super energy. Pocket Singularity deals 30% more damage, travels further, and has a larger effect radius. 
Speaker’s Sight - The Lost Voice: Healing grenades spawn a Restorative Turret. Healing allies and being healed occasionally spawns an Orb of Power. Healing Rift provides faster healing to you and allies. Your weapons that heal you or allies gain +40 Airborne Effectiveness. 
The Stag - Dearly Departed: Your rift provides 25% damage reduction to you and allied guardians standing in it. When you become critically wounded with full class ability energy; your class ability energy is spent, you are granted an overshield, class ability energy, and create a Healing Rift at your location. Kinetic precision final blows spend 25% class ability energy and create a Healing Rift at the victim’s location. 
Veritiy’s Brow - The Fourth Magic: Weapon final blows with a damage type matching your grenade grant Death Throes, which provide a grenade damage bonus and grant you grenade energy; you can have up to 5 stacks of Death Throes. When you have Death Throes and throw a grenade, nearby allies gain greatly increased (10x) grenade regeneration rate for a short time.
Gloves) 
Aeon Soul- Aeon Energy: This Exotic has three selectable perks; 
Sect of Force: Aeon's Wrath- Ability final blows increase the damage of your weapons that match that ability’s damage type by 10%. Weapon precision final blows increase the damage of your abilities that match that weapon’s damage type by 10%, 
Foebreaker Chant- When you stun a Champion or defeat a boss/miniboss, you and your nearby fireteam members gain a burst of grenade and melee energy. Aeon allies who do not have the Sect of Force role equipped also gain a burst of Super energy.
Sect of Insight: Aeon's Inspiration – Rapid weapon precision hits have a chance to drop an Orb of Power for you and your allies.
Armsbearer Chant – When you use a finisher on an Elite, you generate Special ammo for your fireteam; when you use a finisher on a boss or miniboss, you generate Heavy ammo for your fireteam. Nearby Aeon allies who do not have the Sect of Insight role equipped also gain a bonus to weapon damage for a short time.
Sect of Vigor: Aeon's Vow – Rapid precision weapon take downs heal nearby allies. When nearby allies become critically wounded, you gain a +20% bonus to weapon damage until your next weapon takedown. 
Lightgiver Chant – Activating an ability grants your nearby allies 10% damage resistance. Casting your super grants nearby allies 20% damage resistance. Aeon allies who do not have the Sect of Vigor role equipped also gain a burst of healing.
Ballidorse Wrathweavers - Hearts of Ice: Your Winter’s Wrath deals 50% increased damage, and the Shatter shockwave deals +100% Shatter damage and has a larger radius. You and allies who are inside the radius of the Shatter shockwave, or your Frost Pulse are granted 3 stacks of Frost Armor and 30% increased Stasis weapon damage. You and your allies’ Stasis weapons gain +40 Airborne Effectiveness while Frost Armor is active.
Briarbinds - One with the Void: Your Void Souls have longer duration and gain escalating damage and durability as they defeat targets. You can retrieve your Void Soul by interacting with them, allowing them to be redeployed. (Up to +100% damage, and +50% resistance) 
Claws of Ahamkara: Gain an additional Melee charge. Melee final blows generate an Orb of Power. Collecting an Orb of Power grants melee energy, and grants 10% melee damage. Your Kinetic weapons gain +20 Airborne Effectiveness for 10 seconds after collecting an Orb of Power.
Contraverse Hold - Chaotic Exchanger: Gain 20% damage resistance while charging your Void grenade with Chaos Accelerant. Taking damage while charging your grenades increases your grenade damage by 30%. Charged Void grenades return grenade energy on hits. 
Getaway Artist - Dynamic Duo: Consume your Arc grenade to gain the following benefits: You become Amplified, nearby enemies are damaged and Blinded, and you gain an Arc Soul with 50% increased base duration. Your Arc weapons gain +30 Airborne Effectiveness while you are Amplified.
Karnstein Armlets - Vampire’s Caress: Melee and finisher final blows instantly grant Cure and provide Restoration for3 seconds. Powered melee final blows and finishers grant Cure x2 and Restoration for 6 seconds. You have 10% increased melee damage while you have Restoration. 
Necrotic Grip - Grasp of the Devourer: Weapons of Sorrow gain +10% damage to their direct and secondary effects. Damaging a target with a powered melee poisons them, dealing increasing damage over time. Defeating a poisoned target with melee damage spreads the condition to nearby combatants. Weapons of Sorrow gain +40 Airborne Effectiveness.
Nothing Manacles - Scatter Charge: Your Scatter grenades are enhanced; gaining an additional charge, increased throw speed, and damage after landing rapid Void weapon final blows. Scatter grenade hits and final blows return grenade energy. 
Ophidian Aspect - Cobra Totemic: Weapons ready and reload very quickly. Your equipped weapons gain +15 Airborne Effectiveness.
Osmiomancy Gloves - Fervid Coldsnap: Your Coldsnap grenades are enhanced; gaining an additional charge, faster throw speed, faster and further seeker movement speed, increased effect radius, and grant grenade energy upon landing a direct impact with your Coldsnap grenade. 
Sunbracers - Helium Spirals: Increases the duration of Solar Grenades. Solar melee kills grant 5 seconds of unlimited Solar Grenade energy. 
Winter’s Guile - Warlord’s Sigil: Defeating targets with Stasis abilities increases your Stasis ability damage. Targets frozen automatically Shatter 2 seconds later. Your Stasis weapons gain +20 Airborne Effectiveness, and +40 Airborne Effectiveness after Freezing a target.
Robes) 
Chromatic Fire - Crystalline Transistor: Precision final blows from Kinetic weapons create an explosion in the element of your equipped super and apply a matching elemental effect. Kinetic special weapons larger and more powerful explosions, and apply an elemental effect on rapid precision hits. Kinetic Power weapon final blows create even larger final blows, and apply an elemental effect on precision hits. (Arc - Blinds Targets, Solar - Scorches targets, Void - Weakens targets, Stasis - Slows targets, Strand - Severs targets) Your weapons that match your super damage type gain +20 Airborne Effectiveness.
Mantle of Battle Harmony - Absorption Cells: Final blows with weapons and abilities matching your equipped Super damage type grant you additional super energy. When your super energy is full, you instead gain a temporary bonus to weapon ability damage of that type. (up to +35% for weapons, and 25% for abilities.)
Mataiodoxía - Stylostixis: Your Arcane Needles are enhanced; gaining increased tracking, range, Pierce Barrier Champion shields, and cause combatants they damage to emit a damaging and Suspending detonation on defeat. Landing three Arcane needles on the same target triggers a larger, more powerful detonation (30% more damage and duration.) 
Phoenix Protocol - Battle-Hearth: Kills and asissts you make while standing in your Well of Radiance return up to 50% super energy. Allies you make Radiant gain an additional 5% damage bonus to Solar weapons. 
Sanguine Alchemy - Blood Magic: Defeating combatants with a damage type matching your equipped super gain a stacking 7.5% damage bonus, up to 30% for 10 seconds. Casting your class ability grants the highest-tier damage bonus. While standing in any rift, weapon final blows pause the rift’s countdown, extending its duration. 
Starfire Protocol - Fusion Harness: Your Fusion grenades, Empowering Rift, and Radiance effects are enhanced. Fusion grenades gain an additional charge, increased throw speed, 10% grenade energy on hits, 20% class ability energy on hits, and 40% on final blows. Empowering Rifts and Well of Radiance grant 2% grenade energy for every second you are in them. Radiant weapons grant 2.5% grenade energy for every precision hit you land. 
Stormdancer’s Brace - Ascending Amplitude: Your Arc abilities and supers increase their damage for each combatant they defeat. Stormtrance takes less time to reach maximum damage while hitting targets, has increased chain lighting capabilities, and jolts combatants after being damaged by Stormtrance for more than 1 second. Hits and final blows with Stormtrance return up to 50% super energy upon Stormtrance ending. (Grenades gain +15% damage, Melees gain +25% damage, and Stormtrance grants +30%) 
Vesper of Radius - Planetary Torrent: Your Rifts release periodic Arc shockwaves at their location; Phoenix dive releases a singular, high-damage, Blinding pulse. Final blows with these shockwaves create Blinding explosions. While you have an Arc super equipped, these shockwaves gain increased range, damage, and frequency; combatants damaged by these shockwaves while you have an Arc super equipped become Blinded, and defeating combatants with these shockwaves creates a Jolting explosion. 
Wings of Sacred Dawn - Tome of Dawn: You can aim your weapons while you are airborne. While you have a Solar super equipped, aiming weapons while airborne reduces flinch and incoming damage; aiming Solar weapons while you are airborne and have a Solar super equipped Scorch combatants on hit. Rapid Solar weapon final blows reload a portion of their magazines. Your Solar weapons gain +30 Airborne Effectiveness.
Boots) 
Boots of the Assembler - Blessing of Order: Standing in a healing rift creates Noble Seekers that seek out allies that are not in a rift and heal them. Standing in an empowering rift creates Noble Seekers that grant both you and your ally a damage bonus. Each time a Noble Seeker finds one of your allies, the duration of your rift is extended while you are standing in it. 
Geomag Stabilizers - Close Enough: While you have more than 65% of your super charged, Arc weapon precision hits and collecting Ionic Traces grant additional super energy. While Chaos Reach is active, successive damage increases its damage and duration up to +100%. Hits and final blows with Chaos Reach restore up to 50% super energy upon ending. 
Lunafaction Boots - Alchemical Etchings: While inside any of your Rifts or Well of Radiance, you and your allies gain +50% weapon reload speeds, and 10% increased weapon precision damage for weapons that match the equipped supers of the Guardian wielding them. Your Empowering Rifts and Well of Radiance grant extended weapon effective ranges. 
Promethium Spur - Embers of Light: Your rifts release pulsating Scorching waves, and your Phoenix Dive creates a heavily Scorching burst when you land. Landing weapon precision hits while you are Radiant, or landing rapid weapon final blows that match your equipped super create a combined Healing and Empowering Rift at the victims location, spending 20% class ability energy. While a Solar super is equipped, standing in a Rift makes you and allies Radiant, and super final blows create a Healing and Empowering Rift at Victims’ location. 
Rain of Fire - Soaring Fusilier: Icarus Dash reloads all of your equipped weapons, improves Fusion Rifle and Linear Fusion Rifle accuracy, and Scorches nearby combatants. Final blows with Fusion Rifles and Linear Fusion Rifles make you Radiant, with precision final blows making you Radiant for 5 seconds longer. Radiant Fusion Rifle and Linear Fusion Rifle hits Scorch combatants. Your Fusion Rifle and Linear Fusion Rifles have +40 Airborne Effectiveness.
Secant Filaments - Devouring Rift: Gain 20% increased Void weapon damage while you have Devour. While using a Void super, casting an Empowering Rift grants you Devour. Damage dealt by you and allies from within your Empowering Rift disrupts combatants Stuns Overload Champions, and precision hits grant class ability energy. 
Swarmers - Swarmers: Tangles you create are more durable; damaging a tangle with Strand damage spawns Threadlings. Destroying a Tangle with Strand damage creates 3 Threadlings. Threadlings you create travel further, have increased tracking, deal additional damage, and Unravel combatants. You can have up to 8 Threadlings perched at once. 
Transversive Steps - Strange Protractor: Your sprint speed is increased. After sprinting for a short time, your equipped weapons are reloaded. Sprinting while Amplified overflows the magazine by 50%. 
Bond) 
Solipsism - Exotic Spirit: This exotic can have two exotic perks, of which carry the Spirit of the original perk; carrying a weaker version of the original Exotic perk. 
First Column) 
Spirit of the Armamentarium: Gain an additional grenade charge. 
Spirit of the Claw: Gain an additional melee charge. 
Spirit of the Coyote: Gain an additional class ability charge.
Spirit of Apotheosis: Immediately after your super ends, you are granted +400% melee and grenade regeneration rates, and +150% melee and grenade damage for 5 seconds.
Spirit of the Chromatic: Kinetic weapon final blows create a damaging explosion that matches your equipped super damage type. 
Spirit of Osmiomancy: Gain an additional grenade charge, and grenades restore energy upon damaging combatants.  
Spirit of the Swarm: Destroying a Tangle creates a Threadling. Threadlings Unravel combatants. You can have up to 6 Threadlings perched at a time.
Spirit of Winter: Combatants you Freeze automatically Shatter after 2 seconds. 
Second Column) 
Spirit of the Star-Eater: While your Super energy is full, picking up two Orbs of Power grants up to 6 stacks of Feast of Light, which grants +8.2% bonus damage per stack.
Spirit of Synthoceps: Improves melee damage while surrounded by 100%.
Spirit of Verity: Weapon final blows with a damage type matching your grenade have a chance to grant a 10% stacking grenade damage bonus, up to 5x.
Spirit of Duos: Convert your grenade into an Arc Soul and become Amplified. 
Spirit of Chorus: Your elemental effects and abilities that deal damage over time gain +15% increased damage. 
Spirit of the Necrotic: Powered melee hits poison the target, dealing damage over time. Defeating poisoned targets with melee damage spreads the condition to nearby combatants. 
Spirit of the Sunstar: Ionic Traces have a chance to be created from ability damage, and return additional ability energy upon being collected.
Spirit of Vesper: Your Rifts release periodic Arc shockwaves that damage and Blind combatants. Your Phoenix Dive releases a singular, high-damage and Blinding explosion.
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kaiserouo · 9 months ago
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is this how shaders work
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thefirstknife · 1 year ago
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Getting real sick of a certain subset of Destiny players complaining that it’s a baby game and crying to Bungie to nerf exotics and abilities when their ENTIRE POINT IS TO BE STRONG in specific ways as if they are being locked into using them.
IF YOU WANT AN EXTRA CHALLENGE STOP BEING SUCH A DPS GOBLIN AND JUST EQUIP SOMETHING THATS NOT TOP TIER META AND STOP COMPLAINING JESUS FUCKING CHRIST
MOOD. Go off.
It's incredibly annoying to me. They always use the argument of "the game should FORCE me to do things, I should not SELF-IMPOSE challenges." And like. ? I'm sorry but what? It's a video game for a big audience, it's here to be playable and accessible to the widest possible playerbase. There are plenty of ways to make the game difficult for yourself, so knock yourself out if that's your thing, but don't force others into it.
Like, I enjoy hard content, I regularly at least attempt day 1 raids, I do master raids, GMs, solo and solo flawless content and all that. But only when I want to. Sometimes I don't and I don't want to suffer in a patrol zone or struggle in a seasonal activity I'm doing for the story. The majority of the players don't want that. Designing games for the professional gamers only has NEVER been a good idea and never will be. Fifty streamers can't sustain a video game. It needs casual players who will want to come back to the game instead of feeling defeated.
One of the reasons I really enjoy helping others is because I know that casual players tend to struggle in stuff that's basic activity for me. I've seen people unable to get through a strike. I've sat for 10 minutes rezing someone who couldn't do the jump in a seasonal activity. I want those people to be able to play basic content without feeling frustrated and I want them to know that there are people out there who will help them out.
And this doesn't apply just to basic content, although it should start with that. I think all dungeons and raids and everything should be things that all players can complete. Fine, doing a master raid with all challenges should be tough, but it should be achievable with time and practice, not impossible. What a lot of these "pros" want is just completely divorced from reality.
It takes days and days of practice every time a new master raid is out for me and my team (all with thousands of hours of playtime) to get comfortable to finally finish it. We're far from casual players and it still takes a lot of time to be able to finish hard content. Making it even harder is insane to me. Like, if something is so hard that my team full of people, each with 5000+ hours of playtime and a coordinated team that's been raiding together for years now can't finish it, that means it's absolutely impossible for probably 90% of the playerbase. That's wild to me. Raids and GMs should have more people playing them. If master raids are too easy for you, Mr. I-Play-Destiny-For-A-Living, that's on you buddy. Unequip the super god tier god roll meta guns and loadouts or play something else.
And ofc, another excuse they make is "if I don't use meta, I am not going to win a raid race!" Then don't. Idk. Let me play you the tiniest violin. This affects literally nobody except a grand total of 50 people. Run your meta in day 1, and play with random shit otherwise. Play raids with all white weapons. Play without mods. Play without a HUD. Do things solo only. I don't know, make up a way to spice things up for yourself. I'm not interested in that and neither are 99% of the players out there. The game is genuinely hard enough for the majority of the players. On top of that, I am here to feel like a powerful space fantasy superhero. I am NOT here to die to dregs in patrol zones. If there's ONE thing that I know for a fact that put people off from Lightfall (as in this year of Destiny), it's the difficulty changes. They're annoying, frustrating and for some a barrier to entry more than anything else.
#destiny 2#gameplay#ask#long post#i really do love helping but i can't not feel bad because once the people i helped are out of my fireteam...#...there's no telling what other experiences they'll have#there's so many speedrunners and people who don't care and people who just aren't helping and are instead mocking others#you can only do so much for a few people you see in activities#this season's activities are super tough. every time so far I've played everyone in the team was struggling#i'm gonna have to start going into altars of summoning with my full support build warlock just to sit in there and help people#istg the 'pros' have to get their loadouts restricted. go play with non-god tier armour sets and guns#equip the same loadout that some casual player has available and let me see you then#this idea that everyone has minmaxed best equipment available at all times is bizarre. please get your head out of your ass#'i have perfectly rolled all artifice armour with perfect stat exotics for every loadout because i have infinite time to grind' okay dude#most of us aren't being paid to play destiny. lmao#'the game used to be hard' no. you got better. you mastered it#why is this so difficult to understand. everything is hard when you first start. 5000 hours later it no longer is#the game is fine. the 'health of the game' is fine. you mastered it and outgrew it#either impose challenges on yourself or find something else#like. when i first started GMs they were almost impossible for me#now i play them for fun. they're still challenging but they're not the same level of hard and I'm fine with that#i enjoy them as content and they're still entertaining#and when a new GM comes out it's a new challenge to master so it'll be hard at the start#as everything ever in the world#if that's no longer enough for you then you just outgrew the game and should probably move on#the only reason why some things used to be hard was poor quality of life that got improved over time#not being able to mantle in d1 is not difficulty. it's just not good design. it was fixed and improved#the bitching about light 3.0 as well. man. just don't use the 'OP' fragments. it's so easy to unequip them#i personally love the variety and all the options i have now as opposed to before#okay tag essay done. fhkajhakfhksjf
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marvogue · 11 months ago
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"What would make me want to play the Arc Subclass more?" "I got it! A BILLION ARC SOULS!" + I wanted to draw more Daito related content (since my warlock is technically sponsored) = Super + Exotic idea :>
take this with a grain of salt, because I am not a PVP person and I realized as I stared at this... yeah, do not bring in the Crucible 😂
also
with meme
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this one:
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eventiderookery · 2 years ago
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Dead Gods
or the Black Garden stag ornament that i desperately want to exist, complete with bigger antlers, asphodelia flowers that look like spider lilies, and weird glowing vex bits
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customdestiny · 1 year ago
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Originally created back in October, before Season of the Wish launched with the revamped Dragon's Breath. But ignoring that, we have every exotic that has yet to be ported in Destiny 2, enjoy.
Created by @derio-g (hey look at that it's me)
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slayanyhivegodslately · 1 year ago
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Hee hee, got Necrotic Grip tonight, and brought them into some haunted lost sectors to try them out. Totally get the hype of pairing them with Osteo running around like poisons you poisons you poisons you poisons you poisons you-
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Utilizing some exotics that aren't Ophidian Aspect
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doriansbutt · 8 months ago
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Apparently I’ve done 2 raids even tho I’ve only done Last Wish once lol
Also love that my PVE kinetic and energy weapons are both exotics? I can’t wait for my beloved Zenobia-D to be usable again aaaaa
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xavathun · 8 months ago
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guys i think i like using heritage and le monarque
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awokennerd · 1 year ago
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I forgot to add to my Sunbracer post that I also have a headcannon that Bubo got her Sunbracer from Ikora. Let's be real--Ikora probably has a ton of random exotic warlock armor that she hordes and does nothing with, especially all those solar/arc specific armor. Ick. Ikora is probably as bad of a hoarder as Osiris is. So I think she just gave Bubo a pair she had laying around. I have to figure out when she actually gave them to Bubo, but now they are Bubo's main exotic, though she has quite the selection that she uses frequently (Nezarec's Sin, Sunbracers, Phoenix Protocol, Lunafaction Boots, and Swarmers).
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This is surprising to absolutely no one. (Osteos + Necrotic = Everything gets to die now to this or my child of the old gods :))
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paraversalcatgirl · 6 days ago
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ok so, when final shape dropped i decided that now was the time to finnaly go for some milestones in destiny, get a non seasonal event title, get a exotic class item, and the legend title since it paired nicly withmy other goal of getting past rank 6.
However, it was a while since i played destiny 2 so it took me a while for me to get back in the swing of things. i really stopped playing around shadowkeep andd while iv'e played it on and off since then i mostly had fallen off and the game had changed.
It had changed from mostly being abouit gunplay to being more build/abilitly based and i struggled to play hunter because i wasn't used too the much higher enemy density. fast forward a bit later when i was doing the exotic quest Duel destiny, that quest was the second time iv'e ever asked a random player for help with somthin not matchmade and the guy that helped me out gave me some build advice, and suggested that I, (probbably because i could stay alive as hunter very long and kept dying over and over) try out warlock.
Hoooo boy that opened the rabbit hole because the warlock build i tried was a getaway artest build and i gotta say? it opened my eyes. it was so solid and i had so much fun i ended up trying Titan out too after the got that rework recently.
Now, im rank 8 i have the Legend title and a ton of the new exotics that have come out since iv'e been gone. And honetly it bums me out that the game/player base is in the state it is, there is a really fun game here AND STORY TOO but im not ranting about that right now.
im thinking of writing about my thoughts on the classes too, i'll do that after i finish trying out titan. im doing a no backup plans/ slayers fang void build and its hella fun, i even solo'd kells fall on normal ( i get some won't find that impressive but it's a big deal for me lol) more posts to come if ADHD decides to let me focus on writing about it lol
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thefirstknife · 4 months ago
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A lot of cool stuff in the stream! Highly recommend watching it. Full image of what they call the "tone of the episode" + some stuff with the potions mechanic and artifact perks (yes, there is an artifact perk called "Armor of Eramis").
Also updates to Onslaught with new maps. They showed us Widow's Court with a lot of egregore in the fog which looks nice. Also the weapon on screen is the season pass exotic, a grenade launcher with primary ammo! A lot of stasis focus in this episode.
Onslaught is also tied to the episode, as we're not going into Pyramid ships; instead we're going into some Scorn caves rescuing Eliksni prisoners! They didn't tell us much about the episode to avoid spoilers, but basically Fikrul has the Echo and he's changing his Scorn and he needs more bodies to turn into Scorn as well, which is why we're teaming up with Mithrax and Eido (with other Eliksni also teased; so far Variks is confirmed because he had a voice line at the end of the activity shown in the stream).
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Artifact preview and the voice line is from Variks!
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Managed to snatch this between frames, unfortunately using superblack so it's hard to see, but it's a new Warlock exotic + helmet from Revenant so for anyone wanting to cosplay Eliksni, this episode's armour will provide.
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We're also getting new earnable skimmers! They're The Nine themed and will launch with Revenant; you will need 97 strange coins to buy them from Xur. They're called.... the Xurfboard. Help. The effects are animated!
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They also showed us the dungeon rewards so if anyone wants to take a crack at what the dungeon might be about based on these symbols (hoodie and bracelet kinda have different aesthetics almost?), go ahead.
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One more look at Festival of the Lost sets!
They also teased some sort of old Destiny activity returning in Revenant Act 2 but that's all they said so we have no idea what they're cooking.
They did a little bit about Frontiers and Apollo and showed us two early concept art images:
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It's a new location and those are brand new people we've never met, they said. They specified it's a planet. Losing my mind. There's definitely a human, probably Golden Age type rocket in the first image so I'm just eating my keyboard. A lot of changes to a lot of stuff coming for Frontiers and starting the new saga for which they were very excited about.
Some highlights from the stream! I do recomment checking it out for full details and gameplay!
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icarusfrommars · 6 months ago
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Custom MtG Destiny Card Day 4: Classes and Subclasses
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Design notes and card text format below!
Sorry for not writing these ones out. There's a lot of words on them and I have a lot to say about these. I'll put the full write out for all of them below the design notes.
First, I want to discuss the classes and how I made each of them, especially regarding their colors. Each of them share a color in white, with each class taking a different color slice that white is in. Titan is Bant (WUG), Warlock is Esper (WUB) and Hunter is Naya (WGR). I felt like each of these color combinations really fit each class's identity as well, with Titans seen as the stalwart defenders, Warlocks seen as the intellectual strategists, and Hunters seen as the swift opportunists.
I also tried to lean heavy into promoting three different playstyles for each class.
-Titans in-game use the light to enhance their bodies and protect their allies, so their card is focused on maintaining a board presence, putting up blockers to protect yourself, and promoting a certain creature which can lead the charge for the rest of your board to follow suit.
-Warlocks in-game manipulate the light to decimate their enemies and understand the fundamentals of paracausality, so their class card is interested in spell slinging and deck manipulation in order to control the board and the game.
-Hunters in-game imbue their tools and weapons with light in order to venture out into the wilderness and take care of humanity's threats before they get the chance to become one, so their class card is interested in getting your creatures equipped and scouting out new locations. Along with that, the Hunter card cares about exotics, which will be shown off at a later date.
Along with the base class enchantments, there are also subclass token enchantments based on each of the five (released) elements within Destiny 2: Arc, Solar, Void, Stasis, and Strand.
I knew that as soon as I started work on this set, each of these elements was immediately going to be color coordinated. Each of them play in ways that fit extremely well into the established color of Magic the Gathering already, so I knew that utilizing them this way was perfect, especially for promoting mono-color options. However, they also improve immensely if you have a corresponding class enchantment, meaning that their ETB trigger will occur on each of your upkeeps for as long as you have one of the three class enchantments.
Solar is represented by White, and they fit perfectly together. Solar is all about two things: taking down big targets and healing through any damage that comes your way. Both of those easily fit into White's own color identity in a very neat and tidy way. The Solar Subclass, then, gives you life for having a strong board presence, along with taking down any large threats on your enemy's board.
Stasis was pretty easy subclass to nail down the color for as Blue. Stasis is all about slowing, freezing, and incapacitating your enemies. Blue is very well known for being associated with the cold, which is often seen in magic as tapping down creatures to keep them out of action. Pair that with being able to keep those tapped creatures down thanks to stun counters, and Stasis and Blue easily go hand in hand together.
Void was extremely tricky to tie down its actual abilities, since even in-game it's a bit murky exactly what Void does and what its role is. It's pretty much a jack-of-all-trades subclass, able to lifesteal, go invisible, provide protection, and weaken targets all at the same time. Which is why it fits well with Black, which is similarly Magic's jack-of-all-trades color (from my perspective). I felt like the Void Subclass option should be one that's more subdued and focused more on gaining the advantage for yourself and preparing for the best time to strike through manipulation, since that mentality fits well with Black as a color. I'll probably take a second or third look at Void to change it around, but its current iteration is fine for now.
I'll be honest, Arc annoys me. Not because I don't think it fits very well in Red, since both are interested in both dealing with their problems through high bursts of damage and aggressive, reckless playstyles that can put you in high tension danger up close and personal with your opponent. No, I think Arc and Red are perfect for each other. Arc annoys me because of the fact that it's colored blue in Destiny, which mean the art has a tendency to clash with the borders of cards which it is found on. This token is pretty simple though, but then again so is Arc. Chain lightning and going fast are what Arc is all about, and both of these effects are meant to speed up the game and put pressure on your opponent, just like a good red deck should.
Strand is Green and the reason I started making this set. It's the greeniest Green to ever green and yet it was surprisingly difficult to make a subclass that felt like it was properly Green. In recent years, going wide has kind of become White's playstyle while Green has specialized in going tall, but with Strand's focus being very much on weaving the fabric of the universe to the user's will, creating elemental constructs like tangles and threadlings, it felt weird to not allow this to be a token making machine. That's why I think I found a pretty healthy middle, where the subclass token can make Threadlings, which can then be buffed to deal more damage.
I know that not all aspects of the Destiny elements fit nice and neatly into the MTG color pie. Solar has elements of fire and burn to it, Stasis is also good at clearing out large groups of enemies with high bursts of shatter damage, Void places a big focus on shields and protection, Arc uses a lot of blinding effects to its advantage when in the heat of combat, and Strand really likes to have controlling effects on enemies like suspending and severing. However, that's why I've added a second layer to subclasses which directly rewards the player for utilizing a certain subclass and sticking with it, which I'll reveal in the next few days with the common rarity Lightbearers, each with a Charged with Subclass ability which expands upon both what the creature can do and how the subclasses are portrayed in card form.
And remember, all of these cards are unofficial and are not in their final designs yet. I'm still working on finishing the set as a whole, and so far we've barely scratched the surface on it. I'm very excited to keep showing off my work and I hope you've enjoyed it so far!
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The Immovable Titan Cost: 1WUG Uncommon Enchantment - Class (Gain the next level as a sorcery to add its ability.) When this card enters the battlefield and at the beginning of your upkeep, choose a subclass (Create a subclass token enchantment for the subclass you choose.) Level 1: At the beginning of combat on your turn, choose a creature you control. That creature gains indestructible until end of turn. Level 2 (2W/U): Create a 0/3 white Wall creature token with Defender Level 3 (3WU/G): Add the following ability to level 1: “The chosen creature also gets +0/+3, Reach, and Vigilance until the end of turn. Untap that creature. It may block an additional creature until your next turn.”
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The Learned Warlock Cost: 1WUB Uncommon Enchantment - Class (Gain the next level as a sorcery to add its ability.) When this card enters the battlefield and at the beginning of your upkeep, choose a subclass (Create a subclass token enchantment for the subclass you choose.) Level 1: Whenever you cast your first instant or sorcery each turn, you may scry 1. Level 2 (2U/B): Return up to 2 target instant or sorceries from your graveyard to your hand. Whenever a creature you don’t control dies, you gain 1 life. Level 3 (4UW/B): Search your library for an instant or sorcery with converted mana cost 4 or less. Reveal that card, shuffle your library, then put that card on the top. If you draw that card this turn, you may cast it without paying its mana cost.
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The Observant Hunter Cost: 1WRG Uncommon Enchantment - Class (Gain the next level as a sorcery to add its ability.) When this card enters the battlefield and at the beginning of your upkeep, choose a subclass (Create a subclass token enchantment for the subclass you choose.) Level 1: Tap an untapped creature you control: Prevent the next 3 combat damage that would be dealt to you this turn. This may only be activated once per turn. Level 2 (1W/G): Search your library for a land or equipment. Put that card into your hand then shuffle your library. You may play one additional land on each of your turns. Level 3 (2GR/W): Put a land or equipment card from your hand onto the battlefield. If the equipment is an exotic, you may equip it to a creature you control without paying its equip cost.
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Solar Subclass Token Enchantment - Subclass (You may not have more than one subclass at a time) When this token enters the battlefield, if you control a class enchantment, you gain 1 life for each creature you control. 3WW: Destroy target creature with power 4 or greater.
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Stasis Subclass Token Enchantment - Subclass (You may not have more than one subclass at a time) When this token enters the battlefield, if you control a class enchantment, you may place a stun counter on up to three target tapped creatures. 2UU: Tap target creature. It does not untap on its controller’s next untap step.
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Void Subclass Token Enchantment - Subclass (You may not have more than one subclass at a time) When this token enters the battlefield, if you control a class enchantment, you may surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) 1BB: Draw 2 cards. You lose 3 life.
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Arc Subclass Token Enchantment - Subclass (You may not have more than one subclass at a time) When this token enters the battlefield, if you control a class enchantment, deal 3 damage to any target. 1RR: Deal up to 5 damage to up to 3 target creatures, divided how you choose.
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Strand Subclass Token Enchantment - Subclass (You may not have more than one subclass at a time) When this token enters the battlefield, if you control a class enchantment, target creature you control get +1/+0 for each other creature you control and gains reach until end of turn. GG: Create a 0/1 green Threadling creature token.
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Threadling Token Creature - Threadling Whenever this creature deals combat damage to any target, it deals that same amount of damage to that target. Then, sacrifice this creature. P/T: 0/1
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eventiderookery · 2 years ago
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Augmented Icarus
or, the Braytech themed Wings of Sacred Dawn ornament that gives warlocks the glowing wings we deserve. inspiration was taken from the nine days/nine nights and golden days ornaments
[reposted because the first one was right as lightfall dropped and got buried under all that]
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