Showing posts with label Exotic. Show all posts
Showing posts with label Exotic. Show all posts

Friday, 24 October 2014

Pocket Infinity

Exotic #6: Pocket Infinity

As I firmly believe that Fusion Rifles are the most OP weapons in the game, I refuse to use them in PvP. PvE, however, is a different matter. And so when I heard about this particular Fusion Rifle, I couldn't wait to get my hands on it. 



How to Obtain:
   Complete A Light in the Dark Exotic Bounty

Upon first glance, I was not particularly fond of the Pocket Infinity. Given that fusion rifles eliminate most enemies with one burst, I have never felt that Impact was a key statistic for them. However, it's never amiss, even with the particularly low charge rate. Fire is a useful element as well, but not particularly suited to a fusion rifle, as wizards and shielded shanks are not ideal targets for this.

Its abilities pre-patch made it by far the most powerful fusion rifle in the game, and a viable weapon for a variety of situations other fusion rifles could not cater to. The combination of the titular upgrade, which allows it to fire full auto, and returns some missed shots, and the enhanced battery, which gives it an 8 magazine, allows you to utterly annihilate an opponent with lengthy bursts, despite its high recoil. It was, generally, a gun I looked forward to obtaining, and a gun that I dreaded in PvP. However, since I acquired it, I was able to take advantage of these abilities for about 4 hours, before I ended the game, and woke up to a lovely hotfix. This removed the enhanced battery ability. Now that the clip is at 3,  the fully automatic mode means that the ammunition drains incredibly quickly. While the reload time compensates for frequent reloads, I can't help but feel that the recoil and small clip means you hit remarkably little. Since the patch, I have realised the weapon has been completely nerfed. The oversized clip was what made it incredibly powerful - now, it's just a fusion rifle with a slightly extended burst. Fairly impressive, not not a particularly useful tool. It lacks general utility, and for use against single targets, for dealing massive damage, it lacks accuracy and a sustainable rate of fire, give the clip size.

Overall, I must acknowledge the patch's effectiveness. The Pocket Infinity is no longer worth the Exotic slot, not when you're passing up the chance for a multitude of far superior weapons to be used.

Practicality: 5/10
Abilities: 7/10
Stats: 8/10
Ossim Possim: 7/10



Saturday, 18 October 2014

Patience and Time

Exotic #5: Patience and Time

As the 'other' sniper rifle in the exotic class of rarity, Patience and Time is often compared to the Ice Breaker, and could be considered its complete opposite. 


How to Obtain:
   Reward from Legendary Engram
   Reward from Nightfall Strike
   Reward from Raid Chests

Patience and Time is an Arc-based sniper rifle boasting high stats in the Stability and Rate of Fire departments. In this instance, it's quite the different weapon compared to the Ice Breaker, as while the Fire Rate is high, and the recoil is low, the Impact suffers compared to its counterpart. However, Arc elemental damage is a highly useful type that allows you to take on two extremely frustrating enemies, especially at higher levels: shielded variants of Axis Harpies, and Captains. The recoil is, while still fairly noticeable during testing, extremely low and very manageable, allowing controlled and precise fire on a single target. The reload speed is also above average, and while the 4 shot magazine is disappointing, you may receive an upgrade that allows for an extended magazine. 

Obviously, the weapon's titular upgrade, 'Patience and Time,' is the main selling point of the weapon. Once you realise what that upgrade does, which is providing a cloak for you while scoped in, you feel a desperate urge to unlock it. In my head, I imagined an unstoppable machine that enabled a constant cloak that only ever dissipated while reloading. However, the Cloak function operates identically to the Hunter's Bladedancer crouching mechanic. After crouching for three seconds, you cloak activate for ten seconds, unless you either shoot or break ADS. This does feel a little stunted, as it essentially means that you only have the freedom to line up one perfect shot, and not unlimited time in which to do it in. However, after spending more time with the gun, and becoming used to its function, you realise what a valuable tactical tool it is. Provided you take your time with it (clue's in the name), the cloak actually allows you to set up a barrage of shots due to the stagger, scout an area, and prevent flinch effects when first firing. While not actually turning you into an army-slaying, invisible beast, it is a very effective tool.
However, the power, combined with the lack of magazine size, unless you're lucky enough to receive the extended mag upgrade, means that it doesn't deal enough damage with the limited ammunition available at its disposal. Where I to make a recommendation, I would, despite the Ice Breaker's many advantages, still take Patience and Time over it - mostly due to the awesome factor that comes with the cloak. 

Practicality: 7/10
Abilities: 10/10
Stats: 8/10
Ossim Possim: 10/10

Suros Regime

Exotic #4: Suros Regime

As my very first exotic that I received as a random drop, from a Legendary Engram, before Xur sold it and everyone bought it, I hold a special place in my heart for this truly remarkable auto rifle.


When I first began using the weapon, I found it to be a highly effective assault rifle that shone at hosing down a small group of enemies with its good rate of fire but average damage. During this time, I found it to nonetheless be far superior to any legendary auto rifle (Grim Citizen, Shadow Price) I had used. 

However, the weapon truly comes into its own when unlocking its Exotic Ability: 'Suros Regime.' What this ability does is decrease the rate of fire, but increases the damage. The weapon becomes less of a bullet hose than a full automatic DMR. I thought that the upgrade had the potential to ruin the weapon, but, less than 20 minutes later, when I tested my Exotic against the Guardians of the Crucible, taking on and slaughtering two, even three guardians with a single magazine, that the true potential of the gun had been unlocked. The sheer power of the gun, with the upgrade, means that it rapidly disintegrates Guardians' health bar, and the additional damage the further down the mag you go, combined with the possibility to kickstart health regeneration, means that it enables you to enter into firefights with multiple guardians and win. I then returned to PvE, and then next time I truly tested it was in the Vault of Glass. I managed to knock out all the oracles, entirely thanks to this gun. The recoil is utterly predictable, the damage very good, and the magazine size above average. 

Unfortunately, the one weakness that could be found with the gun was when, during firing, perhaps the kickback from one out of thirty-three bullets goes in an unexpected direction. Usually, the recoil is side-to-side, side-to-side, but will occasionally slip out of the rhythm. 

Realistically speaking, this is potentially the only gun you ever need to use in Destiny. 

Practicality: 10/10
Abilities: 9/10
Stats: 8/10
Ossim Possim: 7/10

Hawkmoon

Exotic #3: Hawkmoon

This exotic handcannon is an ideal primary that you can take into most combat situations with confidence. 



How to Obtain:
   Reward from Crucible
   Reward from Nightfall Strike

The Hawkmoon is one of the three exotic handcannons.While all three have their advantages, the Hawkmoon and The Last Word are easily the standout weapons. What's immediately obvious is the Hawkmoon's very high stats across the board, with above average Impact, Range, Stability, and Reload time. While it's rate of fire is average, its other abilities, combined with its thirteen-shot magazine, make this an excellent primary that is well worth fully upgrading. 

This handcannon's abilities are also particularly good. The first is Luck in the Chamber, which enables a single random bullet to deal extra damage in your clip. The second ability is Hammer Forged, an ideal ability for most guns, as both Range and Accuracy are increased to a point where it can reliably pick off targets from a significant distance. Its Exotic ability is 'Holding Aces,' where two more bullets deal extra damage. The surprise damage boost when firing is an excellent touch, as it allows you to take out similar-level heavies with one shot as opposed to almost finishing with one shot, but still needing a second. Also, the thirteen-shot clip means you can focus sustained fire on one target, or pick off several targets without the need to reload, which is also quick considering the magazine size. The combination of mag size and quick reload speed make it a highly versatile weapon. 

If there was to be a disadvantage, it would have to be that the three bullets packing an extra punch aren't particularly noteworthy. It's a nice surprise to see a higher number than you expect coming up, but the gun's overall performance is so good that it's barely worth noting. Still, take note that the gun's general statistics more than qualify it for an exotic. 

Practicality: 9/10
Abilities: 7/10
Stats: 10/10
Ossim Possim: 8/10


Thorn

Exotic #2: Thorn

This is a weapon that has been subject to a lot of abuse by many Guardians. However, it's not quite as bad as your initial disappointment may tell you it is, although still not worth the completion of that bounty. 


How to Obtain:
   Complete A Light in the Dark.

At first glance, Thorn is an impact-focused hand cannon offset with a slow rate of fire, slow reload and high recoil. However, when first using the weapon, you may feel that it lacks sufficient power to actually make up for these drawbacks. Thorn's aesthetic, its feel and sound, make you feel as if its a brute force weapon designed for nailing enemies to walls with single, powerful shots. However, its 6-shot magazine, combined with a not overly impressive damage output, and slow reload, means that you will struggle in firefights where, as to often in Destiny, you are outnumber. Now, in Patrol, and in most Strikes, you will be fine, as you'll either have no penalty to respawn and usually have plenty of space to manoeuvre in. However, in darkness zones, and on Raids, this handcannon is not a viable option. 

Rather than a selection or slight modifier or existing abilities, Thorn's Exotic ability is unique to weapons. Mark of the Devourer, aptly named, cause enemies to suffer a damage tick after taking damage from one or more shots. Simply, if you shoot an enemy with Thorn, it causes more damage over time. Now, this is actually a hugely useful ability. It means that when facing enemies with shields, which is far too often on higher difficulties, no matter if they're behind a obstacle, the tick means that their shields cannot recharge. Often high level missions require a concentrated team effort so that they are killed before their shields go back up and you have to begin again. However, this tick allows teams to back off and reload, before engaging the enemy again. It also means that enemies you so nearly kill with one shot will succumb to the Mark if you leave them for half a second.  

The main drawback is that the Mark of the Devourer doesn't do enough damage to make it a primary focus for the gun - you simply cannot shape your playstyle around this ability, as you can do with some Exotics. Without this ability, Thorn is a fairly average handcannon that is easily comparable with Lord High Fixer, or the Chance. It simply doesn't stand up to its rivals; Hawkmoon and The Last Word. 

Practicality: 6/10
Abilities: 7/10
Stats: 6/10
Ossim Possim: 8/10






Friday, 17 October 2014

The Ice Breaker

Exotic #1: Ice Breaker



As a weapon that was recently for sale, I feel as if the Ice Breaker, as a highly valuable exotic special weapon, is well worth a post. 


How to Obtain:
   Purchase from Xur, 17 Strange Coins.
   Reward from Legendary Engram
   Reward from Nightfall Strike
   Reward from Raid Chests

Even without its abilities, the gun's stats by themselves render it a valuable addition to your armory. Impact-heavy snipers are fairly rare to come by. Not to mention that fire is a versatile element that allows you to effectively combat Wizards, the bane of Guardians at higher levels, Centurions, and Shanks. While the weapon's recoil is fairly significant, its sheer power more than makes up for it. 

Its abilities are also unique and quite possibly among the best. The Ice Breaker does not suffer from spare ammunition and the curse of having magazines/reloading, something I thought they would have solved a few hundred years in the future. However, the Ice Breaker stands apart from the crowd in that its ammo regenerates. Neither Ammo Synths nor Special Ammo pickups make any difference, and while this may be an inconvenience in times of emergency, at most times, the constantly regenerating ammo, that stacks up to 6 shots, that can be fired as fast as the fire rate allows, is a blessing. It allows you to take on any bosses in a strike without concern of ammo; your primary, heavy, grenades and super can all be used to take on minor enemies while you use your ice breaker to hammer away at bosses' health. The ammo regen rate could be considered slow, but if you have patience, or even occasionally switch to a primary or heavy while the ammo regenerates, then it's barely noticeable. Provided you aren't just pulling the trigger all the time, with properly aimed shots, you can fire roughly nine times, not 6, before having to wait some time. 

What is unfortunate is that the Ice Breaker's main ability, that makes its 'victims spontaneously combust,' is a huge disappointment. Not only does the explosion have no noticeable or worthwhile visual effect, but it has a very small blast radius. Also, it plays against the weapon's strengths. This is a weapon best for focusing on individual, high value targets, that usually require a fireteam's concentrated fire to take down. 

Despite its main ability, both Mulligan (missed shots have a chance to be returned to the magazine) and its ammunition regen, combined with the gun's element and very high Impact stat, make the Ice Breaker an essential addition to your Guardian's armoury. 

Practicality: 9/10
Abilities: 8/10
Stats: 9/10
Ossim Possim: 9/10