Misc Exotic Weapon Grade List (post patch 2. It is however an extremely useful one that fits its namesake. One mind any weapon Best Sellers; One Mind Any Weapon T-Shirts. One Mind Any Weapon Decal $4.29. One Mind Any Design T-Shirt $14.95 $19.99. The mind is a weapon as powerful as any. Smiling Mountain’s Mind of Steel techniques can help warriors. Monks teach how to enhance the mind by focusing one.
Exotic Weapon Grade List (post patch 2. Destiny. The. Game. Welcome to MY Exotic weapon tier list for Destiny: The Taken King as of patch 2.
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December update. A couple of things to bear in mind here before we begin is that this is again MY list. Weapons are being rated based on their effectiveness against all other weapons in their archetype and against their other exotic counterparts.
Feel free to state your differences in the comment section? Also, this list will only showcase weapons that were introduced or pushed forward in TTK, so while people out there still may be using Thorn or Nercrochasm (the latter being really good now BTW), they don't make this list because they aren't current. It is of the mid Ro. F/Impact archetype of AR, with decent range and stability. Coupled with a sizable magazine and you have an AR that's quickly become a favorite among users of the weapon type. It's a solid weapon with no real downside to using it, and gets an A+ rating for its versatility and effectiveness.
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Monte Carlo- Monte Carlo is of the same archetype as Supercell, and benefits from the same base stat features of decent impact, stability and range. The December update improved the stopping power of this type of AR- albeit by a marginal amount- and it can be felt with extensive usage. Carlo's signature perk of course it to reduce melee cooldowns on kills with a chance to recharge melee completely. Depending on your playstyle this can be really good or so- so, but with the Hip Fire perk it also boasts, this AR is clearly designed for those who like to get up close and personal, which is kind of funny seeing as it has a pretty decent max range to it as well. From a performance standpoint alone it's a sturdy, steady AR, and earns an A rating.
Hard Light- Hard Light was reintroduced with patch 2. TTK it was dramatically improved. It's the same archetype of AR as the two previous, but unlike them has no damage falloff, meaning that assuming you can reign in the weapons infamously jittery recoil, you'll do the same damage in close as you will from further ranges. It also benefits from Glass Half Full which adds bonus damage to the bottom of the magazine. Its signature perk is hit or miss though. Volatile Light offers up overpenetrating rounds, great for adds and crowd control in PVE and ricochets off of hard surfaces, which while it looks amazing isn't necessarily effective. It doesn't at all effect the gun negatively though, it's just not a significant positive.
Compared to its direct counterparts, as said before the recoil is a tad too jittery considering the gun has the highest stability stat of any exotic AR. Kinda questionable there. B+. SUROS Regime- Once the king of all ARs, the SUROS isn't as dominant as it was in its vanilla heyday, but it's still a good weapon. Its shortcoming however is that low Ro. F ARs are still missing something compared to mid and high tiers. Y2 Suros offers either Focused Fire which slows the fire rate but increases damage when ADS or Spinning Up which increases rate.
Focused Fire in PVP is a DPS nerf as it won't churn out enough DPS to kill against some other weapons in 1v. Spinning Up eats up a magazine too fast and leaves you having to reload a lot. Reloading is not attacking, and those precious seconds can leave you vulnerable if you're engaged in a firefight and haven't finished off your enemy. It'll always have a soft spot among veteran players for sure, but it's not quite back to form yet. Another round of improvements to the entire low Ro.
F AR archetype is needed for this and those weapons like it to feel like the heavy hitters they're supposed to be. B+. The Fabian Strategy- The Titan exclusive exotic is an auto rifle no Titan would be caught dead using.
TFS is underwhelming compared to its other class specific counterparts, and completely underwhelming compared to other ARs. Its Front Lines perk speeds up Ro.
F, handling and stability when enemies are close, switching the gun archetype and damage to that . On paper it's a net DPS buff when enemies are in close as bullet hoses got the biggest base damage increase, but in execution Front Lines doesn't deliver the punch (no pun intended) it should. Honestly, if it's supposed to accentuate the idea of Titans being the tip of spear then more stability or maybe hip fire accuracy like Monte Carlo would have been welcome. In fact, Monte Carlo is a much better option for that kind of . This thing right now, even after its 2. AR in the game. And let's not get into that iron sight.
C. HAND CANNONSThe Last Word- The accuracy buff to HCs that came in 2. It doesn't hit from the ranges it did in its Y1 heyday, but when and where it does hit, it hits hard.
Designed for close range hip fire, this will destroy anyone in close no matter what they're trying to use to get to you. ADS with the weapon is still possible but not as effective.
When used to its strength though, it's still a beast. A. Ace Of Spades- I'm giving this an A right off the bat, even considering it's exclusive to Hunters. Its perks are good enough for reliable PVE usage, and its base stats are solid for PVP, especially compared to its counterparts.
Ammo replenishment from your pool after precision kills is great when you pull it off and Third Eye is nice for added situational awareness, and Firefly on a HC in PVE hearkens back to days of Fatebringer's dominance. This gun is dare I say more reliable right now than Hawkmoon, considering those are the two . There's just more going for it right now that helps it, while a lot of things done to Hawkmoon have hurt it.
The only downside to this weapon is that only Hunters can use it. Hawkmoon- The mighty bird has had its wings clipped.
Hawkmoon is still a very serviceable weapon, but it's identity has been changed completely with the 2. HC that took this out of its role (more on that later). What you have now is still a medium Ro. F HC with a big magazine and those infamous lucky bullets. The damage they deal is slightly less than what they were in Y1 though, but even so slightly in the hands of longtime users there's a significant difference. Low aim assistance also makes this a bit of a challenge to use in 6s, as you have to concentrate on aiming true which can be difficult within its range vs.
The - 2. 0 range nerf makes it a non factor vs. Realistically, nobody knows why Bungie nerfed and changed so much about Hawkmoon, but it's a shadow of its former self now. B. The First Curse- TFC has replaced Hawkmoon as being the long range HC, with a max range that can rival some scout rifles even.
It's designed for being that hard hitting, perfect shot type of HC that rewards steady aim with extreme damage. HCs as a whole suffer from that mindset right now as a mandate, having to wait to get a shot on target or suffer misfires from rapid pulls versus more forgiving weapons like ARs, but that's TFC's strength. This is not the weapon for you if you're looking to score lots of kills in PVP, but when you do TFC's titular perk will keep you locked and loaded for your next target until you have to reload. If you can be patient and pick your spots, TFC is a solid gun for 3s and Rumble where you can get away with ADS longer because there are fewer potential enemies to hit you when you're not trained on your radar.
It's an acquired taste weapon though, for that I'm giving a B+. PULSE RIFLESBad Juju- The December update brought some significant nerfs to Pulse Rifles.
Of all the exotic variety, Bad Juju comes out the least changed. It still fires full auto, still has increased accuracy when firing from the hip and still has great base stats in range, impact and stability. The String Of Curses perk however has always been its best feature though, namely the boost Super energy on kills.
With a high INT build this means you can charge 1 or maybe even 2 extra supers in a game of PVP, which is pretty good overall. There was one time when this was the worst exotic pulse in the game, and one of the worst overall weapons, but now it's surpassed its counterpart as being the best in its class and earns an A. Red Death- Like Hawkmoon, Red's identity was stripped with both recent patches. It was changed from a low Ro.
F/high impact PR to a mid, and had some stability taken away. It's still solid, but it doesn't feel the same anymore to those who've used it extensively.
The titular perk is always useful, regenning health and speeding up reloads on kill, but the base stats are otherwise pretty pedestrian, and nowadays most PR users have opted to either use Bad Juju for its more Super energy gain or just any other Legendary PR like Hawksaw or the Suros PDX and use their exotic slot for a special or heavy weapon. It's another case of Bungie fixing what was never broken in the first place. B+. No Time To Explain- This weapon had a lot of buzz surrounding it, but ended up being so- so. The exotic update of the original Stranger's Rifle, it retains the perks that made that gun an unsung hero in PVP. Rewind Again returns ammo to your mag from each precision hit, mean lots of DPS if you score crits, but compare that to the perks of the other two PRs and its not as overwhelmingly viable as you'd like it to be. On top of the there's that.
We had thought it was Arc energy, implying Arc damage, but no. NTTE is an okay weapon, but certainly not a go- to. B. SCOUT RIFLESMIDA Multi- Tool- AKA The MIGHTY Multi- Tool, AKA The MIDA Meta- Tool, AKA The MEGA Multi- Tool. The Jack Of All Trades weapon was re- introduced into the game in December and has quickly become the most used Exotic since then, with good reason. Its base stats are as balanced as you'll ever see in any weapon in the game. It grants added movement speed and ADS speed which can get you in and out of cover quickly, and the hair trigger effect of its titular perk ramps up its rate of fire.
This isn't a dominant weapon. It is however an extremely useful one that fits its namesake an fills whatever role you want it to fill. For right now though, MIDA is the meta.