The Final Shape is here, and that means yet more looting and shooting goodness. Plenty of new bad guys to turn into guns out there, but with the release of The Final Shape, we've got some new fancy little baubles to wear too.
Sadly, these trinkets won't be available to us until after the conclusion of the Worlds First Race (June 11th), and after the completion of a post-raid activity. The Exotic class items coming with The Final Shape stand to be game changers for the meta of Destiny both in PVE, and PVP, so let's take a look at why that is with this handy list of all exotic class item perks.
All Exotic Class Item Perks
Hunter Exotic Class Item Perks
The favourite child, the Hunter. There's no world in which any of these combinations don't make them even more powerful in terms of raw damage and mob clear, but we can at least hope there's some new ways to do it. Wormhusk and Coyote together in combination with the right build sounds like it could lead to some terrifying new plague of invincible Hunters, but we can at least pray that doesn't come to pass.
Spirit of The Assassin | Finishers and powered melee final blows grant invisibility. | Spirit of The Inmost Light | Using an ability empowers the other two abilities granting them improved energy regeneration. |
Spirit of The Ophidian | Weapons ready very quickly. | Spirit of The Dragon | Using your class ability reloads all weapons and increases weapon handling speeds for a brief time. |
Spirit of Galanor | Hits and final blows with your Super will return Super energy after it ends. | Spirit of The Foetracer | Damaging a powerful combatant or Guardian with an ability grants you a temporary damage bonus for weapons matching that ability's element. |
Spirit of Caliban | Powered melee final blows trigger an ignition. | Spirit of Renewal | Allies inside the Duskfield take reduced damage, and targets inside the area deal reduced damage. |
Spirit of The Star-Eater | While your Super energy is full, picking up an Orb of Power overcharges your Super, granting it bonus damage. | Spirit of The Synthoceps | Improved melee damage when you're surrounded. |
Spirit of Verity | Weapon final blows with a damage type matching your grenade grant a stacking grenade damage bonus. | Spirit of The Cyrtarachne | Gain Woven Mail when you use your grenade. |
Spirit of The Gyrfalcon | Your Void weapons gain Volatile Rounds after you emerge from being invisible. | Spirit of The Liar | Dealing damage with a powered melee or being hit by a melee attack will allow you to follow up with an extremely powerful melee counterpunch. |
Spirit of The Wormhusk | Dodging gives a small health and shield bump. | Spirit of The Coyote | Gain an additional class ability charge. |
Titan Exotic Class Item Perks
Ah Titans, the middle child that Bungie doesn't like very much. Will a combination of these perks finally give them something to do other than put down a void bubble at the end of Spire? I hope so, because they really deserve it. A mix of Hoarfrost and Horn sounds like it could lead to some really interesting elemental effect plays, but we'll have to see.
Spirit of The Assassin | Finishers and powered melee final blows grant invisibility. | Spirit of The Inmost Light | Using an ability empowers the other two abilities granting them improved energy regeneration. |
Spirit of The Ophidian | Weapons ready very quickly. | Spirit of Severance | Powered melee or finisher final blows unleash a damaging explosion. |
Spirit of Hoarfrost | Your Barricade becomes a wall of Stasis crystals that slows nearby targets when created. | Spirit of The Eternal Warrior | Gain a damage bonus for weapons matching your Super's element when your Super ends. |
Spirit of The Abeyant | Improves Drengr’s Lash. Drengr’s Lash projectiles track targets more aggressively and travel further. | Spirit of The Bear | Move faster while guarding with the Unbreakable shield. Damage blocked with Unbreakable is converted to Super energy. |
Spirit of The Star-Eater | While your Super energy is full, picking up an Orb of Power overcharges your Super, granting it bonus damage. | Spirit of The Synthoceps | Improved melee damage when you're surrounded. |
Spirit of Verity | Weapon final blows with a damage type matching your grenade grant a stacking grenade damage bonus. | Spirit of Contact | Damaging a target with a powered melee causes all nearby enemies to suffer lightning strikes and become jolted. |
Spirit of Scars | Final blows with weapons that have a damage type matching your Super's element create a burst of healing around you that grants allies restoration. | Spirit of The Horn | Your Barricade unleashes a blast of Solar energy that scorches targets. |
Spirit of Alpha Lupi | Generates a healing pulse when Barricade is activated. | Spirit of The Armamentarium | Gain an additional grenade charge. |
Warlock Exotic Class Item Perks
And Warlocks, my favorites. Will any of these be enough to pull me from my Getaway Artist/Riskrunner build? I highly doubt it, because I REEEEEALLY like Sentient Arc Souls (because I can't aim), but we'll soon see. I'm particularly excited to try out Synthoceps and Apotheosis with the Chain Lightning arc melee, because there's bound to be some nasty trash mob clearing potential in that combo.
Spirit of The Assassin | Finishers and powered melee final blows grant invisibility. | Spirit of The Inmost Light | Using an ability empowers the other two abilities granting them improved energy regeneration. |
Spirit of The Ophidian | Weapons ready very quickly. | Spirit of The Stag | Your Rift provides damage reduction to allied Guardians standing in it. |
Spirit of The Filaments | Casting an empowering rift will grant you Devour. | Spirit of The Necrotic | Damaging combatants with your melee poisons them. Defeating a poisoned enemy spreads the condition. |
Spirit of Osmiomancy | Your grenades recharge quicker on hits. The seeker spawned from Coldsnap grenades travels further. | Spirit of Apotheosis | Temporarily gain greatly increased melee and grenade regen after your Super ends. |
Spirit of The Star-Eater | While your Super energy is full, picking up an Orb of Power overcharges your Super, granting it bonus damage. | Spirit of The Synthoceps | Improved melee damage when you're surrounded. |
Spirit of Verity | Weapon final blows with a damage type matching your grenade grant a stacking grenade damage bonus (Spirt of Verity) | Spirit of Vesper | Rifts periodically release Arc shockwaves. |
Spirit of Harmony | Final blows with weapons that have a damage type matching your Super's element grant you Super energy. | Spirit of Starfire | Grenades recharge from empowered weapon damage, with empowered weapon final blows granting more energy. |
Spirit of The Swarm | Destroying a Tangle spawns Threadlings. | Spirit of The Claw | Gain an additional melee charge. |
How do Exotic Class Items Work?
Exotic Class items are new pieces of armor that take up your class item spot (Bonds for Warlocks, Marks for Titans, and Cloaks for Hunters), that will allow you to have the primary perks of two pieces of Exotic armour at once. And not only this, but as each piece is rolled randomly, this allows for the first time in Destiny history for exotic armour perks from other classes to be used by all. Whether or not this applies to any perk, or simply the ones with crossover (of which, there are 6 between all Exotic Class Items) is yet to be seen; but I for one would love to see a Titan with the double-melee of the Claws of Ahamkara.
And that's all of the perks confirmed to be coming with the new Exotic Class items in Destiny 2: The Final Shape. I cannot wait to see the absolutely foul builds that come from some of these, and look forward to avoiding Trials like the plague for the foreseeable future!
If you're looking for some more Destiny 2 content from us here at Pro Game Guides, check out our list of Things to Look Forward to in The Final Shape, or our Breakdown of the Prismatic Abilities!
Published: Jun 4, 2024 12:33 pm