When The Final Shape expansion hits Destiny 2 on June 4, it’s bringing a lot of new loadout mechanics that will let players combine different aspects of the character classes they’ve been using for years with the new Prismatic subclass. Going along with Prismatic is a new slate of Exotic armors in the class item slot that also play up the theme of combining old things into something new, and they’re going to be worth chasing as you explore the Pale Heart of the Traveler.
Bungie spent a big chunk of its latest This Week in Destiny blog post detailing how these new Exotic class items will work in The Final Shape. The quick and dirty explanation is that each new class item can carry two different Exotic perks, which are slightly adjusted versions of the perks you can get from existing Exotic armor pieces that are already in the game. The two perks are randomly assigned, however, so you’ll likely need to farm for the perfect combination for each type of character.
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Now Playing: Destiny 2: The Final Shape | Official Gameplay Trailer
The armor pieces are meant to function in a similar way to Prismatic, which combines elements from multiple existing subclasses, giving you the opportunity to use abilities and buffs together that you previously couldn’t. The class Exotics work the same way, allowing you to make use of perks that previously would have been specific to certain subclasses. Bungie also said that it included some perks that are meant to function specifically with Prismatic elements and Aspects.
Bungie also noted that some Exotic perks on the class items were adjusted for the sake of balancing, to keep them from becoming too powerful in combination. The scope of some perks also has been widened so they work with more abilities or in more cases. For example, one perk is drawn from Caliban’s Hand, a Hunter Exotic that was specifically designed to work with the Proximity Knife ability. On the class item, the Spirit of Calban’s perk derived from Caliban’s Hand works with all powered melee abilities. Where the perks on the class item are very similar to the perk on the original armor, adjustments have been made to both so that there will still be a reason to use your old Exotics, as well–in Bungie’s example, an old Exotic armor piece might generate more Orbs of Power than it used to in order to keep it useful.
As for how you’ll get the Exotic class items, Bungie said they’ll become available after the first completion of The Final Shape’s new raid, which launches on June 7. That’ll unlock a new activity, and while Bungie isn’t revealing any details about what it is or how it works, the developer did say that the activity is farmable and you’ll get a different random roll on an Exotic class item every time you complete it.
Here’s Bungie’s complete list of Exotic abilities that you can find on class items. Read more on the TWID.
HUNTER EXOTIC CLOAK – ESSENTIALISM
First column | Second Column |
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SPIRIT OF THE ASSASSIN Finishers and powered melee final blows grant invisibility. |
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 INMOST LIGHT Using an ability empowers the other two abilities granting them improved energy regeneration. |
SPIRIT OF THE SYNTHOCEPS Improved melee damage when you’re surrounded. |
SPIRIT OF THE OPHIDIAN Weapons ready very quickly. |
SPIRIT OF THE SYNTHOCEPS Improved melee damage when you’re surrounded. |
SPIRIT OF THE DRAGON Using your class ability reloads all weapons and increases weapon handling speeds for a brief time. |
SPIRIT OF THE CYRTARACHNE Gain Woven Mail when you use your grenade. |
SPIRIT OF GALANOR Hits and final blows with your Super will return Super energy after it ends. |
SPIRIT OF THE GYRFALCON Your Void weapons gain Volatile Rounds after you emerge from being invisible. |
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 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 CALIBAN Powered melee final blows trigger an ignition. |
SPIRIT OF THE WORMHUSK Dodging gives a small health and shield bump. |
SPIRIT OF RENEWAL Allies inside the Duskfield take reduced damage, and targets inside the area deal reduced damage. |
SPIRIT OF THE COYOTE Gain an additional class ability charge. |
TITAN EXOTIC MARK – STOICISM
First column | Second column |
---|---|
SPIRIT OF THE ASSASSIN Finishers and powered melee final blows grant invisibility. |
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 INMOST LIGHT Using an ability empowers the other two abilities, granting them improved energy regeneration |
SPIRIT OF SYNTHOCEPS Improved melee damage when you’re surrounded. |
SPIRIT OF THE OPHIDIAN Weapons ready very quickly. |
SPIRIT OF VERITY Weapon final blows with a damage type matching your grenade grant a stacking grenade damage bonus. |
SPIRIT OF SEVERANCE Powered melee or finisher final blows unleash a damaging explosion. |
SPIRIT OF CONTACT Damaging a target with a powered melee causes all nearby enemies to suffer lightning strikes and become jolted. |
SPIRIT OF HOARFROST Your Barricade becomes a wall of Stasis crystals that slows nearby targets when created. |
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 ETERNAL WARRIOR Gain a damage bonus for weapons matching your Super’s elemental when your Super ends. |
SPIRIT OF THE HORN Your Barricade unleashes a blast of Solar energy that scorches targets. |
SPIRIT OF THE ABEYANT Improves Drengr’s Lash. Drengr’s Lash projectiles track targets more aggressively and travel further. |
SPIRIT OF ALPHA LUPI Generates a healing pulse when Barricade is activated. |
SPIRIT OF THE BEAR Move faster while guarding with the Unbreakable shield. Damage blocked with Unbreakable is converted to Super energy. |
SPIRIT OF THE ARMAMENTARIUM Gain an additional grenade charge. |
WARLOCK EXOTIC BAND – SOLIPSISM
First column | Second column |
---|---|
SPIRIT OF THE ASSASSIN Finishers and powered melee final blows grant invisibility. |
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 INMOST LIGHT Using an ability empowers the other two abilities, granting them improved energy regeneration |
SPIRIT OF SYNTHOCEPS Improved melee damage when you’re surrounded. |
SPIRIT OF THE OPHIDIAN Weapons ready very quickly. |
SPIRIT OF VERITY Weapon final blows with a damage type matching your grenade grant a stacking grenade damage bonus. |
SPIRIT OF THE STAG Your Rift provides damage reduction to allied Guardians standing in it. |
SPIRIT OF VESPER Rifts periodically release Arc shockwaves. |
SPIRIT OF THE FILAMENTS Casting an empowering rift will grant you Devour. |
SPIRIT OF HARMONY Final blows with weapons that have a damage type matching your Super’s element grant you Super energy. |
SPIRIT OF THE NECROTIC Damaging combatants with your melee poisons them. Defeating a poisoned enemy spreads the condition. |
SPIRIT OF STARFIRE Grenades recharge from empowered weapon damage, with empowered weapon final blows granting more energy. |
SPIRIT OF OSMIOMANCY Your grenades recharge quicker on hits. The seeker spawned from Coldsnap grenades travels further. |
SPIRIT OF THE SWARM Destroying a Tangle spawns Threadlings. |
SPIRIT OF APOTHEOSIS Temporarily gain greatly increased melee and grenade regen after your Super ends. |
SPIRIT OF THE CLAW Gain an additional melee charge. |
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