Bones of Eao
Bones of Eao are exotic leg armor for the Hunters who traverse the treacherous worlds of Destiny. They are a favorite among the nimble warriors, and for good reason. Bone of Eao have a perk known as “Not Bound By Law” that turns the double jump into a triple jump.
Most wouldn’t think that a simple jump would be so important in an FPS, but Destiny isn’t like most games in its genre. With all of the platforming challenges contained in the three raids, as well as the intensity of the Crucible, mobility is often of the utmost importance. Bones of Eao allow Hunters to dance through the sky, and may the Traveler protect anyone caught beneath them.
Even after The Taken King introduced its three highly impressive subclasses, the Defenders of Destiny knew that they still had a critical role to play in the war. While all of the new abilities certainly helped build a stronger fireteam dynamic, not many abilities compare to Ward of Dawn when you find yourself pinned down. That is why The Glasshouse is still such a valuable piece of armor in Destiny today.
The primary perk of this exotic Titan helm is “Bathed in Light.” This allows for Blessing of Light (a protective overshield) and Weapons of Light (a boost in attack power) to last longer. During challenging boss fights or particularly frantic Crucible matches, this is an invaluable asset to your team’s tank.
One of the standout features of Destiny: The Taken King was the new enemy design. This new faction of sorts was fashioned from the existing alien races players had been facing for months. But, thanks to Oryx and the power he discovered, they are now twisted into bright, powerful shadows with new abilities. If only there was a way for our own guardians to adopt that nightmarish visage.
Thanks to the April Update, guardians now can. The Desolate armor set allows all three classes take the form of the Taken. The bright, blank stare of the helmets, and the gradient light of the armor have that distinctive feel that players first laid eyes upon with Oryx’s arrival. You can obtain pieces for yourself through the updated Prison of Elders and Challenge of Elders, or even purchase it from Tess Everis in the Tower. Or, if you’re feeling particularly lucky, you can try your luck in the Crucible.
Hunters exist to take out prey, that’s just the simple truth of their purpose on the battlefield. No matter which subclass you pick, your job is to help eliminate the toughest of foes out in the wild, and to do so quickly. Of course, to make that happen you’ll need ammunition and special abilities. That’s where the Skyburners Annex exotic helm and “Versatile Shooter” come in.
This armor has a chance to generate Orbs when you get a heavy weapon kill. Then, when your Super is full, those same Orbs have a chance to grant you Special ammo keeping you in the fight with your powerful secondary weapon. When you add to this ability the fact that this is one of the sickest looking pieces of armor in Destiny, you’re left with nothing but win.
The Impossible Machines
Building the perfect guardian in Destiny revolves around making difficult choices between class perks. Try as you might, you cannot pick them all. Fortunately enough, there are special armor pieces that help to mitigate some of the difficulty in choosing what’s best. These armor pieces grant one or two perks for free, and sometimes it’s a really powerful perk. A solid example are the Warlock exotic gauntlets, The Impossible Machines.
While perks such as Snap Discharge (increases melee speed) and Impact Induction (grenade energy on melee hits) are certainly useful, the Lightning Rod perk is the true star. It grants the Landfall perk for free, creating a powerful shockwave that kills most weaker enemies instantly when you activate your Super. This frees you up to choose another great perk to round out your guardian. Superconductor will increase your chaining, while Ionic Blink adds teleportation to your already swift movements.
Spektar armor exists to serve one purpose, help players look like a badass. These new sets which have been made available for all classes and several factions are built around the new Chroma feature introduced in Destiny’s April update. Each piece has three perk nodes (not counting the Chroma node), that offer a range of options to help build the perfect guardian. Increased Discipline, Intellect, and Strength are on offer, as well as more ammo drops, and even Orb manipulation.
The added bonus of being able to customize each piece with one of the four available colors adds a bit more variety to the Tower. Now you can color coordinate with your team a bit more specifically, or mix it all up so you can stand out among the rest.
So the Immolation Fists aren’t the greatest looking exotic in Destiny, but war isn’t about being the belle of the ball. Sometimes sheer power exudes its own beauty, and if you look at it that way, the Immolation Fists are gorgeous. It’s all thanks to the Accelerant perk.
Accelerant grants the Explosive Pyre perk for free, allowing your hammers to explode enemies causing serious splash damage. This frees you up to use either Flameseeker (homing hammers) or Fleetfire (extra speed on kills) to really beef up the onslaught. Plenty of players are already afraid of the clanking of hammers that reverberate through the Crucible’s maps, now you can make things just a little bit more terrifying.
Helm of Saint- 14
Ward of Dawn is cool and all, but it becomes a serious annoyance when enemies become brave enough to walk right into your glowing confine. Those enemies need to be punished, and what better tool to carry out their sentence than the Helm of Saint- 14.
Thanks to the Starless Night perk, any enemy who enters your Ward of Dawn is blinded, leaving them completely open to attack by either you or your allies. Watching their confidence crumble as they raise their arms to shield their scorched eyes is the best. Plus, the fact that you have a cool knight helmet doesn’t hurt either.
Mask of Third Man
Mask of the Third Man is a creepy looking exotic helm used by Hunters in Destiny. It’s the perfect piece if you’re running the Bladedancer subclass. What makes that particular subclass so deadly is its Arc Blade super, and the Mask of the Third Man is all about keeping that active while also giving enemies the heebie-jeebies.
The primary perk, Unstable Current, lowers the amount of Super energy used during Arc Blade attacks, allowing you to get a few more swings in. While that’s great, the other perks on offer help to charge up your Super rapidly. Inverse Shadow, Ashes to Assets, and Hands-On offer different means of generating orbs with your abilities. Second Thoughts and Heavy Lifting generate more energy for using special weapons and heavy weapons respectively.
You can’t go wrong with this helmet, and enemies will need to learn to give you a wide berth on the battlefield.
Radiant Dance Machines
Hunters are already a scary lot, but add some more speed to them and you’ll find enemies running for the hills. They become juggernauts of the highest order once their agility is raised, and that’s what the Radiant Dance Machines help create. Plus, it’s hard to argue with how cool they look as you bust a move after a huge victory.
The primary perk, The Dance, lets you move faster while aiming down the sights of your weapon. Canceling out the crawl that normally comes with the act makes your Hunter an accurate force to be reckoned with. The Double-Down perks (one for each burn: Void, Solar, and Arc) raise your agility a bit more after a double kill with the respective burn. Not too shabby for what is already a killing machine, huh?