Current Titan Exotic Armor Changes - I'll be detailing the changes I'd like to see with current Titan exotic armor pieces, without adapting them for the proposed changes I suggested in my previous Titan or subclass post.
Helmets)
An Insurmountable Skullfort - Transfusion Matrix: Gain an additional Arc melee charge. Striking combatants with Arc melees makes you Amplified, and restores some melee energy. Defeating combatants with Arc melees restores you to full health and restores more melee energy.
Cadmus Ridge Lancecap - Lancer’s Vigil: Diamond Lances you create generate Stasis crystals on impact, generating additional Stasis Crystals upon hitting powerful combatants. Diamond Lances last longer, deal more damage, track to combatants when thrown and grant you and allies 4 stacks of Frost Armor upon being slammed.
Eternal Warrior - Resolute: You gain 15% damage resistance while you are Amplified. Arc final blows grant an escalating damage bonus to Arc weapons, up to 4x and 30%, landing an Arc melee final blow grants the highest-tier Arc weapon damage bonus. Casting your Fists of Havok Super while you are Amplified increases its damage by 30%, and landing final blows extends the duration of Fists of Havok.
Helm of Saint-14 - Starless Night: Targets that enter Ward of Dawn, or are nearby while guarding with Sentinel Shield become Suppressed and Weakened. Allies that pass through Ward of Dawn are granted Weapons of Light. While you have a Void Overshield, you have 10% increased damage resistance, and 20% increased ability damage and regeneration rate.
Khepri's Horn - Solar Rampart: Solar final blows recharge your class ability, which unleashes a blast of Solar energy that travels along the ground and Scorches targets when summoned. Defeating combatants with this blast grants Cure x2.
Loreley Splendor Helm - Cauterizing Flame: While you have a Solar super equipped, casting your class ability or becoming critically wounded with full class ability energy creates a sunspot at your location. Solar weapon final blows while in a Sunspot grant class ability energy and extend the duration of the Sunspot.
Mask of the Quiet One - Dreaded Visage: Void final blows grant you and allies health, and taking damage grants yo ability energy. While you have a Void super equipped, rapid Void final blows, or becoming critically wounded grant you Devour.
One-Eyed Mask - Kinetic precision final blows grants an escalating damage bonus to Kinetic weapons, up to 4x and 25%. Combatants who damage you become highlighted, one at a time. Defeating highlighted combatants with Kinetic weapons grants an overshield and reloads your Kinetic weapon from reserves.
Precious Scars - Kintsugi: Final blows with weapons that have a damage type matching your super create a burst of healing around you that grants you and allies Restoration. After reviving an ally, or being revived, you gain an aura that provides overshields to you and nearby allies.
Gauntlets)
ACD/0 Feedback Fence - Fury Conductors: Melee hits grant you one Armor Charge. While you have any Armor charge, you take less melee damage and deal 10% more melee damage. Taking melee damage while you have Armor Charge emits a damaging pulse of Arc energy that Jolts targets, consuming the Armor Charge, which deals more damage based on the number of Armor Charge Stacks consumed; and grants you 5 seconds of 100% increased melee damage.
Aeon Safe - Aeon Energy: This Exotic has three selectable perks; Sect of Force: Aeon's Wrath- Ability final blows increase the damage of your weapons that match that ability’s damage type by 10%. Weapon precision final blows increase the damage of your abilities that match that weapon’s damage type by 10%, - Foebreaker Chant- When you stun a Champion or defeat a boss/miniboss, you and your nearby fireteam members gain a burst of grenade and melee energy. Aeon allies who do not have the Sect of Force role equipped also gain a burst of Super energy. Sect of Insight: Aeon's Inspiration – Rapid weapon precision hits have a chance to drop an Orb of Power for you and your allies. - Armsbearer Chant – When you use a finisher on an Elite, you generate Special ammo for your fireteam; when you use a finisher on a boss or miniboss, you generate Heavy ammo for your fireteam. Nearby Aeon allies who do not have the Sect of Insight role equipped also gain a bonus to weapon damage for a short time. Sect of Vigor: Aeon's Vow – Rapid precision weapon take downs heal nearby allies. When nearby allies become critically wounded, you gain a +20% bonus to weapon damage until your next weapon takedown. - Lightgiver Chant – Activating an ability grants your nearby allies 10% damage resistance. Casting your super grants nearby allies 20% damage resistance. Aeon allies who do not have the Sect of Vigor role equipped also gain a burst of healing.
Ashen Wake - Bring the Heat: Incendiary Grenades gain increased throw speed, explode on impact, and Stagger Unstoppable Champions. Final blows with Incendiary Grenades grants grenade energy and Cure you. (Significantly slimmer shoulder pads)
Citan's Ramparts - Assault Barricade: You and allies can shoot through your Towering Barricade, and your Rally Barricade grants a +10% damage bonus to you and allies bunkering behind it. Both have an increased cooldown, as well as reduced health and duration. Defeating combatants while you are behind your Barricades extends the duration of your Barricade.
Doom Fang Pauldrons - Horns of Doom: Defeating targets with Void damage has a chance to grant an escalating damage bonus to Void weapons, up to 4x and 30%. Damaging targets with a Void melee grants grenade energy, and damaging targets with grenades grants melee energy. . While Sentinel Shield is active, damaging targets with your Shield Throw increases the damage of your melee attacks by 30%; damaging targets with your melee attacks recharge your Shield throw and extend the duration of your super.
Icefall Mantle - Glacial Guard: Stasis final blows grant you Frost Armor. Your class ability is replaced with Glacial Guard, which grants you the maximum amount of Frost Armor you can have and damages and Freezes nearby combatants. When you gain Frost Armor, you are healed a small amount.
No Backup Plans - Force Multiplier: While you have a Void super equipped, rapid Shotgun final blows or defeating a powerful combatant with a Shotgun grants you a Void Overshield and some health. While you have a Void Overshield, Shotguns deal 35% additional damage, and Shotgun final blows refresh the duration of your Void Overshield. Increases Shotgun reload speed, handling, and airborne effectiveness.
Point-Contact Cannon Brace - Hammer of the Gods: Striking a target with your Thunderclap melee causes combatants nearby to be struck by lightning and become Jolted; being Amplified increases the range and damage of these lighting strikes, and increases the damage of a fully charged Thunderclap. Defeating combatants with your Thunderclap and the lighting bolts refunds Thunderclap energy.
Pyrogale Gauntlets - Percussive Flames: Your Thermite and Consecration waves of Solar Light deal increased damage, and defeating combatants with either generates a solar cyclone. Modifies your Burning Maul super into a single, high-damage slam that creates three cyclones of flame.
Second Chance - Myrmidon’s Reach: Gain a second charge of your Shield Throw melee, which now Weakens targets on hit, gains Shield Piercing capabilities, and has increased tracking after ricocheting. When you pierce a Barrier Champion’s barrier with your Shield Throw melee, you regain a melee charge, and your Shield Throw melee deals +100% damage for 5 seconds.
Stronghold - Clenched Fist: Maximizes the guard stats for your equipped Swords and Glaives; guarding with a Sword does not drain Sword energy, and guarding with Glaives drains energy more slowly. You take reduced damage while guarding with a Sword or Glaive. Blocking damage grants stacks of Perfect Guard, up to 100 stacks. Damaging combatants with a Sword or Glaive while you have stacks of Perfect Guard consumes those stacks and grants you Restoration that has a duration based on the amount of stacks consumed; with more stacks granting a longer duration of Restoration.
Synthoceps - Biotic Enhancements: When you are surrounded, you gain +165% melee, +200% Glaive Melee damage, +50% weapon handling, reload speed and airborne effectiveness, and +50% Super damage. These effects linger for a short time after you are no longer surrounded.
Ursa Furiosa - Ursine Guard: You move faster while guarding with Sentinel Shield and Unbreakable, and guarding with either drains energy slower. Unbreakable deals increased damage, and blocking damage with Unbreakable generates Orbs of Power and causes combatants to become Suppressed upon release. Blocking damage with Sentinel Shield increases your super duration, increases the weapon damage bonus for shooting through your shield to +50%, and returns up to 50% super energy upon your super ending.
Wishful Ingorance - Wish-Dragon’s Talons: Gain an additional Frenzied Blade charge. Damaging combatants with Frenzied Blade, Flechette Storm, or uncharged melees while you have Woven mail Suspends them and grants one stack Wish-Dragon’s Talons, which increases the damage of the next strike, up to 3x (Frenzied Blade - grants +20, +50, and +100% Frenzied Blade damage per stack; Flechette Storm - Grants +30, +60 and +120% Flechette Storm damage per stack, Uncharged Woven Mail melee attacks - grants +10, +20, and +40% melee damage). Banner of War increases Strand weapon damage by 10% and Airborne effectiveness by +15; healing allies returns melee energy, with more melee energy being returned for each ally in the Banner's radius.
Wormgod Caress - Burning Fists: Defeating a target with a melee grants a charge of Burning Fists, up to a maximum of 5, which grants an escalating melee damage bonus, which decays over time. Higher charges of Burning Fists grant a weapon damage bonus. Finishers grant 2 charges. (Burning Fists charges grant +40, +80, +120, +160, and +200% melee damage; +55, +110, +165, +220, +275% Glaive Melee damage; and +0, +20, +25, +30, +35% weapon damage bonus per charge)
Plates)
Actium War Rig - Full-Auto Warfare: Steadily reloads 10% of your held and stowed Auto Rifle’s or Machine Gun’s magazine from reserves and increases their accuracy while firing. Successive damage with an Auto Rifle or Machine Gun increases their damage, up to 4x and 30%. Rapid final blows with Auto Rifles or Machine Guns generates 10% ammo directly to the magazine. Auto Rifle and Machine Guns gain +30 Airborne Effectiveness.
Arbor Warden - Puppeteer’s Control: Defeating suspended combatants with Strand precision damage damages and suspends nearby combatants. Combatants you suspend take continuous damage. Suspending combatants grants all of your weapons +15 Airborne Effectiveness.
Armamentarium - Gain an additional grenade charge. Grenade final blows spawn an Orb of Power, and create an explosion that applies an elemental effect matching your grenade damage type. (Arc - Jolt, Solar - Scorch, Void - Suppression, Stasis - Freeze, Strand - Suspend)
Crest of Alpha Lupi - Survival Well: Collecting Orbs of Power and casting your class ability Cures you. Gain 10% damage resistance while near 2 or more allies. Your Supers generate additional Orbs of Power.
Cuirass of the Falling Star - Glorious Charge: Ballistic Slam blinds combatants, and deals increased damage the further you fall through the air, up to +50%. Modifies Thundercrash to Blind nearby enemies on impact, creating a delayed Arc explosion that deals up to +100% base Thundercrash damage. You are granted 15% damage resistance at the end of your super, which lasts longer in proportion to the distance traveled while in Thundercrash. Your Arc weapons gain +20 Airborne Effectiveness.
Hallowfire Heart - Sunfire Furnace: Rapid Solar weapon final blows create a Sunspot. While you are in a Sunspot, rapid hits with Solar weapons Scorch combatants, and your Solar abilities apply 25% more Scorch stacks. While your super is fully charged, your abilities recharge 350% faster.
Hazardous Propulsion: Precision hits or final blows have a chance to load a Kinetic Exodus rocket, up to a maximum of 6. Activating your class ability fires all loaded Exodus rockets. Damaging targets with Exodus rockets grants increased damage to all other rockets. (grants +10, +17, +24, +30, +33, +35% damage to all other rockets for each Exodus rocket that damages a combatant for 10 seconds) Your Kinetic and rocket weapons gain +30 Airborne Effectiveness while you have the damage buff.
Heart of Inmost Light - Overflowing Light: Using a melee or grenade ability increases the damage of your other ability; grenades gain +25% damage, and melees gain +30% damage. Defeating a combatant with a melee or grenade ability increases the regeneration rate of the other by 800%, and grants an additional 10% damage bonus,
Hoarfrost-Z - Glacial Fortification: While you have a Stasis super equipped, your barricade becomes a wall of Stasis Crystals that Freeze nearby targets when created. Standing behind these crystals gradually grants you and allies stacks of Frost armor. Destroying these crystals grants 3 stacks of Frost Armor per crystal destroyed.
Severance Enclosure: Spheromatik Trigger: Powered melee final blows and Kinetic special and power weapon precision final blows create a large kinetic explosion; finishers and final blows against powerful combatants increase the size and damage of this explosion. Defeating combatants with these explosions creates a smaller, weaker explosion.
Greaves)
Abeyant Leap - Furious Threads: Spawn two additional Drengr’s Lash projectiles. Drengr’s Lash projectiles tack more aggressively, travel farther, and deal increased damage. Suspending targets grants class ability energy and Woven Mail. You deal more damage to Suspended combatants.
Antaeus Wards - Reflective Vents: While sliding with full class ability energy, you gain a frontal shield that reflects incoming damage. After reflecting damage, your class ability energy is depleted based on the amount of damage reflected, and you are granted an elemental buff matching your equipped Super for 5 seconds. (Arc - Amplified, Solar - Cure, Void - Void Overshield, Stasis - Frost Armor, Strand - Woven Mail).
Blastwave Striders: Gain resistance to your explosives. Defeat targets to charge this armor. Once charged, slide or deal explosive self-damage to rocket jump backward and blast deadly shrapnel projectiles that spawn Stasis crystals on impact. Charged rocket jumps grant Frost Armor.
Dunemarchers - Shifting Sands: You gain increased sprint speed and slide distance. After sprinting for a short time, your health begins to regenerate, sprinting at full health generates an overshield.
Lion Rampant - Jump Jets: Improves your Lift. Enables accurate hip fire, and less accurate aiming while Lift is active. You gain +50 Airborne Effectiveness while airborne.
Mk. 44 Stand Asides - Freight Train: Sprinting with full class ability energy slowly drains it, granting you an elemental buff matching your equipped super and increasing your melee damage (Amplified, Frost Armor, Radiant, Void Overshield, or Woven Mail). While sprinting, your melee damage increases by 20% for every second you are sprinting, up to a maximum of +200%, this buff lasts for 3 seconds after you stop sprinting.
Peacekeepers - Applying elemental buffs to allies increases the reload speed, handling, swap speed, and damage of weapons matching those elemental buffs (+10% weapon damage). When allies apply an elemental buff to you, they gain the same benefits.
Peregrine Greaves - Peregrine Strike: All shoulder charge abilities deal +350% bonus damage when activated after being airborne for more than 0.5 seconds. You deal an extra +1000% damage to bosses, Champions, Hive Lightbearers, mini-bosses, Subjugators, and Tormentors with your shoulder charge ability, and damaging them fully refunds your melee energy.
Phoenix Cradle - Beacons of Empowerment: Sol Invictus makes you Radant, lasts twice as long, and your Solar abilities recharge twice as fast. Allies who pass through your Sunspot are granted Sol Invictus, Radiant, and Solar Restoration.
The Path of Burning Steps - Firewalker: Solar final blows periodically grant you an escalating damage bonus to Solar weapons, up to 4x and 30%). Solar grenade final blows, and being Frozen grants you the highest-tier damage bonus. You are harder to Slow or Freeze with Stasis, take less damage from Stasis damage sources, and take no damage when you break out from being Frozen; instead creating a burst of damaging Solar energy. Your Solar weapons gain +20 Airborne Effectiveness while Firewalker is active.
Mark)
Stoicism - Exotic Spirit: This exotic can have two exotic perks, of which carry the Spirit of the original perk; carrying a weaker version of the original Exotic perk. First Column) - Spirit of the Armamentarium: Gain an additional grenade charge. - Spirit of the Claw: Gain an additional melee charge. - Spirit of the Coyote: Gain an additional class ability charge - Spirit of Contact: Powered melee hits cause nearby combatants to suffer lighting strikes and become Jolted. - Spirit of the Peregrine: Melee abilities activated after being airborne for more than half a second deal 200% increased damage. - Spirit of Icefall: Your class ability is replaced with Glacial Guard. Activating Glacial Guard Freezes nearby enemies and grants you 5 stacks of Frost Armor. - Spirit of the Horn: Your Barricade unleashes a blast of Solar energy that scorches targets - Spirit of The Warden: Defeating suspended combatants with Strand weapon precision final blows Suspends nearby combatants.
Second Column) - Spirit of the Star-Eater: While your Super energy is full, picking up two Orbs of Power grants up to 6 stacks of Feast of Light, which grants +8.2% bonus damage per stack. - Spirit of the Synthoceps: Improves melee damage when you're surrounded by 100%. - Spirit of Verity: Weapon final blows with a damage type matching your grenade have a chance to grant a 10% stacking grenade damage bonus, up to 5x. - Spirit of Scars: Final blows with weapons that have a damage type matching your Super's element cures you. - Spirit of Hoarfrost: Casting your class ability creates Stasis crystals which Freeze nearby combatants. Barricades become a wall of Stasis crystals, granting you Frost armor as you remain nearby; Thruster creates one Stasis crystal, which grants you 3 stacks of Frost armor on activation. - Spirit of the Abeyant: Drengr’s Lash is improved. Barricades summon two additional projectiles, and all projectiles track more aggressively; Thruster summons two tangles which track to nearby combatants. - Spirit of the Lancer: Diamond Lances Shatter Frozen combatants and Stasis Crystals on impact, and create a Stasis Crystal in the aftermath. - Spirit of the Bear: Move faster while blocking with Unbreakable, which drains slower. Enemies damaged by the frontal blast become Suppressed.













