Hunter's Journal: Difference between revisions
→Seasonal Artifact Mods
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*'''Elemental Siphon''': Rapid final blows with a Kinetic weapon or a weapon matching your equipped Super create an elemental pickup that matches your equipped Super. | *'''Elemental Siphon''': Rapid final blows with a Kinetic weapon or a weapon matching your equipped Super create an elemental pickup that matches your equipped Super. | ||
*'''Overload Sword''': Uninterrupted fire from a [[Sword]] you are wielding disrupts combatants, stunning them, delaying ability energy regeneration, and lowering combatant damage output. Strong against {{Icon|Overload}} Overload Champions. Additionally, Swords are always overcharged when that modifier is active. | *'''Overload Sword''': Uninterrupted fire from a [[Sword]] you are wielding disrupts combatants, stunning them, delaying ability energy regeneration, and lowering combatant damage output. Strong against {{Icon|Overload}} Overload Champions. Additionally, Swords are always overcharged when that modifier is active. | ||
*'''Creeping Chill''': Stasis weapon final blows against slowed or frozen targets release a burst that slows. | *'''Creeping Chill''': Stasis weapon final blows against '''slowed''' or '''frozen''' targets release a burst that slows. | ||
*'''Press The Advantage''': Breaking a combatant's shield grants increased weapon stability, handling, and reload speed. Swords gain increased guard resistance. | *'''Press The Advantage''': Breaking a combatant's shield grants increased weapon stability, handling, and reload speed. Swords gain increased guard resistance. | ||
*'''Threaded Blast''': Destroying a Tangle with a Strand weapon creates a larger and more damaging explosion. | *'''Threaded Blast''': Destroying a '''Tangle''' with a Strand weapon creates a larger and more damaging explosion. | ||
*'''Incendiary Rifle Rounds''': Solar Sniper Rifle precision hits scorch targets. | *'''Incendiary Rifle Rounds''': Solar Sniper Rifle precision hits '''scorch''' targets. | ||
*'''Sustained Fire''': Continuously damaging combatants with an Auto Rifle grants you damage resistance. | *'''Sustained Fire''': Continuously damaging combatants with an Auto Rifle grants you damage resistance. | ||
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*'''Counter Energy''': When you or a member of your fireteam stuns a champion, you gain energy for your least-charged ability. | *'''Counter Energy''': When you or a member of your fireteam stuns a champion, you gain energy for your least-charged ability. | ||
*'''Blade Stamina''': Rapidly defeating combatants with a Sword refunds some ammo. | *'''Blade Stamina''': Rapidly defeating combatants with a Sword refunds some ammo. | ||
*'''Void Hegemony''': While you have a Void or Prismatic subclass equipped, defeating weakened targets provides a small Void Overshield. | *'''Void Hegemony''': While you have a Void or Prismatic subclass equipped, defeating '''weakened''' targets provides a small '''Void Overshield'''. | ||
*'''Radiant Orbs''': While you have a Solar or Prismatic subclass equipped, picking up an Orb of Power makes you radiant. | *'''Radiant Orbs''': While you have a Solar or Prismatic subclass equipped, picking up an Orb of Power makes you '''radiant'''. | ||
*'''Galvanic Armor''': While you have an Arc or Prismatic subclass equipped, incoming damage from combatants is reduced while amplified. | *'''Galvanic Armor''': While you have an Arc or Prismatic subclass equipped, incoming damage from combatants is reduced while '''amplified'''. | ||
*'''Solar Fulmination''': Your ignitions do increased damage in an increased radius. | *'''Solar Fulmination''': Your '''ignitions''' do increased damage in an increased radius. | ||
*'''Targeting Autoloader''': While you have an Auto Rifle equipped, defeating combatants reloads your equipped weapon and temporarily increases weapon damage. Awards bonus progress when dealing final blows while surrounded. | *'''Targeting Autoloader''': While you have an Auto Rifle equipped, defeating combatants reloads your equipped weapon and temporarily increases weapon damage. Awards bonus progress when dealing final blows while surrounded. | ||
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*'''Prismatic Transfer''': When you cast your Super, each member of your fireteam with a Super type different than yours gains a bonus to weapon damage. | *'''Prismatic Transfer''': When you cast your Super, each member of your fireteam with a Super type different than yours gains a bonus to weapon damage. | ||
*'''Argent Blade''': While you have Armor Charge, dealing damage with a Sword consumes an Armor Charge and empowers your Sword for a short time, granting it bonus damage and energy charge rate. | *'''Argent Blade''': While you have Armor Charge, dealing damage with a Sword consumes an Armor Charge and empowers your Sword for a short time, granting it bonus damage and energy charge rate. | ||
*'''Expanding Abyss''': Void sources deal increased damage to weakened targets. | *'''Expanding Abyss''': Void sources deal increased damage to '''weakened''' targets. | ||
*'''Shieldcrush''': While you have Woven Mail, Frost Armor, or a Void Overshield, your melee recharges faster and deals increased damage. While you are amplified or radiant, your grenade recharges faster and deals increased damage. | *'''Shieldcrush''': While you have '''Woven Mail''', '''Frost Armor''', or a '''Void Overshield''', your melee recharges faster and deals increased damage. While you are '''amplified''' or '''radiant''', your grenade recharges faster and deals increased damage. | ||
*'''Transference''': Gain increased grenade and melee damage while transcendent. Weapon final blows while transcendent refund Light and Dark energy after Transcendence ends. | *'''Transference''': Gain increased grenade and melee damage while '''transcendent'''. Weapon final blows while '''transcendent''' refund Light and Dark energy after Transcendence ends. | ||
*'''Sniper's Meditation''': Sniper Rifle hits grant stacking Sniper Rifle damage, stability, and reload bonuses for a short time. Heavy ammo Sniper Rifle hits count as more than one. | *'''Sniper's Meditation''': Sniper Rifle hits grant stacking Sniper Rifle damage, stability, and reload bonuses for a short time. Heavy ammo Sniper Rifle hits count as more than one. | ||
*'''Shock and Awe''': When you have an Arc or Prismatic subclass equipped, Arc final blows while you are amplified summon a burst of lightning that damages and jolts targets. | *'''Shock and Awe''': When you have an Arc or Prismatic subclass equipped, Arc final blows while you are '''amplified''' summon a burst of lightning that damages and '''jolts''' targets. | ||
==Lore== | ==Lore== |