Renegades brings three new Exotic armor pieces to Destiny 2, one for each class. Titans get a jetpack. Hunters get an overshield machine. Warlocks get a Strand crowd control monster. Each one opens up fresh build possibilities, and getting your hands on them is straightforward once you know the process.
The Three New Exotics
Here's what you're chasing:
A Titan chest piece that gives you an actual jetpack. Weapon kills and Arc melee kills fuel it up, and you can boost through the air like a missile.
Hunter leg armor built around overshield generation. Stay healthy, keep killing, and you'll have a permanent overshield with a 20% damage bonus attached.
A Warlock helmet for Strand builds. Your Rift suspends enemies, and all your suspension effects deal damage over time while healing you.
Legendary Campaign Method
The guaranteed path to these Exotics runs through the Renegades campaign on Legendary difficulty.
You'll need to complete all six missions on Legendary. You can do this solo or with a fireteam. At the end, you'll pick your Exotic based on whatever class you finished with. Run it on your Titan, you get Praxic Vestment. Run it on your Hunter, you get Fortune's Favor. Warlock gets Deimosuffusion.
Already Finished on Normal?
If you already cleared the campaign on standard difficulty, you're not locked out. You can replay on Legendary to earn your Exotic.
Open up the Tharsis Outpost map through the Portal and look for the Renegades expansion icon in the bottom-left corner. From there, select any mission and set it to Legendary. Complete all six missions on Legendary and you'll get your class Exotic at the end.
Getting More Copies
Once you've got your first copy of any new Exotic, you can focus for more through Master Rahool at the Tower. You'll need Exotic Engrams and Ascendant Shards. Stock up on both if you want to chase better stat rolls.
Praxic Vestment: The Titan Jetpack
Everyone immediately compared this to Twilight Garrison from Destiny 1. Bungie said years ago they'd never bring that back, and technically they haven't. Praxic Vestment does something different and arguably better.
Praxic Lift Perk
The full description reads: "You gain an air move jetpack. Weapon and Arc powered melee final blows build up Jetpack fuel. While airborne, press [in-air action key] to charge your jetpack. On release, activate your jetpack with a forceful blast of exhausting Arc energy then fly forward a short distance based on the amount charged. Collide with a combatant to unleash a blinding blast of energy and gain a temporary bonus to your melee stat."
How It Actually Works
A fuel meter appears on the left side of your screen. You fill it by getting weapon kills or Arc powered melee kills. The meter charges pretty fast, needing only a handful of kills to max out. It also recharges passively when you're not fighting, which makes it surprisingly useful for jump puzzles.
To activate it, jump into the air and hold your in-air action key (the same button you'd use for Icarus Dash). Hold it to charge, then release to launch. The distance you travel depends on how much you charged it.
This isn't a little dodge. You're actually flying. The distance at full charge is substantial, and you've got more vertical lift than something like Thundercrash, which arcs toward the ground. Praxic Vestment lets you go up.
The animation looks great too. Your Titan throws their arms back and you can see boost trails coming off your back as you fly.
The Combat Side
When you slam into an enemy at the end of your flight, a few things happen. You deal damage. You blind nearby enemies with an Arc energy blast. The "exhausting" effect reduces their damage output. And you get a temporary melee stat bonus that lasts around 5 seconds.
The melee stat boost feeds back into the loop since Arc melee kills charge your fuel meter faster.
The bigger issue is consistency. Landing a melee after the boost can be awkward. The Exotic seems to prioritize dumping all your jetpack fuel before letting you melee, which means you'll sometimes fly right past your target instead of connecting. If Bungie doesn't adjust this before release, you'll know exactly what I mean the first time you boost toward an enemy and just... keep going.
One more technical note: the Knockout aspect on Arc, which turns unpowered melees into powered melees after breaking shields or hurting low-health enemies, doesn't seem to count toward fuel generation. Whether that's intentional or a bug isn't clear.
- S-tier movement capabilities
- Trivializes jump puzzles
- Unique gameplay experience
- Blinds enemies on collision
- Weak collision damage (D-tier)
- Inconsistent melee connection
- Knockout aspect may not work
- PvP balancing limits damage
Fortune's Favor: Hunter Survivability
On paper, Fortune's Favor looks basic. An overshield and some weapon bonuses. Nothing flashy. But after actually using it, this might be the tankiest a Hunter has ever felt in Destiny 2.
Perk Breakdown
"After landing a final blow at full health, or when out of combat for an extended duration, your shield will slowly recharge into an overshield. When you have an overshield, your weapons gain increased accuracy, stability, handling, and damage against combatants, and final blows will grant a small period of increased mobility once the overshield is depleted."
Building Your Overshield
You trigger overshield generation in two ways: kill something while you're at full health, or stay out of combat for about 3 seconds. Once triggered, the overshield builds gradually over roughly 11 to 12 seconds until it's full.
If you take a hit but still have some overshield left, just get another kill or stay safe for 3 seconds and it starts regenerating. If you lose the overshield completely, get back to full health first, then trigger the regeneration again with a kill or by staying out of combat.
The Weapon Bonuses
While your overshield is active, your weapons get increased accuracy, stability, handling, and damage against combatants. The damage bonus sits at around 20%.
Testing showed a heavy machine gun dealing 115 crit damage without overshield jumped to 137 with overshield active. That's meaningful, especially during extended damage phases against raid bosses.
The perk says "combatants," which in Destiny terms means PvE enemies. This damage bonus shouldn't work in Crucible, though Bungie has occasionally had bugs where combatant-only effects slipped into PvP.
Hasty Retreat
If you lose your overshield completely, the next kill gives you "Hasty Retreat" for about 4 to 5 seconds. This bumps your mobility, letting you disengage, recover, and start building that overshield back up.
Build Ideas
Void pairs exceptionally well with this Exotic. Echo of Vigilance and other Void overshield sources stack with Fortune's Favor. Weapons with Repulsor Brace work too since the damage bonus triggers from any void overshield, not just the one the Exotic generates.
Any subclass with strong health recovery helps maintain that full-health requirement. Fragments or aspects that heal on kills let you retrigger overshield generation more consistently.
- Permanent overshield possible
- 20% damage bonus while active
- No build crafting required
- Stacks with Void overshields
- Requires careful gameplay
- Must maintain full health
- Loses benefits when damaged
- Different playstyle than aggressive Exotics
Deimosuffusion: Warlock Strand Control
Deimosuffusion doesn't look as exciting as a jetpack. It's a helmet that makes your Strand suspension better. But in practice, the power level here is absurd if you build around it.
Malevolent Grasp Perk
"While a Strand super is equipped, casting Rift will suspend nearby combatants. Suspend deals damage over time, which heals you in the process. Targets who break free from the suspension suffer additional damage. Defeating suspended targets heals you a moderate amount."
Rift Suspension
With a Strand super equipped, your Rift now suspends nearby enemies when you cast it. This works like Frostpulse does for Stasis, except with suspension instead of freeze.
Both Healing Rift and Empowering Rift trigger this effect. Renegades also adds a nice quality-of-life change where you can move slightly while casting Rifts, making this feel smoother than it would have before.
Everything Gets Better
The real strength of Deimosuffusion is that it buffs ALL your suspension sources. Rift suspension, Shackle grenades, the Wanderer aspect's tangle throws, weapon perks, everything.
When any suspended enemy is in the air:
- They take damage over time. Numbers start around 28 and ramp up to about 41.
- That tick damage heals you while it's happening.
- If they break free, they take a burst of additional damage.
- Killing them while suspended heals you a moderate amount.
Recommended Build
The loop goes like this: cast Empowering Rift to suspend nearby enemies. Weaver's Call releases Threadlings at the same time. Those Threadlings deal bonus damage from Thread of Evolution. Suspended enemies take tick damage and heal you. Killing them while suspended refunds class ability energy through Thread of Mind.
If you don't get enough energy for another Rift, grab a tangle from a dead enemy and throw it at the next group. Wanderer makes thrown tangles suspend enemies, continuing the cycle. Thread of Continuity extends suspension duration, meaning more healing, more tick damage, and more time to kill enemies for energy refund.
Because you're healing constantly from suspension damage and kills, you can run Empowering Rift instead of Healing Rift. More damage, more ability regen, and you don't lose survivability.
Wishkeeper's suspension would stack with this too. Shackle grenades give you another suspension option when your Rift or tangles aren't available.
- Excellent crowd control
- Constant healing loop
- Buffs all suspension sources
- High synergy potential
- Requires Strand build investment
- Healing not enough for heavy damage
- Locked to Strand super
- Less effective against single targets
Which One Should You Get First?
If you only play one class, complete the Legendary campaign on that character and grab your Exotic.
If you have all three classes, think about what appeals to you most:
| Exotic | Best For | Key Strength |
|---|---|---|
| Praxic Vestment | Movement enthusiasts | Unmatched aerial mobility and unique gameplay |
| Fortune's Favor | General content | Consistent value with permanent overshield and 20% damage |
| Deimosuffusion | Build crafters | Highest ceiling with proper Strand synergy |
Wrapping Up
Getting the new Renegades Exotics means running the campaign on Legendary difficulty. Six missions, your class Exotic at the end. Players who already finished on normal can replay through the Tharsis Outpost map.
After you've got your first copy, Master Rahool can focus additional copies for Exotic Engrams and Ascendant Shards if you want better rolls.
All three Exotics bring something worthwhile. Titans fly. Hunters tank. Warlocks control crowds and heal through everything. Pick your priority and get grinding.