Simple question: Why is Bladedancer maxed at 4 orbs? Voidwalkers, Sunsingers, Strikers, Gunslingers and Defenders can achieve 8 orbs or even more (Defender titan specced for the right abilities), But the one super with probably the most kill potential, maxes at 4 (5 with Crest of Alpha Lupi). Sunsingers have a lot of kill potential too, and they can make 8! Is there some logical explanation/reasoning for this? Im curious.
[b][u] Side note, love the new patch. You guys did great! [/u][/b]
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A Hunter is considered your DPS class (glass cannon), a Titan is your tank class, and the Warlock is a support class (medic). As I understand it, a Warlock, when perked properly, will generate more orbs than any other class. I believe this was designed to solidify their supportive role. I've been able to generate orbs up into the teens with one of my Warlock supers. At the beginning of the Crota hard mode, during the final boss fight, we save the sword wielding knights for supers after killing the Acolytes. I generally create 9 orbs for two Knights on one side, while my BladeDancer counterparts only create 4 orbs for 2 Knights. Our team insist that the Warlocks pop their supers at this point to get more bang for their buck, because, as you probably already know, orbs are good source of life when Crota's presence restricts all recovery.