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originally posted in: Sunbreaker is Too Strong w/proof
10/10/2015 2:45:41 PM
1
No Sunbreaker doesn't sucks outside of its super. The grenades I am in agreement with you. Although I think Firebolt can hit multiple people as well. Meleed I have some issues with. Melting point is good but unless the Titan either got first melee or has teammates ready to shoot whoever he hit it becomes useless other than the burn. Which really needs to have the amount of damage it does reduced or how long it lasts. Thermal Vent requires a kill to create a Sunspot so unless you are running Skullfort the first charge isn't going to act like any other Sunbreaker melee other then the explosion. Stoke the Forge is not great. Once again unless running something that gives another melee charge, the first hit takes the charge and the perk becomes useless. Sunsingers range plus the ability to get a flame shield and have 2 melee charges Sunsinger easily wins. You left out whatever perk causes enemies to explode from Sunsinger tree. The only perk that the Sunsinger melee tree has that isn't better than the Sunbreakers is Solar Wind. Hammers of Sol is definitely more lethal than Radiance. Radiance gets damage reduction on activation. It gets more with the use of Radiant Skin but if not running that for PvP you're doing it wrong. Self res is not very useful for PvP. Duration I'd says is about the same Sunbreakers get a long time of they don't throw hammers. Sunsingers get a long time no matter what. When actually using both instead of just sitting there they are tied. Radiant Will is so far from a necessity. Sunsinger lasts a nice amount of time without it. Viking funeral is stupid lethal when combined with Touch of Flame and still can be very good even if you use Gift of the Sun. Tracking on hammers is useless in any situation. The tracking is worse than any Rocket Launcher anywhere from anything. It is absolute garbage. Explosive Pyre will probably get you kills of you killed someone but missed the idiot standing next to them with a hammer. This is the only time Explosive Pyre has any effect. Fleetfire can have any ability get it to activate but grenades and melee are at best mediocre. Simmering Flames is only good if you don't use your super while waiting for it to charge the perk is useless. While super is charged it does provide a nice boost to cool downs. Cauturize does heal on any abilty kill, but as was already pointed out grenades are mediocre and Titan melee is not super great. While it is totally possible to get kills using these it doesn't happen that much. Cauturize is to help save you during super kinda like what Hungering Blade does for Bladedancers. If you do use Sunspots and you want to keep the overshield and Hammer of Sol to last longer you become a stationary turret. So where you activate it will matter. You can't remove Cauturize. If you do you need to give the Titan a better way of avoiding damage with out an exotic or needing to be on the air. Why? Because as soon as anyone sees a Sunbreaker they start shooting and with how easy a Titan is to hit they would die really quick. He might get a few kills in but the super would become a very short experience especially with it being teamshot. It might need a slight nerf to the amount of damage reduction it has. It most definitely needs to die to a Golden Gun in one shot. It might need the amount of damage the hammers do reduced because currently with a direct hit it one shots everything supered or not including other Sunbreakers but maybe not because unless close quarters you're not likely to hit something directly. Range doesn't matter with this super either because of travel time. The hammers are already easy to dodge if you jump but at range you have time to finish eating, clean up, and get out of the way and watch the nice firework show the exploding hammer will provide. While outside of super Sunbreaker might not suck put it certainly is far from best. Sunbreaker is most definitely powerful but it is not overpowered.
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