Then those are your choices.
A Warlock maining Stormcaller will most likely use Alchemist Robes and select the super extension perks (I sure do).
The trade off I'm making is I can't melee or throw grenades if I want the extra 2-3 seconds of super. That is a real handicap that has real consequences on how I play.
When a Stormcaller enters Stormtrance they also LOSE two things: agility and rotational speed. The means you can't jump for crap over things you normally can, and your ability to track targets is nerfed substantially---this can be exploited by any other player by simply using geometry to escape, or running around a Stormcaller that you let get too close and circle strafing them with a shotgun, TLW, or another high impact hand cannon.
Again, range is also your friend. Stormtrance only reaches about 15 feet. Use that whenever possible. High impact scout rifles are great for it.
Also:
[b]Hammer of Sol[/b]: insta-kill
[b]Shadowshot[/b]: shuts down any super
[b]Golden Gun[/b]: insta-kill
[b]Fists of Havok[/b]: insta-kill
[b]Sunsingers[/b] Grenades: insta-kill and overshield
As for the duration: Golden Gun, Hammer of Sol, and Sunsinger supers last just as long, and average about the same on kills. Sure, stormcallers occasionally mop a team and can double kill someone on a bad spawn, but that just is not that common.
When playing competitively, it's best to sit on supers to counter supers.
Radar is life: if you hear HoS, SC, or GG proc, head in the OPPOSITE direction of any red on your radar.
Remember, they are called [i]Supers[/i]. If they weren't powerful, they'd be called "perks."
For the record, I was against the HoS nerf. I think all three of the new supers pretty much equalized each other. Shadowshot is an incredible defensive super, IMO, that really makes any whining from my fellow Hunter's seem quite...childish.
Seriously, play all three classes if you don't. You gain allot of clarity as to the real issues in the game. Supers really are not one of them.
Latency and lag on the other hand...
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