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#feedback

Edited by QuincyBlaze: 12/26/2015 10:17:00 PM
14

A Sunsinger Facelift

Yes, this is good!

65

Yes, and it should go further

8

Indifferent

9

No, it's fine as is

29

No, they should be taken down a notch instead

8

No, but something else could be done

7

Sunsinger Radiance [u]Changed Modifiers[/u] Song of Flame - (as it before, plus) [b]boosts recovery (+2) for all allies. Buff improved (+3) with proximity.[/b] Radiant Skin* - [b]Activating Radiance blinds enemies in your proximity.[/b] [b]Reasoning[/b] [spoiler] SoF - The recovery buff is important in that it shares what is supposed to be the Warlocks best stat with everyone, and makes surviving a deadly attack much more possible – clutch if at low health and trying to reposition. It also adds more utility to SoF, and plays to the support role much better. RS - Defense is not the game to play here - many apologies Ram users. If not support, suppression/control. Blinding enemies fits the theme, the skill, and the class, and will act as a much better guarantee that you can activate Radiance without a head full of pellets. That, or you can dive into a field of mobs with a shotgun, detonate your flashbang self, and clear house. FB - No change, it's perfect. Now it's not necessarily the go to option. [/spoiler] Scorch [u]Changed Modifiers [/u] Solar Wind - [b]Increases melee range and knocks enemies back, briefly stunning them[/b] Brimstone - Scorch's damage is increased. Killing enemies with Scorch causes them to explode.[b] Explosions ignite nearby enemies[/b] [b]Reasoning[/b] [spoiler] FS - We good. SW - Literally a waste of a modifier, but with added range, increased knockback, and a stun, it could prove to be quite the unique tool for personal defense, and some trolling on the field, in PvE and PvP alike. BS - Also kind of useless prior, given the great utility of Flame Shield. Now there's the option of even more damage done, making Scorch have more viability in groups of enemies. [/spoiler] [u]Changed Ability Modifiers [/u] Sunburst - [b]Killing an enemy with an ability can generate orbs of light. (Normal = 1, Majors/Ultras = 2 or 3, ~60% chance[/b] [b]Reasoning[/b] [spoiler]SB - Just makes it a better support skill and a viable choice for teamplay, especially in that it boosts Radiance's Orb potential [/spoiler] [u]Changed Ability Modifiers[/u] Angel of Light - (as before, but plus this:) [b]Glide has increased height [/b] [b]Reasoning[/b] [spoiler]AL - It's a utility move, so giving players the option of crazier vantage points is great. Even if they don't like the hover, the longer Glide will be great for traversal. It could go without and be fine, however. [/spoiler] [u]Changed Exotics[/u] Sunbreakers - (as before, plus) [b]Now stacks with Gift of the Sun (Max 3 grenades if selected grenade is Solar)[/b] Starfire Protocol - (as before, plus) [b]Stacks with Gift of the Sun (Max 3 grenades if selected grenade is Fusion)[/b] Purifier Robes - [b]Provides Radiant Skin*. Activating Radiance from death ignites nearby enemies. [/b] [b]Reasoning[/b] [spoiler]SB/SP - Simply adding a possibility for a third grenade elevates the value of these Exotics. Going for a Discipline build might mean never not having a grenade, especially under SoF Radiance. PR - The flash is important to the Sunsinger, I think, for survival, which is why I made it a modifier rather than a perk bound to Fireborn. RS itself cannot justify an Exotic slot, which is why the Purifier Robes, great as they look, are not used. Adding ignition on resurrection might seem reminiscent of Landfall, but it simply adds the DoT, and won't be activated nearly as much, as binding this to Fireborn means that the player will sit on it for a while. Combined with Radiant Skin, it makes for a greater survival guarantee upon activating Radiance, and can also be good for getting the jump on an enemy that just killed you or walked by your corpse. Now it's a real choice between this and Praxic, which is best if you want to use SoF, while Purifier is now better for (clutch) Fireborn users. [/spoiler]

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