Dawnblade's a good subclass for the Warlock, a good median between Voidwalker and Stormcaller. The grenades are fine, as is the melee, but the Super (Daybreak) is average --not bad, but not good either-- in both PvE and PvP and some of the perks just don't make up for it.
What exactly should be improved though? Well, the subclass has two main problems --there could be some minor ones, but I can't name them all-- that could easily be fixed. These are just my ideas though, and I'm not an expert on this, so you are free to agree or disagree at your leisure.
[b]Problem One: Daybreak[/b]
Daybreak has two glaring issues: It doesn't do enough damage and it lacks a melee option. The damage fix is the easiest; buff PvE damage so you don't need 85-100% of your Super to wipe out low tier bosses like HVTs or Lost Sector bosses. This isn't even a problem with just Daybreak, every Super isn't doing enough damage, but we're just going to focus on Daybreak here.
So the other problem is the lack of a melee option. Why should Daaybreak get a melee option? Well, for a Super utilizing a sword, it doesn't make sense to not be able to use it like a normal sword. Sure, flailing the sword around like a maniac is fun and all, but a melee option would (or should) reduce Super waste as well as keeping you from missing at closer ranges (the Super isn't exactly AoE and isn't the best on the ground).
[b]Problem Two: Phoenix Dive[/b]
This is probably the most underwhelming perk in the whole subclass. If you hold B or Circle while in mid air, you can quickly jump straight to the ground no problem and even gain health based on distance. Still, it's not enough. For a perk that gets powered up while in your Super, the AoE is underwhelming because many ads can survive being slammed.
So, what's the best way to improve this? Well for starters, if you are critically injured, allow you to instantly put down a rift (if it's charged) if you hold B or Circle right after landing; health restoration will apply normally in addition. For the AoE during your Super, increase both the damage and splash radius to kill tougher enemies.
Overall, these ideas should make Dawnblade as a whole less underwhelming and even more fun to play as. Let me know what you guys think and if you have your own ideas, feel free to share them. All constructive criticism is appreciated.
[u]Edit 1:[/u] Made some small edits after looking at the comments, notably for Icarus Dash. If you guys can help with some solid backing on why this is fine (and that goes for any part of this thread), please tell me so and I'll adjust it accordingly. If not, that's fine, I'll be testing it myself anyways.
On the other hand, if you think that I missed something about this that should also be buffed, let me know and I'll take a look at it.
[u]Edit 2:[/u] After some self testing and some constructive criticism from the comments (thank you to all of those who replied), I'll be removing Icarus Dash from the list. Not sure if I'll replace it with anything else (possibly Winged Sun) but but that's something to look at in the future. Other than that, I touched up the thread overall. Hoping to keep this relevant again. :)
I actually have another idea for something involving Icarus Dash and the Attunement of Sky perk tree as a whole. I'll link it here if you guys wish.
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Edited by Ghostfire239: 6/18/2018 11:26:33 AMResponse to Problem 1: A melee variation would be nice to see for both Hammers and Dawnblade, but I highly doubt Bungie would add that. There were a lot of Hunters asking for the arc-staff to be throwable during early D2 but most realized it probably wasn’t going to happen and just dropped it (maybe it’ll be part of the new deflection Arcstrider). Response to Problem2: Icarus dash can be quite effective if you use it right. If you jump over jump and evade backwards it tends to mix people up pretty good. TrueVanguard made a video going in-depth with Dawnblade’s top tree, but I don’t remember the video’s name. Icarus dash was already reduced from 10 seconds to 6. Reducing down to 3 is a bit much. A dodge distance/speed buff would be pretty good for all dodges seeing as right now they seem to just be there for looks. Response to Problem 3: That is a great idea. I don’t see anything wrong with this buff.
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If ya'll are complaining about Icarus Dash, us Titans will glady take that (back) off your hands. Seeing as Bunghole gave you half of our abilities.
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Phoenix Dive gives a portion of your health back. I use it all the time, it was super useful during the recent Faction Rally.
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Sorry, but I'll have to disagree that Dawnblade has the worst super, because Stormtrance exists.
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1. Tracking and splash damage needs to be buffed. 2. Damage done by Phoenix dive needs to be buffed. It should hit like a Fist of Havoc. Its difficult to complete the strike play list challenge of getting kills with Phoenix dive because it usually takes more than one dive to kill anything other than the lowliest trash mobs.
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I feel you with the super damage. Earlier in a heroic strike this week my FoH took three slams to kill a red bar knight. Meanwhile my conspirator killed a major knight in one and a half mags. If dawnblade is Any where near that bad, buff it.
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Edited by Hydrilus: 6/15/2018 6:27:34 PMHmm, I'm sure it is the most under-utilized, meaning most people find it hard to use or not worth it compared to Void and Arc specs (myself included) but, I have seen some people absolutely tear up the Crucible with it. If you can time your dashes and your floating properly with the swings of the sword (and the time is takes a swing to reach a target), like anything, it can own. I'm typically terrible at jumping and have horrible luck staying alive in general while super'ed so, Dawnblade aint for me lol.
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I preferred D1 Sun Singer...they could even take away the ability of coming back from a kill and I'd still prefer it over the current Warlock Solar build.
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As a warlock main, I hated this subclass since the beta. But when they buffed it just before "warmind" I honestly have to disagree with the underwhelming point. BUT I strongly agree with the melee option (I've been saying that since launch), and I definitely agree with some of the smaller tree perks as well. It's massively less useful than the voidwalkers devour perks or stormcallers arc souls, etc. But the super itself has such a good ability which now allows you to extend duration upon each kill. If you focus your throws onto groups, one throw will recharge your super almost to full. It's designed for add clearing, although it does okay damage to elites. I have actually managed to keep my super going for 45 seconds to a minute (and trust me, I messed those enemies up hard). It's just about using it properly.
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Edited by santospizarro: 6/17/2018 6:31:27 PM[b]Enfeeblements:[/b] Make bullets for weapons get overcharged with Super energy like redmages in final fantasy use En-spells, maybe this can be an after effect of the super attacks for all subclasses and roles of all guardians, they could use this to generate gateways and items, telemetry and data points, but the bullets definetly could turn into fire bullets, semi-auto-automatic-motordriven, all that would be left to do is give us some vaccum, knockback, and push off traits to suck up items on the ground, make rifts larger, and more useful. I picture it working out well, maybe the sword can be inbued or transform into a machinist gun or weapon with the unnused buttons, and there would be a perfect way to recall it for aoe and genova kils.
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Yes agreed to this for sure.
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I haven't really felt like Dawnblade needs much of a buff at the moment. It does decent damage and is pretty good for crowd control if you use the bottom tree. I do agree that icarus dash and phoenix dive are both a bit weak however. A buff to those wouldn't hurt.
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In guessing all the hunters downvoted this?
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Edited by Talia Sendua: 6/17/2018 1:18:29 PMYou know the new Super skilltree with Forsaken will be that you give your allies health regen and damage increase with ramming your sword into the ground?
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Icarus dash should keep first person view while u are dashing imo... That way u can dash and keem shooting to outplay ppl... the way Icarus dash is now ppl will just kill u when ur dash is over... u can only use it to go in cover fast. But using it in the air while trying to air fight a guardian on the ground... is death cuz u cant shoot and the enemy can Making Icarus dash first person would be great imo