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10/14/2015 3:15:16 PM
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Oh and they have to stay inthe sunspot
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  • Whats wrong with staing in the sunspot? The super lasts longer and you get an overshield

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  • Still limited on hammer throws. Plus unless the enemy is retarded. They wont co me near you.

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  • Okay? And explain how hammer of sol isnt op?

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  • Travle time. Tracking blows as well you move slightly to the left it loses its track. Cauterize only works if no dmg is afflicted at th time it starts. Jump up dodge hammer not that hard. All perks re related to super only outside of super they litterally have no assistance like all other classes. No super is op. They have their strengths and their weakness. I see plenty of players take on sunbreakers head on without using a super to kill thrm and still win. Theyve just adapted to knowing how to jump the -blam!- out of the way of a hammer that takes 5 seconds to get to you. Keep your distance. Jump. And take pop shots at them. If i can do this in defender i know dam well the rest of yall can too

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  • Edited by Ozzyelpiton: 10/14/2015 3:34:48 PM
    Travel time is sorta irrelevant if it somewhat tracks and has proximity. Also the explosions are quite big.. Tbh i dont see a major weakness in this super.

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  • Sounds like you just want to be able to run at a sunbreaker guns blazing then cry when you die. If i as a defender can take sunbreakers on and win so can any other class.

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  • Every super should have a way to be shutdown that doesnt involve another super. That way skilled players have a fighting chance. A super should not be a guaranteed win win. It should be a win if you know how to use it properly.

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  • And ive stated how to shut them down without using a super. Hell supression grenades work wonders as well.

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