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Edited by SunbreakerCodex: 10/7/2018 6:22:24 PM
5

CODE OF THE DEVASTATOR And Sunbreaker Exotics *updated*

So I already made a post on code of the Devastator and what I think about it, but I want to update my post due to the great feedback I got. A lot of Titans including myself feel like the code of the Devastator is underwhelming for a super where you get a huge ass hammer and due to this here are some changes I think (along with what others have said) should be changed. [b]Burning Maul[/b] I think the biggest problem is the light spin attack. Initially, I thought that the aim assist and lunge distance should be increased, but I now believe the attack should just be taken out completely and replaced. I think a good replacement would be a three combo attack that is similar to the Iron Lord Axe relic in D1 Rise of Iron, just a 1,2,3 attack with good lunge range, a slight pause and then is repeated, kinda like a sword. If light and heavy attacks could be comboed like arc staff that would be great for add clear. I think this would be a lot better than the odd slow swing attack. The heavy slam attack I think is fine, accept I would increase the AoE damage from the initial slam and then paired with the projectile fire tornado for some serious damage, which is rewarded when you get close to the target. This would also help with pvp. [b]Throwing Hammer[/b] I think the hammer is in a good place, it doesn’t need a damage increase and doesn’t need to be a one shot, but I would increase the projectile speed and pick up radius just to make it more consistent, considering the subclass is almost all built around the throwing hammer, which brings me to my next topic. [b]Other Perks[/b] The 3rd subclass perk that grants you health regeneration when you pick up you hammer after a throwing hammer hit, is kinda of useless. Yes it’s nice to have if all your doing damage with is your throwing hammer, but like I said I don’t like the subclass being all built around the throwing hammer, maybe add to the perk where picking up your hammer after a kill not only starts health regeneration, but also grants a good chunk of ability charge to your grenade and barrier, this creates more synergy with other abilities and with roaring flames. Roaring flames is great btw. [b]Exotics[/b] Yes I am aware of all the melee based exotics that have synergy with throwing hammer as well as the synthoceps build which I feel is very situational because you need to stack 3 roaring flames (which will either require throwing hammer kills and pick ups, using a grenade or a portion of your super) and then have 3 or more enemies around your target and not kill them to get maximum dps. We Sunbreakers only have 3 exotics and I wouldn’t even really consider them all ‘Sunbreaker’ exotics. Hallow fire heart is great but the others, Khepries Horn and Ashen Wake, are very forgettable. Maybe if Ashen Wake had more benefits to the grenade, such as kills with the buffed fusion grenade would return grenade energy, and grants a second fusion grenade charge. (essentially nothing manacles for titans) This would pair nicely with roaring flames and a grenade build. I’d also like to propose new exotic gauntlets (maybe similar in style to D1 trial gauntlets) that increases ability charge rate when roaring flames is active and your super drains slower while roaring flames is active. The greater the roaring flames stack the greater the effect. These are my thoughts and potential changes. I’d like to here other thoughts and maybe some exotic concepts or exotic changes. (Also can I get a HELL YA for my Sunbreakers out there?)

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  • I made a post called Buff of the Devastator talking about this class. I really like this class and want to see it shine (no pun intended) as a Sunbreaker main I value your opinion on it (I'm a Nightstalker main but love my Titan). Please check it out and tell me what you think.

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    The throwing hammer has become a crutch for me in gambit (+dunemarchers - add in Riskrunner combo when it's Fallen and watch me clear half the area)...this +crimson+orb health regen... +1 for making the throwing hammer bigger and perhaps making it's sound effect louder when on the ground - for something you need to pick up after throwing it's hard to spot if you are not tracking it (thereby taking your eyes off the mobs). The Maul is slow but absolutely melts Prime bosses if you actually hit them ;) The spin, well, it seems like it would be good for ads in certain instances (if Melting point wasn't still such a necessity) but as it is the damage is too low.

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    • Few more things that aren't all my ideas but a few that I've seen 1. could the hammer be slightly bigger? The melee one, could it be the size of a hammer of sol hammer? 2. The Heavy attack for Burning Maul, change the tornadoes to either stun-lock enemies or draw them in or, at the VERY LEAST, don't make it launch them into another dimension 3. let the little hammer bounce kinda like the sentinel super, like, if I throw it at a group of enemies, and it hits one and bounces and hits another, it should kill them both...

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    • Edited by TaxableFur: 10/6/2018 5:53:07 PM
      Bump. I hate the spin move, i like your idea a lot. I also think Burning Maul should be less dependent on roaring flames (increase base damage and decrease the bonus damage Burning Maul gets from roaring flames, leaving the overall potential damage the same) [spoiler]i came up with an exotic idea for sunbreaker a little while ago, I'll see if i can find it.[/spoiler]

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    • Equip Synthoceps. They stack with Roaring Flames and the Throwing Hamer. Trust me fellow Titan u will have an absolute blast.

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