[b][u]Fire-forged:[/u][/b]
Increase the rate at which embers are generated after the first charge has been granted (not reducing the distance it has to travel to accumulate the first 3 embers, but more quickly afterwards).
Increase the chance explosive pyre activates (it seems like there's a cool down or some sort of limit that this perk has in place, which is understandable because it's strong, but it's too random and generally ends up killing nothing).
[b][u]Siegebreaker:[/u][/b]
Increase base pve charged melee damage and increase burn damage (the base melee is the weakest melee in the game and the burn barely makes up for it).
Increase the duration sunspots last without the sunbreaker standing in them by 2 seconds (gives a bit more pve damage and better area control)
Increase ability recharge rate by 15% while in a sunspot (I don't mean with just sun warrior, but while standing inside the sunspot).
When damaging an enemy with a solar ability place a stack on them that lasts for 3 seconds that creates a sunspot on death (unless the target is burning, killing them with a primary or something else afterwards won't generate a sunspot, this more heavily favors incindieary grenades in PvP and I would like to work around that a bit without giving everything burn...doesn't do anything other than place a stack, no actual debuff or anything else, just a stack).
[b][u]Devastator:[/u][/b]
Increase roaring flames total stacks to x5 (x5 will be a 50% damage increase vs 30% which will allow it to deal quite a bit more damage, this will also make it more valuable in ad clear).
Grant 15% grenade energy per hammer kill (both super and charged melee can grant grenade energy).
Decrease light attack super cost by 15% (consumes too much energy and is generally worthless).
My hopes with these buffs is to empower sunbreaker more at what it does best.
There are times, as they are, that sunbreaker doesn't cut it for ad clear and it's kind of saddening considering the sheer focus top tree has.
Bottom trees neutral game is great, but it's complete reliance on "over time" regen limits it's functionality during actual combat because it's too slow, and when you pair that with how quickly the sunspots burn out, it doesnt work well together.
I want to increase its ability to float around in sunspots while making it easier for sunbreaker to use it back to back because it isn't very forgiving, even if it is good when active.
Burning maul just needs a bit more power and a slight boost to it's neutral game.
It's too reliant on stacking roaring flames and it's almost not even worth it unless you are running synthoceps where you will notice it more.
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