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12/7/2019 1:57:41 AM
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A lot of what is wrong with dawnblade is similar to what made sunbreakers nerf in d1 so bad. Once you got past cauterize and they crippled the super, it felt so lackluster because all's it was WAS the super. They can't make a skill tree so focused on the super and then cripple the shit out of the super. Although I don't think dawnblade will be all that bad after the speed nerf, it's definitely going to impact the feel of it. I think they just need to dial the effects of the super up so that it feels more valuable. I'm not exactly sure how to do it but I'll think of something if you want me to.
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  • Personally, I don't like playing a subclass whos strength only happens 5% of the time played(the super). Perhaps if the whole tree was built toward getting to your super then it could work, but nothing short of halving the time would convince me to use it. Even then i'd still need for the melee to be tweaked to be more fun and reliable. If Attunment of Flame simply had built in crown of tempests, maybe that would work for me.

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  • Edited by Madness Tus: 12/7/2019 1:56:32 PM
    Well to be honest with you a subclass in pvp is not good if the super is not good Example: look at bottom tree gunslinger, top tree arcstrider, middle tree dawnblade, middle and bottom tree voidwalker, middle and bottom tree stormcaller All of which supers are shxt in crucible Do they get played : yes Do they get played often : No Why: BECAUSE THEIR SUPER SUCK don't get me wrong neutral game plays a big part of the subclass but not as big as the supers have a wonderful day :)

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  • I spent about 45 minutes or so constructing a tree for dawnblade. #1: move everlasting fire on to fated for the flame (sorry if the names are wrong, was lazy and just googled it.) Perk now just called fated for the flame. This means enhanced tracking and extending your super on kill. #2: New perk: Talons of Fire. Getting solar ability kills grants melee energy and increased melee damage for 8 seconds. #3: rework, melee: Phoenix Strike. Use your melee to lunge forward with your dawnblade, piercing the target in front of you and dealing high damage. The enemy hit by this melee takes 20% bonus damage from all sources for 6 seconds. Hold the melee button to do a Phoenix dive that causes you to descend and slam your dawnblade, hitting targets in an area for reduced damage and knocking them away. Targets hit by Phoenix dive still get debuffed. (Can still be used in super). #4: (Phoenix dive was moved to part of the melee and no longer heals the user, so you get another new perk). Cry of the Phoenix: Getting solar melee kills (this includes your super) grants you and nearby allies faster class ability and grenade recharge speed for 8 seconds. Numbers for pvp: Phoenix strike damage: 130 damage on impact with range equivalent to synthoceps titan melee. Phoenix dive damage: 100 damage in a 1.3m radius, no damage fall off (like ballistic slam). Talons of fire: grants 20% melee energy per target killed by a solar ability and increases melee damage by 25% (in pve the damage would be a 60% increase but only grant 8% melee energy per solar ability kill). Cry of the Phoenix: increases ability recharge speed by 25%. I wanted to make it more melee based seeing as it's a skill tree with a weapon.

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  • sounds fun man. I too thought using the blade as a melee attack would be neat.

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