By far my favorite of the 3 new supers for titan.
Thundercrash is just behind it and bannershield is not all that useful in my opinion, love it's perks for neutral game though.
Burning maul hits really hard and is pretty easy to use, but it's biggest problem has to be consistency.
No roaring flames means no good damage.
It's pretty dumb.
My idea to fix that, as well as the spin attack all in one, is to have the spin attack grant roaring flames stacks just for HITTING targets.
The spins biggest problem is that it's too weak without the buff, but it's also incredibly inefficient.
So maybe to keep it consistent, have roaring flames reduce the amount of energy it takes to spin continuously.
This would make it a more viable attack as well as increasing its utility.
My next idea is optional.
In PvP and pve, this super has really high damage resistance.
However, it has no way of keeping itself alive to stay within that melee range it has to be in.
So maybe give it a health regen sort of mechanic wheres kills regenerate some health, or increase it's damage resistance by 10%.
Remember completely optional and not really necessary.
My next fix would be to the dps of the super.
The super CAN do crazy damage once roaring flames is stacked up, but if it doesn't the only viable attack is the smash attack for killing enemies.
That's ridiculous.
So, to fix that, I would say increase the base damage of burning maul by 20% for the spin attack, and 15% for the smash, but, reduce the overall increase in damage granted by roaring flames TO THE SUPER by 10%.
The super as a whole is far too reliant on roaring flames to be effective, and that makes it really annoying to use to be effective, especially since you have to waste energy just to get it going.
Leave your thoughts below and any questions as well.
Fyi: for those of you that don't know, burning mauls slam attack actually has 2 hits for damage.
The initial slam deals damage, and the tracking flame also deals damage.
You can one-shot others supers with this if you are close enough.
Edit: to clarify for EVEEYONE so I don't have to talk about this over and over again, I'm talking about the super alone, not the melee, not the whole skill tree, just the super and roaring flames.
Roaring flames is a part of the skill tree, but it's a necessity for burning maul currently, that's what the purpose of my post was to address.
The weakness of the base super and how they could improve it.
-
There are two main problems with this Super in my opinion. The name and it's sluggish nature. Burning Maul is the dumbest name ever. It should be changed to what they called it when it was first revealed, Siegehammer. The slow nature of the Super means that it's fairly easy to avoid. This is especially true in PvP. What it needs is a forward lunge. Something similar to the function of Nova Warp, but less Warlocky. It should be a simple press of a button to hulk jump forward to close the distance and set up attacks better.
-
6 RespuestasEditado por Tâxx, Herald of the IRS: 10/3/2018 9:48:42 PMBump. The spin attack should consume a little less super as well, just feels like the super runs out too quickly.
-
9 RespuestasThey should also make it where you can spin multiple times in the air
-
5 RespuestasCeps alone without the roaring flames stack makes the thing hit like a truck. and due to the spin attack on the hammer it's really easy to build stacks if you didn't have them before entering the super.
-
wait for brawler modifier. find a boss. pop super. use spin attack
-
1 RespuestaEditado por zJDz: 10/4/2018 8:19:51 PMNo. Here you go problem solved: https://youtu.be/5gnwwNuYyvk https://youtu.be/bSiAONRVMwE
-
3 RespuestasEditado por Jibley8374: 10/4/2018 9:23:02 PMWell no they do t actually I thinks need a nerf in some sense seismic strike\sheild bash/hammer bash shouldnt one shot even with an exotic
-
18 Respuestas*clears throat* TITANS DON'T NEED A BUFF!!! I mean really, you have many 1 shot melees, plenty of good supers (on hunter the only really good supers are tether, blade barrage, and anything besides the new arcstrider tree), not to mention the best mobility of any of the classes. I mean really, how many 1 shot abilities does a single class need?
-
4 RespuestasI gotta disagree with one thing you said, big shield is the most useful of all the Titan trees, even better than melting point, you negate shots being thrown at you, you spit out orbs like you’re pac-man throwing up because of it, you grant your allies weapons of light, that shit stacks with well of radiance (the best super in the game) and on top of all that one of your abilities puts chaining explosives into enemies.
-
1 RespuestaBanner shield not useful.. Was doing BW tier 3.. we killed the 2nd boss with 1 minute left, it took about 40 seconds to get the shield off the 3rd boss. (People kept dying when grabbing Harmony) At 20 seconds his shield dropped and 10 seconds passed with only 1 bar deleted.. I popped my Wall and he got melted in 5 seconds. So 5 seconds to take down 2 Bars vs 10 seconds for 1 bar.. I'd say that was useful. There was 5 of us, I was 505. Rest were roughly 520-540.
-
2 RespuestasOne other issue is the stupid knock up it does to adds. Rather it be just a CC tool to trap an enemy in it rather than knocking it into the stratosphere.
-
1 RespuestaThe spin attack actually uses more energy than the slam. Also the spin attack is inconsistent. It doesn't fully register on one target, so it doesn't one shot a normal crucible guardian sometimes, or even a red bar acolyte for that matter. Also I feel like you're overhyping the damage. Synthoceps with. 3x Roaring Flames with Burning Maul Slam attacks struggles to even take out half a bar of the Primeval's health. The throwing hammer needs a overall buff in damage in the crucible imo. It does too little damage, I mostly end up either trading with my opponent or not being able to kill him.
-
Code of the commander is great I absolutely Love in pve but maul does need a buff I agree
-
2 RespuestasMaul is the worst so far bannershield is way more useful
-
6 RespuestasIf you asked me, I'd say that the supers damage should just get increased to what the stack provide, and the stacks should instead increase resistance and recovery up to a certain point. Kills with the spinning strike would return some super energy and build a stack on kills? I'd say the flaming tornado should pull and lock enemies in place rather than knocking them up.