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12/16/2016 6:37:40 AM
16

Roaming supers

why does the bladedancer super last a significantly shorter time then the titan and warlock roaming super and they are infinitely easier to kill tbh I like all the classes but I feel that's unfair
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#Destiny #Classes

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  • BD is actually a long super, it's downside being that using rb/r1 to move around faster drains it a lot. But it's also the only super that can recharge itself by getting kills. Technically, it's the longest lasting roaming super possible.

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    • Blade dancers a tricky super to put down though compared to the other 2, you can blink and dart around where as most of the time a stormcaller or sunbreaker comes at you in a straight line. I have seen people do well with all the roaming supers, but in my completely biased opinion I'm gonna have to say that sunbreakers are usually easier to put down because they are a ranged super that really only works medium to close range, and that's shotgun range *throws up* ugh I hate those 2 words

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    • Bladedancer, sunbreaker and stormtance all have equal damage reduction of 50%. The only roaming super that doesn't get an equal armour boost is golden gun. Sunbreakers can last a long time but that's dependant on how many hammers they throw. If they spam, they can throw up to 7 hammers which can be over very quickly. Each hammer depletes a good chunk of super meter. If they conserve, they will throw less hammers but can make it last a while Stormtrance itself doesn't necessarily last any longer than bladedancer but it can with the right perk setup. There is a perk that grants a longer stormtrance if you have full melee and grenade charges. Many use this pretty effectively. Bladedancer can be short lived due to the way people use it also. Many spam attacks to close the gaps quickly which uses up a chunk of their super meter each time they attack. Ultimately all three can be used effectively in the right hands. And stormtrances grenades suck ass as far as I'm concerned which helps to balance the class somewhat.

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      • Arc Blase is the longest possibly lasting super with perks to help it along. The longest without perks to help it out is probably Stormtrancem

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      • Sunsingers isn't exactly long but it is fun haha

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      • Is that why when I am 1v1 stormcaller vs blad the blade kills me 90%of the time? The darting movements of the blade make it harder to shoot. If you use the perk that gives life on a hit it helps a ton too. It only lasts a shorter amount of time if you spam the attacks. Just like how blink on a stormcaller burns it faster.

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        • TBH means "to be honest". Since you're not being honest I don't think you're using that correctly...

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        • I wouldn't say that blade dancer is easier to kill, simply that players have had a lot more time to develop instinctive strategies to defeat the subclass. For example: When you hear the hammer or storm activate you automatically begin planning what your next move will be. Either you will flee or you will use the most likely method to defeat the super. Usually a coordinated team can focus fire on the sunbro or the ticklefinger (stormtrance) and prevent a spree. In the case of blade dancing the best approach is taking your enemies by surprise or approaching from unexpected angles to prevent being shotgunned down. For stormtrance the range is such that there is a goldilocks zone. Too close, and a shotgun will end you. Too far and you're basically a sitting duck. Best to use wide corners to your advantage in that case. Sunbros are tough and if they have good aim or if your team is not well coordinated it would probably be better to just run and wait out the super. Blade dancer is extremely effective when used with blink when you plan your blink terminus to be right behind your enemy. By doing this you force your enemy to turn but by the time they do it will be too late even for a laggy player. People are just used to supers by now and that means coming up with new ways to use them. Experiment.

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          • Because sunbreaker depends on the super. Bladedancer doesn't.

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            • Modificato da SactownNoob: 12/18/2016 7:01:01 PM
              The other classes have an option to extend. Does blade dancer not have this?

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              • Guess what, they have skip Grenades, this class shouldn't even have a super

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              • Uhmm.... use encore and mask of the third man!?

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                • Modificato da DuBChiri2: 12/17/2016 4:07:20 PM
                  A blade dancer could easily beat a sunbreaker, even if you miss one hammer your basically a sitting duck till you reload. Not to mention sunbreaker is the most difficult to use out of all the roaming supers because lag can make your dead on hits do nothing, and that's 1 of your 7 hammers (if you spam them off the bat) and it takes 2 hammers usually to kill any other roaming super (with the exception of the perfect hit that can one shot), but by then you would be dead from the stormcaller or blade dancer. Not to mention it's the easiest super to dodge because they don't track very well and they arc pretty steeply, especially on maps like cross roads or maps that aren't just walls. Sunbreakers and stormcallers are far more obvious to tell when they are supered. All of them have their advantages and disadvantages but the thing people are missing about sunbreaker is staggering: It's a ranged super that's only good at medium range and close range, which is where arcblader and stormcaller are in the sweet spots.

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                • Modificato da ACROCANTHUS: 12/16/2016 4:04:04 PM
                  Once I killed 2 blade dancers in a row with pocket infinity. No reload one burst. Get rekt.

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                • cause you use the bar up killing.

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                • Bungie logic

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