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Destiny 2

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11/21/2020 12:17:01 AM
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Top tree sunbreaker rework idea.

You can skip down to where I bolded my idea if you don't care about the junk I put below. I have been a long time user of sunbreaker since destiny 1 and have watched the subclass as a whole evolve to become something more substantial as well. Bottom tree started as a piece of SHIT that I KNEW over time would become more viable through proper buffs and it has. It offers damage, survivability, and ability regen on top of a great super that has a long duration, survivability and add clear. It's a little restrictive at times but otherwise it's fantastic. Middle tree offers not as great survivability or regen, but it's sheer offense is second to none on the titan. It's super is pretty much over powered in pve at x3 and with synthoceps everything dies. It took a couple of good buffs to really get it to that point but it's been wonderful ever since (maybe not in pvp). Top tree sunbreaker was initially a power house for titans with melting point and it's super performing better than bottom tree but over time it has aged and from a lack of tuning it's kind of fallen off. It is in no way bad, but it's rather...bland now and it's pretty much just a one trick for the melee. So what do I think top tree sunbreaker should be? Bottom tree is neutral game, middle tree is raw power so what could top tree be? Top tree could be add clear. [u][b]Rework idea:[/b][/u] 1. Explosive Pyre Enemies killed by hammer of sol cause a [b]powerful[/b] explosion that can chain multiple times. Enemies killed by Hammer Strike cause a [b]weaker[/b] explosion that cannot chain (so you kill an enemy, they evaporate but then explode like normal explosive pyre, but they can't chain). 2. Tempered Metal Solar ability kills grant you and nearby allies bonus movement and reload speed up to 3 stacks (clarity). Restore 1% melee energy per stack per second to you and nearby allies (up to 3% per second). 3. Vulcan's Rage Hammers shatter up to 5 [b]powerful[/b] explosive molten embers on impact based on how far the hammer travels. The first enemy defeated by a grenade when at x3 Tempered Metal shatters into 3 [b]weaker[/b] explosive molten embers. Enemies defeated by explosive molten embers grant grenade energy (10% per kill). [b][u]Goal:[/b][/u] You run in and uppercut an enemy with the charged melee, they explode if they die which provides more stacks of tempered metal and area coverage, since your melee slowly regenerates for you and nearby allies you offer a greater layer of support and it feeds back into itself. Your grenade can either be used to quickly stack tempered metal if your melee is on cooldown or as a powerful tool to create even more havoc on the first target you defeat. This doesn't necessarily buff the super's capabilities as they are already strong enough, but kills will proc grenade regen and melee regen. I think this will boost its pve capabilities greatly and it will make it significantly more fun to use. This will give it a little better utility with ashen wake to chain explosive embers all over the place which would be really fun. Let me know what you guys think.

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