Starting off, grenades; fusion grenades will always be good, allowing for massive, quick, and effective damage with a good aim. Thermite grenades are an interesting topic due to them having an extremely high skill cap, and not many players using them effectively, if at all. The line of fire that comes out travels a huge distance, longer than most think. This allows for shutting down hallways, and defense points like the spark, zones, etc. Most people don't know, however, that these grenades can be used offensively; if you throw them how they are supposed to be thrown (near your feet, not at the enemy), they take out a guardians shield. Doing anywhere from 45-110 per burst, the thermite grenade can kill guardians with good placement, and skill. The last tip on these grenades is how to consistently know the direction of the burst of fire; obviously if you throw it in a straight line, it will go that direction, but bouncing off walls is a technique I am personally mastering. When you bounce the grenade off a wall, if it bounces any angle to the right, it will go DIRECTLY right, not the angled right you threw it, and vice versa for bouncing left. Finally, incendiary grenades; these grenades have the ability to kill multiple guardians near/ on top of the grenade when thrown, doing a whopping 170 damage plus the 7 tick damage adding up to 35 extra damage, in total doing 205 damage to (potentially) more than one guardian. These grenades are good at applying quick damage to a group of enemies to kill them, leave them severely hurt for clean-up kills, and/or get out of clutch situations to get enemies off your back. These grenades require good placement, and with accurate throws, can do the job of fusion grenades but in an AoE, making them more effective. Overall, there is a trend with the Sunbreaker's grenades; accuracy. If you are not accurate with your grenade placement, you will have trouble utilizing the Sunbreaker's neutral game. If you want the easiest time hitting your grenades, go with fusion grenades due to their natural "gravitational-like" pull towards enemies. If you are looking for a higher risk, higher reward grenade that can be devastating with a good aim, go with incendiary grenades because of their high damage and range. If you are looking for a grenade that will serve you well if you master its applications, go with the thermite grenade.
Titan jumps are all the same as the previous subclasses, so go with whatever your personal preference is; if you want height, go with increased height. If you want to go really fast (Titan Skate), choose increased control. If you want to have momentum with your jump, go with catapult, it's that simple.
The Sunbreaker's super, the "Hammer of Sol", is the Titan's only "roaming" super. There are surprisingly many features of the "Hammer of Sol" that not many know about. The first bonus, forgemaster, lets you throw 7 hammers instead of the usual 5, and makes the explosions of the hammers bigger (basically increases the hit-box of the hammers). This perk is great for players who are not yet accustomed to playing the Sunbreaker because it allows you to be less accurate, but still manage. Even for seasoned players, it can be a good bonus overall (more hammers=more killing). The second bonus, suncharge, lets you (while in "Hammer of Sol") fly towards your enemy with a super powerful solar version of shoulder charge from the Striker subclass. It travels a great distance, can one-shot every other roaming super, has a natural lock-on, and can assist with titan-skating. This bonus is top tier for the players who know how to use it correctly. Having the ability to one-shot a Bladedancer and a Stormcaller is fantastic considering they are the Sunbreaker's competition for roaming supers. The bonus has great utility, and functions well in many circumstances. Finally, the last bonus available for the "Hammer of Sol" upgrade tree is scorched earth, which allows your hammer to spawn a sunspot (Sunbreaker's unique DoT effect; 15 damage per tick, lasts 6 seconds) after impact. This, just like suncharge, is a top tier perk if used correctly. The sunspots allow a strong sense of zone control and damage when well placed, and makes your super truly feel like it's not over when the hammer throwing is done; the leftover sunspots can easily kill an opponent, and can wall of zones, the spark, etc (just like the thermite grenade). A hidden gem of scorched earth is the ability to cast a sunspot upon activating your super, but what most people don't know about it is that when the sunspot from activating your super comes out, a super powerful hit-box comes out at the same time, and can kill roaming supers if they stand in the radius of the sunspot explosion. This is amazing for substituting suncharge to kill roaming supers with a simple explosion upon casting your super; it's a similar effect of landfall on Stormcallers, and can be just as effective.
The Sunbreaker's melee abilities (sunstrike abilities) are truly effective for many synergy builds within the subclass, as well as burning the struck opponent for a substantially long amount of time, preventing health regeneration. The first melee upgrade is melting point; this is a decent talent if you are proficient at backing off from opponents after melee hits. It weakens the opponents health by making them take 50% more damage from all sources of your team. It can come in clutch when you need to finish off an opponent with some inaccuracies not being a big issue. The next melee upgrade, thermal vent, makes your melee cause a solar explosion on hit, dealing an AoE effect around you as well as extra damage from the melee itself. On top of this, kills with thermal vent cause a sunspot to dwell on the point of death of the opponent.This melee upgrade is fantastic because of how much damage it does, as well as how big the radius of the explosion. It is very possible to get double kills with this melee solely because of the explosion damage. The sunspot that is left behind isn't very effective by itself, but some synergy builds later in the guide will demonstrate the potential of this sunspot. The final melee upgrade, stoke the forge, makes your melee charge significantly faster (60% faster if you want the data), and instantly recharges sunstrike if you get a kill with the sunstrike itself. This will benefit the general play of Sunbreaker, and is just a good perk to run. It's not game-breaking, but it's certainly useful.
(The armor/recovery/agility upgrade columns are personal preference, so pick to your play-style).
The 1st bonus perk column offers very effective bonuses that are used mainly to tie in with other perks previously mentioned. The first perk, flameseeker, allows your hammer during your super to alter its flight path to seek out targets near it. This perk's tracking isn't substantial, but can come in handy with sporadic movement from an enemy at a fair distance, especially since the hammers naturally have a grenades and horseshoes ability built into them. A good perk, but isn't going to change the way you play. The next perk, explosive pyre, gives the hammers an aftermath explosion after the hammer fells an opponent that chains fiery solar damage to others in the hammer's explosion radius. This perk is extremely good at chaining kills together; this perk can allow your hammers to kill a whole group of enemies in just one hammer because of how powerful explosive pyre is. This will definitely improve your super overall and makes the Sunbreaker tear through crowds of people with ease. The final perk, fleetfire, grants an agility and reload speed buff to you when an enemy is felled by any of your fire abilities. This perk is pretty good, but depends on how you like your Titan to move. This perk doesn't get rated; it's up to preference.
The final perk tree to choose from, or the 2nd bonus perk tree, offers the main synergy builds with previous perks in the subclass. The first choice, simmering flames, gives your melee and grenade charges a decreased cooldown time when your super meter is full (50% decrease to be exact). This perk is situational because when you are a Sunbreaker, your super is your strongest tool, so giving it up at any cost is a bit shaky. It's a good perk, no doubt, but it depends on how much you rely on your super. The next choice is cauterize; this perk regenerates your health every time you get a kill with any of your fire abilities. This perk is extremely good in any situation on the battlefield, and is many people's go-to for the Sunbreaker. The final perk, fire keeper, makes sunspots give you an overshield when you stand in them, and makes your super last longer (you have to be in your super for that to happen, obviously. This perk is an amazing perk if used properly and with synergy. It allows you to (if running thermal vent) take out many opponents when in other situations you could've easily went down because of the overshield, and makes "Hammer of Sol" even harder to kill than it already is. This perk can let you throw 6 hammers instead of 5 with a scorched earth synergy, not as much as forgemaster, but sunspots are in all of the 6 hammers you throw, compensating for this loss. The most underutilized part of this perk is how you can refresh the shield on the sunspot, making you near unbeatable if managed properly and consistently with sunspots.
I hope this has shown things you may have underutilized or may not have known about at all with the Sunbreaker.
EDIT: My bad guys, for some reason when I submitted the post it deleted all of my tabs and spaces between paragraphs. It's fixed now. Also, I didn't mention synergy builds in the post, but can certainly do so in a new post. Thanks!
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2 RepliesAre you President Elect Trump?[spoiler] Because that wall of text could keep the Mexicans out[/spoiler]
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As a Hunter main, I enjoy all three classes, especially Sunbreaker on the Titan.
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Thermite grenades in theory are good, not in the field. This is 100% because as soon as they get hit by the thermite they just jump out of it. If it worked like spike grenade where it did continuous damage instead of pulses they would be used more.
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6 RepliesAs a Titan the best way to us sunbreaker in pvp is to switch it to striker. Sunbreaker is literally the worst subclass in the game according to population stats with none of its moves having priority.
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Longest post I've ever seen, but was an enjoyable read imo. Will have to keep this in mind when I play my Titan.
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What is this Grenade to use Fusion insta kill Ult throw hammer get kills Perk for ult cauterize Max armor and recovery all the way cause agility don't matter when you could just spam jump button
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18 RepliesWas this even needed? Sunbreaker is one of the best and easiest subclasses to use. If any subclass needs a guide, it's obviously Stormcaller.
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16 RepliesI stopped reading when you said it takes good aim to use fusions. smh
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Well we know who's gonna help Trump with that wall.
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Trump would be proud of that wall.... Just kidding you made some good points bravo.
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Hooooooly -blam!-ing text wall. Get Trump on the phone I just found the man that'll be responsible for building his wall.
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Step one: Use stickies Profit
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2 RepliesYou may want to make a second pass at editing. Your paragraphs could block the sun.
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That "hidden" explosion when activating super with the perk that makes sun spots is kinda nice. I used it to shutdown a storm caller , felt so rewarding. I do wish however that the "over shield" you gain from standing in a sun spot, should either A) be scaled like bubble with the mega shied while inside, or like blessing of light and when I walk out stay with me. Just make the duration of lasting out of a sunspot short otherwise it would be close to being OP. Like 4 seconds would be cool.
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Sticky grenades, sunspot, super. Not that hard.
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Great post....... just about 15 months late.
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2 RepliesWhat is AoE?
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You expect people to actually read all this?
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Good post. As a sunbreaker main, I never knew that scorched earth gives the landfall effect. With suncharge being a more powerful bladedancer imo, the sunbreaker class basically has two other supers as perks.
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1 ReplyFirst thought: WALL OF TEXT Final thought: decent read
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8 RepliesI use fusion nades, better control, suncharge in 3s and forge master in 6s, melting point, explosive pyre and cauterize. Check my titan's kd and see it for yourself if this works in pvp
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F U S I O N G R E N A D E S
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Thank you, I knew most of this, but it's good to help others and I learned a few things. Also nice name.
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2 RepliesArmamentarium + Simmering Flames
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Because just needs THAT much more power....
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