Sun breakers 5-7 shots are far less accurate- tracking is also super low, almost unnoticeably so. Plus you lose some decent perks to take it. In addition, hammers have travel time, and can easily be out played by a person who doesn't just stand around.
Blade dancers are still very potent and powerful, and are far more mobile than sunbreakers. Gunslingers have far more offensive capability. Seems pretty balanced to me.
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Edited by DarthBrando: 10/14/2015 6:17:02 AMBlade dancers are still most agile class when perc'd properly yea; they have almost no armor when doing so though. Sunbreaker hammers are more of a grenade lob; so yea you gotta take aim an Kentucky windage the timing; the defense buff makes this so you dont have to worry about your health while doing so though; like at all. An yea like rocket tracking now; it only helps so much. (On hammer tracking that is) Gunslingers with arms of akhama (the spine one) and the right discipline load out can have 2x trip mines and you can also activate 2x throwing knife with throwing knife return on percision kill; Doing that though; You sacrifice percs like the explosion on hitting a target with golden gun and you cant have burn enabled on knifes. With discipline at max thats 2x trip mines with grenade regen at 25 seconds; good luck getting strength or intellect up past level 2 with that load out. You can have strength and intellect at both level 3 but then discipline only goes to level 4 and thats 34 seconds on grenade regen. Main difference is; Sunbreakers subclass is geared to support super mode and thats pretty much it; (though those flame wave grenades are insane) Gunslingers have an instant use and done super so with out the offensive non super support they would be scr3wed.