Sun Weapons. To use or not to use.

Chimaira

Can't get enough of FH
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Jan 21, 2004
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lvl 10 ability of artifact belt of sun.
produces energy based dmg weaps with 35% debuff.
which is very good on heavy armor.

Any1 planning on using those? have tried them?

are they good? is the nightime shit crap next patch gonna be a pain? if anyone knows that :x

All info appreciated.
 

Rellik

Fledgling Freddie
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Feb 19, 2004
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going to use one on my scout, basicly becuse of the resist decrease its killer :p
whouldnt be to woried about the nerf next patch. simpely have a spellcrafted weap with the same stats etc.
thats what i think about this kewl weapon :touch:
 

Chimaira

Can't get enough of FH
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Yeah m8 I have the same ideas.

I would consider a heat based weap for your scout tho as u will fight stealthers mostly.

Energy got
+10 to chain/scale
+5 to studded/RF
+0 to leather
+0 to cloth

when u find heat has +15% on leather xEE
 

Skilgannon

Fledgling Freddie
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Jan 22, 2004
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Only used mine in PvE so far so don't know how they will perform in RvR against potentially high resists.

The debuff is a killer though.

Hitting red con cyclops unstyled for over double the damage of an MP crafted weap after proc fires. The big issue though is that cyclops don't have capped resists and access to a cyclops shaman/druid for a wee energy resist buff.

Will be interesting to see RvR performance. Reports from US seem to suggest that these perform very well in RvR, with Mids suffering most from energy weaps.
 

Beck

Fledgling Freddie
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Jan 7, 2004
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Actually the debuff aint 35%.. I think it actually is more like 17%.. but still that is a nice dmg bonus.

Also dont think the debuff does anything in PvE.
 

Javai

Fledgling Freddie
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Jan 8, 2004
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As far as I can tell after about 10 days of use I see no effect of the debuff in PvE, but the bonuses mean that I do more damage with Sun sword than crafted sabre.
 

Falcon

Fledgling Freddie
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Dec 23, 2003
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The debuff doesn't effect in PvE at all, only the DD component works.
 

Linnet

Fledgling Freddie
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Dec 23, 2003
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Chimaira said:
Yeah m8 I have the same ideas.

I would consider a heat based weap for your scout tho as u will fight stealthers mostly.

Energy got
+10 to chain/scale
+5 to studded/RF
+0 to leather
+0 to cloth

when u find heat has +15% on leather xEE


That's true in PvE but I'm not sure if it applies to RvR. (I remember noticing this when sorcerers still had body nukes on energy damage -- big bonuses against armoured mobs in PvE, no effect in RvR. It might have changed since then, but can't think why.)
 

fionnel

Fledgling Freddie
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Dec 30, 2003
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Wha's the nerf they get next patch?

I have seen some 1.68 patch notes saying that you can only summon them at day, but that's it. Is it any different from what's happening now?
 

Falcon

Fledgling Freddie
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Linnet said:
That's true in PvE but I'm not sure if it applies to RvR. (I remember noticing this when sorcerers still had body nukes on energy damage -- big bonuses against armoured mobs in PvE, no effect in RvR. It might have changed since then, but can't think why.)
The tables are correct for RvR but only work for locational damage which includes only bolts and legendary weapons.

In 1.67 you can only switch weapons at day, which was bad for archers, we switch to bow and can't get melee back. In 1.68 they improved this so that you can switch to them during the day however at the same time they nerfed them so that they dissapear when you die, meaning if you're in a fg for example, get killed, get res'd you have to wait 15mins to summon your weapon again, or 30 mins to summon both if you're a duel weilder in a worst case scenario.

Either way I wouldn't use them purely because of the annoying waiting to summon thing. As I've said elsewhere, I've also noticed a distinct difference in your chance to critical hit with sun weapons compared to player crafted MP weapons also.
 

SiD

Fledgling Freddie
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Dec 28, 2003
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Overall the Sun weapons (energy element melee damage) are the best overall weapons when it comes to elemental weapons with no disadvantages and a few good advanatages.

But to be honest they are only good after the proc when going up against a balanced group with resists buffs up, and most good 'gank' groups have at least one medium to high resist buffer giving up to 40+% resists pre-debuff.

Personally a good MP weapon that you use already unless you are a stealther that fights assasins all the time then heat LW is the way to go.

I have Belt of the sun lvl 10, 2x mp thrust weapons also twin 99 LW heat weapons (on percival :p) I just swap out depending on my target. But as a infil you get to pick and choose your targets :)

it IS 35% debuff but it debuffs 35% of their total resistance if you see what i mean :p so the number that it drops the resist percentage by around 17% on a reasonably buffed person.
 

CjkaceBM

Fledgling Freddie
Joined
Jan 25, 2004
Messages
126
You don't need to summon twice. Just wield whatever you like in the offhand. I personally use Sun Sword in mainhand and Sun Hammer in offhand. Weaponskill and Weapondamage stay exactly the same as when I wield the Sun Sword and an arcanite short sword.
 

CjkaceBM

Fledgling Freddie
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Jan 25, 2004
Messages
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Although further testing does show that the offhand damage when wielding blades/blunt is about 2/3 of the mainhand damage, as opposed to very little real difference when wielding the same weapon.
 

Talifer

Fledgling Freddie
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Jan 8, 2004
Messages
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Well if you're not specced in crush the sun hammer off hander isn't going to do the same damage as a duplicate slash/thrust sun sword.

There's some very irritating things about the sun belt:

Firstly, as a duel wielder wanting one in each hand, you have to summon twice which is at least a 15 minute delay.

You have to destroy all the useless weapons you didn't want, every time. Guarantee I'm going to destroy something else by mistake one day.

You lose the weapon even if you're just relogging because of a bug in Mythic's game.

You can't use your bow at night, since you can't re-equip your sword afterwards (similarly you won't be able to use your shield if you want to use a sun sword in the offhand)

Luckily I'm slash which is the first weapon created, but if you happen to want the last weapon created, it creates 6, you HAVE to have 6 inventory spaces free else it will reset your 15 mintue timer but not give you the weapon.

The debuff doesn't work in PvE

Damage isn't melee, anything immune to magic will take 1 damage, e.g. You hit for 1 (-297), Eerie Stone Crocodile for instance.

There are good things too including no repair costs, especially nice with all the PvE we now have to do. If I remember correctly the slash sword is 4.0 SPD, that's quite a nice offhand speed if you want to take advantage of the forced style swing mechanism (if that still exists, though Malice is 4.1)

But like other people have said, when people have resist in excess of 50% the sun sword becomes a disadvantage not an advantage. Just imagine what BAoD is going to do to you, AoM might even work against them? Having said that teaming with a cabalist might be nice ;)

Talifer
 

Skilgannon

Fledgling Freddie
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Jan 22, 2004
Messages
420
Talifer said:
You lose the weapon even if you're just relogging because of a bug in Mythic's game.

If this is happening to you, on a simple relog, I would RightNow it. I logon, wait 15 mins, summon weapons and that it is for the day. Doesn't matter if I relog during day, ld or die I have never had to re-summon a weapon in the 2 or more weeks been using it. This does change in 1.68 though.

It does seem, however, that if you log and a game night elapses, you need to summon.

Only thing I hate is if I switch to slash whip for a particular fight and then try switching back only to be told, 'you can't use this item' because it is now night.
 

atos

Fledgling Freddie
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Jan 3, 2004
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Mmm energy debuff on weapons.. guess what damage my thane insta dds do? ><
 

Talifer

Fledgling Freddie
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Jan 8, 2004
Messages
78
Skilgannon said:
If this is happening to you, on a simple relog, I would RightNow it. I logon, wait 15 mins, summon weapons and that it is for the day. Doesn't matter if I relog during day, ld or die I have never had to re-summon a weapon in the 2 or more weeks been using it. This does change in 1.68 though.

As far as I understand it's working for me as intended. From what I've read you lose the weapons if you log, or if you die at night (not till next patch). If you open your inventory as you log, you can see the sword(s) disappear just before you leave the game. LDing is different, I've had the sword(s) stay in those circumstances, presumably because you never actually log out so the relevant trigger is never called. But who knows what should happen, TOA is full of bugs :)

Talifer
 

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