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originally posted in: Tlaloc Should Have Elemental Damage
Edited by Dinkus McGee: 7/26/2016 2:13:31 PM
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As much as I'd personally enjoy this, and I only play as a warlock.. It's not gonna fly. The gun is clearly (imo) the best scout rifle already (with overflow activated). And the warlocks already have the only secondary weapon that can change elemental damage types with susanoo (unless I'm incorrect). Without overflow the gun is merely mediocre. But the combination of Tlaloc and susanoo is pretty useful in any situation.
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  • You have to sacrifice your Super (and the orbs it can create for your group) in order to get that type of power, though. For many, this is not a wise move in PvP - nor is it practical given the recharge rate and match length. In the Raid, Sunsingers can get away with it, of course, but then they are vulnerable after a resurrection with only a sub-par primary weapon to defend themselves until their Super returns.

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  • Not really. If warlocks are always saving supers cause self res so it's not a waste

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  • [quote]For many, this is not a wise move in PvP[/quote] Then they haven't used this gun. It is by far one of the most OP guns in Crucible. And I love it. Sure it has a balance as you forego your Super, but you don't NEED the Super with Tlaloc. YOU ARE YOUR SUPER!

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  • Again, I agree with you. I'm a Warlock player and thoroughly use it. I was merely mentioning the fact that some people don't like the sub-par performance before the Super charges or playing without a "big oh-crap" button.

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  • Edited by Life Is Crap: 7/26/2016 4:10:30 PM
    It's honestly not Sub-Par without Super. It functions like Hung Jury, which is fine. No MIDA though which is a fine trade for what it becomes.

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  • I actually DO think it's subpar without overflow. I use my Suros dis-43 until my super is charged, because I have a sweet roll on it. It's a fully auto laser beam. It is actually a far nicer gun than Tlaloc without overflow. The impact is similar, but it fires faster, has greater range, and no kick whatsoever. To each their own.

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  • In PvP, it is generally better to have a higher RoF Scout Rifle. Players move fast and having something that snaps quick and fires just a fast can secure otherwise unobtainable kills. Rifles like Hung Jury are good, but lend themselves to a sniping/camping playstyle, which I personally find boring.

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  • Edited by Dinkus McGee: 7/26/2016 4:04:05 PM
    [quote]You have to sacrifice your Super (and the orbs it can create for your group) in order to get that type of power, though. For many, this is not a wise move in PvP - nor is it practical given the recharge rate and match length. In the Raid, Sunsingers can get away with it, of course, but then they are vulnerable after a resurrection with only a sub-par primary weapon to defend themselves until their Super returns.[/quote] Actually, I do use it in pvp. I max out my intellect, and with kills have my super charged in about 3 minutes. Then I'm a killing machine. Admittedly, I do not like saving my super, but using solar makes up the difference. 2 fusion grenades and 2 melees are a decent substitute. Not to mention that Tlaloc has grenadier, which really can up the speed of your 'nades recharge.

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  • Agreed. I use Claws as well as Tlaloc in both PvE and PvP. I've also began experimenting with Sunbreakers given the new changes to Viking Funeral. It's extremely powerful in PvE now against bosses. Sunbreakers lets you run Touch and Viking passives to stack up to 15% defense de-buff on enemies - this defense de-buff stacks with the Nightstalker's tether and combos very well with Weapons of Light. In PvP, you can burn down groups on flags and usually cross-fire will kill those you Ignite if you don't get around to shooting them, lol. Try using Sunbreakers next time - the kiosk has a damn near perfect roll, too!

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  • I actually do use sunbreakers and Solars in pve. I prefer the fusions in pvp for a guaranteed kill.

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  • Well I mean murmur is technically still in the game...

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  • True. But still y1 and only has arc and solar.

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