Difference between revisions of "Solar Grenade"
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===Pros=== | ===Pros=== | ||
− | This grenade is fantastic for [[control]] as it provides excellent area denial. You can use it to keep the enemy team off of a node/flag and to block off a door or hallway. Additionally, you can use it to funnel opponents and force them to move to where you want them to (if they're standing behind something and you want them to come out into your view/scope | + | This grenade is fantastic for [[control]] as it provides excellent area denial. You can use it to keep the enemy team off of a node/flag and to block off a door or hallway. Additionally, you can use it to funnel opponents and force them to move to where you want them to (if they're standing behind something and you want them to come out into your view/scope, toss one of these. |
− | This grenade also has the highest possible kill potential ... key word being "potential." I've gotten quadruple kills with this because often times in a big firefight the enemy does not realize that they are standing inside of it, or are too slow to move out of it with all of the chaos going on around them. It does not take long before a good amount of damage is done, and if their shields are already down from your teammates or your gunfire, they will die pretty quickly. | + | This grenade also has the highest possible kill potential... key word being "potential." I've gotten quadruple kills with this because often times in a big firefight the enemy does not realize that they are standing inside of it, or are too slow to move out of it with all of the chaos going on around them. It does not take long before a good amount of damage is done, and if their shields are already down from your teammates or your gunfire, they will die pretty quickly. |
===Cons=== | ===Cons=== |
Revision as of 15:49, 4 May 2017
Solar Grenade | |
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Information | |
Class | Warlock |
Subclass | Sunsinger |
Type | Grenade |
Damage | 49, 13 per second |
Radius | 4m |
Prerequisite | None |
Next | Firebolt Grenade |
Function | Deals damage in extremely rapid pulses, dealing 49 initial damage with 13 damage per second for 4s. Does not have damage falloff. |
Description | A grenade that creates a flare of Solar Light which continuously damages enemies trapped inside. |
Key Bind | L1 or LB |
Solar Grenade is one of Sunsinger's grenade abilities. Solar Grenade creates a flare of Solar Light with radius of 4 meters that deals 100 Solar damage per second to all enemies inside. The effect lasts for 4 seconds, it can potentially do 400 damage in PvP.
In PvE, the impact deals 1304 damage to regular enemies and 652 damage to majors. The AoE flare it leaves behind deals 196 damage per second to regular enemies and 163 damage per second to majors.
- It is similar to that of Vortex Grenade.
Tips and Tricks
- It can be used to deny narrow corridors and other areas.
- Deal maximum damage to slow moving enemies or enemies tight places.
- It can be paired with Touch of Flame for maximum solar damage.
Pros
This grenade is fantastic for control as it provides excellent area denial. You can use it to keep the enemy team off of a node/flag and to block off a door or hallway. Additionally, you can use it to funnel opponents and force them to move to where you want them to (if they're standing behind something and you want them to come out into your view/scope, toss one of these.
This grenade also has the highest possible kill potential... key word being "potential." I've gotten quadruple kills with this because often times in a big firefight the enemy does not realize that they are standing inside of it, or are too slow to move out of it with all of the chaos going on around them. It does not take long before a good amount of damage is done, and if their shields are already down from your teammates or your gunfire, they will die pretty quickly.
Cons
While this grenade has the highest kill potential, it also has a very low kill potential (but this is assuming you're choosing a grenade based upon kill potential... keep in mind it will still serve other great purposes such as area denial/funneling).
A smart player will recognize this grenade and immediately walk out of it, rendering your grenade almost useless. Another frustrating thing about this grenade is when you're in a big open map or anything out-doors. Lets say you pop radiance and start spamming this all over the place... sure you're covering lots of ground with it, but it can be dodged easily by players just spamming their jump and remaining in the air.
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