View Full Version : Heavy Deathspinner Balance?
It runs out of energy too quickly and unless you have the energy upgrade on the Exarch armor upgrade, you won't be able to do much with the deathspinner.
27th Jan 09, 7:25 PM
What's "too quickly"? Exarch is already good enough that he doesn't need buffs.
27th Jan 09, 7:39 PM
It drains 4 energy a second, considering its a knockdown weapon that does loads of damage on a hero that can teleport around like a bunny on crack, it hardly needs any buffs.
Um, I didn't notice any suppression effects on the weapon. It achieves knockdown, but not suppression.
Besides, if you have both teleport and Heavy Filament upgrades going, you will run out of energy really fast.
27th Jan 09, 8:06 PM
Err, I meant to say knockdown, not suppression.
27th Jan 09, 8:21 PM
lol @ eldar buffs. The only thing that needs buffs are rangers and only on their price (as in reduced price).
Bumping, but seriously, the heavy deathspinner takes a hell of a lot of energy and feels subpar. If I want to halt a retreating squad, why don't I just use the net wargear? That'll halt the entire squad, instead of just one hero.
The ability does extremely high damage for a short period of time. It's great for dealing with enemy heroes or weapon teams. If you don't think it's that great, then use something else.
28th Jan 09, 3:03 PM
^ It also locks him down, I don't think he can move while it's on (teleport aside) and the Exarch is quite possibly the weakest commander in actual combat. He's like entirely a support unit, unlike Techmarines or Mekboys who can actually hit pretty hard with the right gear.
28th Jan 09, 4:52 PM
It cost so much, that it will slow him down cause he can´t port around with that low energy ^^ Had taken this upgrade at beginnings but i find the net or even the powerblades more appealing. Much more energy to warp around and the passive dmg/range upgrade is good enough for his weapon.
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