I'm just having a hard time understanding the utility of these powers. They generally have a minute and a half cool down, and a duration of around 15 seconds. I just don't see how something that only gives you 15 seconds out of every 1:30 factors so heavily into so many build necessities. Granted, you can reduce the cooldown with Int, Specs, and Gear, but I doubt it would get to the point of being constant, or even 50/50.
Admittedly, I'm still a newb, so I'm pretty sure there's probably something I'm missing or misunderstanding. So if anyone would deign to assist with my understanding I would be appreciative.
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Likewise, Active Offense powers allow you to have a burst of increased DPS. Like you say, it's a small burst with a long cooldown. However, if you are in a long lasting battle like a Cosmic or some of the end game lairs that small burst every so often can add up. They aren't worth using on trash mobs though. Personally, I don't rely on them a lot, but I have some characters that take advantage of an Active Offense.
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For ADs, I think of them like Kall, as well, an "OH SHEET" button. They can help save you in Cosmic fights sometimes. For example, pop Masterful Dodge right before baby spawns at dino and block when it breaths on you. You will almost certainly survive. Or use Resurgance to bridge heals if you miss a block on spines and are taking the DoT.
But, I find ADs to particularly useful in other content when things get out of hand. Like, someone over-aggros in an Alert? Pop your AD to maintain and wipe out the extra baddies.
The other thing to consider is that what else are you going to spend power points on? Once you get a single-target attack and an AOE attack, with your passive, form, energy unlock, and self-heal, much else becomes redundant. There are a few buffs or debuffs you might take to synergize with your attack powers, but beyond that, you don't need much else. That will usually leave you with 2-4 power points. Rather than picking up redundant attacks, grabbing an AO and AD or two can end up being more useful.
I know where you are coming from. I used to feel the exact same way.
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Block timing explained
However- w/ 2 AOs at r2 average, and decent cd reduction/Int on gear, you can still get pretty high uptime on having at least one up, which isn't too bad if you can keep track of it. Even one AO is still a decent burst tool overall- esp if ur in a team and you pop it when someone has used an Ult w/ the Overpower debuff.
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