City of Data: Eagle's Claw
Cast Time: 2.53 seconds
Critical Hit Buff lasts 2 seconds starting 1.2 seconds into the animation of Eagle's Claw.
This means that from 1.2 through 3.2 seconds after starting Eagle's Claw's animation, you have a +33% Critical Hit chance buff ... but Eagle's Claw is still animating until ~2.5 seconds after initiating the attack animation.
This means that once Eagle's Claw has finished animating, you'll retain the +33% Critical Hit buff to your "next" Primary Powerset attack for 0.7 seconds ... which is shorter than the animation times for ANY Martial Arts attacks, meaning you get the buff for only ONE follow up attack after using Eagle's Claw.
In practice, thanks to latency/lag and other issues, this essentially means that the only way to "score" this increased Critical Hit chance on the attack following Eagle's Claw is if you cue your Martial Arts attack "halfway" through Eagle's Claw animating for 2.5 seconds so as to ensure that the Critical Hit buff "counts" on your next attack due to how game mechanically everything Resolves First And Animates After.
Storm Kick has a natively increased chance for a Critical Hit and therefore gets the "most" benefit out of following Eagle's Claw against a single target. Use of Dragon's Tail to follow Eagle's Claw results in an increased Critical Hit chance against every $Target caught in the PBAoE which can dramatically improve the damage output/throughput of Dragon's Tail when dealing with dogpile situations.
On a Tanker, since Tankers don't get Critical Hits, the Eagle's Claw buff to follow up attacks is changed to having a 3 second duration, instead of merely a 2 second duration, and instead adds +33% damage for that duration. This means that the damage buff duration extends from 1.2 to 4.2 seconds after Eagle's Claw begins animating for ~2.5 seconds, leaving about ~1.7 seconds clear for follow up attacks. It is possible with the use of attack queue techniques to squeeze THREE attacks into that window of opportunity after an Eagle's Claw finishes animating. You can fit Thunder Kick, Storm Kick AND one other Martial Arts attack into that 1.7 window of opportunity to queue up attacks while other attacks are animating (thereby securing the buff effect onto them) even though the animation time for all three of those attacks combined will easily exceed the ~1.7 second window when the buff is in effect ... thanks to the Resolve First Animate After system used for game mechanics.
Good to know, do brutes retain that 33% buff?