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Malachite

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  1. I really can't agree with your conclusion. You don't seem to look past the raw numbers at all to how people use these powers. Okay, this is the first problem. When I played a controller, my priorities were a) lock everyone down, b) defeat them. Usually, I'd start with a fast-refresh group mez, then lock down the mobs individually. Then I would start actually trying to deal damage. While I think it's pretty fair to compare the controller immobilizes to pool powers for DPS, comparing the single target holds seems a bit foolish. Personally, as a controller, I always slot those with one accuracy, three hold duration, and two recharge. I think that most people would do the same. That gets more complicated with IOs, but usually with those it would be a hold-type set, which never enhance damage. Same goes for the controller regular use AE mezzes. The AE holds don't deal damage. So for a controller to deal damage, they are left with single target immobilize, AE immobilize (massively endurance inefficient for solo play), pets, and 0-2 other powers (Haunt, Volcanic Gasses, Jolting Chain, Hot Feet and Bonfire, Lift and Propel, Ice has none, Spectral Wounds and Phantom Army, Levitate, Plant has none). And pets and toggles don't count in attack chains. So most controllers can't put together a single target damaging attack chain out of primary powers. Gravity might be able to, but that's mostly due to the long animation time on Propel. Which means pool powers should not be compared to primary powers, they should be compared to idle time. And in that comparison they certainly do more damage. My conclusion: It is very reasonable for most controllers to take a power pool attack for damaging purposes. My own experiences with power pool attacks: I have used Air Superiority on a controller. I have used Jump Kick on another controller (and I have to agree with Adeon Hawkwood that the animation was annoying). I have used Boxing on a Brute and a Scrapper and I took Boxing on a Blapper. Each time to get to Tough. The scrapper was Martial Arts and fit it into a fast attack chain. The brute was Stone armor and was fighting the recharge reduction of Granite Armor to get an attack chain going. Adding an extra quick attack helped maintain Fury. Here's my quick analysis of the topic. Boxing -> Melee Damage, Stuns Kick -> Melee Damage, Knockback Cross Punch -> Targeted AoE, Stuns, Knockback Air Superiority -> Melee Damage Jump Kick -> Melee Damage, Knockback Spring Attack -> PBAoE Damage Flurry -> Melee Damage, Stuns Arcane Bolt -> Ranged Damage, Knockback So all we have to do is look at Melee Damage, Ranged Damage, Targeted AoE Damage, PBAoE Damage, Stuns, and Knockback. Anybody can slot melee damage sets into Brawling, so power pools wouldn't add much there. I think everybody can get a ranged damage attack and targeted AoE either in primary, secondary, or ancillary. So with a quick look, it might be nice to slot in some Absolute Amazement as someone with no Stuns. Maybe some Armageddon for someone with limited access to PBAoEs. I don't see any convenient Globals that would be nice to slot in there. Sands of Mu can be very nice if you can catch two guys next to each other at low levels. Which you can almost always do if you game the AI. I've used it into higher levels too, but never into endgame that I can recall. By the numbers, I agree with you. But that said, I've only taken Sorcery on one character now, and I haven't played that one enough to come to conclusions about how it works.
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