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Posted

Burnout seems kind of meh compared to some of the other top-tier travel powers. I haven't tried it but I'm at the point where it's become an option. Does anyone use and/or like it?

Posted

I would like to have it on my WS, I just don't have room. With it I could start a mission with 2 pets up instead of waiting an extra minute for the second, which would make my overall damage much less of a ramp up. That said, I obviously don't have it...

Posted

Full disclosure: I've never used Burnout, I'm reading its description from Mids.

 

I tend to agree with EggKookoo. The recharge is incredibly long (30 mins, with a floor of 6 mins at the recharge cap), it costs a crap ton of endurance (48.75 base), and reduces max end by 25 for 60. That last bit is significant as it directly decreases end/sec for those 60s. (You recover 5% max end per tick, and +recovery just decreases the time between ticks. So if you have less max end, you'll get less end per tick.)

 

It might be useful for some very specific situations, but I'd rather have a power that I can use more frequently than every 6 minutes at best. It doesn't look like you can even use it as a set mule, either.

Posted

Honestly it seems like a lv14 power at best. Super Speed needs some love.

 

Yes, the pool with the single most used power in the game needs help.

 

I actually respecced out of Hasten because I can get the same thing with a couple of recharge reducers. Hasten is vastly overrated.

 

Or did you mean Flurry? ;-)

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Posted

Honestly it seems like a lv14 power at best. Super Speed needs some love.

 

Yes, the pool with the single most used power in the game needs help.

 

I actually respecced out of Hasten because I can get the same thing with a couple of recharge reducers. Hasten is vastly overrated.

 

Or did you mean Flurry? ;-)

 

Permahasten is worth approximately 1.5 level 50+5 recharge IOs in EVERY SINGLE POWER, while ignoring enhancement diversification.

Permahasten opens up/makes it infinitely easier to perma powers like: Domination, Phantom Army, Accelerate Metabolism, etc. It also makes it much easier to perma double stack powers like Rage and Clicky mez resist (like you find in Shield and Super Reflexes)

 

You may not be a fan of it, and that is fine, but Hasten is one of the most universally useful powers in the game, and will have a positive benefit on literally any character that takes it.

 

Now, regarding the OP:

 

Burnout if an interesting power, it's very much an "ohshit" button. In most content you'll never use it.. but being able to double-cast Gang War, or get your Godmode T9 back RIGHT NOW can be a major game changer.

 

That said, I only take it for concept. I find it's too situational to warrant a slot otherwise.

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Always happy to answer questions in game, typically hanging around Help.
Global is @Zolgar, and tends to be tagged in Help.

Posted

If I have a power on a long recharge that I absolutely, positively want up as fast as humanly possible, then I would... still not take burnout, and would just slot for a lot of recharge, which is something I do on every build anyway.  Note that Burnout doesn't affect ancillary or patron powers either :(

Posted
You may not be a fan of it, and that is fine, but Hasten is one of the most universally useful powers in the game, and will have a positive benefit on literally any character that takes it.

 

Ok, that's cool. Didn't mean to hurt Hasten's feelings...

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Posted

I would like to have it on my WS, I just don't have room. With it I could start a mission with 2 pets up instead of waiting an extra minute for the second, which would make my overall damage much less of a ramp up. That said, I obviously don't have it...

 

I do have it on my WS and i have used it 1 time.. on accident.  I would probably drop it next time i do a respec, but theres nothing else really pressing i need.  Hell i even have stimulant, aid self and resuscitate due to not needing anything else as well.

Posted

You may not be a fan of it, and that is fine, but Hasten is one of the most universally useful powers in the game, and will have a positive benefit on literally any character that takes it.

 

Ok, that's cool. Didn't mean to hurt Hasten's feelings...

 

I’m trying to read the forums quietly and you just had to make me chuckle!

 

+1 Inf

"The opposite of a fact is falsehood, but the opposite of one profound truth may very well be another profound truth." - Niels Bohr

 

Global Handle: @JusticeBeliever ... Home servers on Live: Guardian ... Playing on: Everlasting

Posted

I like to use it on my Empathy Controller & my Pain Domination MM to get instant recharges on Adrenaline Boost/Painbringer so that I can buff a second person for tough fights. I don't really build my characters around the power, but if I have room and there's a power in my build that really benefits from it, Burnout can be a fun utility power to have at my disposal.

Posted

Burnout may require some trade-offs, but it seems to me that it is potentially the most powerful of all travel pool powers, and that between it and hasten speed may offer the two most universally useful powers in any travel pool.

 

And you say that this is the pool that needs help?

 

Posted

In my experience its not really worth it. I 've used it on my Dom to stack mez but the massive End cost just ruins it tbh. Should really have had the massive recharge time and much less End usage.

Posted

I grabbed it on my WS late in the build for kicks and giggles, but I’ve found it interesting to use. The build has perma-hasten already, but I can snag a fourth pet from it. And that’s actually kinda all I need it for. Occasionally I can use it to refresh my med pool Rez on a team wipe, or if I go down, I can Rez and use it to refresh eclipse, mire, and my Rez. Rare events, sure, but they can help turn the tide of a TPK. Sometimes.

Posted
Burnout may require some trade-offs, but it seems to me that it is potentially the most powerful of all travel pool powers, and that between it and hasten speed may offer the two most universally useful powers in any travel pool.

 

And you say that this is the pool that needs help?

 

Based on this thread, the position that Burnout is worthwhile is in the minority. My opinion is it's way too expensive in both end cost and recharge to be worth it. I can't think of the last time I though "oh man, if I just had all my cooldowns reset!" It's certainly one of the most situational powers in the game.

 

My thing about Super Speed is that it's now just about the slowest travel power starting mid-game, in terms of getting across a zone. It's not much faster than SJ. Teleport is clearly the fastest. And with Afterburner, Fly is functionally faster. It's about 90% SS speed but without the need to deal with walls and things, which is something I've found I need to take SJ for anyway. And it has quirky weird powers like Whirlwind, which I doubt many bother with. This would all be fine if the final SS power was something amazing to compensate.

 

They can't really make SS faster without exacerbating its maneuverability issues. They can't add mobility like running up walls because the game engine won't allow it. They can't give it a kind of "so fast it's instant" teleport-like feature without stepping on Teleport's toes. Maybe they could give it a speed-based attack but that's basically what Whirlwind is, so...

 

I think I'm mainly just disappointed in Burnout.

Posted

Based on this thread, the position that Burnout is worthwhile is in the minority. My opinion is it's way too expensive in both end cost and recharge to be worth it. I can't think of the last time I though "oh man, if I just had all my cooldowns reset!" It's certainly one of the most situational powers in the game.

 

My thing about Super Speed is that it's now just about the slowest travel power starting mid-game, in terms of getting across a zone. It's not much faster than SJ. Teleport is clearly the fastest. And with Afterburner, Fly is functionally faster. It's about 90% SS speed but without the need to deal with walls and things, which is something I've found I need to take SJ for anyway. And it has quirky weird powers like Whirlwind, which I doubt many bother with. This would all be fine if the final SS power was something amazing to compensate.

 

They can't really make SS faster without exacerbating its maneuverability issues. They can't add mobility like running up walls because the game engine won't allow it. They can't give it a kind of "so fast it's instant" teleport-like feature without stepping on Teleport's toes. Maybe they could give it a speed-based attack but that's basically what Whirlwind is, so...

 

I think I'm mainly just disappointed in Burnout.

 

I have Burnout on a character and I will defnitely respec out of it...it’s utility for me was definitely too low.  As you say it’s a very situational power, and i’ve only used in 3 times, and omly one of those times avoided a face plant because of it.

 

I love SS for the Stealth component...zooming around and the bad guys never attack or if they do, you don’t aggro them when you keep going.  It’s great on missions to get the lay of the land without drawing aggro or to find a glowie without drawing aggro.  It’s not invisibility, but a great aspect of the power.  it is hard having to figure out alternative routes because you can’t jump/fly/tp when you hit a wall, but with a free jump pack it smooths that out.

"The opposite of a fact is falsehood, but the opposite of one profound truth may very well be another profound truth." - Niels Bohr

 

Global Handle: @JusticeBeliever ... Home servers on Live: Guardian ... Playing on: Everlasting

Posted

They can't really make SS faster without exacerbating its maneuverability issues. They can't add mobility like running up walls because the game engine won't allow it. They can't give it a kind of "so fast it's instant" teleport-like feature without stepping on Teleport's toes. Maybe they could give it a speed-based attack but that's basically what Whirlwind is, so...

 

Hmm.  If I were to redesign SS from the ground up...

 

  • Hasten (T1) : Altering Hasten would change the game significantly beyond the scope of reworking this pool, but see below.
  • Quick-Witted (T1) : A 30s base click power that breaks Immobilize effects.  Having this power passively provides ~mag 3 protection against Sleep, Confuse, and Knockback.
  • Choice of power - Super Speed or Marathon (T1) : SS works as-is, but over-cap movespeed reduces the endurance cost of the toggle ("somehow") and adds movespeed reduction resistance ("somehow").  Marathon is a passive minor runspeed power that accepts run sets, lacks SS's stealth, but has a lot of movespeed resist.
  • Whirlwind (T2) : Similar to current but only requires one other Speed power, and does very minor (but enhanceable) Smashing damage.
  • Burnout (T3) : Burnout is exactly the same as now except it has antipathy (anti-synergy) with Hasten.  If you take Burnout without having Hasten, it also provides a passive 20% global recharge speed buff and -rech resistance.

No-Set Builds: Tanker Scrapper Brute Stalker

Posted

Burnout may require some trade-offs, but it seems to me that it is potentially the most powerful of all travel pool powers, and that between it and hasten speed may offer the two most universally useful powers in any travel pool.

 

And you say that this is the pool that needs help?

 

Based on this thread, the position that Burnout is worthwhile is in the minority. My opinion is it's way too expensive in both end cost and recharge to be worth it. I can't think of the last time I though "oh man, if I just had all my cooldowns reset!" It's certainly one of the most situational powers in the game.

 

My thing about Super Speed is that it's now just about the slowest travel power starting mid-game, in terms of getting across a zone. It's not much faster than SJ. Teleport is clearly the fastest. And with Afterburner, Fly is functionally faster. It's about 90% SS speed but without the need to deal with walls and things, which is something I've found I need to take SJ for anyway. And it has quirky weird powers like Whirlwind, which I doubt many bother with. This would all be fine if the final SS power was something amazing to compensate.

 

They can't really make SS faster without exacerbating its maneuverability issues. They can't add mobility like running up walls because the game engine won't allow it. They can't give it a kind of "so fast it's instant" teleport-like feature without stepping on Teleport's toes. Maybe they could give it a speed-based attack but that's basically what Whirlwind is, so...

 

I think I'm mainly just disappointed in Burnout.

 

Okay, so Burnout is situational.  And group flight or afterburner isn't?

 

Because I fail to see how "you can save some time crossing zones" is such an awesome, amazing power to have in comparison to a power that lets you instantly recharge every primary and secondary that you have.

Group flight and afterburner won't really help me defeat that giant monster.

 

"Super-Speed isn't fast enough" is not an argument to improve burnout.

Posted

They can't really make SS faster without exacerbating its maneuverability issues. They can't add mobility like running up walls because the game engine won't allow it. They can't give it a kind of "so fast it's instant" teleport-like feature without stepping on Teleport's toes. Maybe they could give it a speed-based attack but that's basically what Whirlwind is, so...

 

Hmm.  If I were to redesign SS from the ground up...

 

  • Hasten (T1) : Altering Hasten would change the game significantly beyond the scope of reworking this pool, but see below.
  • Quick-Witted (T1) : A 30s base click power that breaks Immobilize effects.  Having this power passively provides ~mag 3 protection against Sleep, Confuse, and Knockback.
  • Choice of power - Super Speed or Marathon (T1) : SS works as-is, but over-cap movespeed reduces the endurance cost of the toggle ("somehow") and adds movespeed reduction resistance ("somehow").  Marathon is a passive minor runspeed power that accepts run sets, lacks SS's stealth, but has a lot of movespeed resist.
  • Whirlwind (T2) : Similar to current but only requires one other Speed power, and does very minor (but enhanceable) Smashing damage.
  • Burnout (T3) : Burnout is exactly the same as now except it has antipathy (anti-synergy) with Hasten.  If you take Burnout without having Hasten, it also provides a passive 20% global recharge speed buff and -rech resistance.

 

+1

"The opposite of a fact is falsehood, but the opposite of one profound truth may very well be another profound truth." - Niels Bohr

 

Global Handle: @JusticeBeliever ... Home servers on Live: Guardian ... Playing on: Everlasting

Posted

Burnout may require some trade-offs, but it seems to me that it is potentially the most powerful of all travel pool powers, and that between it and hasten speed may offer the two most universally useful powers in any travel pool.

 

And you say that this is the pool that needs help?

 

Based on this thread, the position that Burnout is worthwhile is in the minority. My opinion is it's way too expensive in both end cost and recharge to be worth it. I can't think of the last time I though "oh man, if I just had all my cooldowns reset!" It's certainly one of the most situational powers in the game.

 

My thing about Super Speed is that it's now just about the slowest travel power starting mid-game, in terms of getting across a zone. It's not much faster than SJ. Teleport is clearly the fastest. And with Afterburner, Fly is functionally faster. It's about 90% SS speed but without the need to deal with walls and things, which is something I've found I need to take SJ for anyway. And it has quirky weird powers like Whirlwind, which I doubt many bother with. This would all be fine if the final SS power was something amazing to compensate.

 

They can't really make SS faster without exacerbating its maneuverability issues. They can't add mobility like running up walls because the game engine won't allow it. They can't give it a kind of "so fast it's instant" teleport-like feature without stepping on Teleport's toes. Maybe they could give it a speed-based attack but that's basically what Whirlwind is, so...

 

I think I'm mainly just disappointed in Burnout.

 

I don't think SS needs improvement. I'd argue that it is vastly superior to other travel powers and that, if anything, the others could use an upgrade instead.

 

Teleport is fast but really only situationally useful. The point-and-click system is clunky and not easy to use in combat. Flight is useful but is slower, has no stealth component, and certain powers cannot be used in the air. Super Jump is probably the closest to rivaling Super Speed in terms of movement. Combat Jumping from the Leaping pool actually works really well in combination with SS to give you fast movement with vertical capabilities (plus a little bit of a defense boost, and a spot to put a LoTG global recharge IO).

 

Having maneuverability, speed, and stealth available in combat with SS makes it possible to speed through content in a way that other travel powers simply can't replicate. SS+CJ is such a good power combo that I put it on virtually every character I make unless Fly/TP/SJ are absolutely necessary for my character's concept. Everything else just feels slow and less useful.

Posted
Okay, so Burnout is situational.  And group flight or afterburner isn't?

 

Because I fail to see how "you can save some time crossing zones" is such an awesome, amazing power to have in comparison to a power that lets you instantly recharge every primary and secondary that you have.

 

I'm crossing zones all the time. I mean I literally do it at least once between missions. A boost to my travel power is almost the opposite of "situational."

 

On the other hand, I never (getting multiples to 50 back live and now in my 30s with my new main) once felt like I needed to recharge all my powers for a large end cost and a large end penalty. Wish I happened to have a specific power up and ready at a certain point? Sure. All my powers? No. And the former can be easily managed unless (like your example below) I wanted to pull off two "ultimates" in a row, which really doesn't happen.

 

Group flight and afterburner won't really help me defeat that giant monster.

 

"Yeah, me an fifty other heroes were beating on Jurassic but it was my second casting of Gang War that won the fight!"

Posted

Okay, so Burnout is situational.  And group flight or afterburner isn't?

 

Because I fail to see how "you can save some time crossing zones" is such an awesome, amazing power to have in comparison to a power that lets you instantly recharge every primary and secondary that you have.

 

I'm crossing zones all the time. I mean I literally do it at least once between missions. A boost to my travel power is almost the opposite of "situational."

 

On the other hand, I never (getting multiples to 50 back live and now in my 30s with my new main) once felt like I needed to recharge all my powers for a large end cost and a large end penalty. Wish I happened to have a specific power up and ready at a certain point? Sure. All my powers? No. And the former can be easily managed unless (like your example below) I wanted to pull off two "ultimates" in a row, which really doesn't happen.

 

I suppose Group Flight is useful for MMs who want to make their pets fly (why though?), but it is easily one of the most skippable powers in the game. Everyone already has their own travel power & access to jetpacks through the P2W vendor for the few situations they might need aerial mobility, and Group Flight can be really frustrating for players when someone activates it in a mission (which has already happened to me on Torchbearer) if you have abilities that won't work in the air. Group Flight is substantially less useful than Burnout, which actually has the potential to make a huge impact on gameplay in the situations where it is useful.

 

Group flight and afterburner won't really help me defeat that giant monster.

 

"Yeah, me an fifty other heroes were beating on Jurassic but it was my second casting of Gang War that won the fight!"

 

I know you're trying to make a joke, but that second casting of Gang War is gonna win you fights for sure.

Posted
"Yeah, me an fifty other heroes were beating on Jurassic but it was my second casting of Gang War that won the fight!"
I know you're trying to make a joke, but that second casting of Gang War is gonna win you fights for sure.

 

Heck, I thought I was succeeding.

 

Sure, a second dose of Gang War will help take down an EB that you're soloing, but an AV? Maybe it might finish him off if he's already on the way out. And I know that soloing AVs is a thing, but most players go in as teams. Your Gang War is a drop in the bucket (admittedly a fairly large drop, but still).

 

Two uses of Gang War against a giant monster will amount to what, 1-2% of the damage the thing takes overall before dying? Even if I'm off by an order of magnitude (which I doubt), it's not going to win that fight for you. I mean I'm not trying to say Burnout is useless, but saying it's not highly situational or is some kind of reliable game-changer is a tough sell.

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