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Posted

I would love to take Spring Attack, but I just can't justify it. It has a 120 second recharge time that is just too long. The idea of the power, a leap and smash, is a decent idea for an opener attack, especially if it thematically matches the character. The problem is that its long recharge means that it will be able to be used only once every 5th battle (assuming a battle takes place every 30 seconds going from one group to another). Even if 3 Recharge enhancements were placed in it, that would reduce it to a little over 60 seconds.... that's once every 3rd battle. This forces the power to only be used merely sometimes, and not as an opener for every battle. It's a bummer. Worse, the damage and mitigation of the power is so low that it's hard to justify the long recharge time, let alone acquire the power. The damage is on par with tier 1 powers, it only has a 15ft radius, and knockdown). You know as well as I do that power slots are often a precious commodity, and grabbing an extra tier 1 power is just not usually a wise choice. That leaves its only attraction as matching a character's theme. That's it. And what's worse, it can't be used in every battle... which kind of prevents it from being used as merely a thematic power.       

 

My recommendation would be to set Spring Attack's recharge to a maximum of 60 seconds, that way if we want to waste 3 slots for recharge enhancements, at least the power could be used thematically in every battle. An even lower recharge time would be better, but I'm not going to press my luck. If 60 seconds still seems too low to you, then at least make recharge 90 seconds so it can match other teleport attack powers (and it could be a good idea to make the max recharge 60 secs for all of them). To give you an idea of where the power stands in relation to other teleport attacks, I've made a list below: 

 

 

Teleport Attack Powers

 

Spring Attack - Leaping Pool (Any) [recharge=120 secs]

Burst of speed - Martial Combat (blaster) [recharge=90 secs]

Lightning Rod - Electrical Melee (brutes, scrappers, stalkers, tankers) [recharge= 90 secs]

Shield Charge - Shield Defense (brutes, scrappers, stalkers, tankers) [recharge= 90 secs]

Savage Leap - Savage Melee (brutes, scrappers, stalkers, tankers) [recharge=40 secs]

Feral Charge - Savage Assault (dominators, masterminds) [recharge= 10 secs]

 

 

Other Teleport Powers

Jaunt - Experimentation Pool Pool (with Speed of Sound) [recharge= 10 secs]

Translocation - Sorcery Pool (with Mystic Flight) [recharge= 10 secs]

Combat Teleport [recharge= 6 secs after 3 consecutive teleports]

 

 

 

  • Thumbs Up 1
Posted

On the one hand, not every power needs to be "up" every battle/mob - and in any case, how many "battles" later it is really is going to depend on the character, what they're fighting and how many, so you can't really say "it's only up x many later." I think "I need to be able to use every single power every single spawn" is not a goal to chase.

 

On the other, I usually grab it if it fits a character and I find it rather fun. While the recharge hasn't bothered me at all, I wouldn't argue with it being reduced. 

  • Thumbs Up 1
Posted

Unfortunately most pool powers are marginally useful and Spring Attack is no exception. I wish PPs were updated and actually made into useful abilities worth taking, but most just aren't worth the power slot unless you literally have nothing better to take. Low effectiveness, high recharge, high endurance...they're just crappy powers across the board.

  • Thumbs Up 2
Posted

Yeah, I agree... not so much with the analysis of when it's available, with Hasten, a FF proc in the power itself, etc, but... still, if you're going to slot it so it's a decent attack, then it needs to actually be a decent attack. Doesn't have to be GOOD, but at least decent. It's thematically cool, and would be nice if it were more practically useful.

  • Like 1
Posted
On 12/18/2025 at 3:30 PM, kelika2 said:

The best you can probably maybe hope for is getting 15-20 seconds shaved off

 

It's 120 now. I think it's comparable to attacks that have like 16 second recharge time with regards to damage.
Epic pool attacks normally double the recharge, so a comparable epic pool attack would have about 30 second recharge time, if it were just a damage attack with knockup.
Since it also has a self-teleport effect, doubling the recharge of this theoretical comparable epic attack, to 60 seconds, seems reasonable to me.

 

Since it's 120 now, I think that halving the recharge is warranted.

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