Soul Drain
I think it takes twice as long to recharge. Plus the numbers for buffs may be different as that goes by on an AT by AT basis, scrappers probably have a different mod than Corrs.
It's still a 30-second damage buff, and the buff can get somewhat substantial if you hit a lot of enemies with it. I'm not exactly sure what the numbers on the buff are, though.
I enjoy it on my Rad/Dark Corr, since it's very conducive to being in the middle of large groups of enemies.
Soul Drain is terrible for Corruptors, I always advise people away from it. Compared to the Dark Melee version, it recharges twice as slowly, costs 25% more end, hits less targets max, does less damage, has less to-hit and less damage buff per mob hit.
It's literally worse in ever way possible aside from having the same range of 10 feet.
http://www.virtueverse.net/wiki/Massacre_Melanie -the original Fire/Dark Corruptor -
http://boards.cityofheroes.com/showthread.php?t=115217
The Guide to BURN
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Soul Drain is terrible for Corruptors, I always advise people away from it. Compared to the Dark Melee version, it recharges twice as slowly, costs 25% more end, hits less targets max, does less damage, has less to-hit and less damage buff per mob hit.
It's literally worse in ever way possible aside from having the same range of 10 feet.
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Soul Drain is really bizarre, it exists on 6 different ATs, and it's not really consistent for any of them (aside from the melee ATs). Here is the breakdown:
<font class="small">Code:[/color]<hr /><pre> Melee Def Dom Corr
Rech 120 240 240 240
End 15.6 19.5 19.5 19.5
Radius 10 15 15 10
T Cap 10 10 10 7</pre><hr />
Double the recharge is pretty standard for epic/patron powers. End penalties aren't unheard of, but I'm not sure if they have a standard amount.
The radius is really strange, as that isn't something that should change. I'm not sure why it would be different, since the melee version has always been 10ft, unless the ranged ATs got a boost since they normally wouldn't be in the middle of a fight. (If that's the case, the Corr version should be brought up. If not, the Def/Dom versions are over performing, but likely not largely enough to draw attention to themselves.)
The target cap should be 10. It only hitting 7 is a bug - that's the old target cap before the DM buffs in I12/13.
The final tohit and damage buffs are indeed smaller on a Corruptor, but that's just because of AT mods. The base scalars are the same. (This is the reason powers like Aim are weaker on a Corr than a Blaster / Defender.)
At any rate, just because the numbers are lower doesn't mean it isn't worthwhile. That would vary depending on the set being used. My Dark/Rad, for example, gets excellent mileage out of it since Dark Blast has no Aim, she has a lot of extra recharge, and she excels at locking down clumped up mobs.
Additionally, the Dominator version got the "Rise to the Challenge treatment" the the Dark Melee version got in I13 - that is, the first enemy grants a sizeable tohit and damage bonus, and the rest of the enemies grant a smaller bonus. I don't believe the Defender or Corruptor version have this.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Hm, strange they'd update that bonus but not take a look at the rest of the stats.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
So getting Soul Drain would be pretty helpful? Im leveling up a sonic/dark and i feel like im kind of lacking in the damage department
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Hm, strange they'd update that bonus but not take a look at the rest of the stats.
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macskull: I can understand the radius (as it was never changed to begin with), but the target cap is odd. (For the longest time, the Defender version had no target cap, but the buffs were reduced when fighting higher level enemies.)
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So getting Soul Drain would be pretty helpful? Im leveling up a sonic/dark and i feel like im kind of lacking in the damage department
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Flareonic: Well, it's an extra source of +damage that you wouldn't have had access to otherwise. From the looks of the patron pools, it's your best bet (assuming you didn't skip anything better from your primary / secondary). Dark Miasma is also good at leveraging it since it's so safe. Having said that, it has a long recharge out of the box, so don't expect instant miracles after taking it - recharge slotting really helps it out.
You may want to give it a spin on Test to see what you think there.
I can understand why some of the stats for the various versions aren't standardized, but I find that strange, especially at a time when power adjustments seem to be pushing everything toward normalization.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Is Soul Drain from ghost widows power pool the exact same as the Dark Melee version? Same recharge, buff period and things like that?