Is Hasten a "Must Have" Power?
No Hasten isn't a must have power, I don't have it on one of Murcielago's builds.
Virtue: @Santorican
Dark/Shield Build Thread
I would like to pick hasten to all my characters.
Sad, but I cant stand the ugly FX. It just dont fit.
Need to be changed to minimal FX or just give us some kind of customization.
I HATE IT.
I don't have Hasten on the majority of my characters. The decision is one of endurance management. Even with slotted out Stamina and at least 1 SO worth of endurance reduction (via Set IOs), I have to consciously pace myself while attacking or risk running myself dry. Most of the times, I can't let myself go all out unless I have Speed Boost or Recovery Aura applied to me. Things are a bit better now with the Alpha Slot where I've taken up the Cardiac boost.
Teams are the number one killer of soloists.
Been here since CoH open beta.
Never had Hasten on any of my characters. Never once been told that I wasn't pulling my weight because I didn't have Hasten.
Your mileage may vary, but in my experience, Hasten is NOT a must-have power. Does such a thing even exist in this game?
Positron: "There are no bugs [in City of Heroes], just varying degrees of features."
I have hasten on most of my characters, especially once they reach level 50. I often do leave it out until late in the build, unless there's an early level where there are no powers I want to take OR it plays a vital role in making the build immediately stronger and I can withstand the downsides. A lot of characters, even with inherent stamina, are too endurance thirsty at low levels to make use of it except for short bursts.
The only level 50 I don't have it on is my Mercs/FF mastermind who has virtually no use for recharge. I also have it on a level 50 BS/SR scrapper though it serves virtually no purpose. Its sole use is to shave a few seconds off his Build Up recharge time, as he has so much recharge via purple sets and LotG: +Recharge that the extra recharge from Hasten does nothing to speed up his attack chain.
Decidedly not. Hasten gives a lot of recharge, but absolutely nothing else. The need for recharge on my characters runs a pretty wide spectrum, from my Warshade or my Fire/Therm controller who can't get enough, to my DB/SR scrapper who has enough recharge to run her combos back to back, and no click powers besides her primary and Practiced Brawler. Using Hasten on this character would actually be a bad thing - it would make PB fire more often, hurting her damage output.
She's definitely a rather extreme case, but there it is.
It's certainly a great power, and definitely one of, if not THE best, pool powers available. I wouldn't call it a 'must have' power though. This game doesn't really have 'must have' powers. Stamina was as close as they came, but even that you could get along without if you needed to.
That being said though, nearly all of my characters have hasten. Partly because it's awesome, and partly because superspeed is my favorite travel power. Since I'm not a 60-month vet yet, I've got to take something to unlock superspeed, and it sure ain't going to be flurry.
For example, my MA/SR scrapper does not have Hasten, because she already has Quickness (which provides a recharge boost) and a long attack chain. No need for Hasten because I always have an attack ready to go. Additionally, she has Practiced Brawler on autofire, and I won't take Hasten on a character unless I can set as the autofire power.
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My SD/WM tank doesn't have it and I don't feel its absence. I don't need it for all the toggles and I have a workable attack chain without sacrificing a power to try and make my tank a little punchier. And, again, I already have my autofire power dedicated on that character.
With all that being said, it would seem that Hasten has always been a "must have" power that I cannot think of any legit reason no one would ever pick this up?
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In fact, the ONLY AT where I normally take Hasten is on controllers. The reason being: if your holds don't recharge fast enough, you are dead (unless your secondary is one that helps you stay alive).
On some AT's, like tanks, I see Hasten as an almost complete waste of a power choice. Some powersets benefit a bit, but I don't have any tanks with Hasten except my stone tank (for obvious reasons).
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Between Luck of the Gambler, Crushing Impact, Positron's Blast, Decimation, Basilisk's Gaze, Kinetic Crash, Call to Arms, Entropic Chaos, Doctored Wounds, Efficacy Adaptor, Red Fortune, and many other sets, I've never really seen a need for Hasten. I'd rather have 40% from set bonuses that's up all the time than 70% from Hasten that's only up sometimes, has an End crash on top of increasing my End usage from attacking faster, and interrupts my attacks (or worse survival powers like self heals).
@Roderick
With all that being said, it would seem that Hasten has always been a "must have" power that I cannot think of any legit reason no one would ever pick this up? Who wouldn't want to reduce the amount of time their powers recharge? This would also leave me with extra slots for other powers that I would have had to use for recharges.
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The end crash it causes is a big reason that I avoid it. Another is that it causes redraw. A third is that I am a lazy man, and so I set it on auto. Sometimes this has gotten my characters killed when it fired and I needed to click a heal or an insp and couldn't while it was animating.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
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Originally Posted by Megajoule
We're being invaded. Again. This time, instead of aliens, zombies, or eyeballs with teeth, it's the marching band.
No, it's not a must have.
Out of my characters, maybe 5 actually have it, and on the ones that do have it I frequently forget to actually use it.
If it were a must have all my characters would take it, and I'd never forget it's sitting in my tray.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Hasten's lovely, but by no means necessary.
A couple of my characters love it (Warshade, Huntsman), a few of my characters like it for their long-recharge powers. But I know that most of my characters would have hasten if it wasn't so damned ugly. If I could just turn off the effects, I'd respec half my characters there and then.
Hey there! There once was a time Hasten was a "must have" power, but that was pre i5 when it was possible to have it perma with a 6 slot of recharge. Back then it also granted +def, and +movement speed. Now, it's nice to have, maybe felt required with electric, psi, rad & illu (long rech times), but "must have"? ....not anymore. Now that the IO sets are in place you can up your rech times with them too.
When's the next altaholics anonymous meeting again?
I wouldn't say it's necessary ... I just took it for the first time ever in six years of playing when I respec'd my Dark/Fire brute for inherent fitness.
He's the only character I have that is thematically based on fire, so the annoying flaming fists sorta work.
A kitten dies for every character that doesn't have hasten.
Pre IOs but post ED, I did skip it on some, as I couldn't handle the extra end use it caused, but with IOs, that's much less of an issue so I tend to just take it. Usually taking hasten means you need one attack less, so it saves you 3 ish slots to take hasten instead.
It's true. This game is NOT rocket surgery. - BillZBubba
Mmm...
I would not believe "Hasten" is a most, but it sure is nice to have. I subscribe to the speed pool for al my alts for the Super Speed power mainly, for Super Speed when combined with a Celerity +Stealth: Affords me excellent stealth abilities.
Hasten is actually very valuable when alts are low leveled and do not have many attacks to begin with, so recycle times could be very important during a fight. I do feel the contribution of Hasten decreases as you gain in levels and obtain more attack powers.
The value of Hasten is also very much AT dependent and build or mode of play, I would not pass on Hasten for my Controllers, I want my Mez abilities to recycle as quickly as possible for instance.
With regards to Fly, I build concept characters, I feel Fly is an elegant power, and truly iconic of a super type, no self respecting hero can't fly type of mentallity. While there are many awesome heroes out there that can't fly, somehow I stand more in awe at thsoe who can fly. So as a rule, all my alts fly, but that is a personal preference. On the other hand, if I am a support AT, you want the Fly pool, particular the "Hover" power. Why Hover? As a support AT, I have no unconditional protections, my survival merely consists of not being hit or affected by mez, because essentially I am pretty helpless if caught flat-footed. I have experienced that having capped defenses to be a good way to survive encounters, especially the ever increasing "spawned on your face" ambushes. The difficulty with support alts and defense, is that they only have one or two at best powers that provides defense, so IO setting them against all 3 positionals is extremly hard if not down right impossible. I found that achieving 45% Range and 30% AOE defense is achievable, but not much can be done for melee. Thus enter "Hover" if I operate above enough to take me out of melee range, I don't have to worry much about melee defense (unless the mob flies at me, but no defense is really perfect). Hover has another great redeeming feature, it can be acquired atr level 6 and you can place in it a Karmas Knock Back Protection! A truly important IO for support ATs once more. Obviously Hover is not that valuable for the Melee ATs.
Why I don't use Jump, despite it has awesome pool powers such as Acrobatics? I just don't like to go jumping around, I am a "theme" player and can't see my ladies jumping around like the "Hulk", its just too crude or unsophisticated. Also the MAG protection afforded by Acrobatics is too low to really afford reliable protection against mez powers, a Boss MAG 3 hold will still put you down first try, since the MAg 2 protection from Acrobatics is too low. The knock back protection is a MAG 3 which is still too low, but it all adds. I simply bite the bullet and buy a Karma and place it on Hover, buy 2 x Blessing of the Zephyrs and place them on Super Speed and Flight for an accumulated MAG 12 KBP achieved by level 16. This does make my alt's build cost noticeably increase, but the peace of mind that I can take KBP as good as any tank is quite comforting.
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And it's not my Dominator. When I'm done his build, he'll have over 10 seconds overlap on Domination, without touching Hasten. what does he need it for?
@Roderick
'must have' maybe not.
however... every single one of my characters have it. not even a question to take it, always in the build. even my tank. my necro/poison didn't have stamina, but he has hasten.
it also depends on if you build for IOs, where extra recharge is rare in an SO build. but i still would be hard pressed to not have it.
50: Ill/Kin(A+,R,J)-1047 badges RE/Dark(A) Fire/Elec Warshade BS/Regen Necro/Poison Ice/Fiery(A+) Son/Son Bane(A) FM/DA(A) DM/Nin Grav/Icy
lvling: Inv/EM DM/Sheild Arch/MM Bane NW Elec/Earth Grav/Elec Elec/FA Rad/Ice
Paragon Elite/Rogue Elite Joined Oct 2004
I wouldn't call it a must, but I always seem to find a place for it. I think all of my characters would have it if it were customizable.
Global name: @k26dp
Hasten is as much a "must have" power as Whirlwind. I have a few characters with it, and no, it's not normally my doms. The ones that do have it, a lot of them have it post-Inherent-Stamina and don't have it slotted past a single recharge, or maybe just because I want SS. I can see MAYBE wanting it with Illusion to get PA up more often, but other than that it's simply "a better prereq than Flurry if you want SS."
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If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.
If someone can tell me why they would not take Hasten and give me a good solid reason, then by all means, the floor is your sir.
First off, I do think that Hasten is the new Stamina. In that "so many do take it that it" that it is like Stamina was when it wasn't an Inherent.
Some people didn't always take Stamina on all their characters, but it was popular enough and there was enough complaining about it that it finally became an inherent.
However, Stamina was not part of a travel pool.
Though I often do take Hasten, sometimes I do not. It is simply too useful to Dominators and Brutes that require rapidly using powers in order to gain the use of their inherent AT ability.
That being said, if I have a set of powers that I can keep rotating and using with out running out of a power that is ready to go. I'm usually fine with that. Especially if it means that I'm not pushing my character so fast that they run out of endurance.
I would say most specifically this happen on some of my Blasters. I'd rather have them do more damage (and make sure I hit - that's my first priority on any character) than have to worry about slotting in an end reducer or two so I can keep my fire rate up.
That isn't so say, that I don't have Hasten on some of my Blaster.
Also characters with Radiation Emission (Accelerated Metabolism) or Kinetics (Siphon Speed, Speed Boost) that can give themselves and others an increased attack rate.
Conversely, I'm less likely to get it with characters with slow powers as the enemy's attack rate and speed can be greately reduced.
Partially, it's still a matter of character conception to me. Some will definatley take it. Some are just inherently not supposed to be "super fast" so I try to avoid getting a power that simulates that on those characters.
It might be just that there are powers that keep on coming up that seem more important to me than hasten while the character is leveling up. With so many characters, I'm not usually taking the time to min-max, I'm just picking a power that would be cool and fit with my character conception on-the-fly so I can get back to the teaming action.
I try not to mini-max at all, but I'm bound to tweak somethings if the situation seems to merit it character conception-wise or if it just seems to be what is needed. It is by no means necessary to min-max any character to make them playable. I have no intent to make a character the best it can absolutely be by ignoring my concept of the character in favor of the current mini-max'ing'ist build.
Hasten is quite useful, but I don't feel it is a requirement. It does increase spike damage per second as you are (in some cases) doing more damage in a shorter amount of time.
Having Stamina as an inherent sure sometimes make it seem that you are wasting endurance if you aren't running it down to empty quickly enough. I admit that Hasten helps with that; that is to say, helps you feel like you are running your powers without Stamina or Hasten.