SS Handclap and Rage Crash
Your main reasoning is a mag 2 stun every one or two minutes, which should only be done against certain mobs? I'll pass.
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about every minute and a half on a medium high recharge tank/brute. It is more the fact that during the rage crash this can be one of the few powers available to you. sure mag 2 stun. very low, true. huge AoE. Knockdown/knockback, for further mitigation. and a chance to repostion opposing mobs. Oh, and you do not have to limit yourself to only using it during rage crashes, when you get good with it as part of your toolkit it is always there waiting.
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You make a good argument Elf. (In another world were you a pimp named slickback?) I'm gonna think seriously about switching out of it. I'll play it for another month or two though. I use the vet powers. If I am neck deep in mobs sands of Mu hits mult targets. The blackwand is okay. I learned recently that the RNG for attacks has a default floor. It will not let you miss beyond a certain percentage, based on the worst ACC attack you are using. I am reserching (slowly as usual) how this logic affects attack chains and DPS. Why use even a high dam attack, if it causes your % chance to hit to go down on your bread and butter attacks? That is one of the many strange thoughts I am trying to reconcile in my strategy and tactics. But again, good point about stunning minions. Thank you.
You make a good argument Elf. (In another world were you a pimp named slickback?) I'm gonna think seriously about switching out of it. I'll play it for another month or two though. I use the vet powers. If I am neck deep in mobs sands of Mu hits mult targets. The blackwand is okay. I learned recently that the RNG for attacks has a default floor. It will not let you miss beyond a certain percentage, based on the worst ACC attack you are using. I am reserching (slowly as usual) how this logic affects attack chains and DPS. Why use even a high dam attack, if it causes your % chance to hit to go down on your bread and butter attacks? That is one of the many strange thoughts I am trying to reconcile in my strategy and tactics. But again, good point about stunning minions. Thank you.
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Anyway, the streakbreaker has a pretty low effect on your overall DPS. It's coded to step in only after an unlikely sequence of misses, so the accuracy drop from using an inaccurate power is usually negligible. If you can get the chance to hit of the power over 90%, it's actually nonexistent.
For example, if you have 95% chance to hit a mob, then the effect is that 4.75% of your attacks (the ones following misses) are auto-hit. The drop from 5% accounts for the (impossible) chance of two consecutive misses - since the second attack was auto-hit, the third one can't be. This is a DPS gain of (0.0475 * 0.05) = 0.228% - about equivalent to a 0.5% damage buff for a Tanker or Scrapper, and negligible up to the very highest levels of performance. Even at the bottom end of the top bracket (90%), it's only a 0.9% boost. Compared to having 10 seconds of dead time out of every 90 (you said Rage was on a minute-and-a-half cooldown for you), which is a 11.1% DPS loss, the streakbreaker isn't worth worrying about on a SS tank. The question is, can you do 12% of your normal damage using the Vet attacks, and I'd think it would be extremely easy to do.
In a broader sense, though, the vet attacks are generally worse than your own attacks. You mostly want to use them when you're not able to use other attacks (too low level, recharge debuffing, rage crashes, you're a Controller...) and they're a lot better at DPS than standing there looking pretty.
Speaking as a soloist, I find Hand Clap to be a situational, but slot-light, handy, and thematically fun power to have. I have been saved by it many, many times. It provides mitigation, excellent mitigation, against critters that use damage types you are weak to. It is the perfect tool for covering the Rage crash (though if I were running a main Tank I think twice bout even running Rage-- but on a fast attack Tank, Rage early and often).
The two ways it provides that mitigation are stuns and knockbacks. The stun is a guranteed mag 2, plus a 50% chance of an additional mag 1 to stun Lieutenants. So you're stunning all the minions and half the Lieutenants. And the stun is a long one. 9.5 seconds base, so you can get it to 15 seconds or more with slotting. I usually put 2 Stun common IOs, or 1 stun and 1 Chance for Recharge proc depending on my build goals. Hand Clap with stun boosts from Incarnate enhancements borders on ridiculously good.
In addition to that, anything that wasn't stunned gets knocked back. The only thing it won't be doing that to is Elite Bosses/Archvillains.
And with a recharge of 30 seconds, with slotting you could be clapping every 15 seconds if you wanted to. With additional recharge bonuses, even more often. *note to self: really must try that lol*
And it's a PBAOE Taunt, too.
In summary, yes, Hand Clap is skippable and situational, but it is far better than most realize and provides superb mitigation, especially against critters that otherwise have your number. Examine your play style and reconsider if Hand Clap just might have a place in your build. Or leave it out, it's your 15. Me? I'll be Hand Clapping and grinning every time I do.
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In a broader sense, though, the vet attacks are generally worse than your own attacks. You mostly want to use them when you're not able to use other attacks (too low level, recharge debuffing, rage crashes, you're a Controller...) and they're a lot better at DPS than standing there looking pretty.
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If you're just using a regular build without a lot of set bonuses, etc, Handclap can definitely come in handy. Certain enemy combinations can start to whittle you down fast and Handclap gives you a nice reprieve.
As you upgrade to a more powerful build, Handclap becomes less useful. But it's still fun, and fun's my #1 priority. (Which is why I also took Whirlwind.)
If you're just using a regular build without a lot of set bonuses, etc, Handclap can definitely come in handy. Certain enemy combinations can start to whittle you down fast and Handclap gives you a nice reprieve.
As you upgrade to a more powerful build, Handclap becomes less useful. But it's still fun, and fun's my #1 priority. (Which is why I also took Whirlwind.) |
The best comics are still 10�!
My City of Heroes Blog Freedom Feature Article: "Going Rageless?"
If you only read one guide this year, make it this one.
Super Reflexes: the Golden Fox of power sets!
WARNING: I bold names.
It's a mostly wasted power. In my opinion it is only good as a PBAoE taunt. It does no damage and can do knockback. As a melee toon I object to any knockback.
I'd rather just sit for 10 seconds and taunt if necessary than waste a power choice on Handclap.
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Not a wasted pick.
1.Great way to deal with that one pesky enemy group that seems to know your weak spots.
2.Great way to buy a second to fire off an interruptable power (looks at aid self).
3.One of the best IO mules for a tank. Takes KB, Taunt, and Stun sets. one of which is bound
to do something good regardless of your build focus.
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Pair it with oppressive gloom from DA and you have a boss level stun.
I have read a lot of stuff about Handclap over the years on the boards. I am not sure I ever read anything positive. I had an extra power slot available on my softcap Will/SS tanker and took it on a lark, figuring I could respec out sometime in the future if I hated it. I love it. Been using it on so many mobs. The real trick is just to know when not to use it. I have found it very useful during Rage Crash. I now have many things I can do during those "wasted seconds". My first choice is always taunt. I usually taunt at the beginning and end of the crash. My second choice, believe it or not, is Handclap. I can try to stun any KB resistant crowds. (Please do know which mobs, so as not to degrade team performance). Also, although rarely, Handclap can be used on non KB resistant mobs to great effect. I am getting pretty good at jumping in front of a bunch of Cims and rocketing them back in the direction I want them. (Only do this in the tunnel maps, it sucks for the team in the open) I also have my 2 vet attacks, which can be useful, and lastly inspiration management (deleting/combining/taking) Inspiration management is greatly overlooked, not figured into attack chains and DPS. I have soloed a lot of +2/x8 AE and let me tell you, inspiration management makes it go way faster/smoother. Having said all that, back on point:
Rage Crash + Knowledge + Handclap = more effectiveness.
Knowledge is required to know how Handclap affects various mobs and how you use it. It does no damage, so Rage Crash is the perfect time to use it. It can be great to hit a KB resistant crowd during crash, as you get a nice stun in. Also, it can (sometimes) be used to improve placement of crowds if used very wisely. Handclap for SS, learn it, use it, love it.