Does anyone skip Soul Absorption?


CelestiaCoH

 

Posted

Maybe its just me but of all the powers on my dark/dark I am just not finding myself caring much about SA. I admit upfront I don't have it slotted for healing or endurance modification mostly just recharge and accuracy. How does everyone usually slot it? Am I alone in feeling underwhelmed with it?


"I think I'm cute. I've got gold medals.
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The Angle Slam, the Ankle Lock.
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Kurt Angle

 

Posted

soul absorption is an excellent power, i have it mostly slotted for end mod to help keep my end up when im running 4-5 toggles and fighting and its a great team buff

i think i have it 6 slotted with an efficacy adapter set right now on my grav/dark

if i were to just frankenslot i would prolly put 1 acc, 2 rech and 2 end mod

the reason why i say not much acc is because its autohit vs dead targets and only has tohit check against living targets, i usually use it after the mobs mostly dead so we get most of the benefit


 

Posted

For the most part slotting depends on play style, Soul Absorption is one of those powers I rarely use on my Dark/Dark.

It's rarely needed but good to have so I have it slotted with two recharges but I am thinking of removing one slot and putting a level 55 Recharge in it.

If I were to slot it I wouldn't slot it with Heal though, IMO the +Regen isn't worth it unless you have other +Regen to stack with it. You'd do better health wise with TG and Fluffie's heal.


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Arc Name: Tsoo In Love
Arc ID: 413575

 

Posted

Depending on the number of targets it his it goes from about 30%-100% as much recovery as recovery aura and 24%-80% as much regen as regeneration aura, with potentially 0 downtime. Considering all the other mitigation /dark provides I'm not making slotting it a high priority, but I'm throwing what I can spare at it. Atm thats looks like 2 end/rec and 1 heal/rec (I have enough acc/to hit in my build that I don't need to slot for accuracy).


 

Posted

Thanks for the info I will try a different slotting for it but honestly its nice to see some folks not six slotting it. for a bit it seemed like a power everyone but me was in love with now its more nice to have but not a build breaker.


"I think I'm cute. I've got gold medals.
I've got the moves that make them all tap out.
The Angle Slam, the Ankle Lock.
Marty Jannetty...still can't walk.
I'm just the sexy Kurt.
I'll make your ankle hurt.
I'm just the sexy Kurt.
I'll make your ankle hurt."
Kurt Angle

 

Posted

I skipped it on my Illusion/Dark, and don't miss it. I did however take Hibernate using an End Mod IO in the base slot, so I could get Ice Storm.


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Guardian Server

 

Posted

If you have end problems (even from time to time) is a great power to have. Remember that also buffs your team, so for me is almost in the same leage as heat loss

Forget about the regen. You have a healing power and fluffy


 

Posted

Just for quick comparisons, I used to have it two slotted with level 50 Heal IOs. On average I got about 27HP/Sec, I now have it two slotted with 2 Rech IOs and get about 21HP/Sec healing.

I have also found I have no endurance issues with no End Rec IOs slotted. I do however have Miracle and Numina uniques as well as one Performance Shifter +End so the few times I am low on endurance the base Recovery is good enough to refill my bar, I think I get around 4/Sec.


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Arc Name: Tsoo In Love
Arc ID: 413575

 

Posted

I had a teammate start raving about it when they looked at their buffs last night. Whether or not I "need" it: meh. Teammates may have a use and seem to like it.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by MentalMaden View Post
I had a teammate start raving about it when they looked at their buffs last night. Whether or not I "need" it: meh. Teammates may have a use and seem to like it.
which brings me to another minor gripe with the power... the buff icon seems to show up under autopowers which I have hidden to avoid cluttering up the screen so at a glance I can't tell which folks on the team got the buff. I know thats very minor but still annoying.

For the most part I have decided to keep it. I'll slot everything else first and only once I am happy with all my other slotting will I toss whatevers left at SA.


"I think I'm cute. I've got gold medals.
I've got the moves that make them all tap out.
The Angle Slam, the Ankle Lock.
Marty Jannetty...still can't walk.
I'm just the sexy Kurt.
I'll make your ankle hurt.
I'm just the sexy Kurt.
I'll make your ankle hurt."
Kurt Angle

 

Posted

Quote:
Originally Posted by pmgunnerxx View Post
which brings me to another minor gripe with the power... the buff icon seems to show up under autopowers which I have hidden to avoid cluttering up the screen so at a glance I can't tell which folks on the team got the buff. I know thats very minor but still annoying.

For the most part I have decided to keep it. I'll slot everything else first and only once I am happy with all my other slotting will I toss whatevers left at SA.
That's a good decision although I still don't think it needs more than two slots.

But as far as SA goes... forget your teammates. Between locking down/Mezzing foes, -To Hit from most of your attacks and defense from CoD and Fade you're doing more than enough. Base it's slotting on your needs and what's convenient for you.


Who do I have to *&^% around here to get more Targeted AoE recipes added?

Arc Name: Tsoo In Love
Arc ID: 413575

 

Posted

Quote:
Originally Posted by EnigmaBlack View Post
But as far as SA goes... forget your teammates. Between locking down/Mezzing foes, -To Hit from most of your attacks and defense from CoD and Fade you're doing more than enough. Base it's slotting on your needs and what's convenient for you.
Disagree. You can do both. A mezzing and debuffing/buffing controller is more powerful than just a mezzing controller when talking team based controlling. I'm not arguing the slotting choices per se, just the concept of "forget your teammates". I think a reasonable middle ground exists. Don't gimp your build by any means but a few slots in a secondary power isn't the end of the world and doesn't kill a build. That said, it doesn't seem to be a power that is very slot hungry to begin with.

Controllers are a lot of things especially in the days of IO builds, but at their core they are still and at their best a support AT.And before anyone gets all worked up over calling trollers support, that does NOT mean sitting in the back or the sidelines. It means we have primaries and secondaries and a well rounded team based controller uses both. And that means buffing your teammates. A well buffed team is a better team. If the content is so easy that you feel the buffs aren't needed, you probably need to up your difficulty.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by MentalMaden View Post
Disagree. You can do both. A mezzing and debuffing/buffing controller is more powerful than just a mezzing controller when talking team based controlling. I'm not arguing the slotting choices per se, just the concept of "forget your teammates". I think a reasonable middle ground exists. Don't gimp your build by any means but a few slots in a secondary power isn't the end of the world and doesn't kill a build. That said, it doesn't seem to be a power that is very slot hungry to begin with.

Controllers are a lot of things especially in the days of IO builds, but at their core they are still and at their best a support AT.And before anyone gets all worked up over calling trollers support, that does NOT mean sitting in the back or the sidelines. It means we have primaries and secondaries and a well rounded team based controller uses both. And that means buffing your teammates. A well buffed team is a better team. If the content is so easy that you feel the buffs aren't needed, you probably need to up your difficulty.
Well that's the beauty of CoX, different slotting for different play styles/mindsets. One slot... two if you're desperate; slotted for you're individual need.

From my standpoint with everything else a Dark/Dark Controller does, if the buffs from SA make or break the team... well then something else is wrong.


Who do I have to *&^% around here to get more Targeted AoE recipes added?

Arc Name: Tsoo In Love
Arc ID: 413575

 

Posted

Not saying breaking if you don't slot.....saying it makes you better if you use. That's all.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

I couldn't see skipping it, on higher defense builds you can pretty much fire and forget it once every 30 seconds on large spawns. Between that and darks debuffs its enough to keep you and your team's HP capped off and removing any recovery woes they might have, without having to worry about eating up your animation times with Twilight Grasps.

Its a great fire and forget power that keeps you and your entire team trucking along. I think it caps out at a 600 ish % regen boost and 300% recovery which is pretty amazing for an easily perma power.


 

Posted

Quote:
Originally Posted by EnigmaBlack View Post
Well that's the beauty of CoX, different slotting for different play styles/mindsets. One slot... two if you're desperate; slotted for you're individual need.

From my standpoint with everything else a Dark/Dark Controller does, if the buffs from SA make or break the team... well then something else is wrong.
Make or Break? Probably not. Move along faster because the team has more endurance and health? Yeah, it can do that.

Making sure that the ATs that can deal damage quickly and/or draw the aggro while taking less damage have plenty of endurance and health certainly can help a team plow through content more quickly. Too many people underestimate the benefits of a good controller who buffs the team in addition to throwing out controls and/or damage.


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Posted

Quote:
Originally Posted by Local_Man View Post
Make or Break? Probably not. Move along faster because the team has more endurance and health? Yeah, it can do that.

Making sure that the ATs that can deal damage quickly and/or draw the aggro while taking less damage have plenty of endurance and health certainly can help a team plow through content more quickly. Too many people underestimate the benefits of a good controller who buffs the team in addition to throwing out controls and/or damage.

I guess what I'm trying to say is while its buffs are nice; I wouldn't dedicate more than one or two slots to it max. There are other powers in that combo that can use the slots IMO, I know play styles vary as well as overall builds, but this has been my experience thus far with the combo.


Who do I have to *&^% around here to get more Targeted AoE recipes added?

Arc Name: Tsoo In Love
Arc ID: 413575

 

Posted

The power is delicious. YMMV.


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Posted

Soul Absorption (IMHO) follows in the footprints of what Fulcrum Shift does. The more mobs you can hit with it the better it does. You don't need more than 1-2 Recharge in it. You might slot it more for End Mod than anything because the Regen is a little redundant with your own healing but the Regen can actually be pretty good at mending whatever wounds you took from the alphas.

I would agree with the sentiment that it is one of those powers good enough to not need much slotting.


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Posted

One Acc/EndMod/Rech is good enough. Slot an additional Acc/Rech and get extra HP from bonus set (Efficacy Adaptor). The power is so great with just one-two slots.


 

Posted

Not a skip power in my book. It's a great team buff that will keep everyone topped out, it's not even a power that you have to put alot of effort into (both slot wise and due to it's long duration it doesn't have to be spammed).


 

Posted

what are the new numbers for soul absorption and fade?


YMMV---IMO
Ice Ember

 

Posted

Quote:
Originally Posted by Ice_Ember View Post
what are the new numbers for soul absorption and fade?
Fade
2.03 cast
3:30 rchg
7.8 end

9.38 def all - 1 min
34.60 def debuff protection (ignores buffs and enhancements) - 1 min
9.38 psi, neg, smash, lethal - 1 min


Soul Absorption
3s cast
2:40 rchg
1.2 acc mod
16 max targets

100 regen for 45 secs
50 recov for 45 secs
18.75 regen/target for 45 secs
9.38 recov/target for 45 secss
-7.5 tohit for 10 secs