Speed Pool
Last Modified: June 10, 2021
Flurry
You smack an opponent repeatedly with a punching combo. Does a decent amount of damage and has a chance to disorient, but has a fairly long activation time (about 3 seconds) during which you won't be able to launch other powers.
It's a pretty strong attack (especially for low damage players), but almost everyone takes Hasten for the faster recharge to ALL powers. Still, I've always wanted to make a Dark Melee scrapper who took Dark Maul, Flurry, and Sands of Mu (all powers with the exact same animation), but I'd actually have to play long enough to get the Sands of Mu veteran reward…. (Edit: Woohoo! I made it and it's an AWESOME concept… Tons of fun to play!)
In the end your main reason to take this power is for a concept (like I did), or because you're playing a weaker player that needs a strong melee attack.
Recommended # of Slots and Enhancement Priority
No one takes this power without a specific reason in mind when you could have hasten instead. If you took it, it's because you want to use it so give it some decent slotting.
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Hasten
Many ATs have powers that take a long time to recharge. Having Hasten and firing it off pretty much every time it comes up can keep your slow recharging powers coming back significantly faster than normal.
Recommended # of Slots and Enhancement Priority
As good as this power is, you can only enhance one aspect so you only need 2.
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Super Speed
Super Speed and any other stealth power stack to give you full invisibility. With very few exceptions, you could in the middle of a group of enemies and make faces or slap them (/e slap in the chat window) and they won't do anything to you (as long as you don't activate any powers that affect enemies).
This gives you the extremely desirable ability to sneak through missions that only require you to find Glowies or defeat the mission boss and enemies around him. This is especially useful for cutting down the time it takes to complete TFs (though you'll need Recall Friend to really make that work). There are also a wealth of cool screen captures you can take that you could never otherwise.
Don't get me wrong though, mostly the reason I took this power on any of my characters was for speed (especially with new stealth powers that make using SS for stealth pretty unnecessary). Even though Teleport is technically faster, with Super Speed, you can really feel the speed.
Note that not matter what you do, you can't run faster than 92ish MPH. |
Recommended # of Slots and Enhancement Priority
2 is better, but I almost only give it just one since it works very well by itself (especially when used in tandem with any other run power like sprint or swift).
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Whirlwind
You start spinning and toss enemies into the air. This deals no damage, but keeps people from closing to melee range. For builds that use jtag/> or melee range attacks, this is pretty much a waste of time except possibly as an escape mechanism.
As a support character, you could use it to protect yourself, or run into the crowd and save a dying friend by tossing every enemy near him into the air (though this is likely to draw fire to you). Since you can continue to attack while Whirlwind is on, a blaster would benefit by keeping enemies at a distance while firing at them.
The problem is the enormous endurance cost. It's designed to keep you from leaving it on and battling at the same time (but with creativity, you can undo that disadvantage 🙂 ).
Recommended # of Slots and Enhancement Priority
Minimum of 2 for endurance reduction possibly 3 if you want to put special IOs in.
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I've only taken it on one character (Gale), and it ended up being pointless since she already has hurricane which does basically the same thing only better. However, a scrapper/tank told me they took it as a form of control power which most characters of that type don't normally have.