Hmmm. I admittedly do evaluate everything in terms of solo potential, so the DoT on midnight grasp usually gets time to go off. (Even on weaker enemies, since it's usually my first attack. But it's never wasted against bosses...)
(As well as high difficulty levels, at least for Eri, so most fights *do* take a while. I find a longer fight with a better reward much more fun than two shorter fights with lesser ones.)
As for number of attacks, I don't see why I *need* more. Shadow Punch, Smite, and Twilight Grasp (with a recharge in each one) will keep me going most of the time as long as hit them in the right order. (Which I don't always if I haven't played for a while, but that's my own fault.) Occaisionally throw in a life drain (whatever that's called). Not so much damage even slotted for it, but it's very helpful in the not-dying part of things. I suppose shadow maul would be nice if I was better at lining multiple enemies up in the cone, but I suck at it, so I dropped it.
The rest being mostly utility powers I like, because I've got as many attacks as I need. I'm not too fond of Touch of Fear, but it's apparently great for some people. The endurance restoring AoE is incredible, though overkill for a regen. In a nasty group, soul drain can give you the extra edge you need. A lot more useful IMO than more attacks.
Of course, I'd consider the choice of secondary a bigger factor than primary for scrappers, at least for soloing. They all operate differently enough that it makes a significant difference in how you approach a fight. Not to mention what sort of things you're most effective fighting, and what things you really want to avoid if you can. (Haven't played corrupters too much, but it seems like this might be the case as well... I know the /ice I have plays very different from the /dark even at low levels. And since I'm not enjoying the /ice very much, that's where it's likely to stay...)
-Morgan."Mikuru-chan molested me! I'm... so happy!"
-Haruhi, "The Ecchi of Haruhi Suzumiya"
---(Not really)
(As well as high difficulty levels, at least for Eri, so most fights *do* take a while. I find a longer fight with a better reward much more fun than two shorter fights with lesser ones.)
As for number of attacks, I don't see why I *need* more. Shadow Punch, Smite, and Twilight Grasp (with a recharge in each one) will keep me going most of the time as long as hit them in the right order. (Which I don't always if I haven't played for a while, but that's my own fault.) Occaisionally throw in a life drain (whatever that's called). Not so much damage even slotted for it, but it's very helpful in the not-dying part of things. I suppose shadow maul would be nice if I was better at lining multiple enemies up in the cone, but I suck at it, so I dropped it.
The rest being mostly utility powers I like, because I've got as many attacks as I need. I'm not too fond of Touch of Fear, but it's apparently great for some people. The endurance restoring AoE is incredible, though overkill for a regen. In a nasty group, soul drain can give you the extra edge you need. A lot more useful IMO than more attacks.
Of course, I'd consider the choice of secondary a bigger factor than primary for scrappers, at least for soloing. They all operate differently enough that it makes a significant difference in how you approach a fight. Not to mention what sort of things you're most effective fighting, and what things you really want to avoid if you can. (Haven't played corrupters too much, but it seems like this might be the case as well... I know the /ice I have plays very different from the /dark even at low levels. And since I'm not enjoying the /ice very much, that's where it's likely to stay...)
-Morgan."Mikuru-chan molested me! I'm... so happy!"
-Haruhi, "The Ecchi of Haruhi Suzumiya"
---(Not really)