Yes it also provides a shield. 1500 damage prevention for 3 seconds. This does not have a hit cap that can be tapped away. Thank you for bringing that up almost escaped me. Just for comparison sake. Circe Vs John Stewart. They both have the SAME amount of health. John's shield. 200 power, 40 seconds CD, and 2500 damage absorbed. Circe 125 power, 8 second CD, and 1500 damage absorbed. In the span of lets say 80 seconds. John can prevent up to 5k damage [5000] Circe can however prevent 15k [15000] Note: Circe already has another shield. Edit: Also the pet detonating deals 600 damage.
Hand blasters and close quarters are my MO. I may have to put Circe through the paces and see how I fare, I played with her once and she is very easy to play with, probably because she felt a lot like my mental troll.
Yep Fate's has one of the longest CD's in powers I have ever seen. Circe first 2 attacks have a CD of 1sec and 1.5 seconds. 1st dealing 280 damage, 2nd dealing 200 damage. Fate attack has a CD of 8 seconds and 11 seconds. 1st dealing 260 and 2nd dealing 260. Same power cost, but Circe can deal more damage and clip a lot more and in less time.
Woah this topic exploded. People have said she's used often but that not much people have BOUGHT her. Now it makes sense. I thought the data they were looking at was how many times a legends character gets used, not how many times they have been bought. @Drakonicus "The Op is talking about her. Doesnt mean he brought one."- Not sure what you mean by that "I see at least like 6 (aside from myself) everyday." - How many matches do you do every day ? Are those 6 different people ? How often do you see the other Legends, comparing to Circe ?" Not sure thats a good question, people in DCUO have very strange names, it is difficult to tell when the same person is in the instance with me again, especially because I favor 8v8.
I'd definitely like to see some adjustments. The teleport move combine with her cc and handblasters make her annoying enough, but the teleport move is so easily abused by the time you find what direction she's in so you can lunge her to stop the handblast spam, her Teleport Cd is already more than half gone. She has some of the highest survivability in legends and since HB hit harder than most weapons, she gets difficult
shes to strong ... low health my *** shes a tank ... with her minions she can split the incoming dmg, teleport can avoid dmg and shield can absorb dmg ...
She is better in 2v2's. Her pet splits damage from the partner and herself. He can teleport around and not have to contest the node.
I honestly wouldnt mind grabbing circe as I favor support roles but I suffer from the steel syndrome so ill wait till after she gets adjusted cause she has some pretty glaring imbalances.
Just asking a question , wouldn't these changes also effect her in the Iconic Circis Trial? Some of the gripes y'all have are the only things that allow the Happy Hippolyta feat to be achieved. Which is difficult as is I mite add. I already have the feat but couldn't imagine trying to do it with a nerfed Circi.
Happy Hipolyta is cake if you bring the healing crystal from the first boss to the final room. I want her blink to either: -unable to escape hard counters or -increased cooldown
Yep. I rely on counter punishment for damage and Circe is the only character that can fully negate all of it.
I had actually mentioned this in a thread not too long ago concerning things that were broken in legends. I personally don't mind the pets or her ability to teleport because she has low health to balance it out but her ability to teleport despite being countered is a big issue for me. Add the fact that it has a very short cool down makes Circe the perfect legend for people that may need a crutch. If countering is a reward/punishment system, it should apply for everyone.