I have been messing around with a low-level Light character recently. Normally I tend to avoid powers with 'combo's' because I 1) am terrible at remembering the combo's and 2) am not good at getting them to work twice in a row. However, I realize that is something that comes with practice / muscle memory (though my own memory isn't that great anymore, let alone that of my decaying muscles). So far what I've seen is you need to start the combo you want before the current construct ends, i.e., before the train reaches the end of the track, do the appropriate taps / holds to start the next construct. At the moment I'm still hitting random Melee / Range mouse buttons just to see what I get ( still don't have some combo's memorized) and to get proficient at getting them to work regularly. I'm getting better at that. My question is about the powers. I'll use Hand Clap as an example. When you use it, it damages and knocks down an opponent. The next combo on the list is Chainsaw, which does damage and may panic nearby mobs. The third combo is Grasping Hand, which stuns and is a DoT. Do people determine Light loadouts for DPS based on what the 'initial' power does, and view the associated combos as 'icing on the cake' or do you take into account what combo powers come with an 'initial' power and what they do? Such as, if Hand Clap doesn't knock down an opponent, you can use Grasping Hand to stun and DoT the opponent, and then finish it with Chainsaw, vice always going Hand Clasp, Chainsaw, Grasping Hand (which is what I am tending to do now) ? Thanks!