After a two month break I really didn't expect to be playing much more DC, nothing to do with the game, more so I've just played it to death, but after using my main Nature character for just a few days (with all the AM changes) I am totally hooked again. Amazing Job. No BS, if this is the mix of complexity various power sets are moving towards, anyone complaining would have to be very hard to please. Simple WM rotations for casual gaming and easier content right through to fully utilising a power set involving some real concentration. Great stuff. For anyone of another power set hating on where Nat or HL currently are, I would suggest patience as I imagine this treatment is install for all the powers. I'm sure the guys that did the work and made the changes know they've hit a home run with these two powers. F'n well done!!
P.S. I'm sure other powers are also enjoying the benefits of the recent reworks, ice and elec come to mind, Nat and HL are just the ones I use and am familiar with.
The rotation I use for HL is not the hybred or the standard I see in the forum, but I top almost all other HL when and if I excute my rotation. Nature toon, I am tweaking as I just started to play that toon again. Fun, forgot how fun Nature was when Wolf form was viable. As for Mental, I have played with a few players that have embraced the mental loadout and have done really well in damage. Ran Necro and I a full 111 DPS and a 111 DPS were close in damage, he was only 500K behind me. I am thinking about creating a mental toon to see how that power AM operates and to get a better feeling on Mental. I know Quantum AM looks cool and seems to be good for damage. Buffs are coming for Gadget and that should only make them closer in DPS ro range to HL and other powersets. Ice seems to be pretty good in damage. The few powers that need adjustments to my knowledge are Celestial, Rage, and Fire.