Read Avair's stats revamp 1.4 post here first! Light As part of the stat rebalance pass we are paying close attention to balance between power sets as well as between individual abilities. One of the ways to ensure this happens is to have a clean separation between super powers and weapons or more importantly the stats used by those ability types. This means we are changing any combo attacks linked off of super powers to use the Might stat and cost some amount of Power. Changing combos to use Might and Power gives us a much better way to compare and balance a combo power set to a non-combo power set since all the abilities will run under the same rules. It is also easier to understand what stats you need to purchase or mod into for your character based on your play style as opposed to what power set you are using. This also means combos are no longer vulnerable to counters, unless they are channeled abilities, and also no longer cause counter attacks. Atomic Combos are already like this on the PC Test server as an example. In the stat rebalance we have some standard power costs, 100/200/300, being used for most abilities. For the Light power set we have set the Construct Combo tray abilities to either be medium or high cost (200 or 300) while the tap/hold combos are all low cost (100). This means the best way to stay power efficient is to combo as long as you can before you use another super power off the ability tray. The medium and high cost super powers offer more utility from their inclusion of crowd control effects or Controller debuffs. So while in battle you will need to decide if the situation calls for a special effect or staying power efficient. Here are the changes made to Light. If you have been keeping up with the rebalance you will notice most of these changes are to hit new standards for cooldowns, buffs, or supercharge gain. Construct Combos Removed crowd control effects from the combo (taps & holds) attacks Changed all Construct Combos to use Might instead of Precision Ram Decreased the cooldown to 500 from 850 Decreased the knockdown height to prevent losing sight of the targets when used up close Now has one hit instead of three smaller ones Minigun Decreased the cooldown to 500 from 850 Reduced the amount of pushback before the stun kicks in to prevent the targets from getting out of range of follow-up attacks Impact Decreased the cooldown to 500 from 850 The 3 hits will apply even at full range instead of the first hit being melee distance only Triage Decreased the cooldown to 18 seconds from 20 seconds Fan Increased the cooldown to 3 seconds from 2 seconds Entrap Removed the Crushed PI because Light has no way to take advantage of Crushed. Light Barrier Increased the cooldown to 18 seconds from 15 seconds Lightblast Increased the cooldown to 4.4 seconds from 50 milliseconds Group Shielding Increased the cooldown to 30 seconds from 12 seconds Ballistic Assault Increased the cooldown to 30 seconds from 500 milliseconds Strafing Run Increased the cooldown to 60 seconds from 1.5 seconds Removed the Burning PI but left the damage over time. This is because Light has no way to take advantage of Burning. Restore Increased the cooldown to 60 seconds from 1.25 seconds Light Weight Added supercharge generation Increased the cooldown to 3 seconds from 0 seconds Inspiration Buffs your Weapon DPS and Precision by 33% for 12 seconds Recharge While in Control Role, buffs yours and 3 group members Weapon DPS and Precision by 10% for 12 seconds All abilities have had AoE sizes normalized like the last 6 power sets Long cones are skinnier than short cones Ranged spheres are 7 meters Please let us know how Light plays on PC Test and which playstyle (Pfft / Hybrid / Weapon) you are playing with during your testing.