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Melkhiresa
11-12-2020, 05:24 AM
Alright this is probably going to end up being a long winded post but with the Bun-Fu event coming up and the recent small changes to rabbit I figured now is a better time than most to take the time and formulate my ideas.

General skill wise Rabbit is one of those skills that true to its description is rather weak by itself for some reason only the developers know. Most of its abilities have a rather low base damage and lack of mods to change that in any meaningful way. What it does have going for it is the idea that the few things it pairs with the mods synergize or help strengthen the pairing skill well. Going to take this ability by ability below to expand on the above.

(TDLR rabbit has broken mods. Needs base damage adjustments and some of it's mods can't be utilized well due to lack of skills that offer the damage it affects or low numbers. Also buff indirect trauma it has)

Rabbit scratch

-The most basic a basic attack can get. Outside of unarmed trauma builds this just has nothing. It probably is true for a lot of basic attacks but any sort of love to at least make them marginally interesting would be appreciated. As is they either buff some other damage slightly or get slotted only for refresh which makes them feel utterly boring. Mayhaps in theme already of the trauma aspect allow it to be modded to actually cause a dot worth something? Rabbit could with minor number buffs actually be an amazing damage over time skill.

Thump

-This ability has lower damage and a total of one mod that increases its base damage by 31 but adds a knockback. Unfortunately for some reason both mods that increase a mobs ice vulnerability are attached to this skill. Thus you end up slotting an almost useless skill when you play ice/rabbit. Couple this with the fact these mods are placed on highly packed gear slots and it just becomes a giant lame mess. The 25% snare it comes with is negligible at best and the only other mods add trauma dot's that are so small it wouldn't even make a difference in low level content. It both needs love in damage and better mods. Considering how many of Rabbit's skills can cause trauma dot's why not just buff that aspect alone so it stays a weak to moderate direct damage overall skill with strong dot potential. Food for thought. (Please consider attaching the ice vuln skills to Bun-Fu Strike instead which I will elaborate on more shortly)

Bun-Fu kick(Formerly Blitz)

-Somewhat falls into the same category above but 'slightly' higher base damage and mods to a trauma vuln debuff so it at least synergizes well with rabbit/unarmed. As with other skills it also can reduce the cooldown on the ability thump when used/modded which adds a nice touch. Still weak damage and the base trauma dot it comes with is extremely low even when both mods are taken to increase said number. As per the above increasing the trauma aspect would go a long way here.

Rabbit's foot

-Overall I'm a big fan of this ability for general and group play but never use any of it's mods. It's just about the only group utility Rabbit brings. A few changes to the mods on this and a tweak elsewhere and Rabbit could easily turn into a solid support in ways. As per the mods it either gives power to the group(too low), health after a long time(consider it being instantly or maybe a heal over time) boosts combat xp( low number and waste of a mod slot) or adds burst evasion. Of the above everything else is too low a number to even matter except for the burst evasion.

Hare Dash

-Probably my second favorite ability in rabbit's toolkit and one of the better modded abilities Rabbit has. Honestly the only complaint I can give to this is the mod that gives armor back could be slightly higher and perhaps changing the on use mod that increases the next crushing attack used to maybe include more damage types or all damage in general. Would allow further build potential and use of these mods.

Play Dead

-An amazing ability and my favorite in concept but every mod for it is ruined by one simple fact. One cannot cancel the play dead animation and must sit 'stunned' for too long. Thus it makes keeping up the buffs that can be modded by it rather annoying and tedious especially considering you are wasting a defensive to get them for a short period of time. Point in case it can be modded to increase nice damage for 15 seconds. That's great except by the time one can attack again there is about 10 seconds left or so. Shortening the animation to 1 second or allowing movement to cancel it would go a long way to promoting the use of these mods. Also increasing the duration of the +psychic damage buff it gives to 60 seconds instead of 20 would clear up some tedium. My final nitpick is the mod that adds a psychic indirect to all affected mobs after 10 seconds. Beyond the fact the number is low considering how direct scales to indirect the 10 second aspect actually cuts the safety effect duration of the ability in half and renders everything about this useless. Plus using a defensive for a delayed low damage attack feels bad and rather dumb. While you could change or play with ways to make the indirect work I feel it would be better to remove from this ability entirely. Mayhaps add another rabbit skill than can be modded and is more geared towards psychic itself to help promote and enforce the rest of the psychic mods rabbit has but can barely take advantage of.

Snow hare mode

-Simple useful buff but consider making it longer than a 5 minute duration. All that adds is annoyance to constantly having to reapply it

Carrot power

-With the decreased chance down to 10% to use a carrot I couldn't be happier with this ability.It does make two of its mods useless though in which they could either follow suit with the other mods for this ability and increase maybe psychic damage done for a period after use or go a whole new route and open up the ability to make carrot power usable on others or the group via mod. This small change would allow rabbits to find a whole new use in support builds when coupled with rabbit’s foot and another option for animal players who want to support. Even just baseline allowing carrot power to be used on another would go a long way or allowing the % damage buffs from its mods to affect others.

Love tap

-This ability in almost every aspect is terrible and a waste of space. It's only saving grace is the animation is cute so that's something I guess. Long cooldown, virtually zero damage and the added effect it gives is covered by many other skills with much better abilities. Has very few mods and they are lackluster to the point it either functions as a deaggro to a skill that can't really generate much aggro or bad trauma over time that in game comes out as cold damage over time for some reason. It needs major buffing in almost every way to even function. The new mod addition that adds melee evasion while nice could go much further with a redesign of the skill. Instead consider changing the skill entirely to something that acts as a heal. Increases max hp and heals by that amount. Gives a unique flavor and reinforces a possible support role for Rabbit but at the same time can find use in almost any build a rabbit has. Bottom line this skill could be so much more and I want to see it have a reason to finally be used.

Bun-Fu Blast

-Absolutely no complaints about this ability beyond the fact all mods that add + damage are broken and only add the secondary effects. Outside of this I love the mods and especially the brand new increased damage every ice attack mod. My only suggestion is possibly adding a variant to this that affects it in base form of psychic damage. Would make for a nice addition to rabbit/psych or priest. Small caveat is this ability suffers from not having another rank due to how the level unlocks work and there being no bonus levels to rabbit.

Long ear

-I've used this ability literally once in all my time playing to try to retrieve my tombstone and it failed to even make a difference then. It's a wasted slot even on a sidebar and could use for a redesign. While it does have mods that increase projectile avoidance you are in essence using a useless ability and two mod slots just for that. Perhaps add in projectile avoidance baseline to the ability for self and allow the mods to give that avoidance to the group.

Bun-Fu Strike

-A weird ability being as its a delayed stun with very low base damage. Ice/rabbit is the only way to even make this ability worth much considering it can be converted to ice damage and the cooldown reduced by Bun-Fu Blast but even then it does low damage comparatively. Just a simple small boost to base damage would suffice to help bring it up to par. Mod wise a few of them are relatively pointless. There are two 20% damage done and 48 heal after 8 second mods that by and large are just utterly bad. As I suggested above moving the Ice vuln from thump to replace these two mods would make more sense with how the build works. It also comes with a single rage reduction mod that does little. Making the mod also cause strike to not generate rage itself would vastly improve the effect. The abilities last two mods decrease the cooldown of Bun-Fu Blitz(kick) and add a small amount of damage. While the damage is appreciated there is almost no build i can conceive of that would use Strike and kick together especially considering strike does slashing damage even though mods refer it to doing crushing. Strike is also not considered a kick so it does not benefit from many mods that give damage to those further making it's use outside of ice suspect. So perhaps scrapping those two cd reduction mods for something new would benefit the ability.

Afterthoughts:

-Please allow a way to craft the Controller helm that enables ice magic for Rabbit. Currently there is no astounding version and even getting a lv70 version itself is hard. There is a single mob type in the game that drops a upgraded 80 version of the amazing but the drop rate is so rare I have yet to see a yellow after weeks and weeks of farming. Also consider adding some other benefit to the helm. Non rabbits get access to the Masks which provide huge benefit where as the rabbit helm is literal trash. No secondary benefits and the way offpiece armor is balanced for metal is terrible. Leather armor helms end up with almost the same armor and armor refresh but yet still get other refreshes.

-It's hard to make use of rabbits indirect psychic damage % mods. Of the three skills that have that rabbit can only use two. Mentalism on agonize via mods but that is hardly worth a multi mod investment for piddly damage. The next is necromancy which has quite a few indirect psychic. The only problem being the numbers are so so so low it's barely worth the effort itself.

-We need more skills that deal in psychic, ice or trauma. They would go far in helping different pairings and the trauma one alone would benefit a lot of animals.

-Rabbits two +60 cold damage mods while pivotal to Ice/Rabbit pale in comparison to something like Fox's plus fire or darkness. Is there a reason theirs is almost double per mod?


For those that stuck through and read this I appreciate and hope my rambling made some sort of sense. I'm hoping with some love rabbit will one day be a more popular skill so the rest is developer fate. Also expect a giant blurb like this for Ice next so if you like reading chubby rabbit opinions just wait :)

3lfk1ng
11-12-2020, 06:19 AM
Bravo. Terrific feedback.

Citan
11-16-2020, 10:05 PM
Thanks for the feedback! I noticed your comment about broken mods in the other thread, and I'm sad that I missed a broken mod. I didn't see it in the database. As a general rule I try to fix treasure mods pretty quickly (because they're mostly just data errors), so if something remains broken for several months, please feel free to re-report it. We get a lot of bug reports in-game and most are invalid (which is pretty normal -- for instance, many new players report the broken golem in the newbie-island dungeon as being bugged, because its running against the wall... but that's intentional). So unfortunately we can miss bug reports sometimes, especially if its interspersed with balance feedback -- feedback goes into a separate channel, so it's easiest for us if bug-reports and feedback-reports are sent separately. I'm not sure what happened in this particular case, but anyway, thank you for the bug report!

I wanted to ask you for ideas about new ability themes you'd like to see. In this case, I mean the "fiction" of the ability. I'm frankly out of ideas for Rabbit-themed abilities, which is why some of them are kind of blah. So if you have some, please share! Rabbit is partly a solo-survival skill, and partly a DPS skill. (And Rabbit's Foot is its sole group buff.) So I guess we'd be looking for either survival or attack abilities.

Ranperre
11-17-2020, 12:09 AM
I wanted to ask you for ideas about new ability themes you'd like to see. In this case, I mean the "fiction" of the ability. I'm frankly out of ideas for Rabbit-themed abilities, which is why some of them are kind of blah. So if you have some, please share! Rabbit is partly a solo-survival skill, and partly a DPS skill. (And Rabbit's Foot is its sole group buff.) So I guess we'd be looking for either survival or attack abilities.

I built a bunny/unarmed tank back in the day when you had the physical damage shields on it, it "worked". Bunny remains one the most versatile skills to solo with since it has a heal, speed boost, and feign death. My issue with the skill is that while it shines in solo play, it dies in groups. Play dead is probably my favorite ability, +500 to nice attacks is crazy, but a self disable for a few seconds at the very beginning of a group fight is just too much. Could you significantly decrease the self disable duration? Maybe make it a mod, if you use play dead on an elite mob, the self disable is only one second (maybe decrease feign time too). Giving easier access to bunny/ice (craftable head piece) would also be a general buff if you make ice nova better when retuning ice. It could require the elemental runoff from WT and only be 80+. I think if you allow the player the option to specify "damage bunny" or "survival bunny", that might be enough to make it useful enough in groups.

ShieldBreaker
11-17-2020, 12:46 AM
...

I wanted to ask you for ideas about new ability themes you'd like to see. In this case, I mean the "fiction" of the ability. I'm frankly out of ideas for Rabbit-themed abilities, which is why some of them are kind of blah. So if you have some, please share! Rabbit is partly a solo-survival skill, and partly a DPS skill. (And Rabbit's Foot is its sole group buff.) So I guess we'd be looking for either survival or attack abilities.

Rabbits can kick up a lot of dirt when they want. Some sort of short ranged dirt attack, with maybe a random chance evade increase.

Varnoc
11-17-2020, 11:10 AM
I wanted to ask you for ideas about new ability themes you'd like to see. In this case, I mean the "fiction" of the ability. I'm frankly out of ideas for Rabbit-themed abilities, which is why some of them are kind of blah. So if you have some, please share! Rabbit is partly a solo-survival skill, and partly a DPS skill. (And Rabbit's Foot is its sole group buff.) So I guess we'd be looking for either survival or attack abilities.

Whenever I think of combat rabbits I can't help but think of Monty Python and the Holy Grail. Perhaps a leap/charge ability? Since we don't have anything like that in the game already that would definitely stand out. Of course I imagine there's some sort of reason (design or technical) that these sorts of abilities aren't in the game already, but I figured I'd toss my two cents in anyway.

Illmaster
11-17-2020, 12:16 PM
I envision rabbit being survival and rage reducing. Correct me if I am wrong but I don't think we have a good rage reducing animal form. If not rage reducing then enemy debuffs.

I like the "Bun Fu" theme, it always makes me laugh. I think it would be awesome to play into that by having combination attack mods like unarmed. But differentiate it from unarmed by throwing in some jumps into the combinations. The rabbit wouldn't necessarily have to attack mid air to trigger the effect but jump for effect.

Mikhaila
11-17-2020, 12:58 PM
Whenever I think of combat rabbits I can't help but think of Monty Python and the Holy Grail.

This. I was thinking of this as soon as you asked for input.

Epic Attack "And it has 'UGE TEETH!" Obviously cuts right through armor so the damage is directly to health.

As for other rabbit suggestions

Make Snow Hare not only mitigate damage from cold, but also give a large chunk of heat points.

Magic Carrots: There are several games and stories with magic carrots,( but i'm thinking of Capt. Carrot and the Zoo crew. )
Creating a Magic Carrot is an alchemy skill level 0. Ingredients: Carrot, fire dust, sugar creats a "magic carrot".
Only usable with a Bunny skill: Consume Magic Carrot
Effects: For 15 minutes the bunny gets +2 sprint bonus, +5 to +40hp, +5 to +40armor. (an example obviously, but was trying to thing of something worth while in groups and solo and worth the cost of the ingredients

"I hope you know, this means War"
Only after someone has done something to Mr. Bunny is this line spoken, so I'm thinking it needs to be a long term buff that triggers when the Bunny gets hurt. Maybe goes below 10% of HP? The player immediately heals 30 to 240 hp (level based) and Bunny base damage increases by 50%.
This could have a very long cooldown for recast. Maybe 5 minutes? So it saves your tail now and then, but isn't something you can cast for every fight.

Melkhiresa
11-17-2020, 02:48 PM
Taking in to account my earlier feedback while rabbit would benefit immensely from another damaging and/or support ability making the current ones actually useful should go along with that. Love tap being the worst of the offenders but outside of ice and using strike and blast the only point of having any rabbit damage skills is for a possible damage type vulnerability. They really do not stand strong on their own or provide any extra beyond just the flat lower damage they bring. That being said another Psychic attack would round the skill out to at least provide the same number of usable attacks for every damage type pairing of rabbit( 2 for ice 2 for unarmed ect)

You can call it whatever you want but a skill that actually does good psychic damage over time would allow rabbits to use both of it's 40% indirect psychic damage mods. Heck make it a rabbit cry/scream....Not sure if any of you have heard a rabbit cry before but that will surely cause mental anguish.


As to a survival skill you could further expand on the whole using of carrots aspect. If you don't want rabbit having any other group utility at all then perhaps having two carrot power abilities one being the defensive one with the heal and the modded armor ect. while the other provides the damage buffs. As is using the heal for a short damage boost has always felt weird and backwards. This would also allow more damage types or effects than we currently have without bloated mods for one skill.

Just some small ideas for now.

Mikhaila
11-17-2020, 03:42 PM
Good point. If they have mods for indirect psychic damage, they need an attack to use with them. "Target takes X direct psychic damage and YY indirect psychic damage over the next 12 seconds.

MrKen
11-17-2020, 08:38 PM
When I think of bunnies their prolific droppings come to mind. So how about (borrowing alchemy idea from Mikhaila)...

Distasteful Carrots (Alchemy)
- Combining a carrot with a (level based mushroom powder ) creates a carrot with a diarrhetic affect.

Explosive Pellets
- consuming a Distasteful Carrot gives the rabbit a tummy ache. This causes the rabbit to drop a pellet at the current location. The pellet explodes and does damage when an enemy comes in contact with it.

Maybe different distasteful carrots could have additional components which affect damage type or make it a debuff instead

Melkhiresa
11-19-2020, 06:57 AM
Alright back at the brainstorming

Attack abilities:

-Not sure if its possible but since we have knockbacks I don't see why not. An ability that acts as a disengage leaping back. Can either be an attack or survival related and fits with the theme of bunnies. Could also additionally be added on to current abilities to help spice up their boring nature.

-To further elaborate on my previous rabbit scream/cry idea, which i grow fonder of the more I think about it, rabbit lacks an aoe in which this could be a perfect addition. The lack of strong abilities/mods and Aoe potential hinders rabbit from being paired with things that aren't all out damage to overcompensate. Example being Rabbit/Animal handling is poor due to the fact nothing you do can assist the damage your pet does nor is your damage worthy enough to stack against. You are more his weak pet than he is yours. The scream ability could also easily be modded to convert to ice thus giving more choice to ice/rabbit or maybe making rabbit itself strong enough to just be the ice damage itself and pair elsewhere. This also could actually make the above mentioned skill combo more viable.

-Rabbit has two 40% indirect and direct trauma damage mods plus a trauma vuln mod but no abilities that deal direct trauma. I've mentioned buffing the indirect it has but there is room for either conversion mods making things deal straight trauma or new abilities that fill this role. Heck even the above scream itself could fit in to this role but pretty much anything attack wise could fit. People seem to love the idea of poop pellets above so even literally throwing poop can fit as being traumatic ><

Survival:

-This one is more flavor than direct ability but you haven't really breached the idea of combat skill or form specific food that I know of outside of cow milk. Mayhaps allow rabbit to make it's own treats that can act like most others restoring health power or armor but also boost rabbit damage or maybe speed or any number of things. Just a few recipes of carrot stuff and voila you have expanded on the whole carrot 'power' idea with rabbits while also adding a unique aspect to the form. Alternatively you could also just make these crafting skills that use the rabbit treats that rabbit already uses and allow more long term varied buffs out of it.

-Consider changing long ear to a toggle ability. keep the slow aspect but as previously mentioned give it the projectile avoidance baseline. The numbers can be fudged a little to make it not so strong if deemed so but it would make active use of this ability a thing. Sprint already cancels it so it does come with some negatives from just being in it always but could warrant another if you so feel.

(Totally unrelated but can we please get animals for animal handling? A bunny with a bunny or having the option for a deer with a deer and his mini deer sounds quite adorable and nice. It also makes sense that an intelligent animal would try to take in weaker or less fortunate of its kind and teach them)

Yaffy
11-19-2020, 08:09 AM
Rabbits are very cute, but they have no abilities that reflect this aside from possibly love tap.
Please give rabbits the ability to nuzzle with group members as a support/healing ability, thank you.

Mikhaila
02-10-2022, 08:51 PM
I've been building a Bun-armed set of gear and running around having a lot of fun with it.

The core of it revolves around kicks. You can have 4 of them, two from each skill. All the mods that apply to 'kicks' get used. Knee kick is worth increasing, and several options for that. Less so on Front Kick as the damage starts low. The big mods for this are +6.5% melee evasion, and carrot power.

When I use carrot power, I regain roughly 400 health, 300 armor, add 400 to kick damage and 31% to crushing. Immediately cycle all 4 kicks for quite a bit of damage.

+52% to melee evasion is only 10 seconds, but i use rabbit foot right after for +35 melee evasion. Unarmed has mods that only give +4%, but also add to damage or restore armor when you evade, and you can evade a lot.

Crushing blow, Claw barrage, and bun-fu strike round out the attacks. Rarely can fit them all in before the kics are back up.

Where I have extra room I use the increased trauma mods.

In groups, I'm just DPS. Tanking isn't an option because of the lack of taunt, and one stun negates your evasion. Rabbits foot as a group buff is nice.

Solo I have no problem killing any non-elite, and can handle multiple mobs. Running is always an option with hare dash.

Main regret about the build: I can't use the gardening attack! This is a shame, as rabbit has synergy levels with gardening, and it counts as a front kick.

Can't use it because we have no hands to use the shovel - but I need a shovel to bury corpses. I'd love to see the skill cloned to be an animal only attack that doesn't require a shovel or hands. Maybe we break a toe now and then?

Overall the build is a bit niche, very fun, but does need good gear. To make it work I have 6 0r 7 mods per piece of equipment. It has survivability, lots of speed, can take a hit, and then kick things to death. I can handle two GK elites at once, and solo'd Old Fruitless in Povus. The synergy between unarmed and rabbit take both sub-standard skills and blend them well.

Melkhiresa
02-11-2022, 07:10 PM
Honestly that is the saving grace of Rabbit overall. It can be very lackluster but it has the potential to take the few things it can pair with well to good places.

While the trauma route needs fleshed out better It is nice that Rabbit offers two options for unarmed be it a trauma or the kick/crushing as you mentioned above.

A lot of the issues I find with the trauma route stem from the problem of a ton of low cooldown abilities so it becomes a big button mash. This is generally exasperated by the fact you have to take 6 damage abilities from unarmed as it has 0 utility or support ones. So combined with bunnies generally lower cooldown options, especially with certain mods, it gets to be a problem. Sure you can leave out an attack and barely use it but that just doesn't feel good honestly.

I see you use Bun-Fu Strike in your combos? Unless they fixed it and it's just a tooltip error that ability is slashing and not crushing even though mods refer to it as doing crushing damage I.E

- Bun-Fu Strike deals Cold damage (instead of Crushing), deals +112 damage, and hastens the current reset timer of Bun-Fu Blast by 2 seconds

This is further made sad because it also comes with this mod

- Bun-Fu Strike deals +65 damage and hastens the current reset timer of Bun-Fu Kick by 2.5 seconds(2)

So if it did crushing not only would it find better use from a slew of mods bunny has but be a better fit in the Carrot Power kick cycle combo and fits the theme of it. I can't remember if it was also one of the attacks they changed to be considered a kick all those months back either. Regardless If it's not meant to be either of those the above mods should really be placed on Thump for better synergy.

Speaking of Thump the secondary aspect of the ability is incredibly lackluster being as it's just a (Target's run speed is reduced by 25% for 20 seconds) For most things that is usually redundant as other skills have much better snares. So either increasing the number or instead replacing with the below mod I feel would make for a better more useful ability as a whole.

- Thump deals +31 damage and knocks the enemy backwards

To revisit the Trauma aspect of Bunny most of the numbers are very low in what they provide. So even when you go fully down that route you are getting lackluster results compared to most other skills in this department. Made worse by the fact a lot of those skills also get aoe indirect that is often double or triple the damage of the indirect bunny can provide as well as the attack that applies them being much higher. I know this is generally just a numbers thing and bunny hasn't really been touched much in a long time so of course it is going to lag behind but still worth mentioning.

A last random thought about Love Tap. I know a tiny bit of love was given to it a while back via the mod

- Love Tap boosts your Melee Evasion +11.5% for 15 seconds

but even that wasn't really enough to save this lovely animated but poor ability from uselessness. Most of it's mods are virtually pointless in what they provide and honestly I find the rage bar increasing aspect to be mostly pointless as well. That whole system could use a revamp but I digress.

- Love Tap lowers target's aggro toward you by 1550(2)

Almost never will you ever pull aggro as a bun or even if you do Play Dead is vastly superior making this mostly pointless.

- Love Tap hastens the current reuse timer of Carrot Power by 3.5 seconds

I like the idea of all the cooldown reduction mods bunny has but this is only one mod and unless the ability itself sees some changes I don't see this ever having much use.

- Love Tap deals 335 Trauma damage after an 8-second delay(2)

Potential is high here for a trauma route but considering the attack does virtually nothing itself this added trauma would have to be much much higher. A delayed bomb so to speak. The game also considers this mod to be indirect ice damage as well at least according to the tooltip.

I'm sure I've mentioned it before but a better direction for this ability is probably needed. Maybe changing it to provide something like psych's But I love you(Target's attacks deal -25% damage for 30 seconds) Instead of the rage aspect? or retool the useless mods in to additional flat damage bonus and one with cold damage conversion and change the base damage to psychic. That way the ability could fit all 3 pairing skills of bunny well and provide two base psychic attacks from bunny that not only benefit a psych route but also unarmed with the headbutt increased psychic damage mod while also providing the evasion. Food for thought.

My apologies if some of this was said in my previous posts on this it has been a long time and whenever anything bunny is mentioned I can go off on long tangents. Also nice to hear from fellow bunnies and that you are enjoying it!

Mikhaila
02-12-2022, 10:35 AM
Yes, Bun-Fu Strike really needs to be crushing, not slashing. It's only on my bar for a stun when i'm in a group in FF or WT. It's the attack i use after I've cycled rabbit's foot, 4 kicks, barrage, and punishing blow. Nearly anything else is better to use.