Comparing the two, Quake heavily outclasses FH, consumes no charges, homing fussures of death.
Someone actually went and crunched numbers. The details are all here, but there are a two main differences to take note here.
Syn's stat scaling is different from vanilla, making it harder to reach the points where FH beats EQ. But, Syn's gear also goes later into the game compared to vanilla too.
I'm not too sure where that ends us up though.
Major problem, it's no more than a 1pt wonder, unless you deliberately specialise in it.
It's also visually lackluster, just swing swing swing...
It is also lackluster even if you specialize in it.
It discharges bolts?
One can hardly even notice them...
Tier 2 bonus is worthless IMO.
And why wait so long for 1s cooldown?
The bolts visuals aren't very distinct, the initial animation is much more flashy/distinct than the bolts. You'd really have to look hard to notice. Not the biggest deal though, I'd be more concerned with where my character ends up flying to rather than the side targets that he hits with this.
Immobilize is always useful though, but I'm not too sure if this skill specifically needs it.
Storm Burst has such a long wait for the 1s cooldown because Onslaught already has a 1s cooldown, and fills the teleport niche.
Works ok in vanilla, but in Synergies, bosses are highly resistant/immune to stun, right?
Weak much? (Last I read)
So much for my Grenadier build hey
Bosses are near immune to stuns in vanilla. In Syn, I think Bosses and Heroes have 75% resistance? Compared to the 95% in vanilla.
Champions have 25% in Syn, compared to some other higher number in vanilla.
Shock Grenades are a fixed damage skill, but I think the high point of the skill was the stun.
Heal Bot, Gun Bot, Sledgebot
Like with all/most summons, I'd like it if they ALL had HP, no duration.
Nerf/buff as needed of course, but perhaps this is a personal gripe
Heal Bot is a permanent summon already, although it doesn't have any HP and can't die.