Official Thread for Brutes: Electric Melee
Can't advise you on the Brute version - all the Blaster attacks do knockBACK against any level, but it has been shown that the Brute attacks tend to do knockDOWN unless against lower level critters.
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Can't advise you on the Brute version - all the Blaster attacks do knockBACK against any level, but it has been shown that the Brute attacks tend to do knockDOWN unless against lower level critters.
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nah, handclap does knockBACK even against +1s.
Proud captain of BOSS
The Altruist, Lvl 50 (+3) INVUL/SS Tanker
Omega Centauri, Lvl 50 SS/INVUL Brute
Can someone summarize the pros and cons of this set. So far Jacob's Ladder and Chain Induction are the 2 attacks that are lacking, correct??
So should they be worked into a build or can those 2 power slots be used for something else.
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Can someone summarize the pros and cons of this set. So far Jacob's Ladder and Chain Induction are the 2 attacks that are lacking, correct??
So should they be worked into a build or can those 2 power slots be used for something else.
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In their currect conditions most will skip them. I highly doubt that the jumping damage will get fixed before it goes live. The fact that it does not count towards you actually doing the damage and since it does not Fury does not increase the damage since it is not actually you doing the damage.
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I'm seriously hoping the Devs are using their famed "Weak now so we can buff it later after testing" approach to these sets... because, quite frankly, Electric melee and Electric Shields are decidedly sub-par.
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You will have an uphill battle on your hands if it hits live without getting buffed first. Just look at TA. It has taken us some time to finally get the developers to realize that the set needed some buffs before people would start to play it.
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Can someone summarize the pros and cons of this set. So far Jacob's Ladder and Chain Induction are the 2 attacks that are lacking, correct??
So should they be worked into a build or can those 2 power slots be used for something else.
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There's nothing wrong with Jacob's Ladder. The AI is easy enough to trick into getting them to line up for the smallish cone. It doesn't cost too much endurance, and the damage is pretty good.
Chain Induction you can easily skip.
Can you verify the recharge on Lightning Rod? Hopefully 20-30seconds, and not 180.
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Just hit 32 tonight and all i can say is Lightning Rod is hands down the coolest (looking) power evr to come out of CoX.
The animation starts with the MoG fist pump follwed by the teleportation, and finishes with the Nova/Inferno animation, all in a fairly short span of time. Now since i only just got the power and have only acc. slotted, i can't say exactly how the damage will be, but it's not all that bad un-slotted (hit an even level minion for 123 damage w/o BU). also has decent KnockBACK (wish it were KnockDOWN but meh, whaddya gonna do?)
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Here's a good person to ask...
Here are my unbiased findings. I have not read any posts, so I know at least a few of these have probably already been mentioned:
1. Charged Brawl animation *seems* too slow
2. The sound of Havoc Punch sounds too much like it does when I run out of endurance- initially it was very confusing.
3. AOE of Jacob's Ladder is very deminished compared to things like shadow maul. The damage is good, but the aoe effect is poor.
4. For the Elec/Elec build, I say drop conserve power since we already have power sink, and add an HP booster or Heal. Let's just call it "defibrilator" for now.
JL for me was a dissapointed in that cone is very narrow..like 2 guys right next to each other rarely hits, unless stacked AND the depth on it barely gets 2 guys unless again stacked :/
But otherwise I am impressed with the other first 3 attks, they do good dmg and nice mixed types, about that same as EM as BS + WH are about that same as using TS.
CI, just needs bug fixing, once that is done I hope its BI is in the 3-5 range for the initial hit...
As for telesmash aka Lightening Rod, I really want to hear more about its recharge and BI, please if you can test this and let us know, for me that will be the make or break (for me) to take Elec melee.
Thanks guys for all the hard work I got myself thru lvl 10 but dont have access at the moment to keep up testing.
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The endo cost for the electric melees is notably lower than EM and Stone for certain (as it should be, lower damage) and I think it is likely they're on the cheap side compared to all the sets except maybe Fire, I don't think you have a lot of room to complain about endo costs with this set.
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all the sets have the exact same end costs so this is a bit inaccurate. No tanker or brute set has more end efficient attacks than any other.
I'll try get someone to root around and get the real numbers. But i do agree, no one should be complaining about the costs just yet. we'll see about that once we get the numbers.
Level 50 is a journey, not a destination.
▲Scrapper Issues List - Going Rogue Edition▲
I am trying real hard to like the Elec set. Some of the things need to be looked at a bit more, or I do believe it will be a very lackluster set.
So far we have
Charged brawl - decent first attack
Havoc punch - decent second attack
Jacob's Ladder - rather small cone that can be hard to use - but decent damage.
Thunder Strike - my soon to be all time favorite attack - good damage with AoE potential and AoE knockdown potential
Chain Induction - I want to like this one because the idea is cool, but not getting xp for the arcs and having such low damage - Im gonna have to slot this one heavily to see if it gets any better.
Lightning clap - the description on this specifically states knock down, but from what I understand it does (sadly) knock back - not as good
Lightning Rod - the description here also says knock down and from what I can find out, it also (double sadly) does knockback. I am not sure what the recharge or damage is yet.
I am not sure why the developers insist on putting knockback into so many powers from one set. I understand (like in stone) that if you hit lower level mobs they will get throw back. I understand that if you slot knock back it will throw them back...... BUT, brutes for the most part do NOT want to end up chasing mobs all over the screen.
There is a small (ever so small) endurance recovery from the first two attacks - but even enhanced, it does not seem to be making that much difference.
There do not (and understand this is strickly an opinion here so don't beat me up for my opinion please) "appear to be" that many positives in this set. There are quite a few negatives.
* I dont mind that it does not compete with SS, SA or EA for damage but give us something solid and consistent with the set.
* I am not asking for the world here, but hopefully the developers will seriously look at the whole knock down/back thing.
* If they are going to throw in endurance recovery into an attack, it should be useful and noticable or why even bother putting it in.
I don't want electric melee to become the new flavor of the month - but I also don't want to see a set that honestly has a lot of potential fried before it even makes it off of the test floor. If it goes out like it is, then we can expect literally no changes to it.
Enough with the ranting. I do want to throw a couple of props to the developers for:
Thunder strike - love the power
Lightning rod - love the concept
Chain induction - love the concept
just a thought
Lightning Rod has now been confirmed to have a recharge of 3 minutes.
What. The. Hell.
I mean seriously, the coolest power in the set, and what many people hoped to be the redeming value of the set... And it has a Nuke recharge.(BI has been apx to around 7.1 btw, so not exactly nuke levels)
What. The. Hell.
Elec/Elec went from being the coolest sounding set for brutes in i7... To being the worst.
Thanks guys.
If Lightning Rod works as has been reported (3 minute recharge, 7.4 BI smashing) - that's a kick in the groin for an otherwise sorta-interesting not-too-awesome set. I don't see any strong single-target damage and this 3 minute recharge for your top tier power is crap. Very disappointing, my interested in this set has concluded.
I do agree that this set seems somewhat lackluster in terms of single target damage, but i do think LR is a great power (hella long recharge aside). Think about it this way: Brutes have an 800% damage cap with full fury ( hard but not impossible to get there ), and they have a Blasterish nuke available pretty much every time that fury bar gets into "oh yeah baby!" range. The potential for some really disgusting damage is right there.
And for the record, after testing it out numerous times, LR is almost all KnockDOWN, combine that with Thunder Strike and you have a 1-2 punch that rivals Stone Melee in Knockdown and by far surpasses any Brute set in AoE damage.
I thought LR wasn't affected by Fury. Did that change or am I thinking of a different Electric Melee attack? Either way, if it goes live with a 3 minute recharge my interest in the set will disappear. 3 minutes isn't even a once-per-fight ability. No thanks.
Gothika (Grav/Kin) Marionette (Ill/Rad) Terra Firma (Earth/Storm) Alana Dale (Arch/Nrg)
Iceblink (Ice/Dark) Fantasia (Mind/Fire) Shadow Minx (Claws/Nin)
--Virtue
A stone melee brute can chain knockdown in an AoE. I think it is going to be a little hard for LR to do that to every group since it has the small problem of a 3 minute timer.
Instead of Lightning Rod, I wonder if we could get something like Lightning Spear. Instead of having it be an AoE, have it be a narrow cone but have it recharge every 30 seconds. That would be a bit more usefull since we could use it as part of the single target attack chain.
So far, I am finding Elec Melee to be a complete disaster outside of Charged Brawl, Havoc Punch, and Thunderstrike. Energy Melee for the win I guess.
Three minute recharge? LAME.
Lightning Rod is supposed to be the final attack of the set, the capstone of your chain. Analagous to Midnight Grasp, or Head Splitter, or Golden Dragonfly, or others. All of those attacks have 10-20second recharges. 3 minutes, just ... it just about kills my interest in the set. If I wanted an ultimate attack I can bust out once or twice a mish if I'm lucky, then I'd be a Corrupter.
Jerk 4 Life
In brightest day, in blackest night/No evil shall escape my sight/Let those who worship evil's might/Beware my power ... Green Lantern's light!/(Meowth, that's right!)
My Arcs: #4827: Earth For Humans. #6391: Young Love.
I am hoping myself that this is simply a matter of a misplaced decimal. I mean come on, 180 seconds?!? No other brute attack set [censored] anything...Anything...that is remotely close to 180 seconds recharge. The longest recharge, that I can think of, on any power is 30 seconds and thats for Handclap (not sure if others have that high, just sure about handclap)...and thats a power that does no damage at all. Footstomp is 20 seconds recharge for its "Damage : High(Smash)" attack. I just hope that LR was supposed to be an 18 second recharge (which in my opinion would be a bit fast, but would be very nice). At the very least, LR should not be more than a 45 second recharge really...but then again, that is my own opinion.
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Three minute recharge? LAME.
Lightning Rod is supposed to be the final attack of the set, the capstone of your chain. Analagous to Midnight Grasp, or Head Splitter, or Golden Dragonfly, or others. All of those attacks have 10-20second recharges. 3 minutes, just ... it just about kills my interest in the set. If I wanted an ultimate attack I can bust out once or twice a mish if I'm lucky, then I'd be a Corrupter.
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Yeah, I have to agree. This should really be a 20-30 second recharge power, not 3 minutes.
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Three minute recharge? LAME.
Lightning Rod is supposed to be the final attack of the set, the capstone of your chain. Analagous to Midnight Grasp, or Head Splitter, or Golden Dragonfly, or others. All of those attacks have 10-20second recharges. 3 minutes, just ... it just about kills my interest in the set. If I wanted an ultimate attack I can bust out once or twice a mish if I'm lucky, then I'd be a Corrupter.
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Yeah, I have to agree. This should really be a 20-30 second recharge power, not 3 minutes.
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/signed
Fix the set please!!!!
we dont need anything major just some minor shifts:
* lightning clap - knockdown please - we dont need another knockback set
* chain induction - do something with this - the concept is very cool (either fix the damage or give xp for the arcs)
* lightning rod - recharge.... PLEASE
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JL for me was a dissapointed in that cone is very narrow..like 2 guys right next to each other rarely hits, unless stacked AND the depth on it barely gets 2 guys unless again stacked :/
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....it's the same cone size as shadow maul. But I think it animates a bit faster.
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all the sets have the exact same end costs so this is a bit inaccurate. No tanker or brute set has more end efficient attacks than any other.
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Firey melee is extremely end efficient, but that's because its secondary effect is more damage (those extra ticks of fire damage after a hit). Combustion (for tanks) is also the most end efficient AoE I know of.
Culex's resistance guide
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JL for me was a dissapointed in that cone is very narrow..like 2 guys right next to each other rarely hits, unless stacked AND the depth on it barely gets 2 guys unless again stacked :/
But otherwise I am impressed with the other first 3 attks, they do good dmg and nice mixed types, about that same as EM as BS + WH are about that same as using TS.
CI, just needs bug fixing, once that is done I hope its BI is in the 3-5 range for the initial hit...
As for telesmash aka Lightening Rod, I really want to hear more about its recharge and BI, please if you can test this and let us know, for me that will be the make or break (for me) to take Elec melee.
Thanks guys for all the hard work I got myself thru lvl 10 but dont have access at the moment to keep up testing.
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Talking with a friend of mine we worked out an 8.4(I think) BI for it, if my game hadn't crashed earlier I could look it up again
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I mean seriously, the coolest power in the set, and what many people hoped to be the redeming value of the set... And it has a Nuke recharge.(BI has been apx to around 7.1 btw, so not exactly nuke levels)
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Just a small nitpick point here. Defender nukes [the ones I'm familiar with] have a BI of around 13ish, and have a 6 minute recharge timer. I am pretty sure that Blaster and Corrupter nukes have that same recharge timer as well, other than fun ones like Full Auto and Rain of Arrows. Also, those nukes with the 6 minute recharge will drain all endurance and halt endurance recovery for like 20 seconds. I'd be curious to know if it has those same two downfalls that many defender/blaster/corrupter nukes have: Drain all endurance and halt endurace recovery.
So I like hearing confirmation that Lightning Rod is consistantly a 3 minute recharge timer, though I don't like it being that long. With a lower BI and a lower timer, I am inclined to consider it a mini-nuke of sorts and slot it accordingly; I'd probably give it 3 Recharges, 3 Damages, and only use it with Build Up or yellow skittles for +acc.
Please don't take this as a flame or an insult to you, Candlestick. I am not intending it as such. I just don't want to consider Lightning Rod an actual nuke like Atomic Blast, when it doesn't operate in the same fashion.
????
For any that have tested it, does Lightning Clap do knockdown or knockback on even level or higher mobs???
???