Official Thread for Brutes: Electric Melee


13th_Stranger

 

Posted

[ QUOTE ]
I also have to give the nod for a damage boost.

I was playing a BS regen last night. I faced off with an Elec/Elec.

The damage was a joke, he didnt even come close to overcoming my regen rate. The most he ever did was maybe 60% health with his most poweful combo and some fury.

ELA on the other hand did a very good job at taking the edge off my Lethal attacks. Power Surge is the bomb, I couldn't do any damage...I figured it was pointless and backed off. When the crash came he was toast.

[/ QUOTE ]

i did the same thing, i sat there and let my friend beat on my bs/regen and it took him a good 30 seconds to get me down to a little above half health, not to mention with instant healing he couldnt move my health at all.

elec needs a damage boost, ecspecially because im sick of seeing so many pink pom poms


 

Posted

Thoughts from some PvE tests last night

-first 2 powers work well enough

-Jacob's ladder's cone should fit the characters arm animation

-Thunderclap KB on melee is bad KD is good or just straight disorient

-Chain Induction, good animation time, so so damage, sloooww jumps

-Thunder Strikes smashing (single target) damage should go up a bit.

-Lightning Rod, great look, not up very often even with 2 recharge and lightning relexes. THe correct 90 sec timer is gonna kill this power for me. Did good damage though could almost get white minions in one shot with good fury and no BU.

Overall feelings vs. my Fire/EA on live.

My Fire has Greater Fire Sword and Incinerate (10 DoT power) both capable of killing a yellow minion w/ full fury.

Also I get BoF and Fire Sword Circle. a one two that can take out groups of orange minions with build up.

I also get 3 (scorch, fire sword, cremate) powers to build fury with.

I don't see that kind of power in Elec melee. I get some fury building attacks, but I really just get Thunderstrike to use it with. Jacob's ladder can get 2 or 3 people in it but manuvering around gets old.

I really think that Chain Induction (and to a lesser extent LR's recharge) is where this set fails. Chain induction should be something like Energy Melee's TF. Boost Chain Inductions damage to (6-7 BI) give it an AoE component of 5' with 2 BI energy damage, and 10' with 1.5 BI. This would still allow it to be an AoE similar to the Devs intention, allow Elec to get some better single target damage power.


 

Posted

As my Ice/SS Tanker, I could 4-shot Corrupters and Dominators.

On my Elec/Elec Brute, it takes about... 9 hits? At the least.

Electric Melee is really weak. Lightning Rod is the best pwoer in the set, and really the only one that does above average damage. The problem is, that comes at level 32... Thats a long climb.

Shouldn't the 'mostly' single target Thunderstrike have a higher base damage than the AoE Lightning Rod?

Chain Induction... I have no idea what its doing. It looks like the ENergy Transfer animation, which is good, and I was psyched... but then... about 50 damage against a non-resistant player? I never saw any jumps, even in the PvE settings.

Electric Melee for Blasters is pretty darn close to be equal with what is regarded as the best Blaster secondary, Energy Melee. For Brutes, Energy Melee is supremely better than Electric. In fact, I'd say it's: Energy, Super Strength, Stone Melee, Fire, Electric, Dark, in terms of damage...

I'm pretty dissapointed.


Thanks for eight fun years, Paragon.

 

Posted

From all the descriptions, I'm guessing that this power is coded very similarly to confuse, and is actually causing the targetted mobs to attack another mob with a special power for each jump.

The effect is that damage is dependant on the mobs being chained, and there is an unintended XP drop.

There are also reports of so-so damage, but I haven't played it enough to really comment.

What I would do instead, is code the power to use invisible pets. The pet is summoned inside of the target, and performs the attack and causes the attack animation in the targetted mob.

Thanks fo the pet buff copy code, the pet can retain buffs like enrages, and possibly fury.

From this, the average damage should go up and CI would no longer cause the XP loss because it would be the invisible pets attacking and not the mobs themselves.


 

Posted

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Indeed, the color settings of these powers are by far the worst aspect.

When are we going to get to change our powers' colors anyway; it should be no more difficult than costume color changes?

[/ QUOTE ]

Not really - costumes are simply skins. Power effects are more complicated.

And also the game setup was meant to make costumes easily customizable - there isn't that background for powereffects.


Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net

Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.

 

Posted

Well I rolled an Elec/Elec right off the bat when I could log into test yesterday. I was totally let down. I really thought that once slotted SOs, melee would be great. The dmg was pitiful. I love, love, love lightning rod by far the best power and it’s awesome seeing the animation from above. However, I was turned off from making one due to weak damage in the late game. PvE was even a joke at lvl 40 all SOd up. I doubt one great power is worth investing 32 lvls in just for that power.

I’d like to see a dmg increase somewhere. Otherwise I’d just have to pass once this hit live. I can’t just make a toon for PvE that would just be ridiculous!

On a lighter note….elec armor at lvl 40 is exactly what I had hoped. Two very enthusiastic thumbs up on that set.


 

Posted

Honest Question: Could the relatively low damage for Elec Melee have anything to do with the low Fury that Brutes typically have in PvP? I played an Elec/Elec Brute during the event for a bit, and while I was definitely able to get some kills, I hardly ever saw my Fury bar go above 30-40%. Wasn't that supposed to be fixed?

PS: Sorry if I sound a bit naive. I don't have much experience with Brutes, and I have even less experience with Brutes in PvP.


 

Posted

Made a level 40 electric melee/Dark armor brute on test. Snuck off to run PvE missions to get a feel for the set.

My impressions:

Compared to other Brute sets Electric melee is sub-par damage. You have a few small AoE attacks, but since 3 of your attacks are doing knockback you only get one attack that will hit multiple targets. Then you're pretty much attacking single targets since everything is scattered.

The single target damage is pitiful, the animations are too long to really build up decent fury quickly. I would start most fights with Build up & Lightning rod, then the smaller attacks till the mobs would stumble back into the fight, then use Thunder strike when I could hit more than one mob at a time. I used Chain induction and Jacob's Ladder as single target attacks and considered the occasional 2nd mob a bonus. Bosses take forever, I can't imagaine anything like an soloing one of the tougher EBs.

Didn't do anything scientific, but I'm sure my Dark melee/Electric armor cleared missions far quicker. With all single target attacks.

I was worried that Electric melee wouldn't have enough secondary effects for damage mitigation, but it sure does. I think I used Dark Regen once. Unfourtunatly the KB and disorients that are the electric Melee sets damage mitigation also cancel out the set's only highpoint... AoE damage. You're paying a premium to cancel out your only benifit.

Might be better in groups than solo, with greater mob density, but you'll be about as popular as energy blasters with the scatter your decent attacks cause.

Lightning rod could just as well have a 10 second recharge, still wouldn't be cool enough to balance out playing this set for 31 levels. The timing of Electric melee's attack chain is horrible. 1.5 second plus attack animations and slightly long recharges mean you need lots of attack chain filler and fury builders. Either slot heavily for recharge, or pick up a couple pool attacks to keep a continuos attack chain.

I'd rate electric melee as the worst of the Brute primaries. Its best attacks would be considered skippable in other primaries. Electric melee has no specialty that it can claim superiority in. No one attack stands out as particularly bad, but none are all that good. Why play a set of all mediocre attacks when there are several Brute sets that have some very outstanding powers?

Lightning rod... damn cool looking. Still pretty sucky compared to Footstomp or Greater FireSword circle. Hell, with that silly 90 second recharge, Whirling hands is better DPS, and whirling hands is skipped pretty frequently. Says something when, if you just use one attack, Whirling hands will defeat spawns quicker than your tier 9, struggled for 31 levels to get, set-defining-power.

I feel this set should be improved in one of two ways:

1. More damage, and earlier. Either bump up several attacks a bit, or quadruple the damgage of chain induction, or something. Flat out add more damage. Don't care where or how.

---or---

2. Make Jacob's Ladder bigger, turn Thunder Strike and Lightning Rod into Knockdown, and reduce Lightning rod to a 20 or 30 second recharge. Then (after 32 levels) you can open with your two PBAoEs and go to town on stuff.

I prefer #2. You'd be doing less AoE damage than fire melee, but you would have damage mitigation to make up for it. Not causing scatter so you can actually use multiple AoEs back to back would do wonders for this set.

This sure got rambley, and I applaud anyone who stuck it out to the end here.

Happy smashing!


 

Posted

Sub-par damage is an understatement. This set sucks, big time. Let's be honest here... it has horrible damage in PvE and PvP. I had WAY too much difficulty bringing down a group of TWO even level LTs in Grandville for crying out loud.
It does average damage with full fury and three Dmg SOs. That's ridiculous. Even Lightning Rod ... which is listed as "Superior" damage, is a huge let down. Maybe they meant Mother Superior?

It figures. The only set I really wanted to play too. I think I'll pass. This set is just beyond weak. What a waste.


 

Posted

Fury has not been fixed in PvP yet. Yeah I just logged off after getting a few kills with the the Elec/Elec I made, but what I did in I don't know how many hits with that one...I rolled up an Energy/Elec and did it in far less. Then rolled a Stone/Elec and a SS/Elec both seemed better in PvP and PvE than Elec Melee.


 

Posted

[ QUOTE ]
Made a level 40 electric melee/Dark armor brute on test. Snuck off to run PvE missions to get a feel for the set.

My impressions:

Compared to other Brute sets Electric melee is sub-par damage. You have a few small AoE attacks, but since 3 of your attacks are doing knockback you only get one attack that will hit multiple targets. Then you're pretty much attacking single targets since everything is scattered.

The single target damage is pitiful, the animations are too long to really build up decent fury quickly. I would start most fights with Build up & Lightning rod, then the smaller attacks till the mobs would stumble back into the fight, then use Thunder strike when I could hit more than one mob at a time. I used Chain induction and Jacob's Ladder as single target attacks and considered the occasional 2nd mob a bonus. Bosses take forever, I can't imagaine anything like an soloing one of the tougher EBs.

Didn't do anything scientific, but I'm sure my Dark melee/Electric armor cleared missions far quicker. With all single target attacks.

I was worried that Electric melee wouldn't have enough secondary effects for damage mitigation, but it sure does. I think I used Dark Regen once. Unfourtunatly the KB and disorients that are the electric Melee sets damage mitigation also cancel out the set's only highpoint... AoE damage. You're paying a premium to cancel out your only benifit.

Might be better in groups than solo, with greater mob density, but you'll be about as popular as energy blasters with the scatter your decent attacks cause.

Lightning rod could just as well have a 10 second recharge, still wouldn't be cool enough to balance out playing this set for 31 levels. The timing of Electric melee's attack chain is horrible. 1.5 second plus attack animations and slightly long recharges mean you need lots of attack chain filler and fury builders. Either slot heavily for recharge, or pick up a couple pool attacks to keep a continuos attack chain.

I'd rate electric melee as the worst of the Brute primaries. Its best attacks would be considered skippable in other primaries. Electric melee has no specialty that it can claim superiority in. No one attack stands out as particularly bad, but none are all that good. Why play a set of all mediocre attacks when there are several Brute sets that have some very outstanding powers?

Lightning rod... damn cool looking. Still pretty sucky compared to Footstomp or Greater FireSword circle. Hell, with that silly 90 second recharge, Whirling hands is better DPS, and whirling hands is skipped pretty frequently. Says something when, if you just use one attack, Whirling hands will defeat spawns quicker than your tier 9, struggled for 31 levels to get, set-defining-power.

I feel this set should be improved in one of two ways:

1. More damage, and earlier. Either bump up several attacks a bit, or quadruple the damgage of chain induction, or something. Flat out add more damage. Don't care where or how.

---or---

2. Make Jacob's Ladder bigger, turn Thunder Strike and Lightning Rod into Knockdown, and reduce Lightning rod to a 20 or 30 second recharge. Then (after 32 levels) you can open with your two PBAoEs and go to town on stuff.

I prefer #2. You'd be doing less AoE damage than fire melee, but you would have damage mitigation to make up for it. Not causing scatter so you can actually use multiple AoEs back to back would do wonders for this set.

This sure got rambley, and I applaud anyone who stuck it out to the end here.

Happy smashing!

[/ QUOTE ]

Your thoughts nearly mirror mine, except I'd say keep lightning rod at the bugged 60 seconds, 20-30 might be a bit much, and 90 is too high when you consider the rest of this set.

More importantly is the knockback issue. Too much knockback. Disorient is great, leave it, change knockback to knockdown, or sleep, or more end drain, or just remove it all together and reduce the recharge or end cost or increase the damage of the attack properly to compensate.


 

Posted

On top of that, after making an elec/elec brute at 40, the endurance drain caused on heroes was laughable. If you had 3 e/e's, then you could successfully drain all end from 1 hero and ruin their day... but 3 on 1 of *anything* will ruin just about any AT.. except for tanks. Of which, there was slightly less in numbers as scrappers. Near the end of the night, I could pretty much tell you the 6 powersets that were played:

*/Stone Tanks
Spines/Regen scrappers
Illusion/* controllers
*/Storm defenders/controllers
*/FF defenders/contollers

That was it. All of them have 3 or 4 really cheeseball tactics that exploit the holes in villain ATs (of which, there is alot without inspirations).

The biggest thing that I remember was a Ice/Storms controller camping the one villain heavy in RV. All they would have to do is keep their tornado power up, keep hitting me with slows, keep up thundercloud, and move away 20 ft. The end drain plus the tier 9 shield in the set was the only thing that kept me alive. The fight was no contest whatsoever. She even had enough time to rest before I could get near in plain sight. The only reason she got defeated is because a Stalker showed up (*after* I got killed, btw) then AS'ed and popped her.


 

Posted

So far I have to agree with Froste and the others. ELM has lots of promise, just short on delivery.


 

Posted

That power where you change into lightning and tp?
whatever the name is??

It should be changed to the camera stays in place while you do that.. i tried this on test yesterday and it's a pain in the but to see IF and WHAT you hit..

also it would be nice to be able to select an enemy and just zoom his way and whatever is behind it.. this tp targeting is pretty prone to missing and without making a bind it sucks complete [censored]


 

Posted

[ QUOTE ]
On top of that, after making an elec/elec brute at 40, the endurance drain caused on heroes was laughable.

[/ QUOTE ]

Endurance drain in gerneral is laughable in PvP. The devs pretty much cut any endurance drain power off at the knees when they introduced PvP, by making cutting it down to 25% effectiveness compared with PvE. Heck on an Electric Blaster you almost drain as much Endurance from yourself settting off Short Circuit as you drain from your opponent.


 

Posted

Well I did another Elec/Elec Brute last night.

This brute didn't have Stamina (wanted to see if it was feasible or not) with all secondary powers and all primary powers except for Taunt and Lightning Clap. I had Hasten and Superspeed and also Aid Other and Aid Self.

Well I did some newspaper missions set on Vicious (what I have it set for my SuperStrength/Stone Armor brute on live) and no problems when fighting CoT (granted they weren't Earth Thorns in any CoT mission I did...all Air Thorns)....Council was more of a problem (boss wise) just because of the bad S/L resistances of Elec. Armor. I was really relying on Aid Self more than I thought I would.

I noticed that with Thunderstrike that let's say I do 80 and 100 damage to the target I had selected...I also do 80 damage to anyone around that target. I didn't notice that when I posted "take away the pbaoe damage from Thunderstrike" a day ago. I must have seen "10 damage" coming from my Lightning Field instead of the bigger damage number from TS.

I actually really like TS now.

I also depended on Lightning Rod's and TS' knockdown to get Aid Self off. I am thinking about grabbing Lightning Clap when it goes live so that incase I'm surrounded I can use LC to disorient them and get off AS incase LR isn't up or TS isn't up. It works for an SG mate of mine (his is a SS/DA Brute).

So Elec. Melee is good but more damage would be okay...or just a widening of Jacob's Ladder cone would be good too.


Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991

 

Posted

I did the same. The primary needs three things to make it effective in comparison with every other set. 10-15 percent damage increase across the board, recharge reduction and knockbacks for the most part changed to knockdown and or disorient. This set in PVE is completely underwhelming. In pvp I will target these brutes over anything else as they will make great fury builders if in a team with other players...attack the elm for a bit, then switch to a teammate when fury is built up. That will be their only purpose lol.

I hope that the point of this sets weakness is in line with the philosophy to upgrade over time vs nerf. Upgrading a primary or secondary keeps players and draws new players to a set while nerfing a set decimates its population. In the long run, this leads to new players of the game.

As for the color of the animation, red is sinister. Light blue or yellow just doesn't do it and if you are interested in tricking out your toon with yellow electricity, get to 30 and get eletric aura of that color. It is, of course, the least problematic element of this incredibly weak and useless primary.


 

Posted

[ QUOTE ]
I did the same. The primary needs three things to make it effective in comparison with every other set. 10-15 percent damage increase across the board, recharge reduction and knockbacks for the most part changed to knockdown and or disorient. This set in PVE is completely underwhelming. In pvp I will target these brutes over anything else as they will make great fury builders if in a team with other players...attack the elm for a bit, then switch to a teammate when fury is built up. That will be their only purpose lol.

[/ QUOTE ]

Well my experience is totally different than yours I guess. In PvE I'm fine. Only time I have a problem is when I go up against a boss that deals Smashing/Lethal damage primarily (which is most I agree).

More damage would be nice but... ;shrug


Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991

 

Posted

The entire Electric Melee set seems to me to have a fanatatic theme wise structure to it, however it falls somewhat short in impletementation.

First of let me really say I absolutely despise the color of this set. No No not despise loath. So for a set that really only has theme and coolness factor going for it the horrffic color choice cripples this set more than anything else. I mean the damage is ... I'll say functional. This is what makes the color so utter contemptable, it severly cripples the thematics or coolness of the set forcing this set to ride on its ability which it falls woefully short on.

[RANT ON]
Seriously Red Lightining? [censored]? Not only does that not make sense, Not only does it look hideous dancing along your body, it also makes you look like a retarted Mu reject. If you care about character integerity then your pretty much limited Magic origins for these characters. This set more than anything else in the game makes me desperatly hungry for the (promised) ability to color my powers. It just stuns me that with the scores of lightening tossing villians out there that use normal lightening, in fact do any anywhere use goofy electricity, somehow the idea to make red lightening surfaced. So again I reiterate [censored]? Sad thing is I know they can not go back in change this so this entire set is going to have to suffer forever with this awesomely bad choice. Cryptic should seriously consider firing whoever came up with this since they clearly are far to trapped in Fantasy MMO Box to be working on a Superhero MMO.
[/RANT OFF]

As for the set performance wise.
Meh. I think that is a good word for it. Not bad enough to not take but not really worthwhile taking. If you have a good (magic)theme or a good (magic) background story for a lightening villian it is certainly not bad enough to avoid. However the set is entire eclipsed by every other Brute set.

I think the biggest weak points in the set are its lack of follow ups and its way too high reliance on knockback on its central powers. It is going to be such a pain in the but playing with a level 32+ elec brute when they open every fight with lightening Rod and scatter all the MoBs.
I think the sets strenghts might be its endurance I found you could easily keep attacking and keep your end high, however you will need a secondary with stay power(NOT elec armor) to take advantage of that.

Suggestions to improve the set:[*] Strip knockback out of lightening Rod, make it either knockdown or Disorient or that electric dance thing. The knockback on this attack will be actually annoying to groups.[*] Unfetter Lightening Rod from the ground. Let it be used anywhere all rational claims to why lightening can not strike the sky flew right out the window when the set was colored red.[*] Keep Lightening Rods recharge time what it was during the level 40 test. Any longer and the power will become of dubious value. Maybe a little faster would be color though I doubt needed.[*] If chain Induction is destine to always drain exp when it kills baddies then rather than the chain harming foes it should just make them do the electric dance, a chain hold instead. Increase the single target damage to compensate perhaps giving the set the second punch it needs.[*] Give the set a left hook to go with the right one. It needs a one two combo worth talking about. Maybe up chain induction or jacobs ladder to fullfill this role.[*] Alter Thunderclap to lightening clap. Remove the knockback part (bleh to super strength rehash) and swap it out for end drain ala short circut. Maybe change the disorient to the electricity dance.



Performance: 2.5 (medicore performance)
Aesthetics: -1 (Arcing lightening should look like lightening)
Cool Factor: 4 (Though not impletemented in the best way there are some really cool powers in this set)
Novelty: 3 (Alot of rehashing of not good to begin with powers drags this set down)
Utility: 2.5 (It has a fair bit of status which is good but alot of Knockback on the important powers which is VERY bad)
Total: 2.2(Not good but still worth taking a look at)


 

Posted

I had more fun in PvP with an elec/elec brute than with anything else. Being a PvE person 95% of the time I did my best to optimize my defense and still put out some decent offense. I had no trouble soloing 4 turrets at the pillboxes but my damage was just horrible when fighting scrappers and tankers. The set needs a damage boost to be useful in PvP. My PvE brute on test was barely about level 10 and I had problems in PvE at that point but I could relaibly build Fury since the AI doesn't use maneuvers like leaping in and out with an attack queued.

I really enjoyed using Lightning Rod. A few controllers tried using forcefields or bonfire to keep me away but using Lightning rod to port right next to them solved that problem. I'm looking forward to using this set when it goes live.


Mr Slowburn - 50 fire/kin troller
Cosmic - 50 grav/storm troller
Cyberprowl - 50 ma/dark scrapper
Mi-graine - 50 emp/psi defender
Alberta Beef - 50 fire/ice tank
Mythtery - 41 ill/rad troller
Gargantua - 39 ws
Kotor - 38 db/wp scrapper

Fungal - 50 plant/psi dom
Snarky - 38 thug/dark MM

 

Posted

Just had a thought that Electric may just be a new standard base damage of where all brute primaries will end up inorder to increase the rate at which fury builds for PvP. For example a Knockout Blow with Rage and Full Fury is just absolutly devastating to a squishy where right now its hard to build up that fury making it not quite as devastating but if a fix is put in where fury will build faster than the overall damage will have to be lowered to keep them in check of gaining to much fury power to quick.

So what I could really see happening is they know how well current Super Strength, Energy Melee, and Stone Melee do in PvP even with low fury and could be using a lower overall damage set as the new Electric to get some datamining to know how much Fury will need build up to make a lower damage set start to compete at today current live levels.

I would go as far as saying Brutes need to watch out for a "small tweak" in the future of gaining the Ability to increase Fury faster at the cost of lower starting damage which will result in less maximum damage possible also. Currently when a Brute can get Full Fury I would say that they have much larger alpha strikes compared to scrappers with the exeption of Broadsword that criticals on both headsplitter and disembowel. Howerver it is ok if they get the opourtunity to out damage scrappers but if they ability to get to full fury is faster then the overall maximum damage will have to be lowered to keep it balanced with how fast they can kill today which is still extremly fast especially with Fulcrum Shift.

If something like this does happen don't just immediatly cry "nerf" though as currently if you get a full bar of fury there is easily possiblities where you waste a lot of damage as you pummel someone for 250 when he had 20 hit points left so now you might pummel him for 210 when he had maybe 50 hit points left with the point being it that the change may actually just make your Brute get up to killing speed faster with just a slight hit to how big of an alpha strike they can unleash.

Then this idea may not be anything of what is being thought of and they will in the end just give some tweaks just to electric to bring it closer overall to the other sets in overall damage.

Either way I look forward to an Electric/Electric non-stamina brute in the future.


 

Posted

no

elec's damage sucks even with full fury

SS and stone are great damage sets, and trade some of em's single target damage for some aoe

elec just sucks compared to all those


 

Posted

[ QUOTE ]
no

elec's damage sucks even with full fury

SS and stone are great damage sets, and trade some of em's single target damage for some aoe

elec just sucks compared to all those

[/ QUOTE ]

agreed


 

Posted

[ QUOTE ]
Just had a thought that Electric may just be a new standard base damage of where all brute primaries will end up inorder to increase the rate at which fury builds for PvP. For example a Knockout Blow with Rage and Full Fury is just absolutly devastating to a squishy where right now its hard to build up that fury making it not quite as devastating but if a fix is put in where fury will build faster than the overall damage will have to be lowered to keep them in check of gaining to much fury power to quick.

So what I could really see happening is they know how well current Super Strength, Energy Melee, and Stone Melee do in PvP even with low fury and could be using a lower overall damage set as the new Electric to get some datamining to know how much Fury will need build up to make a lower damage set start to compete at today current live levels.

I would go as far as saying Brutes need to watch out for a "small tweak" in the future of gaining the Ability to increase Fury faster at the cost of lower starting damage which will result in less maximum damage possible also. Currently when a Brute can get Full Fury I would say that they have much larger alpha strikes compared to scrappers with the exeption of Broadsword that criticals on both headsplitter and disembowel. Howerver it is ok if they get the opourtunity to out damage scrappers but if they ability to get to full fury is faster then the overall maximum damage will have to be lowered to keep it balanced with how fast they can kill today which is still extremly fast especially with Fulcrum Shift.

If something like this does happen don't just immediatly cry "nerf" though as currently if you get a full bar of fury there is easily possiblities where you waste a lot of damage as you pummel someone for 250 when he had 20 hit points left so now you might pummel him for 210 when he had maybe 50 hit points left with the point being it that the change may actually just make your Brute get up to killing speed faster with just a slight hit to how big of an alpha strike they can unleash.

Then this idea may not be anything of what is being thought of and they will in the end just give some tweaks just to electric to bring it closer overall to the other sets in overall damage.

Either way I look forward to an Electric/Electric non-stamina brute in the future.

[/ QUOTE ]

Hmmm, I think the problem here is the fact that you are trying to "think". If electric melee is the new standard for brute damage base in order to make fury work after fixing a bug and that damage base is echoed to the rest of the brute primaries...well...I will only play stalkers for the rest of my time here lol.

Electric melee is terrible. Its horrible endurance cost, recharge time, damage, subpar effects, animation pauses, animation clones...etc truly make it the most incredibly aweful thing this great game has ever produced since trick arrow. The only good thing about this primary is the gleeful evil feeling I have everytime I think about all of the disappointed villains who were looking forward to the advent of a new flavor of the month.

Ok, from a stalker's prospective (I have a level 40 brute mind you), I fought several ELM/ELA's in Warburg during the event. Power Surge doesn't do a single thing against AS. As for the ELM primary, their attacks were barely denting my pitiful hp. Occassionaly I would find my endurance gone but that was from power sink, not from being hit every now and then by an attack that does rediculously low damage.

ELM needs its damage increased, its effects changed to knockdown instead of knockback (rather obvious as a brute needs his enemies near him to get fury built up). Endurance drain needs to be more if damage stays the same. This primary could be a monster if it sapped a serious quantity of endurance in exchange for dominator damage.