Official Thread for Brutes: Electric Melee
I've noticed that the power tray icon recycles before the power is actually ready.
I am only up to lvl 5 but so far, I really like the set. I am wondering, as others, if the end transference will be slottable enough for me to skip Stamina...
You don't hit smiling monsters - Sister Flame
I agree with the sounds issue. They either need to have a punch sound effect added to go along with the current electric effect, or perhaps as someone else suggested, thunder effects.
The sound effect for Jacob's Ladder really needs to be changed. Give it an effect that actually sounds like the electric arc does, let it end in either an electric discharge or thunder effect.
Id like to know the chances of end recovery from charged.. Even with 6 end mods i see no end comming back from it. i find the el/el set to use as much end as ss/dark does (for example) which is horrible. And the dmg is lacking so bad its ridiculess. My only hope from the malee set was lo end use but that is surely out of the picture. Figured it would go good with drk or something but surely dont.
At least i finaly seen the msg saying i recovered some end but it seems like its about 1/50 or less... lol Out of a full lvl solo i seen that msg like 5 times... lol With it on auto..
Is thunder strike supposed to require a target to be in range AND targeted in order to be able to activate? This is unlike any other brute/tank AoE power. Or is it just me?
Upside - it's not wasted when target runs away.
Downsides - Can not use it to hit stuck enemies in walls. Hard to use on mayhem missions, won't be able to still hit things when confused, blind, taunted.
Overall I think it's a mistake in the power.
Other than that I'm having a blast with it. Running solo and on Viscious since level 3. I feel a damage decrease coming...
thunder strike is not an aoe power. Its a single target attack with an aoe splash damage. So yes, you have to have an enemy targeted and in range to use it.
1 big stupid nitpick
our powers are red. can we have red-tinged icons? ditto for /elec
the cone on JL feels similar to Shadow Maul right now. But the lag is screwing my aim up.
Something for everyone to remember, just because you don't see a MISS right away on JL, doesn't mean the other target wasn't in the cone. Cones seem to delay the miss graphic a little.
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You don't actually have a chance to gain endurance by attacking; the attacks only have a chance to recover a fraction of the endurance they cost (think it's 30% of power cost, not sure if it's enhanceable or if the enhancements are only for the drain). At least it works that way for blasters.
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You don't actually have a chance to gain endurance by attacking; the attacks only have a chance to recover a fraction of the endurance they cost (think it's 30% of power cost, not sure if it's enhanceable or if the enhancements are only for the drain). At least it works that way for blasters.
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Yea it seems to make no diff as it rarely hits. Just was something i was testing with charged and hav bieng sloted up with end mods. Didnt notice at all tho. lol
Now I've only played 6 levels but I like the looks and damage of the set. It does remind me of DM. The sounds would be my only itme to change for ELM.
GF
Ok wierd, I replied earlier with links but it disappeared.
The way Charged Brawl and Havoc Punch work with regards to end drain is that there is a chance for the end drain to occur. The end drain is based off the target being drained.
The power descriptions for Brute Elect/ for Charged Brawl and Havoc punch can be found here.
In both Charged Brawl and Havoc Punch:
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A portion of drained Endurance may be returned to you.
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On Live the portion of drained Endurance is a set number. On Test the set number has been replaced with a percentage.
Endurance mod enhancments augment the amount drained and recovered, but not the chance of that occuring.
What I do not have is the base chance of this occuring. Eitherway, it isn't sufficient enough to base a build around end drain with.
Would never base a build just off the hope of end recovery but there are enuff at's that have huge end issues that it was a worthwhile option to test its ability to recover some end imo.
I really don't like the current animations for Charged Brawl and Havoc Punch. Havoc punch looks much too similair to Air-Sup and Thunderstrike.I would love to see Charged Brawl become a 1-2 punch, moving extremely quickly, with the same animtion time, and for Havoc Punch to be an uppercut, like KO blow, but without the wind up.
Yeah, my guess is that the template for the 2 first attacks were pulled directly from the Blaster versions.
For Blasters, it has been long known that the end drain on these attack powers is barely noticeable. I didn't think that would change now.
Does anyone else find the sfx to be over the top?
(H)Dark/Rad, Rad/Psi, Spine/Regen, Ice/EM, Psi/EM, Earth/FF,
(V)EM/NIN, Bots/FF, Fire/Rad,Fire/Fire, Earth/Fire, Grav/Energy
@Angus.Black
Charged brawl does have a punch sound to it so not sure why people are saying none of them have it. I clearly hear it when I hit along with the electrical sound. When you miss you only get the electric part.
Havoc punch and jacobs ladder however yes don't have any smack to them.
The real question is -- is any of this stuff even potentially able to be changed before it goes live? The crappy animation or the extremely lackluster damage?
I dunno, maybe my stuff is just messed up, but i was just playing and the buttons would be recharged for charged brawl and jacobs ladder, but it wouldnt let me attack so i started counting how long it took before it would let me attack and apparently charged brawl has a 25 second recharge and jacobs ladder a 40 second recharge not to mention brawls ten seconds, now i have only been playing for 1 year and 10 months but i really dont think thats right. Is this just lag or did they change them to be that long cuz it was making me die like mad. Also i find that the jacobs ladder cone is pretty good when using it, i have used shadow maul pretty extensively and this seems easier than that to get 4 minions in of the normal human size. And about the damage im loving it.
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Would never base a build just off the hope of end recovery but there are enuff at's that have huge end issues that it was a worthwhile option to test its ability to recover some end imo.
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sup juggalo, MCL.
i slotted for end modx2 in CB and havok punch, i noticed the end gain.
but on the other hand, brawl and the origin temp was draining while i had my armor on. only if all my attacks drained end, then it would be sweet.
Maybe it's just me, but the accuracy for the set seems to be really off. I've never before found myself being saved by the streakbreaker so often. Heck, the streakbreaker half the reason I hit anything at all. Overall, I find that I'm missing a very lot. I can guesstimate that my accuracy lies somewhere around 60%.
I wish I could run herostats to confirm this, but it doesn't work with I7 as far as I can tell.
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I wish I could run herostats to confirm this, but it doesn't work with I7 as far as I can tell.
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The unstable version works. And I think you'll find it's just your perception, as long as you get a decent sample size. Say, 2-3 missions.
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The guys who say JL's cone is the same as Shadow Maul are nuts. Shadow Maul requires the mobs to be in a perfect single-file line. With JL I can reliably hit 3 mobs as long as they are close to each other and I target the one in the back. It's still a pretty small cone, but not near as small as Shadow Maul.
Nice feedback all, looks like I expected (largely the same as blaster electric manipulation look-and-feel). I'm a bit surprised that Thunder Strike is knockDOWN instead of knockBACK but I guess that's an unexpected side benefit (I would have been happy with either).
Not surprised that Jacob's Ladder is a melee-range cone - people were unreasonably expecting this set to out-AOE Fire Melee, which it pretty clearly should not, Fire has no status effects in it at all for damage mitigation purposes.
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I have a very important qt, or stupid qt...depending on your point of view, for the devs....majority of the powers have end drain...what is the base number for this? and if i am not mistaken this powers can be slotted with End modification ENh (enhancements you place in Stamina)... is this a bug or are this EnH for the END DRAIN part of this powers?
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*IF* it works the same as the blaster versions (and I suspect it does) then it is something like 30% chance to drain one-half the cost of the power. The % chance cannot be enhanced, but the amount drained can. This sort of conflicts with the patch note about endurance drain powers draining a percentage of the target's endurance, and I suspect melee powers with a secondary effect of endurance drain are not covered under that rule change, only powers whose primary effect is endurance drain e.g. Power Sink or Short Circuit.
Edit: this wasn't very clear - electric melees ALWAYS drain some endurance from the target, and that amount can be enhanced. The % chance I was referring to was the chance to transfer some of this endurance to you, and neither the % chance nor the amount transferred to you can be enhanced.
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Is thunder strike supposed to require a target to be in range AND targeted in order to be able to activate? This is unlike any other brute/tank AoE power. Or is it just me?
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Yes, that is exactly how the Blaster version works. The AOE effect isn't terribly useful for damage, but for the knockdown it's fabulous.
The starting attks will be tough to get an optimization on...ive done allot of test builds and so far the generic type build of taking the fastest starting attk power seems to still be best. Then proceed to take the rest of the AoE dmg attks as you get them. Elec armor so far doesnt lend itself to running a good aoe minded defense so its looking like invuln will be the ideal 2ndary, and EM/elec would be better then el/el(based on my test up thru lvl 10).