So, Energy Melee


Aett_Thorn

 

Posted

I see people complain about it here and there: What changed to cause such unrest?


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Posted

Energy transfer had the activation time increased by about 1.5s and the animation was changed with it.

Barrage had its damage, endurance, and recharge cost increased to be equivalent with attacks like smite, ice sword, and ablating strike.

Total focus is now mag 3 instead of mag 4.


 

Posted

So...is it really that bad, or is it no longer such an outlier in terms of single-target output? I've been pondering a something/EM tank and I need to know!

Oh, and thank you for listing the changes.


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Posted

It's no longer the best single target damage, but it's still very good ST damage. Part of the complaint is that the AE damage and AE mitigation tools, or lackthereof, in the set aren't enough to justify having as good ST damage as several other sets.

Oh, and then there's the people that complain using ET and TF gets them killed because of the long animation times, but I equate that to attributing the death caused by jumping off of a 100' cliff to the trash that littered the bottom rather than the jump itself.


 

Posted

Quote:
Originally Posted by Dersk View Post
It's no longer the best single target damage, but it's still very good ST damage. Part of the complaint is that the AE damage and AE mitigation tools, or lackthereof, in the set aren't enough to justify having as good ST damage as several other sets.

Oh, and then there's the people that complain using ET and TF gets them killed because of the long animation times, but I equate that to attributing the death caused by jumping off of a 100' cliff to the trash that littered the bottom rather than the jump itself.
Sands of Mu got me killed the other day, because I accidentally hit it instead of Siphon Life...but yeah.


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Posted

General lack of AoE is my big issue with the set. I like AoE, and Energy Melee has none. Okay, Whirling Hands, but that's more of a PBAoE taunt. I've currently got an Inv/EM I'm working on, and certainly more enjoyable now that I can colour the pom-poms.

That said, maybe throw some splash damage in TF or something. Not much, but anything to help the abysmal aoe capability of EM.


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@Starflier

 

Posted

Quote:
Originally Posted by Starflier View Post
General lack of AoE is my big issue with the set. I like AoE, and Energy Melee has none. Okay, Whirling Hands, but that's more of a PBAoE taunt. I've currently got an Inv/EM I'm working on, and certainly more enjoyable now that I can colour the pom-poms.

That said, maybe throw some splash damage in TF or something. Not much, but anything to help the abysmal aoe capability of EM.
I have always been fond of the idea of making Barrage a melee cone.

EM can stack stuns very nicely. They can lock down multiple things easily if you take the control power Stun.


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Posted

Quote:
Originally Posted by KaliMagdalene View Post
I see people complain about it here and there: What changed to cause such unrest?
Energy Melee used to be a good choice for the tanker that wanted good single target damage. It was essentially a one-trick pony, and now it can't perform its one trick any more.

The animations and activation time of Energy Transfer was made longer without making its generic Build Up last any longer. Barrage now takes six seconds to recharge, and that's the attack you are made to take at level 1. You can no longer stun a boss with Total Focus. Playing the set feels like swimming in molasses; you don't get a fast recharging filler attack with the set any more. I recommend having a browser window available for after BU-ET-TF are done; it will take half a minute for them to return.

The stun mechanic is not all that valuable, and that's the only secondary mitigation the set has. If stunned mobs stayed put, it would not be a problem, but they run; this does nothing for Fire tankers, and makes Willpower lose aggro. You get one of the weakest AoE powers in the set.

The animation time changes do specifically harm sets like Fire and Dark that depend on self heals, especially since the usual method is to cue up BU-ET-TF, and that sequence now takes more than seven seconds to finish now. It also creates a worse problem of spending your best attacks on dead targets on teams.

Steer as far away from this useless set as you can.



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Posted

Well, now that Heraclea's convinced me to make an EM tanker, I need to decide on a primary set.

I was thinking of Willpower or Dark Armor. Probably Dark Armor.

Just to be clear, 6 seconds is a bit much for barrage, I agree.


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Posted

Quote:
Originally Posted by KaliMagdalene View Post
Well, now that Heraclea's convinced me to make an EM tanker, I need to decide on a primary set.

I was thinking of Willpower or Dark Armor. Probably Dark Armor.

Just to be clear, 6 seconds is a bit much for barrage, I agree.
I'd go Willpower. The Passive mitigation it offers pairs better with /EM than Dark Armor, which relies a great deal on active mitigation in the form of Dark Regen.


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Posted

Quote:
Originally Posted by Aett_Thorn View Post
I'd go Willpower. The Passive mitigation it offers pairs better with /EM than Dark Armor, which relies a great deal on active mitigation in the form of Dark Regen.
How do you mean?


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Posted

Well, because of the long animations of Energy Melee now, you can get into trouble during the attacks, as pointed out above. During the animations, you can't activate things like Dark Regeneration. However, toggle powers, like Rise to the Challenge, will continue to work just fine during the animations, adding to your survivability. Since Willpower has no real click-based mitigation, it will allow you to live longer during the long-animating attacks, where if you go Dark Armor, you might find yourself dead because you couldn't activate Dark Regen in time.

I'm not saying that Dark/EM is bad, just that I think Willpower/EM would be better.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Ah, okay.

I use sands of mu and shadow maul on my dark/dark scrapper, and I don't seem to run into trouble using dark regen. This being in solo missions set to 6-8 people*.

Still a good point, though.

* My sad sands of mu anecdote above was my dark/sd scrapper.


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Posted

From experience I can say that DA goes well with EM. The reduced stun magnitude on Total Focus produced protests because it was no longer a one shot boss mez - but for DA with OG, it still is! And so is Stun, and BS and TF both have 60% chances for the same.

The real problem with Barrage, IMO, is not the recharge time, but the animation, and the fact that it's the tier 1. If neither of these change, Barrage is going to continue to be a problem for Tankers - because they have to take it, and because it will either be the worst DPA in the set or way too slow for a tier 1 attack. Brutes and Stalkers dodge that bullet.*

That said, EM does have some decent attacks. EP, BS, and WH are not timewasters.** EP has good DPA, BS has standard DPA and a 60% stun chance, and WH may be one of the weaker PBAoEs but it's still multitarget damage on a tank, which is always a win.

* Then again, /Elec brutes and stalkers get Energize at 28. So yeah, no sympathy.
** I'm a little annoyed that this needs to be said more than once. The numbers are there for everyone to see, and yet this canard gets trotted out any time anyone asks about EM. Never mind that EP = Stone Fists and BS = Haymaker/Pulverize...


@SPTrashcan
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Posted

Quote:
Originally Posted by KaliMagdalene View Post
Sands of Mu got me killed the other day, because I accidentally hit it instead of Siphon Life...but yeah.
I have a stone /em tanker. before the change, it was a fast moving st set. Now it is a slow set that frankly isnt much fun to play. My tanker was my only purpled out toon. he sits mostly unused now. I found many times I would hit et, wait for the animation only to watch a scrapper or blaster kill my target before the attack finished. They killed the target, I took the damage from et for no good reason. I have shelved my only 50 tank and run blasters, controllers or scrappers these days.


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Posted

Quote:
Originally Posted by KaliMagdalene View Post
I was thinking of Willpower or Dark Armor. Probably Dark Armor.
If you roll Willpower/EM, build for soloing.

Stuns create issues for Willpower tankers; because your aura taunt lasts just over a second, compared to the twelve seconds other auras get, any mob that wanders away is a mob you probably lost aggro on. You might be able to keep most of them with Gauntlet if you're allowed to herd tight, but that may take more patience than most teams seem to have currently.

On the other side, you shouldl not have issues with the slight damage you take from Energy Transfer. WP/EM is not a farming build by any stretch of the imagination; you will find it quite tedious to take out an 8 person spawn one at a time, even though you will probably survive it; especially since they will scatter as you attack them.



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Posted

Quote:
Originally Posted by Heraclea View Post
If you roll Willpower/EM, build for soloing.

Stuns create issues for Willpower tankers; because your aura taunt lasts just over a second, compared to the twelve seconds other auras get, any mob that wanders away is a mob you probably lost aggro on. You might be able to keep most of them with Gauntlet if you're allowed to herd tight, but that may take more patience than most teams seem to have currently.

On the other side, you shouldl not have issues with the slight damage you take from Energy Transfer. WP/EM is not a farming build by any stretch of the imagination; you will find it quite tedious to take out an 8 person spawn one at a time, even though you will probably survive it; especially since they will scatter as you attack them.
Thanks for that advice - I've been considering making an WP tanker of any variety, and the short duration on the taunt aura is one reason I've been hesitating. I may be spoiled by chilling embrace and invincibility.

ETA: I wasn't trying to be contrary by saying you convinced me. Just, after both the positive and negative comments, I was pretty much "I have to see what this does for myself."


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Posted

Using dark armor would also allow further stacking of stuns. Going off of CoD, Oppressive Gloom's Mag 2 Stun stacking on Whirling Hand's 30% chance of Mag 2 Stun means that even bosses will be knocked silly a third of the time.

Coupled with all the other stuns flying off of EM, you'd probably be quite safe.

Death Shroud will help a little against EM's woeful lack of AoE damage.

Seems like it would be functional and probably hold aggro really well.

I wouldn't touch the combo myself, but for tanking, sure why not?


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
I wouldn't touch the combo myself, but for tanking, sure why not?
You wouldn't?


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Posted

Nope. Dark Regen is far too much of an end sucker for me to deal with as a heal. Yes, it's an awesome heal, no doubt about it, but for me the cost is too high.

As for EM, as far as I'm concerned, Castle and BAB broke the set beyond playability. There's nothing fun about it for me. It's why I deleted my first and main villain and recreated him from scratch as a DM/WP from the EM/FA brute he used to be. He had all the accolades and was partly IOed out when he got the axe.

I would find EM/Dark excruciatingly painful to play.

But I solo. For someone that actually wants to tank for a team, I can easily see the positives.


Be well, people of CoH.

 

Posted

Huh, my experience with Dark Regen is not like that at all - I've been able to use it effectively from 17 onwards on brutes and a scrapper.

I can't say anything wrt energy melee, though. I find soloing on my ice/stone tanker excruciating enough, and find it hard to believe that em could be more annoying than that.


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Posted

Quote:
Originally Posted by KaliMagdalene View Post
Huh, my experience with Dark Regen is not like that at all - I've been able to use it effectively from 17 onwards on brutes and a scrapper.

I can't say anything wrt energy melee, though. I find soloing on my ice/stone tanker excruciating enough, and find it hard to believe that em could be more annoying than that.
Ice melee is easily superior to energy melee currently, at least for team tanking. Ice Patch, Frozen Aura, and Freezing Touch are easily superior to Stun or Whirling Hands, although they come later in your build.

I made my dark armor tanker Dark/Ice; while that tanker is not the toughest by any stretch of the imagination; she is a pure melee controller. If the team helps to keep her standing, she can keep any team safe. I wouldn't even bother trying to solo that combination though.

If I could re-roll my Fire/EM tanker into a Fire/Ice tanker, I would do so in a heartbeat. Ice actually helps Fire. EM does not.



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Posted

Quote:
Originally Posted by KaliMagdalene View Post
I was thinking of Willpower or Dark Armor. Probably Dark Armor.
WP/EM
Pros:
* Passive mitigation
* Plenty of endurance
Cons:
* Poor AoE damage / aggro

DA/EM
Pros:
* Stacking stuns (OG + EM stuns)
* Damage aura to help in groups
Cons:
* Endurance management
* Animation lock could be a problem (more of an issue for some than others)

I'd probably go with DA. Aggro management for WP/EM would be pretty bad and likely drive me crazy. Another option you didn't mention would be Shield - SC would help close the AoE gap, as well as AAO fueling your st offense. (Course, I could never get a build I was satisfied with. I'm picky.)

Quote:
Originally Posted by KaliMagdalene View Post
I find soloing on my ice/stone tanker excruciating enough, and find it hard to believe that em could be more annoying than that.
Ice Armor / Stone Melee? With or without Icicles? I ask because depending on how you look at it, Stone's AoE is basically on par with EM. (Tremor has lower DPA than WH, but much larger radius.) So if Tremor alone is excruciating, then you'd likely find WP/EM the same.

I should note that Whirling Hands is broken. It deals 1 scale damage, 14s rech, and a 8ft radius. Either it's damage is too low for it's recharge (should be 1.18 scale), the recharge is too slow for it's damage (should be 11.5s), the radius is too small (should be ~10.75ft if dmg/rech remain constant), or some combination of all of them.

Quote:
Originally Posted by KaliMagdalene View Post
* My sad sands of mu anecdote above was my dark/sd scrapper.
Haven't you heard? Scrapper survivability is on par with tanks, though. (Sorry, I couldn't help myself.)


 

Posted

Quote:
Originally Posted by Sarrate View Post
I should note that Whirling Hands is broken. It deals 1 scale damage, 14s rech, and a 8ft radius. Either it's damage is too low for it's recharge (should be 1.18 scale), the recharge is too slow for it's damage (should be 11.5s), the radius is too small (should be ~10.75ft if dmg/rech remain constant), or some combination of all of them.
Not that I would mind a buff to Whirling Hands, but doesn't Whirling Axe have exactly the same dam/end/rech/radius and lower DPA to boot?


@SPTrashcan
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Posted

Quote:
Originally Posted by SpittingTrashcan View Post
Not that I would mind a buff to Whirling Hands, but doesn't Whirling Axe have exactly the same dam/end/rech/radius and lower DPA to boot?
Whirling Hands
2.5s act
1 dmg
14 rech
13 end
8ft radius

Whirling Axe
2.67s act
1 dmg
14 rech
13 end
8ft radius

Whirling Mace
2.67 act
1.12 dmg
14 rech
13 end
8ft radius

Yep. Whirling Mace is the best of the lot (incl DPA), but it's still a smidge underpowered based on what the formula says it should be.