So, Energy Melee
Different sets should be superior at different things. If a secondary needs looking at its probably Axe. I don't have /Axe so am neutrally judging from the numbers.
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By the numbers, all three should be doing 1.18 damage, but I don't know if the secondary effects are supposed to affect damage output.
Both Whirling Hands and Whirling Mace have a 30% chance of Mag 2 Stun where Whirling Axe has 50% chance of KD. Why WH and WM do different damage I can't figure out. |
As for why WH and WM do different damage, not sure. I wish I could view previous versions of CoD. I'd be curious to know whether Castle buffed WM during the Mace buff period, or if WM has always done 1.12 scale damage. If it's the latter, I have no idea why only WM deals more damage.
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.) |
And yeah, DA/ seems to be the choice.
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. |
Haven't you heard? Scrapper survivability is on par with tanks, though. (Sorry, I couldn't help myself.) |
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Well, their damage doesn't necessarily have to be changed, as mentioned Castle could also tweak their rech or radius, too.
As for why WH and WM do different damage, not sure. I wish I could view previous versions of CoD. I'd be curious to know whether Castle buffed WM during the Mace buff period, or if WM has always done 1.12 scale damage. If it's the latter, I have no idea why only WM deals more damage. |
AceMace and some of the other Mace regulars can probably confirm that; we all followed the Mace changes very closely, not surprisingly!
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Correction: I don't like playing through the low-levels with that secondary. I tried it on a brute and it was just annoying to me.
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It took me awhile to realize this but A Brute is not a Tanker in another form.
Elec synergizes really well with tanking and its a ton of fun with SD.
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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. |
YMMV---IMO
Ice Ember
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I am positive that when I finally try energy melee on a scrapper, I will love it. But I don't enjoy electrical melee. I do not like it on three out of four melee ATs, so I am not sure how I'd like it on #4.
I'm sure it's fine once you get past the early attacks, but I don't like how the early attacks feel.
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My two mains Hero and Villain side were Invuln/EM EM/Invuln (Praetorian mirrors of one another)
They're my primary badgers (which sucks for master TF's since they really are terrible tanks)
I kinda refuse to delete them for their badges alone, as some were simply exhausting to get. (Quarterfield anyone)
My new mains will come from GR while I grind out my Alts for staying hero/villain and which ones will go rogue/vigilante (My main badgers will go rogue/vigilante, as they serve no purpose other than badges)
But I don't enjoy electrical melee. I do not like it on three out of four melee ATs, so I am not sure how I'd like it on #4.
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On the other hand, its multi target ability is second to none; superior to Fire for aggro holding, despite some of the additional target damage really being splash damage rather than full damage; and its utility is superior as well. Every melee attack set that gets added to the game pushes Energy Melee further down the list of recommendable sets. Even Carp Melee would be better.
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By the numbers, all three should be doing 1.18 damage, but I don't know if the secondary effects are supposed to affect damage output.
Both Whirling Hands and Whirling Mace have a 30% chance of Mag 2 Stun where Whirling Axe has 50% chance of KD.
Why WH and WM do different damage I can't figure out.
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