Energy Melee - will I regret it?


Achilles6

 

Posted

I've recently come up with a character concept that I'm excited about. After 5+ years in the game I spend most of my time playing my 50s so I jump at the chance to really work on a new character when a good concept comes to me.

My original idea included using War Mace as the secondary...but none of the weapon options worked very well with the whole concept and costume idea. I really wish we had more "bulky" and "modern" options...the tech mace is a joke and none of the other ones fit.

So, I decided to modify the concept a bit and roll with Energy Melee. I tried this set once back in I3 and could never get past level 12 or so...the damage was/is so pitiful on those early attacks. However, with more resources and experience now, I'm confident that the levelling won't be such a drag. But for those who have experienced Energy Melee...how does it compare to, say, Super Strength? That is my favorite Tanker secondary and I play it all the time. Is the single target damage comparable? Is it better/worse? Will I be really disappointed with Whirling Hands?


 

Posted

Quote:
Originally Posted by SoilentGreen View Post
how does it compare to, say, Super Strength? That is my favorite Tanker secondary and I play it all the time. Is the single target damage comparable? Is it better/worse? Will I be really disappointed with Whirling Hands?
You will regret it.

Now, the single target damage is comparable under the large view --- and only becomes so after you get to level 40 and have your 8 and 9 tier attacks present and fully slotted. Before then, your single target damage is lackluster and your AoE damage is the worst of any other tanker secondary. Even Dark Melee and Ice Melee do better at both.

Did not mention what your chosen primary was. Because of animation issues that lock you down for more than three seconds at a time, and the high speed wandering of stunned mobs, Energy Melee does not play well with sets that:
  • Rely on click self heals,
  • Rely on overclock powers for survivability, or
  • Need tightly herded mobs for survivability, AoE and aura attacks, or to compensate for weaker taunt auras.
Energy Melee has unmitigable reasons to avoid it regardless of what primary you choose. The only primaries it has anything resembling synergy with are Ice and Dark, and even there, there are always nine better choices than Energy Melee.

Oh, and Barrage, the attack you're forced to take, has a six second recharge time. I hope you weren't planning on doing Outbreak.



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"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Ages ago I did a workup of DPS and DPE values comparing SS and EM, and found that without Rage, they are pretty equal over time. EM gets much better up front burst damage, while SS gets much better AoE damage.

Unfortunately, on tanks EM is really slow. Every other AT that gets EM gets one heavy hitter early and the other late, for a nice steady upsurge in damage. For tanks, however, the heavy hitters are the last two power picks of a secondary, so they don't become available till 35 and 38, which is pretty much near the halfway mark of your career. So you'll spend the first half of your career plinking away at enemies solo, waiting for Bonesmasher to recharge, or playing meat shield for teams, never putting out nearly the damage everyone else can do.

The stuns are handy, but not really reliable. With SS, I know that if I need to make something not hit me so fast, I can run in and KO it and it'll go flying in the air, and possibly even be held for a short time. EM is more of casual mitigation, nice when it happens, but don't rely on it to survive.

That said, I've always enjoyed EM. The "pom-poms" are a very good looking effect, and are really nice now that they can be colored to match a concept/costume. Heck, been thinking of making a character that draws on the power of rainbows, lol.

Really, it's up to you though. It's slow, but can pump out decent damage in the late game, with pretty high burst damage. Just don't expect to mow down large mobs like SS can.

Edit to add: Whirling Hands isn't anywhere near as good at damage or mitigation as Foot Stomp, so on EM toons I usually skip it. On tanks, however, who take good advantage of AoEs for aggro drawing, it can come in handy. I wouldn't kill myself to get it in ASAP, but if you have room for it, why not?


Just my opinion, feel free to disregard...

 

Posted

Quote:
Originally Posted by SoilentGreen View Post
So, I decided to modify the concept a bit and roll with Energy Melee.
How important is the concept to you? I would say that hardly anyone takes EM because of the performance of the set.

Having said that, I have a lvl 50 inv/EM and if I had the ability to respec his secondary, I would not.

If you plan to solo a lot, it's not a good choice. Of course, neither is ice melee at low level and I soloed that through Flashbacks to unlock Karsis and Hess.


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The Mentor Project

 

Posted

Hmmm..sounds like I may not enjoy it so much. I didn't mention that Shield is my primary, and I do plan a soft cap and high recharge build, so having a big AoE to use once or twice in each encounter will come with that (Shield Charge). Will the presence of that (plus the +damage of AAO) soften the blow?


 

Posted

Quote:
Originally Posted by SoilentGreen View Post
Hmmm..sounds like I may not enjoy it so much. I didn't mention that Shield is my primary, and I do plan a soft cap and high recharge build, so having a big AoE to use once or twice in each encounter will come with that (Shield Charge). Will the presence of that (plus the +damage of AAO) soften the blow?
Energy Melee doesn't hurt Shield quite as bad as it does some other primaries; and Shield gives you a heavy hitting AoE attack that EM lacks. Once softcapped, One with the Shield becomes something you will seldom use and may consider respeccing out of, so EM animations may not kill you when they prevent you from hitting it in an emergency. And you can make Shields plenty tough, .so you will have time to sit on your hands waiting for BU-ET-TF to recharge.

It isn't going to hurt you that badly. It's just not as good as any other set will be.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

There's a lot of takeaways here regarding EM and from a practical point, all valid. Its really up to you to determine how important that concept build is to you.

I can say that I made my Inv/EM tank at release and still enjoy pulling her out to run tfs with. I won't ever delete the toon but have no interest in making another EM toon. Its clear the nerfs to the set has taken the lustre off of EM. In the early days, EM was so good that folks paired it with any of the original primaries.

Its interesting that nowadays, Shield Defense is such a darling (for good reasons) that it will function at all grades of 'fine' paired with any secondary with IO investment.

If you can stand the pacing of solo and have the patience to get your heavy hitters at 35 & 38 give it a shot. If you plan on teaming to help get to the latter levels quicker, focus on being the meatshield (taunt early is a good idea) and rely on your team to drop stuff quickly.


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Posted

Probably.


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@Starflier

 

Posted

Quote:
Originally Posted by SoilentGreen View Post
Hmmm..sounds like I may not enjoy it so much. I didn't mention that Shield is my primary, and I do plan a soft cap and high recharge build, so having a big AoE to use once or twice in each encounter will come with that (Shield Charge). Will the presence of that (plus the +damage of AAO) soften the blow?
I've a Stone/EM tanker at 50, leveled in the days after Nerf-a-gedden of issue 6. At the time the character was... adequate. Even back then EM suffered from very low damage until 35, but the quick animation and heavy damage of ET somewhat made up for it in the end game. Shortly after the EM nerfs I pulled the character out of mothballs and ran a few TF's to see just how much it affected her. Well, it was severe enough that the character's been permanently shelved ever since and likely won't be played again until the set changes again. If she wasn't already 50 she'd probably be on the chopping block for deletion if I needed the slot. Since she is I'll just let her sit waiting for the devs to un-nerf EM. If they never do, well I've a whole bunch of other characters who are still fun to play.

There's just so many better choices for tanker secondaries that I can't see any reason to roll EM anymore. Shield should be a fantastic primary... I know already it makes for an amazing Scrapper secondary. It would pair nicely with /Electric or /Fire for fantastic AOE potential while /SS would add Rage to the buff from AAO. /Dark would add lots of utility and some decent single target damage.


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Posted

Quote:
Originally Posted by Call Me Awesome View Post
There's just so many better choices for tanker secondaries that I can't see any reason to roll EM anymore.
I have one. The mere fact that you haven't played it yet. I'm working my way through all the tank primaries and secondaries. I don't care how good they are.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by SoilentGreen View Post
I've recently come up with a character concept that I'm excited about.
If this is really the case... then this:

Quote:
But for those who have experienced Energy Melee...how does it compare to, say, Super Strength? That is my favorite Tanker secondary and I play it all the time. Is the single target damage comparable? Is it better/worse? Will I be really disappointed with Whirling Hands?
shouldn't be much of an issue.

In my view, if you are excited about the concept, then that should be enough to carry you through. I guess I am not the guy to ask about this, huh?



 

Posted

Concept is king, at least in my book. I have an Ice/EM tanker, and an Inv/EM tanker, and they both still kick ***. Screw all the whining and ******** that people do about EM. If you want to use it, then use it.


�Life's hard. It's even harder when you're stupid.� ― John Wayne

�Just think of how stupid the average person is, and then realize half of them are even stupider!� - George Carlin

 

Posted

Energy Melee is a bad Tanker Secondary?When did this happen?!

I recently saw a Ivln/EM Tanker, and he hit like a Mack Truck!(recently being roughly 2 weeks ago)

He charged up, and BLAM! Dead +2 Minion!Jumped up in the air with some hang time, comes down, and BLAP!Dead Lt.!Triggered his Hasten, then started spinning away!

From what I can tell, he capitalized on recharge for his Whirling Hands, and it went off rather often.He killed things moderatly quick.Then when it came to Bosses, well, I sat back and watched him obliterate them with his higher up ST attacks.

I want to roll a /EM tanker my self, but I have 2 projects im already working on.It is on my next build list though.

Id say go for it!

From what iv seen, /EM isnt bad at all.You just have to learn how to use it.Unfortunatly, those who had it before the change give it a bad name, simply because they wont go back and re-learn and re-slot it.

Make up your own mind.


 

Posted

I had a great comparison post going for this last night, and lost it. Grrrr.

So in short. EM has a lot of hate for it right now because of some changes that were made to it. I do agree that it needs some tweaking still, but it's not that bad of a set. Just go into it knowing you're going to be doing mostly ST damage, and you'll be okay (Shield Charge will be nice to have, though, as someone pointed out). No Tank set is really doing that badly right now. There are just some sets that obviously need some tweaking still. EM is one of them.

Soilent, you noted in your first post that you didn't like the first attacks. Well, Barrage now does more damage, and is actually worth using now. Yes, it has a 6 sec. recharge to go with it, but this is hardly uncommon for the first three ST powers that Tankers get. It works best if you think of Energy Punch as your Tier 1 (even though it's still set as a Tier 2), as it recharges faster. I felt a lot more satisfied with the attack chain I had for those first three attacks when I used Energy Punch--Barrage--Bone Smasher. Energy Punch is almost back up by the end of that without too much of a wait at low levels. With some recharge later, you can have a chain with those if you want.

The stuns in EM are also great. War Mace has some, but they're scattered all over between a few powers, and the only one I see regularly fire is Whirling Mace on a minion, and that's because I have so many on me. EM, however, has a chance for stun in most of its attacks, so you'll see it pop up quite frequently, which is nice (should be nice on Shields, which is defense based, too).

Your higher tier attacks do have longer animations, but you can roll with them and use them when needed. Your first three ST attacks aren't bad... use them when your target has low health, rather than firing off ET or Total Focus on a quarter health boss.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by Fire_Minded View Post
Energy Melee is a bad Tanker Secondary?When did this happen?!

I recently saw a Ivln/EM Tanker, and he hit like a Mack Truck!(recently being roughly 2 weeks ago)

He charged up, and BLAM! Dead +2 Minion!Jumped up in the air with some hang time, comes down, and BLAP!Dead Lt.!Triggered his Hasten, then started spinning away!
You see, that's precisely the problem with /EM... by the time you've "charged up" the rest of your team has already killed your target causing you to have wasted the attack and the endurance. Nearly all of EM's damage is concentrated in the tier 8 & 9 attacks and both of them have extremely long animations, on the order of 3 seconds each.

Long animations really hurt a tanker... you can't react to anything for the ~3 seconds that the animation plays.


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Posted

Quote:
Originally Posted by Call Me Awesome View Post
You see, that's precisely the problem with /EM... by the time you've "charged up" the rest of your team has already killed your target causing you to have wasted the attack and the endurance. Nearly all of EM's damage is concentrated in the tier 8 & 9 attacks and both of them have extremely long animations, on the order of 3 seconds each.

Long animations really hurt a tanker... you can't react to anything for the ~3 seconds that the animation plays.
Well, I can agree with that.

The thing is though, Your a Tanker.Your not jumping around like a squirel on crack attacking things.(Blasters, im staring straight at you.)So your going to root your self most the time to hold a mob, or even a herd of baddies.

I will agree that most of the team members will have everything dead before you can trigger off you higher tier 8 and 9 attacks, mainly because everyone wants to play a Blaster, or a SD/Elec Scrapper now days.So of coarse /EM cant compete with that.Heck, almost nothing competes with that.Thats why many sets are what seems to be lack luster now days.


 

Posted

My only 50 Tanker is Dark/Energy, and I've played a couple of Superstrength tanks to the mid 30s.

SS is better, and that's before the awesomeness (so I hear) of Footstomp.
But it's not twice as good - Energy Melee is probably 75% as effective at worse. If you enjoy the look and feel of the set (and I do) you're not going to spend every moment of your playtime wishing you'd chosen differently, and rueing the day you picked Energy Melee.
Its probably one of the worse underperforming sets in the game, but its not unplayable by any means.

SS gives you good AoE and a permanent damage and To Hit boost.
EM trades all that for three attacks that deliver guaranteed stun and some ok-ish front-loaded damage. But it looks great doing so.


 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
The stuns in EM are also great.
I am equivocal on the value of stuns in melee sets. If you have stuns in your primary like Dark Armor does, then they will surely help. If you have movement slows in your primary like Ice and Stone get, this makes them more worthwhile.

For most primaries, stuns will stop incoming damage from some mobs for a while. Since EM is almost entirely a pure single target set, the value of this is a function of team size. Stuns also mean that you don't need to plan for Sappers and similar mobs if you run Malta content.

But stuns can harm some primaries. If you're Fire, the only controls that really help Burn are hold and immobilize; stun just means they're stunned when they wander away. If you have a weaker taunt aura like Willpower, stuns mean that you just lost aggro.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Mobs don't wander that much while stunned, Hera. They've fixed that annoying tricky where they could move away at sprint speeds (and leap buildings, heh), so they're not moving much. Probably the biggest issue for the stuns (on a team... they're great solo as is) is you only have it happen so much in an AOE. Whirling Hands has too weak of damage anyway, but upping its stun ability would actually be fairly nice. Other sets get aoe KD or KB, so that would go a long way toward helping on that angle.

Awesome, I've heard the "long animation" complaint far too much. 2-3 second animations are all over the place in this game, and they are usable by any set. If you or your team are screwed in the few seconds it takes to do an Energy Transfer or Total Focus, you shouldn't have been activating it in the first place (or you would have been screwed anyway).

The whole "my target is dead before the activation goes off" is overdone as well. Just plan your targeting and attacks better. I have my targets picked off from me on all my characters... my blaster was wasting attacks at range tonight. It happens. Target as best you can, and know that it's going to happen no matter what.

That isn't to say that Total Focus couldn't use some love for its animation, though. I do think that shortening it to KO Blow's length (2.3 seconds or so?) would be a great help. That said, people do tend to overdo the "it's a long animation and screws everything up" angle. Just wanting a little balance in the viewpoint on that.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

EM was overpowered in the upfront ST burst department, especially noticeably so in PvP. Castle then balanced it more inline with the other sets. Now people compare it to how it was and think it is overly gimped. Overall I basically don't find my EM any worse off to my SS etc. There are many different attributes and across the different powersets, cost per attributes vary, so you will/can be well/better off in some area, at times. People tend to only notice ST damage output over a small amount of time rather than other attributes.

I am not saying there couldn't be tweaks, I thought with the last changes perhaps Whirling Hands could recharge sooner to balance out the whole of the set with other sets better but apparently that is fine.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

I have a decent sized stable of EM's. Since the nerf, I don't play any of them anymore. They just aren't fun now.

...but that's me. just sayin'


50 Inv/SS Tank, 50 Inv/EM Tank, 50 FA/SS Tank, 50 Shield/SS Tank, 50 WP/SS Tank, 50 Dark/Dark Tank, 50 EM/Elec Brute, 50 SS/FA Brute, 50 SS/SR Brute, 50 Fire/Kin Controller, 50 Plant/Storm Controller, 50 Earth/Therm Controller, 50 Necro/Dark MM, 50 Bots/FF MM, 50 Elec/SD Scrapper, 50 Arch/MM Blaster, 50 Emp/Psi Defender

 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
Awesome, I've heard the "long animation" complaint far too much. 2-3 second animations are all over the place in this game, and they are usable by any set.
The way I used to use the set in practice, the animations are a problem. The long animations on ET and TF don't occur in a vacuum. Instead, my usual practice was to cue up Build Up, Energy Transfer, and Total Focus one after another; while one is playing, the next one is prepared. With the new animations, this puts your character out of commission for more than 7 seconds.

Also, the duration of Build Up in the set was not enlarged to compensate for the longer animations. This means that your other attacks cannot benefit, and they need it. By the time your heavy attacks are done playing you have little or no Build Up time left.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Quote:
Originally Posted by Heraclea View Post
The way I used to use the set in practice, the animations are a problem. The long animations on ET and TF don't occur in a vacuum. Instead, my usual practice was to cue up Build Up, Energy Transfer, and Total Focus one after another; while one is playing, the next one is prepared. With the new animations, this puts your character out of commission for more than 7 seconds.

Also, the duration of Build Up in the set was not enlarged to compensate for the longer animations. This means that your other attacks cannot benefit, and they need it. By the time your heavy attacks are done playing you have little or no Build Up time left.
To start with Build Up, it's always been like that... you have to pick and choose what attacks you're going to use. I don't know that they needed to add to it because of that (I do think Peacebringers need a longer version, as usually you'll formshift after using it, which will always eat up a couple of seconds).

For the rest. I dunno, Hera. You're a good player and adapt to things in game, so I'm not sure why you got so rigid on this. It's always a good idea to fire off build up when you're running into range with a mob, otherwise you're wasting time anyway. And while I like to queue up attacks, I do know I'm going to eat it sometimes for doing it (queuing up seems to not work as well for me anymore... the server seems to hiccup and un-queue up the attack). You know they're longer animations, so wait a second to see if you need to queue it up.

And after the changes to ET, that chain you mentioned is what... 1.5 seconds longer? Two? Five seconds in a fast moving team is still a long time, and that's the only time you'd have to worry about the chain you mentioned. Biggest thing you can do on a team like that is make sure you're heading in first to take that alpha, and help take things down as best you can. For that, ET and then TF is probably not the best approach anyway (though you should be able to use one or the other on a boss or a hard target... I know my blasters are pretty indiscriminate on a fast moving team).

Again, I do think EM needs a bit of tweaking to get it in line with the other sets, but it's not that bad.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
For the rest. I dunno, Hera. You're a good player and adapt to things in game, so I'm not sure why you got so rigid on this.
The character in question was one I had enjoyed. She came to have a favorite concept, too; one that actually developed in game, when she got the "Intellectual" badge unexpectedly while pursuing another. Unfortunately, she was Fire/EM. While I wanted an offense oriented tanker, I'll admit that I chose them for pure aesthetics. Before customization, they just looked like they belonged together.

The later career of the character seems to be a parade of bad choices. First, it turned out that she made a bad choice of primary, and lost most of the offense in Fire. The /EM secondary and its stuns were just an annoyance when the fear was put into Burn. They do nothing at all to help. Then it turned out that she made a poor choice of secondary too. Now all she's got is a secondary that detracts from the use of Healing Flames. There just wasn't enough left of that character to bother with any more.

The slow feel of the Energy Melee set is just depressing to try to play. I had to respec into Air Superiority to get back a minimally fluid attack chain. Compared to ET/TF, the other attacks just feel like ineffectual thrashing around, a waste of endurance you don't have.

I actually paid for a server transfer to move this character from Victory to Champion. It was that or deletion. Now I have a high level tanker to participate in original Tanker Tuesdays there. But even so, actually playing the character just makes me sad. And now that I have a few more high level tankers on Champion, there's probably no reason to keep the character around at all.

So yes, I am somewhat aggrieved more than most by this history of what turned out to be bad choices. And while I still care, I will warn anyone away from Energy Melee.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Quote:
Originally Posted by Heraclea View Post
The character in question was one I had enjoyed. She came to have a favorite concept, too; one that actually developed in game, when she got the "Intellectual" badge unexpectedly while pursuing another. Unfortunately, she was Fire/EM. While I wanted an offense oriented tanker, I'll admit that I chose them for pure aesthetics. Before customization, they just looked like they belonged together.
I think your comment goes back to the OP in which he simply must decide whether he wants to bring his concept to fruition using EM or not. I believe EM is still a viable set. The perspective from me is that we've played EM before the nerfs hit the set. So we can easily identify firsthand the negative changes made to it.

My very first character made at release was a scrapper (I know wrong forum, but bear with me) using Dark Melee/Dark Armor. Anybody who played the set at the beginning will understand how far Dark Armor has come from the old days. That set had very low popularity when compared to regen and invuln and heck, vied with SR for being craptacular. At least SR had Elude as tier 9, DA gets a self-rez.

Back to OP:
Long windedness aside, it goes back to concept again. Make it and play it and see for yourself. I think people make toons for all sorts of reasons: for the challenge, FotM builds, concept, etc etc.

If you've never made an EM toon but wanted to, why not give it a spin. Already from the responses, you'll find varied opinions on the set and thats not a bad thing. Hopefully you'll pair it with a primary that will not hinder each other.


The Mentor Project - Because we were all new to the game at one time...
http://boards.cityofheroes.com/showthread.php?t=212083