Could somebody explain Elec Melee to me?
I know both are affected by Fury in the brute version of the set, so I assume that they would also be affected by damage buffs.
And Lightning Clap serves the same purpose in Electric Melee that Hand Clap serves in Super Strength.....it gives you a power you can skip without gimping yourself. Between that and Confront you get two completely skippable poweras in the set, which is nice if your build is tight.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Yeah, Lightning Clap is pretty useless. About the only thing I can think of is that if you have a /Regen or one of the defensive sets with a heal it may give you a little time to get more health back if you bite off more then you can chew. But there are very few power sets that don't have a turkey or two in them.
The "splashes" from CI and Thunderstrike are buffed by stuff like AAO and Fury. As for procs in CI, I know they used to be bugged but I think that's been fixed.
Thunder Clap is for skipping.
The Melee Teaming Guide for Melee Mans
Thanks everybody. These explanations really helped.
Nothing wrong with the Claps, especially if you're soloing. Not every player is so uber that they can't make use of 3-5 seconds of not being pounded on every once in a while.
The mechanics of Thunder Strike are unusual for a melee attack, but if you think of it as a targeted AOE with a very short range rather than a PBAOE it makes sense. You are dropping a bomb on an enemy in melee range and everything around HIM (not you) gets blasted. That is annoying occasionally, especially when fighting enemies with large hit boxes. Malta robots, COT Behemoths or those big COT ghosts are so large that a Thunderstrike on them often won't hit any other enemies. You almost have to think of it like a cone (Sands of Mu) and tab through to pick the right target.
Chain Induction is another one where you have to pick out the right enemy in a group. If your attack kills the target, the chain won't jump, and since the main attack is larger than the chains, you want to hit someone who you know will survive. CI is the only attack in the game I can think of that can get LOWER overall damage if you have a damage buff. I've cursed a lot because of a critical hit killing the target of my CI, meaning no jumps.
The proc bug in Chain Induction has been fixed. The bug was that the chance of a chain was reduced to the chance of the proc. Now the chain is 100% and the proc is normal chance. I don't know if it ends a chain if the proc kills the enemy, though.
Thunder Clap is great because you can skip it. If it were KD instead of KB, it would be OK, maybe. But 3-5 seconds of no one beating on you is not worth having to chase down and melee scattered individual enemies with a largely AOE powerset like Elec. And that doesn't even include the fact that you've just knocked them out of your aura, which means you've may have lost damage, defense, regeneration, or taunt.
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Does Chain Induction still not give exp for the damage it does? I totally forget whether that's been addressed, but I see it used in a lot of posted builds now.
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The only sets that will really lose protection when using LightningClap or Handclap are WP, invuln and dark.
And even with them, if all the enemies stop attacking you, who care? Depending on your build and what you're fighting, there's a good chance you can actually kill all the enemies before they recover from the disorient and manage to back to you.
Another nice thing, is that the power is so situationnal that you just need acc/mezz in it. With two slots (two hami acc/mezz) the power is perfect for the occasionnal use when you're in trouble or when you crash.
Or you can skip it. I know i would never skip HandClap on my SS though and if i make an elec one day, i'll probably get lightning clap too.
"It's a scrapper. If he can't handle it, no one can." -BrandX
Honestly for my electric melee scrapper the problem with Lightning Clap is not the loss of saturation from defensive auras like RTTC or AAO. The problem is that I just managed to get all of those nice juicy targets to get CLOSE to me. That's where I want them. Heck, I only have two slotted single-target attacks, and that includes Boxing. I don't want the bad guys scattered to heck. I want them all right up close to me so Chain Induction and Thunder Strike and Jacob's Ladder hit the maximum targets (oh, and Shield Charge and Lightning Rod, too).
My biggest challenge in fights are those enemies who don't want to close. Council Marksmen, Carnival Jugglers, Malta Gunmen make my fights annoying. Anything that pushes the bad guys away from me -- even if it stunned bosses for 30 seconds -- would be a suck deal.
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Thanks Eek, very useful info. (especially the bit about large enemies and Thunder.) Absolutely agree that Malta gunslingers are annoying in that way. Then again, from THEIR point of view this is a smart thing to do.
Well, Thunder Strike and Chain Induction, to be precise. Are splashes from either affected by global damage buffs/debuffs, like Granite or Against All Odds? How do procs work with these powers? (I vaguely remember there was a bug with procs in Chain Induction.) And well, what's the point of Lightning Clap? Isn't it basically useless "get away from my aura and damage-dealing attacks AoE" power?