Electric Melee Attacks?


ClawsandEffect

 

Posted

I've been reading the threads about electric melee, and I noticed that a lot of people take different attacks. Chain Induction and Thunder Strike were taken by pretty much everyone, but that was about the only agreement.

For the following attacks, which would you take, and why?

Havok Punch
Jacob's Ladder
Air Superiority (a lot of people seemed to take this one)

I'm just curious as to why people take such different paths and what their reasoning is.


Wrath smash good.

 

Posted

Quote:
Originally Posted by Ebon_Wrath View Post
I've been reading the threads about electric melee, and I noticed that a lot of people take different attacks. Chain Induction and Thunder Strike were taken by pretty much everyone, but that was about the only agreement.

For the following attacks, which would you take, and why?

Havok Punch
Jacob's Ladder
Air Superiority (a lot of people seemed to take this one)

I'm just curious as to why people take such different paths and what their reasoning is.
Jakobs Ladder and Havoc Punch.

Air Superiority is nice for it's knockdown, but I hardly ever take it on my fliers.


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

Posted

Quote:
Originally Posted by Ebon_Wrath View Post
I'm just curious as to why people take such different paths and what their reasoning is.
Unintended current joke? Heh.

That aside, some people don't like cones, or don't bother lining things up in them, or would rather be in the middle of a mob, or for whatever other reason, do not find Jacob's Ladder worthwhile. Then they take Havoc Punch. Air Superiority is just an amazing attack; it's fast cycling control that does decent damage and if you're going to fly, it's perfect.

Transformers: Voltage in disguise.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Between Lightning Rod and Thunderstrike, I don't know if Air Superiority is all that needed. Lot of knockdown there already. I do like Air Superiority on characters when I've taken it, but I really avoid it on powersets that already use that Haymaker animation. Really hope Castle and BAB notice how much that animation is used and that's one of the first to get some new options in the sets in which it appears.

Jacob's Ladder is a nice cone for damage, but it is a melee cone. Brutes and Tanks should have no issues getting enough mobs around them to hit a bunch of people with it, but you do have to reposition a touch to use it still. I don't mind that after playing Katana, Ninja Blade, and Dark Melee so much, but I know it bugs some people. I would recommend keeping it, though. I don't have Lightning Rod yet, but my Brute feels pretty strong in the AOE department with just Jacob's Ladder, Thunderstrike, and Chain Induction.


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

Air Sup has -fly and that's an asset. The DPA of it might look good too. The knockdown on a ST should be alot more end freindlier than the AoE attacks.


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 found Air Sup to be very useful on my Elec tank - it seems to me to have a higher likelihood of knockdown than Thunderstrike, and it activates much more quickly. Some bosses can be kept in pretty much perma-knockdown using both AS and TS, which is great mitigation!

I took Jacob's Ladder over Havoc Punch. It combines well with Sands of Mu in the early game, if you take the trouble to line up the cone. Also, I think it is one of the cooler-looking attacks for the Elec set!


 

Posted

I like Jacob's Ladder simply because it's one of the only attacks in the set that is pure energy damage. Out of all the NPCs you encounter that have defense to anything, smashing and lethal defense are by far the most common, and the pure energy nature of Jacob's Ladder bypasses their defense completely. (I take Scorch over Fire Sword for the same reason if I'm forced to choose between them)

If I have room I take everything from the set except Lightning Clap. 3 PBAoEs and 3 single target attacks means I can build up my defense to S/L/E/N pretty easily using Kinetic Combat and Eradication. (Yes, Jacob's Ladder is a melee cone, but it takes PBAoE IO sets)


Quote:
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.

 

Posted

For Single Target DPS, the best Elec Melee chain I've found is:

+ Gloom (from the Soul Mastery Patron pool)
+ Chain Induction
+ Charged Brawl
+ Jacob's Ladder
+ Charged Brawl

It's fairly high DPS on its own. On a Tanker (rather than a Brute) Charged Brawl also applies Brusing's -20% debuff which you'll have going constantly. In order to get the chain seamless, you'll need to get CI recharge down to 5.28 secs or less and Gloom down to 5.148 secs or less.

Havoc Punch can be used as a filler attack, but it's very poor DPS due to the long animation time. Lightning Rod's obviously still a big part of the set's spike AoE output.

Note that as a Tanker, you might not be wanting to concentrate primarily on Damage output, but Jacob's Ladder and Chain Induction are also decent Aggro-grabbing tools, and the Brusing effect on Charged Brawl can help your team out a good bit versus tougher targets.


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
I like Jacob's Ladder simply because it's one of the only attacks in the set that is pure energy damage. Out of all the NPCs you encounter that have defense to anything, smashing and lethal defense are by far the most common, and the pure energy nature of Jacob's Ladder bypasses their defense completely. (I take Scorch over Fire Sword for the same reason if I'm forced to choose between them)

If I have room I take everything from the set except Lightning Clap. 3 PBAoEs and 3 single target attacks means I can build up my defense to S/L/E/N pretty easily using Kinetic Combat and Eradication. (Yes, Jacob's Ladder is a melee cone, but it takes PBAoE IO sets)
Its damage is also very respectable for a Cone attack, Its about equal to havoc punch, with a better DPA, a melee cone and pure energy damage. Whats not to love. :P


"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of BS." -General George Patton

-Lord Azazel

 

Posted

Quote:
Originally Posted by Ebon_Wrath View Post
I've been reading the threads about electric melee, and I noticed that a lot of people take different attacks. Chain Induction and Thunder Strike were taken by pretty much everyone, but that was about the only agreement.

For the following attacks, which would you take, and why?

Havok Punch
Jacob's Ladder
Air Superiority (a lot of people seemed to take this one)

I'm just curious as to why people take such different paths and what their reasoning is.
Well, this is the first time I ever actually looked at electric melee and now you're making me wish that I'd made a WP/Electric tank instead of a WP/KM. As far as I can tell he'd be better in pretty much every way that matters in this game and would look even more like a wizard.

Anyway, take jacob's ladder for sure; it's a cone and it's flat out better than havoc punch. If you want to fly take air superiority. If you don't want to fly or have city traveler take havoc punch. Air superiority isn't that useful for a tank since you're already so defensive. Better to push out as much damage as you can.


Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)

Retired (Virtue): Gaav (Inv/EM Tank), Baqra (Fire/SS Tank)