Energy Melee: Make me love it
One of the very first characters I made, way back even before CoV happened, whas a Firey Aura/Energy Melee tanker. Still love to play her, even after years and years. But do note that my EM experience is all tanker-based; when I rolled her villain counterpart I made him FM/EA instead, for variety's sake.
Whirling Hands is a PBAoE; I don't actually rely on it, but I figured I'd mention that the set does have one non-single-target attack. One of the things I really love about EM is Energy Transfer -- more than twice as much damage per endurance as any other power in the set, or in any other brute primary set (with the exception of Dark Melee's Dark Consumption, depending on how you do the math). The stun may take a little getting used to; while they're wandering around stunned, they're not hitting you and that's one less contribution to your fury (but you can still hit them...)
Barrage makes this soft little "uh-oh" chiming sound in the background, right before the buhbump-buhbump of the power hitting. Which always makes me giggle.
Energy Melee is one of those sets everybody wants to love.
My namesake (Doctor Xaxan) is a Dark/EM tanker, and he's pretty cool. The set has one PBAOE and a ton of sweet single target damage. There are other sets that do everything it does, and does them better.
If you want to do it, just do it. If nothing else, you'll be a special snowflake in the sea of super strength and dark melee toons.
P.S. I love super strength, don't kill me.
But is it a straight-forward non-frustrating set? Will it feel smashy and get me in the groove of fury generation? This would be my first brute, mind.
My limited experience taking an EM brute to 10 was pretty painless and fast, but the set _felt_ slow and limited, and I ultimately parked the character and moved on.
Pairing it with Dark Armour is a really good idea. My only level 50 Tanker is DA/EM, I reckon this pairing would work on a Brute too.
Your aura is the inky blackness of space and your fists are, umm,.. the stars?
Well, the stuns from Energy Melee stack really nicely with Oppressive Gloom, and the damage aura in Dark Armour helps supplement your lack of AoE.
Do take Tough, don't take Cloak of Fear.
With other sets it might be useful, for a EM/DA brute it would be a waste of a power pick and the slots you'd need to dump into it to make it at all useful.
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. |
B) Floaty white ghost heads are stupid and you can already achieve great mitigation with the Oppressive Gloom, which runs for free. Drop in one accuracy IO and you're done.
In terms of the set being straightforward and smashy: It is both of those things. The complaint normally leveled against it is that Whirling Hands has a very small radius, which it does. It's a very meh power, but it's pretty and gets the job done.
It's definitely smashy. You will mess. people. up. with saturated Fury, build up and Total Focus + Energy Transfer.
Total Focus has the same animation as Tremor and Thunderstrike. Slow motion jump into the air, come down with both fists. Energy transfer is less so; you charge up your hands and inject energy into a baddy at the cost of some health.
My advice is to skip Barrage and go straight for Energy Punch and Bone Smasher. Make your early attack chain from Level 2 Brawl > Energy Punch > Bone Smasher.
I think you'll be happy with it.
But is it a straight-forward non-frustrating set? Will it feel smashy and get me in the groove of fury generation? This would be my first brute, mind.
|
Yes.
I'm going to describe why I don't like EM anymore. Then I'm going to describe why those two answers are yes anyway.
EM used to be the king of single target damage output because energy transfer had a one second animation and total focus was a guaranteed mez on bosses. Now ET has a near three second animation and TF was lowered to mag 3 on its stun.
For me, these two changes trashed the set. But it's because of the memory and the comparison to the old days more than anything else.
EM still has very good single target damage. You can still stack the stuns for considerable mitigation against a target or two. It still looks cool.
Between energy punch, barrage and bonesmasher you'll have the basis for solid fury generation and you will get the happy-smash feeling you seem to want. Yes, whirling hands is a weak and small pbaoe, but it sounds like you're more concerned with how the set feels and looks than attempting to make some farming monster. If that's the case, go for it. I don't think that you'll be disappointed.
As for willpower versus invulnerability? Ask yourself which is more important: Being able to run non-stop or being able to handle huge alpha strikes. WP is the energizer bunny set. Invul is the "yea, I can take that hit" set.
Be well, people of CoH.
Gonna agree with Bill here.
My second Tank to 50 was an Inv/EM and my first villain was an EM/Elec Brute. Before the nerf (and we can certainly have this argument again if necessary blah...blah...blah, potato-pototto), they were my favorites. I spent a lot of time and money on both. Now...I won't touch either of them. Well...let me correct myself...the only time I pull them out is to respec good enhancements out of them (all the uniques and purples).
I also agree that EM still hits hard...in a vacuum...cause while teaming, it takes next to forever to launch your 2 biggest hitters (everything is dead before they hit). That's why I left EM...and ain't coming back until they restore it to it's former glory...which will NEVER happen.
As far as WP vs Inv...My Inv Tank was an Assault Tank. He had Tough, Weave, and Aid-Self. He could do some crazy stuff and put out some damage. My WP Tank...not so much...but I have yet to really IO him out. Brute-wise, I have both...they both seem a bit squishy. Again, haven't IO'd them out really good yet. I heard great things about WP on a Brute. I've seen Inv Brutes with perma Dull Pain which I'm sure helps their survival.
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
As for willpower versus invulnerability? Ask yourself which is more important: Being able to run non-stop or being able to handle huge alpha strikes. WP is the energizer bunny set. Invul is the "yea, I can take that hit" set. |
Sure one plays much of the game with few IOs, and sure most players won't take every pool defence in the book, but...
WP just seems a little easier to take places.
Both WP and Invul can benefit a lot from IO def bonuses, but WP will have more of a predictable level of defence as a base.
More to the point: WP has far more bandwidth to run weave, and come I19 to run maneuvers as well, I mean seriously, why the heck not?
Invul can run weave, and later when you have great recovery with IOs, particularly if you take an epic that lets you have three +end procs pounding away, you can run more...
But come I19, WP could be running full pool defences from the mid 20s onward, even if you spend nothing on spiffy things
The cake is a lie! The cake is a lie!
All true. To counter, because of fitness going inherent, Invul will be able to take hasten earlier for more DP up time on top of grabbing tough/weave earlier as well. Since we're talking brutes here, QR won't enter into the picture until level 20. Until then, it looks like invul has the better resists backed by hastened DP while WP has the obviously better regen but the resists aren't that hot.
Be well, people of CoH.
Am I missing something? What is there to like about energy melee? Why do people choose it?
|
For me, I had an Ice/EM tank that was my first 50 (i5). He was my absolute favorite toon. Since the nerf, I haven't been able to play it. EM is godawful today. I respeced my good IOs out of him, and banished him to the server of misfit toons...It's a really sad story, and no happy ending.
Good question. I can't imagine anyone that played EM before the nerf could like it today. If you're new to the set, then my guess is that you've found a look or a theme that you like. That's all that matters.
For me, I had an Ice/EM tank that was my first 50 (i5). He was my absolute favorite toon. Since the nerf, I haven't been able to play it. EM is godawful today. I respeced my good IOs out of him, and banished him to the server of misfit toons...It's a really sad story, and no happy ending. |
I couldn't get into playing him again until just recently, it just felt weak compared to what he was before. Then I took him out of mothballs to run some SF's to help out some friends and I saw where EM still really shines.
Laying out tons of damage against a few hard targets. Against level 52+ bosses and AV's you almost never get that wasted damage feeling from your ET or TF landing on a dead corpse... I don't run Gelik as much as I used to but at least he found a niche to be fun again.
Global: @Kelig
So I've made up my mind to make this brute. I'm going to use him to solo through the Loyalist Responsibility arcs, so performance before level 20 is important. After that, we'll see where he goes.
The guides insist on not taking the passives in Invulnerability since they apparently offer very little. This leaves only DP, Temp Inv and Unyielding to defend myself with and it seems to me that I'll need to get mitigation from my attacks (i.e. by taking Air Superiority).
On the other hand, WP gets its mez protection at level 10 (which is very tempting) but you have to take all the powers to be swimming in +regen, since that's how it mitigates. Will this feel safe?
Temp Invuln, Unyielding, DP, and (later) Invincibility are you 4 core defensive powers, yes. That said, the passives aren't that bad. In one of Castle's semi-recent passes over the set, they got some handy debuff resistance, and a large part of why you would play Invulnerability (at least imo) is Temp Invuln. + RPD + Unyielding + Tough for the highest constant S/L resistance around. On tanks, Invuln can actually hardcap their S/L resistance at 90%, all the time, on top of their considerable defenses from Tough Hide and Invincibility (and ideally some set bonuses too). Brute numbers mean you're significantly squishier than an Invuln tank normally, but an orange insp or two (or some Lucks) can shore the gap up when needed.
Of note, Invulnerability probably fares better in Atlas/Mercy than it would in Nova on a brand new character, simply because Praetorian enemies (PPD and Clocks especially) have much larger quantities of non-S/L damage from right out of the gate. WP has High Pain Threshold and Fast Healing which provides a buffer against anything that comes your way.
WP has incredible regen, and given how brutes usually roll, being the energizer bunny and never stopping for anything is sort of awesome. However, it has noticeably lower resists to compensate and a weaker taunt in its taunt aura. With WP you can fall back on inspirations when facing harder packs, but it has no emergency clicks from the set other than Strength of Will at L38. Either you can handle something, and be in the green all the way, or you can't, and you'd better hope you're packing mitigation from your primary. Either approach is viable, and each have their problem spots.
Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.
So I've made up my mind to make this brute. I'm going to use him to solo through the Loyalist Responsibility arcs, so performance before level 20 is important. After that, we'll see where he goes.
The guides insist on not taking the passives in Invulnerability since they apparently offer very little. This leaves only DP, Temp Inv and Unyielding to defend myself with and it seems to me that I'll need to get mitigation from my attacks (i.e. by taking Air Superiority). On the other hand, WP gets its mez protection at level 10 (which is very tempting) but you have to take all the powers to be swimming in +regen, since that's how it mitigates. Will this feel safe? |
I'm not sure Kumquat realized you were asking about early levels.
I would say at level 4, have Energy Punch, Bone Smasher, Resist Physical and Temp Invulnerability. See how you do with those an then think about taking Air superiority at 6. Although I have a feeling you're not really gonna need it.
Hello, guys and gals
Sheer guilt of what I've just done storywise to my poor Peacebringer Awakened has made me want to give the guy another chance in the great "what if" playground that is Praetoria. As such, I'd be making a PPD brute with, I assume, Energy Melee as his primary and either Invulnerability or Willpower as his secondary.
However, while I may like the backstory, I'm uncertain of whether I'd enjoy playing an EM brute. From what I've seen of the set, it lacks both in the visual department and seems to have no interesting mechanics, either. Just a series of hard-hitting single target attacks.
Am I missing something? What is there to like about energy melee? Why do people choose it?
Although, which secondary has the better synergy with EM? Invul or Willpower?
Thanks in advance!