Electrical Melee


crayhal

 

Posted

I've got a Brute that just turned 21. It's build is Electrical Melee/Electric Armor.

I picked up Chain Induction at level 18 and put a few slots into it. I can't seem to figure out what benefit it has, maybe it's still a little too soon to know its full potential. But I'm curious if anyone else has taken this power and want to know if it's worth keeping?

Also, does anyone have a good build for Electrical Melee/Electric Armor they would like to share or give me insight on what powers I should absolutely get or avoid?

Just an FYI, I am having fun with this build as I like the ability to drain endurance from enemies.....lol

Thanks in advanced.

Marsha


 

Posted

I've got a level 50 elec / elec, and this is what the build looks like right now:



To answer your first question: Chain Induction is a mob-power for the cost of a melee power. You won't see the benefit until two conditions are met:

  • You start using SO's, not DO's.
  • You start being able to survive against larger mobs.

My general focus on my build was HP cap and recharge cap. Higher HP cap means Energize pumps more regen back, and a higher recharge brings Energize back up more quickly, not to mention bringing Lighting Rod back around more quickly. Reason why stuff is unslotted is that the build is semi-I19'd, with slots already allocated for Maneuvers and Tactics.

Now, for the stuff I didn't take:
  • Taunt: unlike other melee sets, Electric isn't as reliant on pulling enemies in close, and it wasn't like I needed more aggro aggro control
  • Lightning Clap: disorient is a pretty good mitigation, but there was no room.
  • Power Sink: With Doctored Wounds alone Energize is down to a 1 minute recharge, coupled with a current base 66.25% recharge, and another 20% recharge boost in the pipeline with I19. All said and done, this build will be pushing 86% recharge, and that's enough to bring Energize up often enough to make Power Sink not really matter.
  • Power Surge: Personal choice in trying to make a build that didn't rely on a Tier9 panic power.
Depending on what you want to do with your build, you might decide that other powers are better to be dropped.


 

Posted

Quote:
Originally Posted by je_saist View Post
[*]Power Sink: With Doctored Wounds alone Energize is down to a 1 minute recharge, coupled with a current base 66.25% recharge, and another 20% recharge boost in the pipeline with I19. All said and done, this build will be pushing 86% recharge, and that's enough to bring Energize up often enough to make Power Sink not really matter.
It's important to take into account that Power Sink is an absolutely excellent AoE sapping tool. Sure, Energize may bring you an endurance discount but it does not drain the endurance of your enemies. It also has a very rapid recharge time and with as much recharge as Je's build has, you'd effectively be able to floor the endurance of surrounding enemies.

I recommend Power Sink as a must-take power.


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 Nalrok_AthZim View Post
It's important to take into account that Power Sink is an absolutely excellent AoE sapping tool. Sure, Energize may bring you an endurance discount but it does not drain the endurance of your enemies. It also has a very rapid recharge time and with as much recharge as Je's build has, you'd effectively be able to floor the endurance of surrounding enemies.

I recommend Power Sink as a must-take power.
question is: where would it go? I've got no room to take it.

Well, I take that back. I can see a possible option as being sacrificing some direct damage, maybe dropping charged brawl or havoc, and make up the 5% recharge on Crushing impact with the 5% recharge on Efficacy adapter, just need to pull a slot from somewhere else.

Actually... that's rather tempting to try.


 

Posted

Quote:
Originally Posted by je_saist View Post
question is: where would it go? I've got no room to take it.

Well, I take that back. I can see a possible option as being sacrificing some direct damage, maybe dropping charged brawl or havoc, and make up the 5% recharge on Crushing impact with the 5% recharge on Efficacy adapter, just need to pull a slot from somewhere else.

Actually... that's rather tempting to try.
Lose Jacob's Ladder. It's a pretty sucky power. Chain Induction isn't a huge grand and glorious power (that's Lightning Rod), but it's quite good.

Also, it's unlikely that you need both Havoc Punch AND Charged Brawl - you want AoE's, not several single target attacks. Get more recharge from set bonuses, if needed.

I have EM on several different flavors of toons. The attack chain is the same for all of them, though I've tried a variety of things. Lightning Rod, ---> Chain Induction, ----> Thunderstrike, ----> Havoc Punch. Repeat the last 3 as needed, if spawn isn't dead.

Personally, I like Taunt, so I can get a sizable pile to LR into. For this reason, the last thing I'd want is Lightning Clap (though, if they'd put it on a blaster, I'd be all OVER it!). I tried it, but it really didn't work anywhere, and respec'd out of it.


 

Posted

um. no.

Jacob's Ladder is NOT a sucky power.

* * *
edit: Okay, for the sake of the original poster, I am going to be blunt here, and possibly say the coldest thing I've ever said on the forums.

I use the statement as to whether or not Jacob's Ladder is worth taking as a yardstick as to whether or not a player has ever actually played an Electric Melee avatar, and whether or not any advice should be taken from that player.

Thing is, there's a reason Jacob's ladder is the last Primary power on my elec / elec brute, but was taken much earlier on an ice / elec tank:



I made the mistake of believing somebody when they said Jacob's ladder was a sucky power, so I didn't take it.

They. Were. Wrong.

Jacob's Ladder is an awesome close-ranged cone. It's actually got a slightly wider cone than Dark Melee's Shadow Maul. It's base DPC @ level 50, 6.47, is better than Thunderstrike (3.84), or Lightning Rod (2.09). It's base DPA is also better than Thunderstrike's, (37.46 vs. 24.77).

The catch to Jacob's Ladder is that the power takes patience to get the most out of, and requires the player actually think about their avatar's positioning and the positioning of their enemies. It is my opinion that the idea that Jacob's ladder was somehow a "bad power" was driven by players who simply could not figure out how to use Jacob's ladder properly, and rather than step up, chose to step back.


 

Posted

To squeeze Power Sink in, I gave up Jacob's ladder. Power sink sort of doubles as an attack. A drained enemy can't attack you.