Kinetic Melee: The low down


 

Posted

Hey all.

I've gone for a bit and recently returned to play some more pew pew. I was looking at trying out Kinetic Melee on either a scrapper or brute. Before I dive right in and start the process, I was hoping to get some feedback, positive and negative, about the set since it has been in the hands of players for a bit of time now.

So, what are some of the likes or dislikes for Kinetic Melee?

Are there secondaries that seem to benefit from a pairing with KM?

Do you prefer to play as a scrapper or brute with KM?


Thanks!


 

Posted

I think scrappers benefit more from KM than brutes. Power Siphon is a powerful damage buff that lasts a long time. Damage buffs are diluted on Brutes because they already have fury. Further, scrappers have higher base damage to be buffed. Finally, Concentrated Strike, when it criticals, will instantly recharge Power Siphon. Only scrappers can critical.

I think a great pairing would be Dark Armor (surprise), Electric, or Fire. I'll say it again; Power Siphon is a powerful damage buff that lasts a long time. It will provide a high benefit to defensive sets that include damage auras. The -damage debuff is not very large, but it will stack more effectively with sets that start with high resistance powers.


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Posted

I was a little underwelmed by it on my scrapper, but I'm actually really enjoying it on my Dark Armor Stalker. She's only 14, but I shut off xp to do Praetoria content.


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Posted

Quote:
Originally Posted by MaHaBone23 View Post
I was a little underwelmed by it on my scrapper, but I'm actually really enjoying it on my Dark Armor Stalker. She's only 14, but I shut off xp to do Praetoria content.
I started off underwhelmed by it too, but my Kin/WP Scrapper hit the early 20s not long ago and things are really starting to coalesce. It does solid damage, and Burst is like a less powerful Foot Stomp (slightly weaker, only 50% chance for KD instead of 80%), but still quite effective especially after warming it up with Power Siphon.


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Posted

The main problems with Kinetic Melee are that you don't get a spike like you do with Build Up (but, once you have a chain, overall you'll have a higher +dam% for longer with Power Siphon than you will with BU, at the cost of a lower to-hit bonus), and that it LOOKS far slower than it actually is (much like tai-chi, which seems to be the inspiration for the animations).


 

Posted

It's fast and hits like a bus loaded with concrete-filled nuns. I love it on my scrapper.


 

Posted

Quote:
Originally Posted by Emberly View Post
It's fast and hits like a bus loaded with concrete-filled nuns. I love it on my scrapper.
I'll take two please.


 

Posted

Ok, thanks for the input so far gang.

What about powers? Anything jump out as superfluous or skippable?


 

Posted

I prefer my busses filled with concrete and my nuns deisel powered, but I digress.

As others have stated: scrappers, IMO, but I thought CS on a stalker also had a chance to instantly recharge "build up?"


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Posted

Quote:
Originally Posted by Kractis_Sky View Post
As others have stated: scrappers, IMO, but I thought CS on a stalker also had a chance to instantly recharge "build up?"
Indeed they do, and stalkers would get a lot of mileage out of Kinetic Melee. I never mentioned them because the OP didn't.


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Posted

I think most of the powers for KM are wants, other than Repulsing Torrent. Doesn't do good damage, and its mitigation is iffy, since it does KB in a cone. I'm going to pick it up for my KM Scrapper in the 40s, but only use it as a mitigation tool: and even then, I'm going to debate taking Energy Torrent from the APP instead, especially if it really only does KD, and not KB. Confront is up to you and your AT, of course.

Focused Burst isn't used by me TOO often, but I like having a ranged attack on my melee characters, as there are runners or times where it's going to be nice to have (should be nice in the Battle Maiden fight, for instance). Concentrated Strike is just awesome... hits hard, and it makes me chortle with glee (okay, almost, I'm of Swedish descent and not THAT expressive) whenever it recharges Power Siphon.


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Posted

I've given it a try on a tank, scrapper and brute so far. I was sold on KM/Inv or Inv/KM one way or another.

The tank just felt too slow at bringing things down, even with the early solid ST chain. The light quick attacks just weren't doing it for me.

The scrapper was my favorite, damage wise. Out of the box the ST chain was very quick (even if the damage comes at the end of the animation, making it seem slightly slower) But the brute was putting up decent numbers and I really wanted that more "tanky" feel, figuring the 90% res cap would get me that when I needed it.

The brute has some solid damage. (Running beside a KM/Regen friend) with fury built up our numbers are similar at the moment, mine being slightly higher outside of criticals. Power siphon causes the scrapper to pull ahead clearly though. (And when IO's come into play and it is up half the time the scrapper will continue to pull ahead.)

It's very much an ST set. I heard someone compare Burst to footstomp, its not even in the same league. (8 foot radius vs 15) But it seems fun so far.

As for secondaries, shield seems awesome if you can get past the animations. SR or Elec would be solid as high recharge means more uptime on power siphon. But really anything can work well.


 

Posted

The main thing I notice about Kinetic Melee is that it sounds like you are defeating your foes by having cars drive past them at high speed. I keep wanting to create a character based on a NASCAR concept.

The animations and sound effects are still awesome, though, even if (possibly intentionally) amusing. I particularly like it combined with Shield (an energy shield in one hand, with the one handed kinetic animations colored the same looks awesome) but both my Kinetic Melees so far are Scrappers.


 

Posted

Once again, thanks for all the feedback. I've decided to make a KM/Elec scrapper which lead me to another query. I posted that question in the Scrapper forum for more advice.


 

Posted

What is the opinion of it on Tanks? I'm trying out a WP/KM tank right now. He's pretty nice so far but I'm seeing issues with a tight build. Mainly because I don't know what (if anything) is skippable from KM.


 

Posted

Quote:
Originally Posted by Clouded View Post
So, what are some of the likes or dislikes for Kinetic Melee?
Likes: It looks cool.
Dislikes: The audio gives me a headache. Literally, not figuratively or exaggeratingly; I will develop a headache within 10-15 minutes of joining a team with a KM user. And it seems like the audio for KM attacks was coded to supercede all other audio, so whenever there's a lot going on in an area, the volume of KM attacks increases.

That unfortunately makes it impossible for me to answer your questions about pairing it with another set.


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Posted

Quote:
Originally Posted by Chad Gulzow-Man View Post
Dislikes: The audio gives me a headache. Literally, not figuratively or exaggeratingly; I will develop a headache within 10-15 minutes of joining a team with a KM user. And it seems like the audio for KM attacks was coded to supercede all other audio, so whenever there's a lot going on in an area, the volume of KM attacks increases.
Might I suggest silencing the set for your client?


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Posted

For what is worth, I like the Kinetic Melee/Shield Defense/Soul Mastery tanker.

It is impressive, when it comes to tanking an AV... quite literally, by neutering that AV's damage output.

* 4 single-target Kinetic melee attacks do a -7% damage debuff on the target.
* 1 AOE Kinetic melee attack does -14% damage debuff.
* Shield Defense's Against All Odds imposes a -7% damage debuff on things in melee range of you.
* Stick Darkest Night on the AV you are meleeing, and that is another -21% damage debuff.

As such, you can easily maintain -63% to -70% damage debuff on the AV.
It is fun turning a scary AV into a wimp.

-Kokoro


 

Posted

Quote:
Originally Posted by Kokoro View Post
For what is worth, I like the Kinetic Melee/Shield Defense/Soul Mastery tanker.

It is impressive, when it comes to tanking an AV... quite literally, by neutering that AV's damage output.

* 4 single-target Kinetic melee attacks do a -7% damage debuff on the target.
* 1 AOE Kinetic melee attack does -14% damage debuff.
* Shield Defense's Against All Odds imposes a -7% damage debuff on things in melee range of you.
* Stick Darkest Night on the AV you are meleeing, and that is another -21% damage debuff.

As such, you can easily maintain -63% to -70% damage debuff on the AV.
It is fun turning a scary AV into a wimp.

-Kokoro
Wow. I never noticed that AVs don't resist -Damage the way they do -Resist, -Defense, -ToHit or -Regen. KM/Dark Scrapper as the new AV soloist of choice?

Personally, I've had fun with a KM/Elec Stalker, especially in Praetoria. Charged Armor and Static Shield gives you good Smashing, Lethal, Energy and Psionic resistance, meaning the only thing you need to look out for are Blast Masters and their fire patches.


 

Posted

Quote:
Originally Posted by MrLiberty View Post
It's very much an ST set. I heard someone compare Burst to footstomp, its not even in the same league. (8 foot radius vs 15)
Yeah, it seems to be weaker in all categories than Foot Stomp. But it's still a similar power, and smacking it at the end of a Power Siphon ramp-up gets great effect.


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Posted

Quote:
Originally Posted by AnElfCalledMack View Post
Wow. I never noticed that AVs don't resist -Damage the way they do -Resist, -Defense, -ToHit or -Regen. KM/Dark Scrapper as the new AV soloist of choice?
AVs don't resist -Resist, either.

Or, more specifically, their resistance to both damage and resistance debuffs is the same as every other mob's: it's their resistance of that damage type.

Examples:
So an AV that has 90% resistance to Cold and 0% resistance to Fire will, when hit by Benumb (-50% damage), have -5% Cold damage and -50% Fire damage. Tag them with Sleet (-30% resistance) before the Benumb and now you're looking at 87% Cold and -30% Fire resistance, meaning -6.5% Cold and -65% Fire; add in Heat Loss after the Sleet, before the Benumb, and you're at 83.1% Cold and -69% Fire resistance giving Benumb -8.45% Cold damage and -84.5% Fire damage.

Or why my Dual Pistols Blaster who has Surveillance (-14% resistance) can get -7.98% -damage on an Immunes Surgeon (0% resistance to anything) from Dual Wield with Chemical Rounds active when it should be -7% after using Surveillance first. -7% * 1.14 = -7.98%.

See:



If course, if you just want to add lots of -damage, a Tanker will get you the most mileage: Bruising will increase the already-larger -damage numbers. If you're looking to get the best use of Power Siphon, a Scrapper is the way to go - you'll have it available more often, for a higher damage buff on a higher base damage than any other AT. Throw in Shield Defense for even more +/- damage.

I personally made a KM/EA Stalker because the default animation colors blend so well together and it looks like you're wrapping the EA fields around your hands to attack with them, Burst is still a 100% critical from Hidden status despite being confirmed as a bug during open beta (I'm hoping they decided that it really wasn't), and Concentrated Strike can recharge Build Up instantly at the same rate that it recharges Power Siphon for Scrappers.

Brutes, as has been mentioned, will see some mild improvement from Siphon Power but of the ATs that can get it they have the lowest damage modifier and Fury drowns out the damage buff aspect. Besides, if you really just want a long duration damage buff for Brutes you can take Super Strength.


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Posted

I think this is one of the sets that doesn't really give Brutes an easy 'win'.

KM is best for Scrappers and Stalkers (in my opinion).

The reason why is because Concentrated Strike (when it Crits.) automatically recharges Power Siphon for Scrappers and Power Siphon (the Build Up power, forgot name) for Stalkers.

I was originally going to make a KM Scrapper...but to be honest, I don't like any of the secondaries for Scrappers (the Secondaries I do like I already have toons with and don't like to make toons with powersets I already have for the most part).

So I made a KM/Ninjitsu Stalker. He's lvl 23 finally (just got him 23 this morning) and now that he has some common IOs in him, hopefully I won't have many end. problems....but so far, he's been okay/fun to play with


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Posted

I suppose I am the only person who has made a Kinetic Melee Stalker here. I tried it after I made an Energy Melee Stalker, and I have to say that KM is epic on stalkers. A few highlights:

  • Burst is a 100% critical from hide, letting you take out all of the minions with decent slotting/popping a red and using buildup. On defense sets/with a purple inspiration you can do a dreaded Build Up - Burst - Placate - Burst combo, flattening everything within an 8 foot radius of you.
  • The damage debuff is useful, considering the low HP and dismal cap of 75% resist. Wail on an AV for awhile and your team will thank you.
  • Concentrated Strike's build up recharge is arguably more useful than it simply going critical, because it increases the power of all your attacks by 80% for 10 more seconds. This allows for consecutive use of build-up, to which my current record is 4 uses in a row.
  • Assassin strike has the quickest activation time on this set than any other.
I've only read about the particular specs of this power on other ATs. One of the griefs I had with this set is that, for stalkers, the set actually lacks a fluent attack chain for awhile if you don't take all 3 starting powers. Tried substituting the third attack with burst, but this will drain End quite a bit. I suspect this to only be true for stalkers, however.

Haven't checked this, but KM feels a bit lower damaging than EM was. Not sure if EM was just high damaging, of if it is normal to take 4 unboosted attacks to kill a minion.



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Posted

Quote:
Originally Posted by Siolfir View Post
I personally made a KM/EA Stalker because the default animation colors blend so well together and it looks like you're wrapping the EA fields around your hands to attack with them, Burst is still a 100% critical from Hidden status despite being confirmed as a bug during open beta (I'm hoping they decided that it really wasn't), and Concentrated Strike can recharge Build Up instantly at the same rate that it recharges Power Siphon for Scrappers.
Quote:
Originally Posted by Energizing_Ion View Post
I think this is one of the sets that doesn't really give Brutes an easy 'win'.

KM is best for Scrappers and Stalkers (in my opinion).

The reason why is because Concentrated Strike (when it Crits.) automatically recharges Power Siphon for Scrappers and Power Siphon (the Build Up power, forgot name) for Stalkers.

I was originally going to make a KM Scrapper...but to be honest, I don't like any of the secondaries for Scrappers (the Secondaries I do like I already have toons with and don't like to make toons with powersets I already have for the most part).

So I made a KM/Ninjitsu Stalker. He's lvl 23 finally (just got him 23 this morning) and now that he has some common IOs in him, hopefully I won't have many end. problems....but so far, he's been okay/fun to play with
Quote:
Originally Posted by Blood Red Arachnid View Post
I suppose I am the only person who has made a Kinetic Melee Stalker here.



Quote:
Originally Posted by Blood Red Arachnid View Post
Haven't checked this, but KM feels a bit lower damaging than EM was. Not sure if EM was just high damaging, of if it is normal to take 4 unboosted attacks to kill a minion.
KM has shorter recharges - and thus lower damage per individual activation, although not necessarily damage per activation time, which is used for DPS chains - for most of the powers in the chain when compared to EM.

A comparison, using damage scales:
Energy Melee
  • Barrage: 1.32
  • Energy Punch: 1.00
  • Bone Smasher: 1.64
  • Energy Transfer: 4.56
  • Total Focus: 3.56

Kinetic Melee
  • Quick Strike: 0.84
  • Body Blow: 1.16
  • Smashing Blow: 1.48
  • Burst: 1.25
  • Focused Burst: 1.64
  • Concentrated Strike: 3.56

So Quick Strike is less damage than Energy Punch, Body Blow is less than Barrage, and Smashing Blow is less than Bone Smasher, although Focused Burst does the same damage. Concentrated Strike does the same base as Total Focus but doesn't have critical damage - and the effect of insta-recharge on Build Up doesn't happen at the same rate as normal Stalker criticals - so can seem to do less damage. But EM also has no equivalent to Burst, which as you posted can be very nice.


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Posted

Quote:
Originally Posted by Clouded View Post
Ok, thanks for the input so far gang.

What about powers? Anything jump out as superfluous or skippable?
Repulsing Torrent. On the AT's that get it (all but Stalkers) it's pretty much a hindrance. It will knock enemies out of your taunt/damage aura, which can be a death sentence to sets like /Will or /Inv, or even /Dark with it's heal. It's damage is also pitiful.


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