Energy Melee isn't good for Incarnate Trials
I believe there are several AV fights in those trials. I'm pretty sure your team can't destroy an AV before you can get one of your slower attacks off.
Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522
I've been playing EN/En as my main since day one, I feel perfectly useful on a trial, team, whatever.
I tend to use my big hit attacks like Total Focus only AV's and EB's. As the OP says, pretty pointless using it on a minion, dead before it even hits. I've got my smaller attacks slotted for recharge so I can keep up a steady stream of attacks, especially with things like Energy Punch which hits fast enough.
Besides, wasting it on unneeded Total Focus just wastes endurance anyway.
It's just a case of knowing what to use and more importantly, when.
We built this city on Rock and Roll!

I believe there are several AV fights in those trials. I'm pretty sure your team can't destroy an AV before you can get one of your slower attacks off.
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Part of the issue is that in addition to the new high-end AoEs etc there' also more people in a team than before. There are many more attacks going off than on a regular team.
I've been playing EN/En as my main since day one, I feel perfectly useful on a trial, team, whatever.
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I tend to use my big hit attacks like Total Focus only AV's and EB's. As the OP says, pretty pointless using it on a minion, dead before it even hits. I've got my smaller attacks slotted for recharge so I can keep up a steady stream of attacks, especially with things like Energy Punch which hits fast enough.
Besides, wasting it on unneeded Total Focus just wastes endurance anyway. It's just a case of knowing what to use and more importantly, when. |
I see the decrease in the functionality of the two big attacks of the set as problematic. YMMV.
Try using Propel as a main source of Damage....
Although the difference is that I get to redecorate the environment.
I do feel you pain though.
I agree YMMV, but this argument could be levied at a lot of powers in the game.
We built this city on Rock and Roll!

I'm not sure how "Only use TF/ET on AVs" and "Spam Energy Punch/Barrage" do much to address the OPs issue.
I mean, maybe it's just me, but what? The answer is to only use your best attacks on one guy every half and hour or longer? Or to satisfy yourself with filler attacks as your definitive source of DPS for 99% of a trial?
Forgive me, but neither of those sound like acceptable solutions to losing 1/3rd of your damage dealing powers, and the top damage dealers at that, except for rare niche situations.
And while it's true that TF/ET aren't unique in being marginalized, Energy Melee's preponderance of long animation times with base long/moderate recharge times definitely makes the set stand out negatively. It's just a glacially slow set, and the tradeoff for that was supposed to be that it hit like a truck. Only there is no payoff when you hit something that's gone from full to dead in the time it takes you to animate. When I played EM, I would often find myself wondering why I bothered to attack even in normal TFs. I can only imagine how frustrating it must be in a trial.
First you say Energy Melee isn't good for the raids.
Then you admit Energy Melee is still just peachy against AVs.
Some two-thirds of the BAF raid is fighting AVs.
A significant part of the Lambda raid is also fighting an AV, and the main part of it that isn't involves concentrating fire on high-HP breakable objects.
...so what's the problem?
The problem is that every other powerset can do the same, and then more.
It's silly how many arguments in these forums are derailed like
Player A : "2 is lower than 3."
Player B : "That doesn't matter at all, because 2 has a beautiful and unique shape completely different from 3! You should appreciate this beautiful shape and not worry about 3 being higher than 2!"
... which is of course missing the point, because if player A wouldn't care about flavor, he'd be using the best option already.
I rarely use Total Focus when I;m doing normal missions, fighting Lt's and Minions, even when soloing, I just find no need for it, my lower tier powers do the job fine and for less end usage as well.
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I agree YMMV, but this argument could be levied at a lot of powers in the game.
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What I am trying to say isn't solely about individual powers as it is about how these two significant powers fit in the EM power SET. If these two powers are not usable in a meaningful way for a significant chunk of the Incarnate Trial, that means that the Energy Melee power set suffers greatly in it's over all effectiveness in those situations
Maybe the reality that basically everyone else with comparable damage scales can deal comparable damage to those things (and sometimes everything around them) without being locked into ~3 second animations that prevent them from doing anything else, like pop a heal, an Incarnate click power, etc?
Tying up DPS delivery into two powers that both take a long time to activate may deliver adequate DPS, but the game has been moving for a while away from "stand around and DPS stuff" as the best tactic. Mobility and the ability to switch what you're doing in the middle of a DPS chain is useful and sometimes important. EM in its modern form is very limited by that, and it doesn't really gain much for that limitation compared to its peer powersets.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I'm failing to see a problem here that's unique to Energy Melee. On teams, it's rare for ANYONE that's not support to make use of all of their powers if a team is rolling good. Mobs go down so fast you're lucky if you can get more than a couple of attacks off before you're on to the next one.
In my book, this would be a good problem to have. It means your team knows what it's doing.
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
I based my impressions on the number of times that I attempted to use ET on a boss level enemy versus the number of times my team mates defeated the enemy before the animation time had expired. I didn't log the details so I don't know the exact ratio, but I can say that I gave up using ET before the first trial was done and didn't try it at all for the second one I ran on that toon.
Also, assuming the 2/3 (of something) figure you provided is accurate, that means that for 1/3 of (the something) the Energy Melee power set has it's two largest attacks sidelined and is limited to it's lesser attacks.
Energy Melee only compares well to other Brute primaries when Energy Transfer is included. W/o ET and TF, Energy Melee doesn't have too much going for it, imho.
Tying up DPS delivery into two powers that both take a long time to activate may deliver adequate DPS, but the game has been moving for a while away from "stand around and DPS stuff" as the best tactic. Mobility and the ability to switch what you're doing in the middle of a DPS chain is useful and sometimes important. EM in its modern form is very limited by that, and it doesn't really gain much for that limitation compared to its peer powersets.
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...so what's the problem?
The problem is that every other powerset can do the same, and then more.
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Sure, ET/TF can be frustrating if you pick a target that's going to go down fast under the fire of your team/leaguemates. But against a target that's not going down so fast, other people aren't 'doing more'.
Now, then. Try playing an EM/ Stalker, and add Assassin Strike to the list of long-windup powers

(My EM/ Stalker didn't have an attack chain until TF. And most of that time was before ET's animation was lengthened.)
http://www.fimfiction.net/story/36641/My-Little-Exalt
2/3 by what measure? It's not by number of targets I don't think. I didn't use a timer or anything, so I don't objectively know if it is so by time spent, but it didn't subjectively seem that we spent 2/3 of our time fighting AVs. Perhaps 2/3 by hit points? Again, I didn't check the totals or do any number logging to see if AV hit point amount to 2/3 of the total hit points of the enemies.
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Also, assuming the 2/3 (of something) figure you provided is accurate, that means that for 1/3 of (the something) the Energy Melee power set has it's two largest attacks sidelined and is limited to it's lesser attacks. |
I'm failing to see a problem here that's unique to Energy Melee.
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On teams, it's rare for ANYONE that's not support to make use of all of their powers if a team is rolling good. Mobs go down so fast you're lucky if you can get more than a couple of attacks off before you're on to the next one.
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Maybe I am wrong, but it seems to me that Energy Transfer is the basic bread and butter for Energy Melee and w/o Energy Transfer ET, Energy Melee is somewhat sub par.
In my book, this would be a good problem to have. It means your team knows what it's doing.
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This problem doesn't seem to exist for my Stone Melee brute.
When I first started beta, Beorn was a stone/mace tanker. I didn't like how much end it used and how slow he was, so when the game first opened up and we started new characters, I switched to Invul/SS but was still unhappy with the end drain and how it didn't seem to hit hard enough.
I switched again in, I think, Nov. 2004 to Invul/Energy because I was led to believe that I could hit REALLY hard if I was willing to suffer damage in turn...
Cool, wait until level 38 to brutalize my foe? I can do that...
Every powerset that has come since... Energy Melee seems to be lagging further and further behind. But, THAT is the nature of an evolving game AND player knowledge base.
We learn tricks, Devs nerf some and leave others intact... We firgure out loopholes, Devs close most or all of them... It is the evolution of the game.
No tank at the beginning would have been able to hit a flying opponent unless you could fly or jump to them. Now, we have APP and PPP ranged attacks plus judgement, not to mention the veteran attacks (how many tanks use a blackwand or Nemesis staff to pull, right?)...
We evolve to the new game. If the heavy hitting attacks are firing off too slow, then use them for AVs (as has been suggested several times already). I feel like I use the heavy shots enough during the escape portion of the trial on Lts (target them as they come to you and toggle the attack and it fires off as the brainwashed Lt runs by you and either kills it or wounds it significantly enough that the next scrapper or brute along the path can drop 'em with a single shot).
We adapted to these trials pretty quickly. The next issue will undoubtedly throw something ELSE at us that some will complain about, but others will keep their heads down and focus on the solutions.
I look forward to seeing what happens next!
For small fights the big guns aren't needed so "So what?" For things like Escapee's you need to work the paths and give yourself some space from others so you nail everything that gets by groups at doors. Yes standing at a door you won't get anywhere.
As was stated in AV fights the main problem would be AV Warnings (like squestered) since if you queue them both up you are unlikely to get away.
Every set isn't designed to work best in every situation. That is GOOD. Immobs and Sleeps were fairly worthless powers before. Now they have a Trial where they really shine.
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You can't please everyone, so lets concentrate on me.
...the AV battles (which, as mentioned, are the majority portion of the raids anyway).
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This is true.
It is still that w/o being able to effectively use these attacks, the EM toon does not contribute very much to the team
I have to admit... the original poster's take on "whine whine whine, I hate the rebalance Energy Melee got, whine whine whine, turn it back NAO, whine whine whine, I hate Energy Melee, whine whine" is certainly the most unique spin I've seen in a while.
It also deserves the same amount of developer response as all the other whine-fests in the past. None. |
I'm currently working on leveling up my namesake, an EM/SR stalker, so I can relate to what OP says as I do often seem to find myself swatting at corpses. Then again I do what I can to avoid targeting minions near the center of action (both melee and AoE-ville), or I just fire off those slow attacks and hope for the best. Sometimes my teammates miss and my attack gets through anyway. Toss in some "target the boss first" strategy and I do alright overall, I have yet to have anyone complaining about "the stalker's not contributing".
As I recall, the times I've run archery sets also made me feel like I was just making pincushions of the dead for fun half the time (Black Wand and Nem Staff also do this, across all ATs). I made my peace with it and kept playing.
Sure, I'd love to see the set sped-up, but it still does fine. If it bothers anyone that much, then maybe it's just not the set for them to play, sort of like Kin players who hate to spend "so much time" passing out SB. And be sure to avoid archery!
So I can relate, but not 100%.
Well, I'll have to respectfully disagree, my EN/En Blaster has never felt useless on a trial, I spam my lower tiers attacks left right and centre defeating the enemies with abandon and feel like I'm doing plenty.
Perhaps it's because I'm a Blaster and not a Brute? I dunno.
We built this city on Rock and Roll!

I just spent a few paragraphs the other day explaining how EM wasn't worthless nor pointless, about how there're ways to adapt to the long animation times, about how to use that time wisely, about how EM doesn't really suck.
But after finally getting to run some incarnate stuff...well EM is good for soloing and non-incarnate stuff.
I already don't try to use Total Fucus on teams. TF just ends up being a corpse pounder on a decent team. But on the incarnate trials I had to give up Energy Transfer as well. Usually if I can get to the boss a little ahead of the group, I can get in a ET or two. But even when I initiated the attack when the boss was at full health, the boss would be defeated before the attack would deal damage.
The incarnate powers are exacerbating the log animation time problem of Energy Melee. EM is a fine enough set in most situations, but in those trials, I found myself having to forgo the two strongest attacks in the whole set because they were a waste of time--dealing damage to the already dead. Energy Melee without total Focus and without Energy Transfer is about worthless and pointless.
I hope something is don to make it a more fun and playable set in the new end game.
Perhaps, if the animation times aren't going to be adjusted, the damage could be dealt at the beginning of the animation so that it has a chance to do something useful before docking my toon endurance and health.
/rant