Energy Melee isn't good for Incarnate Trials


all_hell

 

Posted

Quote:
Originally Posted by Lazarillo View Post
Not every power will be useful at every point.

...so what's the problem?
That's a strawman position. No one claimed every power would be useful in every situation. This is about attacks specifically, and how many attacks will be complete before something else defeats the target. Other powersets than EM have long activating attacks. Very few of them have the lion's share of their DPS contribution tied up in such animating attacks, and none of them have both that situation and an almost entirely single-target focus.

That is the problem.


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Posted

Quote:
Originally Posted by UberGuy View Post
That's a strawman position. No one claimed every power would be useful in every situation. This is about attacks specifically, and how many attacks will be complete before something else defeats the target. Other powersets than EM have long activating attacks. Very few of them have the lion's share of their DPS contribution tied up in such animating attacks, and none of them have both that situation and an almost entirely single-target focus.

That is the problem.
There's no difference between "powers" and "attacks". However, the same thing applies. Not every attack will be useful in every situation, either. However, in the particular case of the trials, there's no reason for Energy Melee's long animations to be an issue. Folks like Nightstar and Marauder are not going to suddenly get dropped before you pull off an Energy Transfer. Might some of the enemies around them? Sure. But here's a novel idea: play to your strengths. If you're not going to be useful taking out the 9CU ambushes, then let your teammates handle that part, while you pound on Siege.


 

Posted

Quote:
Originally Posted by Lazarillo View Post
Sure. But here's a novel idea: play to your strengths.
It's actually not a novel idea at all. I posted in the OP that I had even recently been defending EM and have come up with ways to actually take advantage of the long animation times.
I know you're trying to help and I appreciate it.


 

Posted

Quote:
Originally Posted by Lazarillo View Post
There's no difference between "powers" and "attacks". However, the same thing applies. Not every attack will be useful in every situation, either. However, in the particular case of the trials, there's no reason for Energy Melee's long animations to be an issue. Folks like Nightstar and Marauder are not going to suddenly get dropped before you pull off an Energy Transfer. Might some of the enemies around them? Sure. But here's a novel idea: play to your strengths. If you're not going to be useful taking out the 9CU ambushes, then let your teammates handle that part, while you pound on Siege.
Thanks 4 invite. Afk till AV's.


 

Posted

Quote:
Originally Posted by all_hell View Post
It is still that w/o being able to effectively use these attacks, the EM toon does not contribute very much to the team
Everyone keeps saying that AoE is king in the trials. Shouldn't your most effective attack be Whirling Hands, not Energy Transfer?

In any case, my MA/SR scrapper can get decent use out of Eagle's Claw in the trials, and while its cast time is not as long as Total Focus, its comparable to Energy Transfer. I find it difficult to believe I can use EC effectively most of the time, if ET and TF are ineffective most of the time.

Not even the fastest teams I've been on are vaporizing the bosses in the trials instantly, so my scrapper targets them specifically. My attacks land on live targets most of the time. And there are large sections of the trials when the league is not concentrated enough to defeat targets fast enough for this to be a problem either way in my experience: fighting the AVs or the escape phase in BAF, gathering weapons in Lambda, fighting Maurader in Lambda. I even consistently land EC on the turrets in Lambda, because they never go down instantly.


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Posted

I don't mind 3 second long attacks, a lot of sets have them and it works fine. I do mind having two of them (2.67, 3.30 respectively), and them being among the best DPA and DPS wise in the set.

For what its worth, I'm only picking one of them and build for recharge. My tank is going to pretend there is no Total Focus.



 

Posted

Quote:
Originally Posted by Arcanaville View Post
Everyone keeps saying that AoE is king in the trials. Shouldn't your most effective attack be Whirling Hands, not Energy Transfer?

In any case, my MA/SR scrapper can get decent use out of Eagle's Claw in the trials, and while its cast time is not as long as Total Focus, its comparable to Energy Transfer. I find it difficult to believe I can use EC effectively most of the time, if ET and TF are ineffective most of the time.

Not even the fastest teams I've been on are vaporizing the bosses in the trials instantly, so my scrapper targets them specifically. My attacks land on live targets most of the time. And there are large sections of the trials when the league is not concentrated enough to defeat targets fast enough for this to be a problem either way in my experience: fighting the AVs or the escape phase in BAF, gathering weapons in Lambda, fighting Maurader in Lambda. I even consistently land EC on the turrets in Lambda, because they never go down instantly.
Seriously, you're NOT going to win the trials AOEing seeing as how MOST of the trials is AVs. Hell one of the main gimmicks in one of them is beating two AVs AT THE SAME freaking time. How anyone can say beating up the avs or high HP entities, isn't a significant portion of the trials is beyond me.


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Posted

Quote:
Originally Posted by Arcanaville View Post
I find it difficult to believe I can use EC effectively most of the time, if ET and TF are ineffective most of the time.
Perhaps you're a more experienced and/or better player than I am. Or perhaps I was just with a particularly lethal crew. Idk. I tried what seemed reasonable--running ahead of the team with a boss targeted. I am open to suggestions on other tactics
;shrug
I am not trying to lie or exaggerate if that's what you're implying.


 

Posted

It might even be that since I was running ahead that more than one ranged toon was targeting through me, thwarting my efforts.


 

Posted

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Originally Posted by Nyx View Post
Try using Propel as a main source of Damage....
Or Rain of Arrows on a TF. By the time a) the animation finishes, and b) the delay before the arrows land, expires, the fight has either moved or all the mobs in the beaten zone are down. @whee.


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Posted

Elec Melee is pretty bad for them too. They require a lot of ST focus, and even for the parts where AoE is useful, the animations are slow and stuff tends to die before I get more than a couple hits off.

Also since two of my AoEs work off of pets it's possible that's a factor in the whole debate about contribution-based rewards and the pets not counting.


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Originally Posted by PRAF68_EU View Post
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Posted

Quote:
Originally Posted by Dispari View Post
...contribution-based rewards and the pets not counting.
Hmm. Do we get any credit for being a target?


 

Posted

Quote:
Originally Posted by all_hell View Post
It might even be that since I was running ahead that more than one ranged toon was targeting through me, thwarting my efforts.
Probably dumb to ask, but have you tried 'Target Next'? There aren't that many ranged attacks that animate very quickly *and* capable of killing a foe outright. Just target the nearest foe, throw out a quick tier 1/2 attack then tap 'Target Next' about 2 times (or until you land on a boss/Lt) and queue up your TF/ET.

Most of the time, other nearby melees are targeting the closest target so targeting two or more foes ahead gives you time to lay down the big hitter.

Basic trick, but it seems to get the job done on my Stalkers' AS and my Scrapper's Eagle's Claw.


 

Posted

It's obviously a matter of taste for a lot of people. Yes, you can adapt and only use your two worthwhile attacks on AV's and you will in fact be doing a lot of damage to those AV's. Probably about as much as other sets. How much of the game, would you say, consist of AV's? I've been playing my Invul/Energy tank for about four years, and yes I still play her because it's still a 'fun' set. However, Energy Barrage, Energy Punch, and Bone Smasher are going to be the only powers you use if your team has any clue what they're doing, and if they don't know what they're doing you're probably going to die since Energy Melee lacks ANY kind of AoE damage outside of Whirling Hands. (And yes, Whirling Hands is a joke and everyone knows it.)

Yes, Incarnate abilities, vet rewards, and even temp powers might be able to fill that hole. It's also true that no other melee set needs to turn to outside sources from their primary/secondary to achieve parity with other melee sets. (Which is a stated goal of why the Dev's 'nerfed' energy transfer in the first place.) Ok, so the single target damage of Energy Melee was, in fact, the highest of any set. It had no AoE outside of a joke, barely worth taking for the taunt component on a tank and skippable on any other set, power. Seemed like a good trade-off, yes? Only now, it does sub-par damage for most of the game compared to any other set I can think of (again, melee sets) while doing close, if not exactly the same single target damage when using every power. All this, while still not having any AoE damage worth mentioning. If it's going to be the single-target beast, make it the single-target beast. As it stands, I would not create another energy melee toon unless it gets ported to scrappers (which I doubt it will.)

There are other sets that completely destroy mobs, and completely destroy AV's. I suppose the Dev's will get around to nerfing those as well, eventually.

Right now, the only worthwhile combination with energy is /shield. Makes up for the lack of AoE, and gives a nice damage bonus to those hard hitting attacks.

Final thought? Having one big, slow animating attack is about right for a set. Having two big, slow animating attacks for a set is redunant and ineffective. Either ET, or TF, needs to have the animation time decreased. Do what you need to about the damage, secondary effects, or whatever to make this happen.

Quote:
Originally Posted by UberGuy View Post
Other powersets than EM have long activating attacks. Very few of them have the lion's share of their DPS contribution tied up in such animating attacks, and none of them have both that situation and an almost entirely single-target focus.

That is the problem.
This is the exact problem, and the Dev's should pay attention.


 

Posted

thanks to all the freespecs since the nerf, my em/elec brute is now completely unslotted. i only dont delete it because i used to play the crap out of it and cant bring myself to.

on the other hand, i just finished grinding all t3 on my fire/energy dom using bonesmasher and total focus regularly on trials. robots are pretty weak to the damage types iirc so if you plan your attacks differently its not so bad.


 

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Posted

Quote:
Originally Posted by White Hot Flash View Post
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.
Am I nuts? But that sounds like the most boring team ever.


 

Posted

Energy Melee not good for Incarnate Trials? Don't care!

Proliferate Energy Melee, Ice Melee, and all of the other goodies over to Scrappers today!


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Posted

Hmm. My EM/EA brute was doing fine - yes, one or two attacks are long-ish, but chasing down runners it didn't typically matter. Hit, maybe a followup or two, while the others AOE minions worked out.

Of course, we're normally running chokepoints as opposed to door-watching.


 

Posted

As usual... if something is dropping in less than three seconds, you're not the only one wasting an attack on it. I also can't imagine this happens too much on teams, as I have been on some quite good ones, and bosses take longer than three seconds to drop. Even on teams that are motoring, I can typically get about three attacks in on just one of the Lambda turrets, and bosses usually aren't getting hit with such focused fire, either.

If anything, I wish my teams would worry more about bosses... they tend to leave them running around at half health, still able to put a lot of hurt on solitary people running around.

Anyway, not seeing anything special here that affects only Energy Melee.


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Posted

I'll just do a quick comment and say this...


All longer animations for powers are annoying to use when in teams with Judgement powers*.


Heck I did a LGTF this morning with my lvl 45 Stalker...oh he's a Kinetic Melee primary powerset Stalker (ninjitsu secondary)...yeah...you know the one with long animation times? I felt really helpless (not that I expected to 'save the day' or anything since I was being sk'ed to 49) and didn't feel like I added anything to the team. There were so many times that I was hitting dead mobs even with my t1, 2 and 3 attacks it wasn't even funny Seriously I think Caltrops was the best thing I was doing (except when I could actually use Assassin's Strike or Concentrated Strike on an AV).


Was I annoyed? Yeah....but hey...free and fast xp so... I'm good


I hope any new powersets that the devs are thinking of making will keep in mind that a good DPS with faster animation times would be good in my opinion.



Edit: *Not just Judgement powers...since the Destiny buffs allow most people to go 'hog wild' with AoEs/etc and not worry about inc. damage that much (which I am all for by the way).


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Posted

Quote:
Originally Posted by JuliusSeizure View Post
Part of the problem is that people insist on 24 member BAFs and 16 member Lambdas even though we now have a tool box full of Incarnate abilities and are combat level 53. Run trials with smaller teams. It's simple, and you get better rewards because you are contributing more.
The amount your contribute doesn't change your rewards, once you've reached the partipication level. There is no better reward based on contribution once you get anything other than the 10 threads.


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Posted

I think what the poster is missing is that EVERYONE has this problem they just don't see it as easily. When 24 people all attack one boss he is going down fast and most of their damage is corpse pounding but if they have a faster animation they won't be able to tell if their damage actually did anything or not.

As far as EM goes you could make the same arguement for Judgement/Ion. Often when you try to use it you target a mob and if that mob is dead before it fires you do no damage at all. So Judgement/Ion is worthless in trials? No I think not.

The answer, just as it is with EM, is knowing the problem and only using your power at the correct time on the right mobs. I run EM and even on full teams War Walkers/Commanders don't die before I can get off 1 or 2 of my big attacks. Just make sure to target the right mobs is my answer.


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