Energy Melee isn't good for Incarnate Trials
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. |
I know you're trying to help and I appreciate it.
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.
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It is still that w/o being able to effectively use these attacks, the EM toon does not contribute very much to the team
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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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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.

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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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.
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;shrug
I am not trying to lie or exaggerate if that's what you're implying.
It might even be that since I was running ahead that more than one ranged toon was targeting through me, thwarting my efforts.
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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.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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It might even be that since I was running ahead that more than one ranged toon was targeting through me, thwarting my efforts.
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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.

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.
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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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.
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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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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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.
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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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