electric melee


Auroxis

 

Posted

I have started a shield electric tank and was trying to find out more about the differen attacks that are available and witch ones to take and witch ones to skip anyone know where i can get this onfo?i


 

Posted

Why would you want to skip any attacks? You need those attacks to do damage, earn exp, and gain levels.

Be Well!
Fireheart


 

Posted

Quote:
Originally Posted by Fireheart View Post
Why would you want to skip any attacks? You need those attacks to do damage, earn exp, and gain levels.

Be Well!
Fireheart
Hmm, well, because you usually don't need ALL the attacks in a set to do damage, earn xp, and gain levels. Though I certainly wouldn't recommend skipping more than an attack or two, there was nothing in the OP's request that suggested he/she was planning to skip half his secondary.

To the OP: On my SD/Elec tank, I skipped Lightning Clap, because it's a no damage KB attack similar to Hand Clap in SS. Some players also skip Havoc Punch or Jacob's Ladder, but Electric doesn't have a lot of ST attacks, so I wanted them both. (Jacob's Ladder is a cone, but can be used as a ST attack.)


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Thank you.

I guess i was not spacific enough in my quetion but that is what i wanted to know if hand clap was worth takieing or not and i have heard alot of debate on jacobs ladder. Also what os your thoughts on the damage boost from build up sence it lasts such a short time and shield has a good damage boost of up to 65% i belive


 

Posted

I'm guessing you mean Lightning Clap? AoE Knockbacks are bad to use in most situations. I can't even think of a situation where it is beneficial to spam them. The problem with them is that they scatter the enemies, which prevents future AoEs from being effective by both you and your team.

Some powers may say they have knockback in the short description, but they are actually a knockDOWN. If the magnitude of the knockback says .67 or anything less than 1, it is a knockdown instead.

I would skip the build up on a tanker, but that is more of a personal preference.

Jacob's Ladder is a horrible AoE, but is about as good as any others when used as a single-target attack.

The number of powers you skip may depend on your build and how many other powers you need to fit in.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
I would skip the build up on a tanker, but that is more of a personal preference.
Do you not like doing damage?


 

Posted

Quote:
Originally Posted by Hatred666 View Post
Do you not like doing damage?
You aren't considering the fact that Build Up increases damage by 80% for ten seconds, with a recharge that makes that tremendous damage relatively scarce. Add in the animation time, and you're reduced to nearly 9 seconds worth of extra damage. When weighed against other options, that 80% for ten seconds really gets outshined. I essentially took Build Up to set mule Gaussians; and the usefulness of 2.5 defense, when I'm already softcapped, is irrevelant when I'm not doing a Trial. You have to be toting some enormous recharge to get the full benefit of Build Up.


 

Posted

Quote:
Originally Posted by Hakurr View Post
Thank you.

I guess i was not spacific enough in my quetion but that is what i wanted to know if hand clap was worth takieing or not and i have heard alot of debate on jacobs ladder. Also what os your thoughts on the damage boost from build up sence it lasts such a short time and shield has a good damage boost of up to 65% i belive
If you are well versed in using Sands of Mu / Shadow Maul to hit multiple targets you can make good use of Jacobs Ladder as well. And its single target damage is respectable too.


 

Posted

Quote:
Originally Posted by GI Justice View Post
You aren't considering the fact that Build Up increases damage by 80% for ten seconds, with a recharge that makes that tremendous damage relatively scarce. Add in the animation time, and you're reduced to nearly 9 seconds worth of extra damage. When weighed against other options, that 80% for ten seconds really gets outshined. I essentially took Build Up to set mule Gaussians; and the usefulness of 2.5 defense, when I'm already softcapped, is irrevelant when I'm not doing a Trial. You have to be toting some enormous recharge to get the full benefit of Build Up.
I find Build Up to be quite helpful in making my opening Shield Charge/Lightning Rod combo even more effective. It lasts just long enough to do both, and I've got it recharging at just about the same rate as both of those attacks, so there is perfect synergy between the 3 powers.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
I would skip the build up on a tanker, but that is more of a personal preference.
Quote:
Originally Posted by Hatred666 View Post
Do you not like doing damage?
Sure I do. But I can get greater benefit, to myself and the TEAM, from other powers. NONE of my tanks take Build Up (unlike my scrappers, brutes and blasters).


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by Hakurr View Post
Thank you.

Also what os your thoughts on the damage boost from build up sence it lasts such a short time and shield has a good damage boost of up to 65% i belive
I use Build Up prior to Lightning Rod or Shield Charge.

That extra 80% damage on top of your 65% damage boost is nice for making sure more of your enemies do not get up when you use those attacks.

I honestly can't imagine skipping damage boosting powers in any set that has them available. Sometimes you just want to hit something really hard.

Also, I'm more useful to a team when I help defeat things than I am by just being a punching bag. Build Up helps me do that.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

I'm coming from the viewpoint of an Ice/Elec tanker, mind you, not Shield, but... Here's my input:

Jacobs Ladder is skippable. I took it simply because I needed powers that I didn't need to put slots in. High endurance cost, tiny area. Damage *is* good though, I'll give it that.

Shield probably won't need it, but I would die a little if they changed Lightning Clap. It is the key to my Ice/Elec's survival, when combined with the AoE Immobilize from Mu Mastery. (PBAoE stun with no KB? Yes please.)

Chain Induction and Lightning Rod (obviously) are the key powers to Elec Melee. Chain Induction is just plain overpowered, as is Lightning Rod. (But in a good way, really! >.>)

Build Up (in my opinion) is entirely skippable, unless you're in a position like mine where you need powers to take, but don't have slots available. I rarely remember to use it when I *do* have it... So I skipped it.

Both of the first two punches are important for your single-target damage, I would take them both.


 

Posted

Here's an affordable SD/Elec build I have:

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I made this pre-i20, so Aid Self could probably be left out in place of Energy Mastery stuff if you get Rebirth. That way you have no endurance issues what so ever.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

I have an invulnerable / Electric Melee tanker and she rocks that stuff!! I would advise against not taking Jacobs ladder, its a pure energy attack, you use that against something like nictus or the CoT Daemon lords etc, it will hurt them.

Also, speaking of CoT if you find yourself in one of those narrow little corridors and you get a group coming towards you and you fire off Jacobs ladder, chances are you will hit everything in front of you. So in that respect its worth it.

Electric Melee is great due to the sheer AoE goodness if affords. Thunderstrike is just groovy to behold and as for Lightning rod, that for me, is like the creme de la creme. When you get it, you'll love it!


 

Posted

I honestly don't understand this attitude about Jacob's Ladder being a 'narrow cone'. It has a 50 degree arc, wider than Shatter in War Mace or Shadow Maul in DM. Axe's Cleave cone is 20 degrees, now *that* is a narrow cone.

Like Shatter, I consider JL to be a "single-target plus" attack. I use it as a ST attack, but often I'll get lucky and it'll hit two or three foes. And it does get easier to hit multiple foes with a little practice.

Electric melee is light on ST attacks as it is, so why not use JL as a ST attack, rather than skip it because it's not good enough as an AoE?


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Finduilas View Post
I honestly don't understand this attitude about Jacob's Ladder being a 'narrow cone'. It has a 50 degree arc, wider than Shatter in War Mace or Shadow Maul in DM. Axe's Cleave cone is 20 degrees, now *that* is a narrow cone.

Like Shatter, I consider JL to be a "single-target plus" attack. I use it as a ST attack, but often I'll get lucky and it'll hit two or three foes. And it does get easier to hit multiple foes with a little practice.

Electric melee is light on ST attacks as it is, so why not use JL as a ST attack, rather than skip it because it's not good enough as an AoE?
Personally I treat JL the same as Sands of Mu... it seems to have roughly the same AOE. Yes, it requires lining things up to get the benefit but it isn't a bad attack... my complaint with it actually is the end cost and a somewhat lengthy animation.

At this point my Ice/Elec tanker is 37 and while elec is a competent set I'd have to admit that it isn't my favorite. I do know of course that Lightning Rod will make a noticeable difference in a level or two (to get it slotted) but the rest of the set just doesn't really seem as strong as, say, our other AOE focused set Fire melee.

Oh, and I certainly agree that Build Up is a low priority power on a tanker... there's just so many other powers that will offer more benefit to a tanking tanker. Yes, damage and attacks are good, even essential to have but a 10 second damage buff every 60-90 seconds is less valuable than several other things. In the final analysis as a tanker you're there to manage aggro and set the pace of the team; the big damage numbers are the responsibility of your teammates. You have decent damage, but outside of a few edge case builds you aren't going to be a main damage dealer. Focus on your strengths.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
Oh, and I certainly agree that Build Up is a low priority power on a tanker... there's just so many other powers that will offer more benefit to a tanking tanker. Yes, damage and attacks are good, even essential to have but a 10 second damage buff every 60-90 seconds is less valuable than several other things.
While I concur it's not a high priority, it's possible to have all the important things and still have room for Build Up. I also think it's more useful on a shield tanker than on other powersets, because its recharge exactly synchs up with Shield Charge. Shield Charge is a great opener to grab aggro (a primary Tanker function), and it's easy to use Build Up right before it every time and increase the damage output a lot.


If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
Personally I treat JL the same as Sands of Mu... it seems to have roughly the same AOE. Yes, it requires lining things up to get the benefit but it isn't a bad attack... my complaint with it actually is the end cost and a somewhat lengthy animation.
Jacob's Ladder is almost identical to Shadow Maul; same range, same radius, same end cost, but with a 5 degree wider arc.

I'm not sure why it gets a bad rap for end cost, it has the same end cost as a number of other Tanker T2 and T3 attacks (Chop, Bone Smasher, Stone Mallet, Haymaker, Pulverize.) The damage is a little lower than those other attacks, but it can hit multiple targets, so that seems fairly balanced.

The animation is a tad longer than those other attacks, but nowhere near the Shadow Maul/Sands of Mu level. All in all, I think it's a better attack than a lot of people give it credit for.


My Characters

Knight Court--A CoH Story Complete 2/3/2012