And Energy Melee departs the penalty box...
Er, no.
These numbers are before the power name changes, but the cast times haven't changed afaik: Defensive Sweep: 2.20s Crushing Blow: 2.00s Follow Through: 1.00s (requires Momentum) Sweeping Strike: 2.43s Shatter Armor: 2.30s Whirling Smash: 1.00s (requires Momentum) Arc of Destruction: 2.50s So the slowest non momentum attack (the tier 9, a huge damaging cone) is still faster than ET (2.67) and much faster than TF (3.3). Plus with TW you'll have momentum after you hit the BU equivalent or any other attack except for the two that require momentum. So most of your attacks will have a 1ish sec cast time. The big ST hitter (Shatter Armor, which had the name changed but I don't remember the new one) has about the same cast time as KO Blow outside momentum. |
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You might know me as FlintEastwood now on Freedom
Well, any attack can potentially corpse blast occasionally. But TW attacks aren't exceptionally slow in the grand scheme of things, even without momentum, and I didn't observe it happening any more often than with other power sets I've played. If anything, TW is LESS prone to corpse blasting, because you open with the slow attack, and then use the fast attacks, and often, enemies die before Momentum wears off. Then you reposition yourself to attack another enemy and start over.
Ah, here it is:
If they could revamp one powerset: Synapse: Energy Melee if it's minor, totally tearing apart and starting over, he has to pass. Posi: Energy Blast, as it was one of the first sets they did. They have a lot more tools in the toolbox now to make a cooler set. BS: Power pools "I'd revamp presence, medicine, possibly even fighting." |
Rage on Footstomp is a constant 80% damage buff typically over 120s in 130s.
Build Up is a constant 80% damage buff typically over 10s in 31.32s.
A damage buff is applied to Superstrength more often than is applied to Energy Melee.
As far as I recall how single target attacks go the amount of typical attack chaining, damage, to the end bar of EM compared to SS was fine before the change to EM, EM had great DPA, StunPA making it awesome in PvP. They lowered them.
Over the peaks and troughs the damage buffs (rage and build up) give the powers an amount of potential DPEPS, there is an amount with Footstomp to the endurance bar (before 0 End) which was greater than the amount of potential DPEPS of Whirling Hands, because they're Max 10 PbAoEs, they're damage is multiplied over 10 targets showing an even wider gap in potential.
At 50 I would expect SS to farm quicker than EM.
I ain't up for subjective thought on this so I am currently breaking the sets down in excel.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
That still doesn't nullify what I said at all, since I never said anything about Titan Weapons being slower.
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Have you played Titan Weapons on a large, steamrolling team yet? I have. Corpse blasting didn't seem any more common that it is with most already-existing power sets.
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It's silly to even mention TW when mentioning corpse blasting. Even without momentum it's unlikely you'll hit 10 dead mobs with say, arc of destruction, a 120 degree cone (and the slowest power at 2.50, still faster than ET). Most of EM's corpse blasting occurs with the 2 slow hard hitters with their big cast times.
Good news! Your assumption is completely incorrect, therefore, you don't need to worry about the rest of your point! I just saved you a bunch of time fretting about something that isn't a problem! Maybe now you can stop being unhappy about a three year old change!
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Well in the interest of saving all the time I've wasted here, you have my permission to go back in time and warn me before hand.
But don't you go and mess with the day I found all the gummy worms in my backpack, that was a formative moment.
The cake is a lie! The cake is a lie!
Energy Transfer: Ok, I appreciate the old power was a bit off the map, but the new one takes too damn long. My suggestion? shorten the recharge to 12 seconds. By my estimation that'd make for a base level 50 damage of about 130 on a tanker or about 183 on a scrapper. The self damage should be reduced to something between 1/2 and 2/3 of what it was. Switch back to the old animation, or something as close to it as testing will allow.
Stun: This power has no earthly purpose... well ok, it might have some purpose, but not much. I'd suggest keeping the animation, which is actually pretty decent, and having an AoE stun effect. Think fault, only with the centre of effect on a melee target rather than a ranged target. Mag 2 stun as per fault, but increase the duration a bit (no range, but lasts a little bit longer) Whirling hands: Back in 2009, Dominators had the radius of their version of WH increased to 15. I'd propose the same her. EM has never been an AoE powerhouse, and I doubt this change would ever make it one. You'll have one light damage, but very usable AoE on a decent recharge. Total Focus: I'd love to see the magnitude of the stun re-instated, but if my suggestion to change stun were to be instituted, this would be less of an issue. |
I figure, make the set particularly good at control and that can be it's specialty. Probably boost the chance of its stuns a bit above some other sets with a slight reduction in Stun's recharge + adding it as an AoE and you're golden. The set would be a monster at hard control, setting one up as a 'Scraptroller' set and still dishing out hard lesser resisted damage.
Since I don't quite advocate buffing Whirling Hands to fix the set (since Stalkers don't even get that power), perhaps something 'new' that'd work within the set's theme and make it unique among melee sets?
Just tossing out an idea:
Energy Melee Attack 'modes': Set would have varying effects depending on what mode you're in and you enter those modes with the tier 8 and 9 attacks.
-Energy Transfer evokes a kind of intensity or radiant flow that harms even the user. So maybe to help out those AoEers, landing an ET will provide a 10sec buff after the attack occurs that adds a 'Disintegrate' chance to all your attacks (except Assassin's Strike) at the cost of lowering the chance of stun on the attacks.
-Total Focus sounds like a concentrated burst that you focus on a target. So maybe using TF will heightened the chance of stun on all your attacks for 10sec after the attack occurs.
-Using one will cancel the other so if you do not want the effect of one, just override it with the other. This should be possible with the 'Swap Ammo' mechanic and adds the functionality of some AoE dmg to the set (and not excluding Stalkers) as well as heightened hard control without handing the set both at once.
Assume the smallest farm room full of mobs. It's like being at a house party four times over the recommended firesafety limit of people.
Using AoEs only, /SS would clear up the x amount of mobs before 0 end.
/EM will clear up the same amount of mobs (roughly) before 0 end.
The difference is that /SS has done the amount of mobs alot quicker.
Assuming great end rec on both characters /SS despite crashes never runs out of end /SS will leave the room first ready to farm again.
In order to over come that difference, base figurewise, Whirling Hands could have its level of damage the same as Footstomp, leaving its recharge where it is, quicker than footstomp.
Thats where I am at so far, I been here and there so off and on, and still not scratched the surface cos a whole set should be compared rather than one power to another plus the attacks dish out different quantities of different dam types.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I'll admit to not reading the thread, but I've had a few ideas for EM over time and would like to put them forward.
Total Focus: The stun be made AoE around your target, but only the stun
Energy Transfer: Change the animation, it'd keep the current animation time, but you do the damage -instantly-. You thrust both hands forward like the end of the current animation, then recoil back and shake off the self damage before being able to attack again. This makes sure you always get the damage to your target without unbalancing the changes through changing DPA.
Stun: Increase the magnitude of the stun to one-hit stun Bosses, give it an AoE mag 2 stun.
Energy Transfer will always hit your target without teammates killing them first. Total Focus and Stun will add extra damage mitigation through the AoE stun, a reward for focussing on harder targets in groups since that's where your damage would shine, while also giving solo mitigation because who doesn't like AoE mez? No change to Whirling Hands because Energy Melee really isn't an AoE damage set.
I am the Blaster, I have filled the role of Tank, Controller and Defender
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EM just needs something, some useful area, where it shines. The devs did a great job of normalizing it. They normalized the heck out of it.
Iirc, it's not the set with the top ST chain. It certainly isn't in contention for the AoE king either.
The control it offers isn't that useful either. It's primarily ST control. But at the same time you're walloping that single target so hard that a significant chunk of the control time, the target is dead. Unless the target is of a rank/level such that the stun is well resisted.
WH doesn't offer the level of control of other AoE powers available from other sets.
So, perhaps increasing the ST chain's damage, increasing the control of the AoE, [or the lower tier ST powers even?] seem to be the ways to go. There're multiple options on how to accomplish these things.
Another option would be to give the set some additional AoE, but I am not sure that really helps EM have a niche.
Personally, I think I would like to see the utility of the ST chain increased.
I play the set by quickly rotating through targets in a spawn and then using WH as finishing move on the multiple mobs who're hanging on by a sliver of HP. Seems like the way to go afaict. But the whole quickly rotating through targets bit is harder since the animation times have increased.
Stun a boss, smack a minion or two, defeat a Lt, smack the boss, WH the lot, repeat.
I love the look of the pom-poms! It's what made me roll up two energy melee tankers and an energy melee Stalker!
That said, the only thing they really need to do imo to fix the set, is return ET to it's old animation
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ts in a spawn and then using WH as finishing move on the multiple mobs who're hanging on by a sliver of HP. Seems like the way to go afaict. But the whole quickly rotating through targets bit is harder since the animation times have increased.
Stun a boss, smack a minion or two, defeat a Lt, smack the boss, WH the lot, repeat. |
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I can appreciate that line of thinking, however, don't you think it's wiser to eliminate targets completely to take one source of incoming damage out of the picture as the encounter allows instead of allowing it to persist until you're ready to PBAE?
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One certainly could defeat a minion with ET, and then another one with TF and plink on the boss with the lower dam attacks.
Or one could focus on the stunned boss while the other members of the spawn work you over.
Or some number of other combinations.
Or one could stun the boss and then take out a Lt and work on the minions until the heavy hitters recharge to use again on the boss. That's what I found works for me.
You may have found a different solution.
How do you work your EM brute?
EM needs a small change to make it feel like a solid set. It does great ST dmg, and the stuns are fine for mitigation. I find the stuns do as well as my other characters that have a knockdown effect- while not reliable per se, over time it is a constant form of mitigation that does make a noticable difference.
My gut feeling is that total focus should be turned into thunderstrike. It would keep its animation, and mag stun, and still do big dmg on the targeted foe. It would then also do some moderate aoe on surrounding targets- but then also include a mag 1 stun to them.
This way, the longer animation is justified because the dmg is increased with aoe splash dmg, and also stun is added to help mitigate incoming dmg. I would see this being used well in the set- EM really is a set somewhat focused on taking out the hard targets. So you use this on a boss or liut, the target takes a good chunk of dmg, and his minion pals take some dmg and possibly get stunned also.
This change would increase EM aoe potential some, which is one of the big complaints, and would help in sort of a back door way with the crazy long animation time on TF as it would make the animation time worth while- lots of value packed in to justify lots of time.
Also- so far as ET, I agree with the idea posted earlier the dmg needs to come right away followed by self dmg, which could leave the animation time the same but make corpse blast much less common. This change would keep the power as is so far as normalization but removes the headache of corpseblast.
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EM needs a small change to make it feel like a solid set. It does great ST dmg, and the stuns are fine for mitigation. I find the stuns do as well as my other characters that have a knockdown effect- while not reliable per se, over time it is a constant form of mitigation that does make a noticable difference.
My gut feeling is that total focus should be turned into thunderstrike. It would keep its animation, and mag stun, and still do big dmg on the targeted foe. It would then also do some moderate aoe on surrounding targets- but then also include a mag 1 stun to them. This way, the longer animation is justified because the dmg is increased with aoe splash dmg, and also stun is added to help mitigate incoming dmg. I would see this being used well in the set- EM really is a set somewhat focused on taking out the hard targets. So you use this on a boss or liut, the target takes a good chunk of dmg, and his minion pals take some dmg and possibly get stunned also. This change would increase EM aoe potential some, which is one of the big complaints, and would help in sort of a back door way with the crazy long animation time on TF as it would make the animation time worth while- lots of value packed in to justify lots of time. Also- so far as ET, I agree with the idea posted earlier the dmg needs to come right away followed by self dmg, which could leave the animation time the same but make corpse blast much less common. This change would keep the power as is so far as normalization but removes the headache of corpseblast. |
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So with that ET change, we would put the old ET animation back, but then add a recoil animation for the self damage?
Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
EM needs a small change to make it feel like a solid set. It does great ST dmg
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If EM were to be in the top 3 for ST damage, I think you could make an argument that it was more or less ok, though I would probably still point out that the other two in the top three brought a whole lot more other tricks to the table...
The cake is a lie! The cake is a lie!
I guess great ST damage depends on your definition of great. It's certainly not top tier as it stands. I would personally say that it does decent ST damage, but nothing more.
If EM were to be in the top 3 for ST damage, I think you could make an argument that it was more or less ok, though I would probably still point out that the other two in the top three brought a whole lot more other tricks to the table... |
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Middle tier ST Damage
Bottom End (but not bottom) AoE damage
Upper end (but not top) ST control
Nearly nonexistant AoE control (Proposed mag 1 stun from a modified TF, also the recharge of TF or its damage might have to take a hit to get the benefit)
No Utility.
No Debuffs.
It would be more playable than today's set if for no other reason than that proposed change to the ET animation. I would not personally choose that solution to ET, but I must admit it would be a strong positive change to the set all on it's own.
Basically the set would be eclipsed in it's entirety by Stone or SS, and largely eclipsed by Dark in significant ways. Many sets would either surpass or match it for ST damage while outdoing it for AoE, though many of these would be inferior for ST control.
If I were setting up changes to test, I'd start from a point with more of an improvement than this.
If ST control is going to be EM's "Thing" then I'd give it back the capacity to one touch mez a boss.
The Stun power is still very much dangling out there. I'd replace it with something useful. My personal choice was an AoE stun power, but a solid ST attack would be a reasonable choice if it boosted the DPS of the set. Unfortunately that would result in a set with a great many ST attacks and not a great deal of variety, but... oh well.
If the Set's ST damage is buffed enough (either through a change to ET, or modifying stun, or whatever) then whirling hands may be best left as is. If EM ST damage remains close to where it is, I'd strongly suggest going for the radius increase to WH.
If neither Aoe control, nor ST nor AoE dps were increased, I really don't think it would be way out of line to give both TF and stun mag 4 stuns.
Hands down something EM could do that nothing else could.
The cake is a lie! The cake is a lie!
If ST control is going to be EM's "Thing" then I'd give it back the capacity to one touch mez a boss.
If neither Aoe control, nor ST nor AoE dps were increased, I really don't think it would be way out of line to give both TF and stun mag 4 stuns. Hands down something EM could do that nothing else could. |
Stone can drop a mag 4 hold, which is nice.
It would take an act of divine intervention to get the developers to change EM to what the players actually wanted.
Although Synapse did change Regeneration so maybe, just maybe he(assuming Synapse is a guy) will hear our cries.
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Dark/Shield Build Thread
A sudden random whimsical thought just came to me. What if Stun was changed to a Siphon Life type power, except you regained endurance? Keep it as a high-ish/stackable stun, but increase the damage and have it regain some of your endurance, a Siphon Energy.
Edit: Or, change the animation to an Energy glowy swirley grabby Siphon Life copy and let it do the same damage/stun it currently does but add both +endurance and +defence (Energy/Ranged). Increase the recharge if unbalanced. This adds synergy and common place with the new Energy Aura.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
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Some ideas in here are interesting though. I've always wished that it had higher chances of status effects baked in, but it's been a long time since I played this set. It used to be the top Stalker set for a very long time.
EM is the only stalker set I've played over 30.
Hell, I think it's the only stalker set I've played over 15, but... that was back when ET was not annoying.
The cake is a lie! The cake is a lie!