When did Barrage in EM change?


Agonus

 

Posted

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Originally Posted by Starsman View Post
Been ages since I seen this argument, never held much water in my view.

You see, the overkill in teams will happen with every set out there, many sets have attacks that exceed Energy Transfer Cast time (Shadow Maul, Sky Splitter to name a couple.) Due to how teams work, chances are you will waste a lot of damage on enemies that will be dead before your animation ends, even with Energy Punch. It's just the nature of the beast, and it does not matter that much.

Solo, you have full control. There are more than just heavy hitting attacks in the set. If an enemy is about to die you have plenty of options, from lowering your DPS for an attack that will still likely do the job or simply ignore that target, focus on the next, and let that target die due to Whirling Hands or damage auras.

If the argument about overkill was valid, Titan Weapons would never had made it out of beta.

Mind you, I still agree with you at some level. Energy Melee does need something else. It's horribly weak AoE capabilities were only acceptable because of it's insane Single Target capabilities. Once that got toned down, AoE should had been addressed. It may be a good thing it didn't, though. Today it may be... more interesting to get some full revamp for the set. I would love to see some form of combo mechanic or similar cool system for the delivery of AoE.
I see that you agree on some level, but the problem with Energy Melee isn't just ET's animation time. It's the lengthy animation time of two ST attacks in ET and TF, and ET's self damage aspect, and how weak an AOE Whirling Hands is. Don't play weapon sets much, but at least Shadow Maul is a cone, and other lengthy animation attacks like KM's Burst and Thunder Strike are AOEs.


Tales of Judgment. Also here, instead of that other place.

good luck D.B.B.

 

Posted

Quote:
Originally Posted by Starsman View Post
You see, the overkill in teams will happen with every set out there, many sets have attacks that exceed Energy Transfer Cast time (Shadow Maul, Sky Splitter to name a couple.)
The DoT on Shadow Maul is delivered prior to the end of the animation; this may or may not be the case with Sky Splitter but I can't say for certain since I didn't bother getting Staff - City of Data information would indicate to me that this is also the case. In Shadow Maul's case, it also is a cone AoE and thus even if one target dies can still deal damage to others.

Energy Transfer's only damage if your target dies is to you, and neither of the powers you mentioned are as slow as Total Focus - another frequently-wasted power due to its excessive animation time and single-target nature.


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