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UNKNOWN |
Last Updated: 2009-11-22 09:00:03 UTC
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Chiro's Dark Melee Primer for Brutes. Ver1.0 |
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Written by Chiro
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Chiro’s Dark
Melee Primer for Brutes Version 1.1a
“Mo
Faster, Mo Furiouser!”
By: Deus_Furore / Chiropteran – of the Justice
Server
Contents:
- – Preface
- – Dark Melee Overview
- – An explanation of Power Attribute
Descriptors
- – Power Attribute Descriptors(PADs)
- – The Powers
A. Shadow Punch
B. Smite
C. Shadow Maul
D. Touch of Fear
E. Siphon Life
F. Taunt
G. Dark Consumption
H. Soul Drain
I. Midnight Grasp
- – Summary
- – Comparisons
Table 1: Animation and Recharge Times
Table 2: Overall Endurance Consumption & Efficiency
- – Epilogue
- – Acknowledgements
- – Sources
I. Preface
First and foremost, I would like to begin with a
disclaimer. This is NOT
a guide. This is my attempt at sharing a bit of knowledge, and mixed
with some honest experience that I hope will help you to make better,
and ultimately more informed choices and decisions, when it comes to
selecting Dark Melee as your Brute’s primary power-set. If
you are
reading this for the following reasons you may want to look elsewhere
now and save yourself some time: If you are expecting this to be
another opinion piece amongst the already hundreds that litter these
boards, If you are seeking advice on your particular build, If you want
to know which powers to skip, or If you want to know what powers I
personally consider worthy or unworthy, these are all reasons why you
should not read this Primer. Please understand that no singular power
in this game is worthless. Every power within the whole of the Dark
Melee Primary (much like every other power-set) has it’s own
inherent
and unique advantages and disadvantages. Understanding those subtle
strengths and weaknesses, is the true key to unlocking the real
potential of this often maligned, and misunderstood power-set.
It is not my intention, nor my aim, to steer you
towards any
particular power or powers. Doing that, in my mind at least, commits a
folly of the highest caliber. To do so, assumes that one particular
play-style or build suits everyone equally, or that only one particular
build is more effective at a given task at the expense of all other
possible devices. That kind of thinking is simply what I see as
shortsightedness. In this Primer, my only goal, is to accurately
describe - without bias or reservation - the pros and cons, as well as
the unique merits and disadvantages of each power within the Dark Melee
power-set, as it pertains to the Brute archetype. Most importantly
however, Dark Melee as a Brute power-set, behaves as a completely
different animal, than it does as a scrapper power-set. Please do not
make the mistake of assuming that just because the power-set is
relatively the same, with largely the same numbers and mechanics, that
they play identical to each other. They most assuredly do not. There
are very evident and key differences that affect not only the inherent
merits of the powers themselves, but also will effect preferred method
of enhancing your power, and many other factors. In that vein, I will
not delve into any other considerations, other than how the Dark Melee
power-set plays out for the Brute Archetype. With that preface out of
our way, let’s get to the heart and soul of the matter.
II.
Dark Melee
Overview: Banishing the notions of “Utility”.
What is utility? What does it mean? Why
do people use that
term as
synonymous with Dark Melee? More than likely they say that for
simplicity of explanation, but unfortunately for Dark Melee users,
those simplistic evaluations cannot adequately describe or enlighten
anyone properly, and in fact may actually contribute more to
misunderstanding and premature opinion about the power-set.
Let’s
banish this dismissive concept of utility right now. Here is just a
short list of some of the features that separates Dark Melee from other
power-sets:
- Dark Melee is the only
Brute primary power-set that combines
a
target DeBuff effect with all of its attacks, with the exception of
Taunt and its two AoE attacks, Dark Consumption, and Soul Drain.
- Dark Melee is the only Brute primary power-set to
feature an endurance regenerative power in its arsenal.
- Dark Melee is the only Brute primary power-set to
feature a Health regenerative power in its arsenal.
- Dark Melee is the only Brute primary power-set
that features a Fear status effect attack in its arsenal.
- Dark Melee is the least endurance intensive Brute
Power-set.
Base un-slotted, the Dark Melee power-set has the lowest overall
endurance requirement of any other Brute Primary power-set.
- Dark Melee features the overall fastest Animation
speeds,
and recharge speeds for all attack powers of any other Brute Primary
power-set.
These are just some of the
more well-known and recognized
features
of Dark Melee, but as I will enumerate in due course, these are but a
sample of the benefits of this power-set.
If my time spent using Dark Melee has shown me one thing, it
is
that Dark Melee in the right hands with proper knowledge and
understanding can be the most dangerous and lethal Power-set a Brute
can select. This notion of Dark Melee as simply
“Utility” is both
dismissive of it’s capabilities and disingenuous;
“Utility” is a just
polite way of saying: “It can do lots of other stuff, but its
basically
crap…cause it don’t have Knockout Blow”.
Let’s be honest, that is a widely held, if not
blatantly stated
viewpoint. I’m here to prove otherwise. Dark Melee is quite
capable of
holding it’s own, and even surpasses many of the other
favorite Brute
power-sets in some regards.
Dark Melee is not a flavor of the month power-set, nor will
it ever
be (hopefully). It requires too much patience and perseverance to
become widely used in my opinion, and that isn’t exactly a
bad thing in
my mind. There is nothing simple about this power-set. Taking such a
simplistic statement as “Utility”, and using it as
a descriptor about
such a complex power-set is rather obtuse. It isn’t as
straightforward
as some of the other choices, and it is my belief that this is
intentional, and the primary cause for most individuals’
adverse
reaction towards it. Often, the greatest rewards come from the hardest
of obstacles and the most challenging of trials. If there is one thing
about all MMO’s in general that I personally can’t
stand, it is the
pitfall and inevitability of creating “Cookie-Cutter”
builds.
In my mind the notion that a particular power-set should be played a
certain way is harmful to the game, its balance, and its longevity.
This notion that any power-set needs to be played a certain way or
slotted in a certain method is harmful in many ways. Although
it’s
intentions are often founded in helping people get the most from their
efforts, as a side effect, it decreases diversity, stifles creativity,
turns exciting encounters into boring games of Rock, Paper, Scissors
combat, and overall, has the tendency of decreasing enjoyment of the
game, because everyone looks, plays, and performs exactly alike. The
challenge that comes from braving the unexpected ceases to exist, and
with it so does the excitement it once created. That should not be the
goal of this game or its players. We should be encouraging diversity of
play-style, and we begin that by no longer assuming that only one
particular methodology or execution can produce results. We learn to
enjoy the game itself, and not in cheapening our experience by turning
everyone into a mass horde of mindless clones. It’s time to
start
thinking outside the box. Now with these claims laid out before us, and
that small bit of ranting out of the way, lets start looking into the
heart of the matter - the powers themselves
III.
Explanation of
Power Attribute Descriptors
For quick explanation, every attribute I
have listed should
be
rather self-explanatory. The only attributes that I am using that are
anything other than statistical fact or an accepted and established
baseline are the Power Breakdown, Pros, and Cons attributes. These
attributes will be based on my personal experiences with each power,
lengthy testing, actual application in both a PvP and PvE setting, and
general information that while in some cases based on perception, is
generally accepted as an accurate assessment. In order to qualify my
numbers, I have communicated with _Castle_ and have received
confirmation for much of the information listed here by way of PM. When
we have a way for us to compare and contrast the powers, we can start
looking at the powers themselves with more understanding of their key
elements.
I will be listing each power as a separate entity.
Every Power
Attribute Descriptor will include some base numbers that will allow us
to statistically compare these powers to other powers from popular
Brute Primary power-sets. I will also include the in game description
that is listed for each power as a reference. It has been my experience
that these in-game descriptions at times, can be somewhat misleading or
confusing for some. I will attempt to break down each power according
to the following attributes. Please keep in mind that in order to keep
this as uncomplicated as we can, all numbers and statistics for powers
will be listed at their base (un-slotted) values. Please read these
descriptors carefully and completely.
IV.
Power Attribute
Descriptors.
Level Available:
Lowest level your character gains access to a power
Endurance Cost:
(in points expressed as a fraction of total endurance pool x/100)
Recharge Time:
(in seconds)
Base Accuracy:
un-slotted accuracy of the power
Activation Time:
(animation speed) Measured in seconds
Damage (BI):
using the BI method– Brawl Index value of 1.00 Damage in description:
The in game categorical descriptor of the powers damage rank.
DP30s (Damage
per 30 seconds):
A simple variable where the DPS is extrapolated out to a standard value
of damage over 30 seconds. BI damage will be used to establish total
DPS. The variable will be stated as x(total) BI /(over) 30 sec(time) =
DP30s. This statistic is mainly for the benefit of PvP or PvE minded
players with an interest in damage from a single power contributed
towards total Damage dealt over the duration of a longer engagement.
The reason this is magnified to 30 seconds vice strict DPS is simply
because no fight lasts just 1 second. (Unless you count stalkers :-P )
Ergo a broader spectrum is examined to isolate effectiveness in a
protracted fight. It becomes easier to evaluate a single powers
contribution to total damage in this regard. The 30-second variable was
merely selected for ease of math. *Note*
Fury modifiers, as always, will affect this number
exponentially.
At this time there really is no quantifiable or credible way to plot
that value mathematically as anything other than a table or graph. If a
player desires, he/she cross reference BI damage to actual numerical
damage, by using the scalar damage tables compiled by Iakona, which can
be found here:
Iakona’s Brawl Index Replacement
Power
secondary effects: Any secondary
effects the power has other than damage.
Duration of
secondary effects: (in seconds)
In game
Description:
Power Breakdown:
A summary of the power based on
my experiences and observations
Pros:
A list of positive traits and merits of the power
Cons A list of
negative traits or drawbacks of the power. V. The Powers of the Dark Melee Power-set.
Now we get to the meat and potatoes. All
9 of the Dark Melee
powers
are listed here in order of level availability, with their corresponding
PAD statistics. Lets begin:
A.
Shadow Punch
Level Available:
1
Endurance Cost:
4.368
Recharge Time:
3.0
Base Accuracy:
75.0%
Activation Time:
0.57
Damage (BI):
2.333 total < 1.3998 Negative Energy + 0.9332 Smashing >
Damage in description:
Minor
DP30s:
23.33
Power secondary effects:
(-Acc) –10% (ToHitDeBuff / Foe / single) Duration of secondary effects:
(-Acc) 5 sec.
In game Description:
You
wrap your firsts with negative energy channeled from the Netherworlds,
and perform a quick punch that deals minor damage. Shadow Punch clouds
a targets visions, lowering their accuracy for a short time.
Power Breakdown:
Shadow
Punch is a good solid damage dealer over time, as well as an excellent
fury builder. The fact that it has a built in accuracy DeBuff effect
like most other DM powers is an added bonus. The damage from Shadow
punch, even when slotted heavily for damage will still not be anything
monumental in one shot however, over time this power really shines. In
slotting this power to achieve maximum effectiveness you’ll
need to
decide weather you would be better served to slot this for maximum DPS,
or maximum secondary effect. If your goal is to maximize DPS you might
wish to consider accuracy, recharge, and damage, in that order. If your
goal is to maximize secondary effects you may wish to consider
accuracy, recharge, and ToHitDeBuffs. In my experience either is
acceptable, as its DPS is excellent for its endurance cost. In order to
make this power more efficient consider doing one or the other, but not
both, that way you maximize the application of your purpose for this
power, and it ceases to be just average. In either case, endurance
drain should not be an issue due to the minimal overall cost.
Pros:
Quick Recharge. Low endurance cost. Good Fury generator. Accuracy
DeBuff. Excellent DPS.
Cons:
minimal overall
damage. Short duration for DeBuff. May need to be placed on auto to be
effective as a fury builder due to quick recharge.
B. Smite
Level Available:
1
Endurance Cost:
6.864
Recharge Time:
6
Base Accuracy:
75.0%
Activation Time: .
97
Damage (BI):
3.6667 total <2.7778 Negative Energy + 0.8889 smashing>
Damage in description:
Moderate
DP30s:
18.3335 Power secondary
effects: (-Acc) –10%
(ToHitDeBuff / Foe / single) Duration
of secondary effects: (-Acc) 10
sec.
In-game Description:
You
wrap your fists with negative energy channeled from the Netherworlds,
and perform a smite that deals more damage than Shadow Punch, but has a
longer recharge time. Smite clouds a target’s vision,
lowering their
Accuracy for a short time.
Power Breakdown:
Smite is
quite possibly one of the best raw damage powers in the set. Its damage
is delivered quickly, with an effective endurance cost, and it
recharges quickly. Smite also features a 10 second duration accuracy
DeBuff that lasts twice as long as Shadow Punch. When slotting Smite,
you want to consider that this power can be one of the best damage
dealing powers you have, for the endurance cost. In order to achieve
maximum damage you’ll want priority of slotting to be
accuracy, damage,
and recharge. Keep this bit of math in mind: If you slot smite with two
SO recharge enhancements, you almost cut the recharge of the power in
half, thus nearly doubling your damage over time. Add to that 2 Damage
SOs, and you will do an extra 2/3 more damage, almost twice as fast.
Figure into that, a triple recharge slotted hasten, and
well…you can do
the math. Here are some numbers for comparison purposes:
- Base
un- slotted: 3.6667 every 6
seconds.
- Slotted with 2 recharge SOs and 2 damage SOs: 6.1
every 3.6 seconds
- Difference in 30 seconds: 18.3335 versus 50.833
Compare that to slotting 3 times for damage and once for
recharge:
- 7.1 every 4.5 seconds for a total of 47.33 damage
every 30 seconds.
The
result is higher damage
over time by
slotting two recharge and two damage SOs, versus three damage and one
recharge. That’s something to ponder I think. Your slotting
should
depend on your goal: slightly higher one time damage, or higher DPS? In
either case, damage is a good thing, and the more you can deal the
better.
Pros:
Solid damage
potential, Good DPS, Low endurance cost, Accuracy DeBuff, may do more
overall damage due to a large portion of its total damage coming as
Dark Energy damage.
Cons:
none evident. Simply put, this is one of the best powers in the set
C.
Shadow Maul
Level Available:
2
Endurance Cost:
8.528
Recharge Time:
8 sec.
Base Accuracy:
75.0%
Activation Time:
3.07
Damage (BI):
6.0 < 4 x 0.75 Negative Energy + 4 x 0.75 Smashing (3.0 + 3.0
total)>
Damage in description:
High (DoT)
DP30s:
22.5
Power secondary effects:
(-Acc) –10% (ToHitDeBuff / Foe / single) Duration of secondary effects:
(-Acc) 10 sec.
In game Description:
You
wrap your entire arms with negative energy channeled from the
Netherworlds, empowering them to perform a series of blows that deals a
lot of damage, over a short period of time. Like most Dark Melee
powers, blows that land cloud a target’s vision, lowering
their
Accuracy for a short time.
Power Breakdown:
Shadow
Maul is a very interesting power. It is one of the few multi-target
melee attacks in the game, that isn’t an AoE, but is actually
a cone
affect. Generally speaking it is quite possible to use your
surroundings and environment to your advantage and line up a few mobs
in order to make this power extremely effective, for it’s
cost and
recharge. As a damage dealer Shadow Maul is the second highest base
damage attack behind Midnight Grasp. This damage isn’t
necessarily
anything spectacular, but since Dark Melee isn’t really known
for it’s
mega-damage™ capability in the first place, every little bit
counts.
Shadow Maul is no exception. Shadow Maul’s one negative
quality
however, is its animation time. Executing Shadow Maul locks you into a
3 second duration animation, during which you land a flurry of blows on
your opponent. During that time you can’t take any other
action except
to queue up your next power. You can’t move, use an
inspiration or any
other action. This can be disadvantageous when you find yourself
surrounded by multiple enemies needing to heal quickly. Shadow Maul
also features a ten second accuracy DeBuff like most other Dark Melee
powers. When slotting for Shadow Maul you might want to consider trying
to maximize base damage potential, and not DPS. Shadow Maul’s
recharge
and endurance consumption are not the most efficient in the set, and
can be quite taxing on your endurance pool if repeatedly used as
available. Using it as a final blow when you have solid medium to high
fury built up, can be quite effective. Priority of slotting in order to
maximize this base damage should be accuracy, damage, and most likely
endurance. Again slotting is entirely up to you, and as always as long
as you attempt to maximize the potential of whatever aspect you are
going for, you should enjoy this power.
Pros:
Moderate damage for
moderate endurance cost. Second highest base damage power in the set,
Can be quite efficient depending on your environment when lining up
multiple targets.
Cons:
Long animation time,
Cone targeting can be tricky to pull off, Doesn’t recharge
quickly
enough or execute quickly enough to give much higher DPS than Smite.
D. Touch
of Fear
Level Available:
6
Endurance Cost:
8.528
Recharge Time:
8 sec.
Base Accuracy:
90.0%
Activation Time:
1.17
Damage (BI):
0.0
Damage in description:
n/a
DP30s:
n/a
Power secondary effects:
(Fear) Mag 2 (Status Terrorize / Foe / single) &
(-Acc) –20% (ToHitDeBuff / Foe / single) Duration of secondary effects:
(Fear) 10 sec. (-Acc) 20 sec.
In game Description:
The
Netherworld is one scary place, and with but a touch, you can give your
enemy a glimpse into this dark world. This will cause them to
helplessly tremble in fear. Foes in this state of panic have reduced
accuracy.
Power Breakdown:
Touch of
Fear is one of the most powerful weapons in the Dark Melee Power-set.
Boasting an excellent base accuracy, a relatively quick animation time,
and the most powerful accuracy DeBuff as well as the longest duration
of any other power in the set, Touch of Fear could very well be the
best offensive / defensive power in the set. Its other secondary effect
really makes this power that much better. It incorporates a Mag 2, 10
second base duration, Fear status effect along with its ToHit DeBuff.
The fact that this power is listed as a magnitude 2 Fear effect, seems
to be incongruous with the simple fact that you can fear almost
anything in the game with it. In PvE, this power is capable of
affecting minions, Arch Villains, and Heroes alike. I have cowered
almost every single AV in the game with this power, from The Sea Witch,
to Infernal. I would list it as higher magnitude, but until I see
something in print along those lines, i'll just leave it as that, and
say ignore the statistic, in favor of what it actually does. The coup
de grace of this power is that even if the fear effect fails to stick
on the mob (or player for that matter), it’s almost a 99.9%
chance that
the outstanding base accuracy of this power will ensure that the
-accuracy DeBuff will. With 3 accuracy enhancements in this power, I
can say from experience that you will even hit with it 99.9% of the
time in PvP as well. In a recent Arena test, a volunteer and myself
tested this power out with my main Brute character, a lvl 40 DM/Invuln
Brute (Chiropteran) on the Justice Server. Out of 100 activations of
this power, without any accuracy modifiers other than it’s 3
accuracy
Single Origin enhancements, it missed twice. That’s right -
out of 100
tries - it missed two times. Needless to say, Touch of Fear slotted for
accuracy, recharge, and ToHitDeBuffs, is indeed a scary power to fall
victim to. With proper application you can keep at least 3 separate
Touch of Fear DeBuffs on an opponent at all times. Slotted for maximum
ToHitDeBuff potential, this power is capable of stacking for a grand
total of -60% accuracy on an opponent at all times, and
that’s just
base. Slotted for ToHitDeBuffs, that number can go slightly higher than
100%. And that’s just from a single power. Needless to say,
in PvP,
this power can be an absolute nightmare. It’s only negative
feature, is
that it deals no damage, unlike the Controller or Dominator
“Terrorize”
power. Unfortunately you can’t have more than six slots to a
single
power, otherwise I would give this power 10 slots all on it’s
own, I
kid you not. Thankfully for your opponents however, that
isn’t a
possibility. This is a must have. When slotting I would suggest that
you avoid the temptation to slot this for increased fear duration if
you intend to PvP with this power. The reason for this is that it is a
foregone conclusion that as soon as your opponent gets his first taste
of this power, he will use a break free to escape from the fear effect
and to protect him from further effects for the next 30 seconds,
nullifying that slots use completely. For PvE, that may be a legitimate
consideration, but For PvP, you might want to focus on increasing the
ToHitDeBuff effect instead.
Pros:
Almost too many to
list. Highest ToHitDeBuff potential in the entire power-set, Includes a
Fear effect, Has as good a recharge and endurance cost as Shadow Maul,
Base Accuracy is outstanding (90.0%), increases overall survivability
exponentially.
Cons:
Doesn’t deal damage however, the amount of pros far outweigh
this drawback.
E.
Siphon Life
Level Available:
8
Endurance Cost:
11.96
Recharge Time:
15 sec.
Base Accuracy:
75.0%
Activation Time:
1.93
Damage (BI):
2.7778 <2.7778 Negative Energy>
Damage in description:
Moderate
DP30s:
5.5556
Power secondary effects:
(-Acc) –10% (ToHitDeBuff / Foe / single) & Heal (10%)
Self
Duration of secondary
effects: (-Acc) 10 sec.
In game Description:
You tap
the power of the Netherworld and create a life-transferring conduit
between a foe and yourself. This will transfer health from your enemy
to yourself. Foes siphoned in this manner have their Accuracy reduced.
Power Breakdown:
Siphon
Life gives Dark Melee yet another edge over all of the other Brute
primary power-sets; the ability to attack and gain life. Siphon life is
a true “drain” power. With it, you attack your
opponent, causing them
about the same damage you would with a Shadow punch, but you also drain
about double that amount in damage in the form of Health, which adds
immediately to your own Health pool. Used properly, Siphon Life can
serve a dual purpose, although to achieve either specifically,
you’ll
need to carefully consider slotting. The first purpose of Siphon life
could be as a direct attack. Siphon life is by no means the most
efficient damage dealer, if anything it could be argued to be the least
efficient power in the entire set for that purpose, due to
it’s
recharge and endurance cost. Siphon life is redeemed slightly by the
fact that all of its damage is in the form of Negative Energy, unlike
shadow Punch, and Smite. If you really want to increase the damage you
do with Siphon life, you’ll need to slot it for both
recharge,
accuracy, and endurance. You might think that damage would need to be
slotted, but in this case, it is actually more efficient to increase
it’s recharge first, thereby effectively speeding up the
power and
allowing it to achieve a much higher DPS. Slotting for endurance
reduction will bring down its moderate base cost of 11.96, to something
a bit more manageable. Used like this, Siphon life could become part of
your regular attack chain, plus have the bonus of becoming a
“Maintenance Heal”. Using it in his manner would
also allow you to take
better advantage of it’s other secondary feature, its
–10% ToHit
DeBuff. Its secondary effect of healing would simply be a subconscious
yet automatic benefit of using the power on a regular basis, decreasing
your builds dependence on other forms of healing, such as inspiration
use, or secondary power-set heals that normally have rather lengthy
recharge times. Siphon Life’s secondary purpose could be as a
primary
source of healing. If wish to make this power perform in this capacity,
you’ll need to give primary concern to accuracy, healing, and
endurance
use. Regardless of the number of total slots you have to work in, your
priority of slotting should be in that manner. Having three slots for
healing and none for accuracy would be wasted slots altogether, as in a
critical fight against something causing you enough problems to need
healing, missing will be counter productive, and could have disastrous
results. Keep in mind that siphon life has no predetermined healing
value. It is instead based off of your total health statistic. Siphon
life always heals 10% of your total health value at maximum. Healing
enhancements raise this percentage. Slotted heavily for healing, Siphon
life can return between 15 to20 percent of your health to you, in 1.93
seconds. Regardless of which purpose you use Siphon Life for, the fact
that it is the only Life regenerative power to be found in any Brute
Primary power-set is definitely a plus.
Pros:
Replenishes Health, Has a built in ToHit DeBuff, damage is entirely
Negative energy.
Cons:
Has a lengthy recharge time, High base endurance cost, minimal damage,
F. Taunt
Level Available:
12
Endurance Cost:
n/a
Recharge Time:
10 sec.
Base Accuracy:
n/a in PvE (always hits if targets are in range) but 50% Acc in PvP
Activation Time:
1.67
Damage (BI):
n/a
Damage in description:
n/a DP30s:
n/a
Power secondary effects:
Taunt / Target / Single / AoE
Duration of secondary
effects: (Special)
In game Description:
Taunt foes to attack you. Useful to pull enemies off allies, and keep
them attacking you to raise your fury.
Power Breakdown:
Dark
Melee’s taunt is exactly like every other Brute taunt power.
The only
reason that Dark Melee might need this power even more than other
brutes, is Dark Melee’s heavy dependence on Fury to deal
heavy damage.
The Fury that you can build from regular use of taunt can be quite
noticeable however, whether you would be advised to take this power
depends heavily on your chosen secondary. Some secondary power-sets
allow Brutes to take more hits and damage than other types, thereby
giving us more leeway when selecting taunt to use as a secondary Fury
generator. Keep in mind, that it can also be used to
‘pull’ ranged
targets to you. I won’t belabor the point, but I have seen
many brutes
include taunt in their build, and by the same token, I’ve
seen many
that skip it in favor of other powers. It largely depends on your
personal tastes and overall needs. If you do decide to take taunt, you
might wish to consider lightly slotting this power for accuracy if you
intend to use it in PvP, Arena combat, Base raids, etc, and recharge,
thereby enabling you to use it more often. Keep in mind that increasing
its taunt duration my not even be worth it considering that if a player
doesn’t desire to attack you, using a break free will make
him or her
much more resistant to its effects.
Pros:
Useful for building
fury, Useful for maintaining and getting Aggro, Useful for defensive
roles in PvP (keeping an attacker from targeting a squishier teammate
for example). Uses no endurance, has good range, and recharge, a
versatile power.
Cons:
Deals no damage. May
not be necessary for your build in PvE if you are able to maintain
aggro through the use of your Secondary set’s AoE toggles.
Can be
heavily resisted in PvP with use of inspirations (Break Frees)
G. Dark
Consumption
Level Available:
18
Endurance Cost:
0.52
Recharge Time:
180 sec.
Base Accuracy:
75.0%
Activation Time:
1.03
Damage (BI):
2.222 <2.222 Negative Energy>
Damage in description:
Moderate
DP30s:
not a factor due to recharge time
Power secondary effects:
+End (Self)
Duration of secondary
effects: n/a Instant
In game Description:
The
dark power of the Netherworld allows you to tap the soul-essence of
foes immediately around you and transfer it to yourself. This will
drain Health from the enemies, and add to your endurance.
Power Breakdown:
Dark
Consumption is one of the powers that truly sets Dark Melee apart from
other Brute Primaries; it is the only power that regenerates endurance.
With every foe hit by Dark consumption you will regenerate 35 endurance
points, this is base, without slots for endurance modification. If you
catch at least 3 targets in this AoE you will completely replenish your
endurance to full. Even hitting 2 targets will give you between 70 and
80 percent endurance back. Simply put, this power maximizes your
ability to do damage over time. Without endurance, you can’t
deal
damage, and if there is anything dark melee does well, it’s
quick
attacks. To support these quick attack chains you have this power with
which to regain some or all of that endurance. This helps you to also
keep your fury high, as you don’t need to disengage as often,
or stop
altogether to rest. When slotting Dark Consumption consider that first,
you do not want this power to miss, because if it does, you will gain
no endurance back, that could be vital, and two, that this power also
has a pretty hefty recharge time. In order to accomplish this you might
want to consider slotting this power for Accuracy and recharge. In my
experience, you can effectively time this power to coincide with your
attack plan in order to maximize the potential to regain the most
amount of endurance, and affect the most amounts of enemies, again
allowing you to maintain Fury as you travel from mob group to mob
group. Slotting for endurance modification can be a secondary concern
unless you intend to only use this power against solo targets, and even
then I would recommend recharge slotting as a secondary concern ahead
of Endurance modification. This power works very well in conjunction
with Soul Drain as a follow up to provide you with maximum endurance
just after you have used Soul Drain, so that you can take full
advantage of the self Buff that power gives you. With two SO recharge
enhancements and Hasten with 3 SO recharge enhancements this power will
recharge in 56 seconds. Since Hasten also effects itself, you can time
your use of this power so that when it is recharging, it is always
doing it at an accelerated rate due to Hasten, since hasten will
recharge in approximately 3 minutes, and its duration is 2 minutes.
Pros:
Only Endurance
recovery power in a Primary power-set for brutes, has an AoE effect,
useful to also pull or maintain agro, quick activation time and
animation speed. Enables you to rely less on use of endurance recovery
inspirations thus enabling you to attack for longer periods of time
without the need to pause for recovery. Cons:
extremely long
recharge, lackluster damage, may need to be slotted with accuracy,
recharge, and end mod to be of use in a 1 on 1 encounter (PvP and PvE
fights versus Bosses and above)
H. Soul
Drain
Level Available:
26
Endurance Cost:
15.6
Recharge Time:
120
Base Accuracy:
90.0%
Activation Time:
2.37
Damage (BI):
2.664 < 2.664 Negative Energy>
Damage in description:
Moderate
DP30s:
not a factor due to recharge time
Power secondary effects:
+Acc (Self) & +Damage (Self)
Duration of secondary
effects: 30 seconds.
In game Description:
Using
this power, you can drain the soul-essence of nearby foes to increase
your own strength. Each foe in close proximity affected by this power
will add to your Damage and Accuracy
Power Breakdown:
Soul
Drain is a rather large area of effect power that acts much like the
power Build Up acts for other Brute primaries; that being a self Buff.
It differs however in a number of ways, instead of being a true buff,
Soul Drain is, as the name implies, a drain. For every foe up to the
maximum amount that you hit with this power you will gain a percentage
to your overall total accuracy and damage. This power combos very well
with Dark Consumption, and does a good amount of damage with a decent
amount of Fury behind it. It is by no means a primary source of damage,
but when you have Dark Melee, every bit helps in the end. As far as the
actual numbers for this incremental buff goes, the Brute version of
Soul Drain is slightly less effective than the Scrapper power of the
same name. The Brute version is approximately 80% of the total buff
that Scrappers get from the power. So, looking at that, we can see that
80% of 12 percent per mob hit, is 9.6 percent. For ease of math just
consider that each mob you hit with this power will buff your damage
and accuracy an additional 10%, up to a maximum of 80% (averaged). This
buff affects your base damage, and because of that, it is important to
note that with this power active, you will be dealing massive damage
once you account for Fury. If you manage to hit the maximum amount of
mobs with this power, you will actually get a much larger buff than
what the Build-up power provides.
When considering slotting Soul drain you’ll want to
follow the
same slotting technique you would for Dark Consumption. From my current
understanding of this power, it has a higher base percentage of
accuracy, so you may only need to slot it once for accuracy to be
effective in PvE. Also the power does consume a good amount of
endurance, so slotting it for endurance reduction might be a good idea.
In either case you’ll definitely want to slot it for recharge
reduction
to get it below its base time of 2 minutes.
Pros:
Increases the damage
potential of every other power, as well as further improving your base
accuracy, can draw and help maintain agro, larger radius of effect than
dark consumption, the more enemies affected the higher the buff
percentage.
Cons:
Long recharge time,
animation speed is lengthy (longer than Dark Consumption but faster
than Shadow Maul), deals little damage, might need to be slotted for
heavy recharge and accuracy to make it worthwhile in PvP and PvE. Has
little impact in a 1 on 1 engagement, Hefty endurance cost.
I.
Midnight Grasp
Level Available:
32
Endurance Cost:
11.96
Recharge Time:
15 sec.
Base Accuracy:
75.0%
Activation Time:
2.07 sec.
Damage (BI):
6.3336 with DoT component <3.5556 Negative Energy Damage + 10
tics of 0.2778 Negative Energy Damage – 2.778 Total>
Damage in description:
Superior
DP30s:
12.6672
Power secondary effects:
(-Acc) –10% (ToHitDeBuff / Foe / single) & Immobilize
(Foe)
Duration of secondary
effects: (-Acc) 10 sec.
& (Immobilize) 10 sec.
In game Description:
Mastery
over the forces of the Netherworld allows you to create dark tentacles
that can immobilize a foe and continuously drain their life essence.
Power Breakdown:
For
players dreaming of their final level 32 power being as flashy and
damaging as Energy Transfer or Foot Stomp, sorry to say that Dark Melee
can’t help you realize that dream. What Midnight Grasp does
however, is
make escaping from you a bit more difficult, as well as dealing some
respectable damage. The Damage from midnight grasp is a complicated
process. Up front, Midnight Grasp deals roughly half of its damage to
your target. After this initial damage the rest of MG’s
leftover damage
starts hitting your target by way of Damage over Time. 10 tics of
Negative Energy Damage hit your opponent every 1.0 seconds. Along with
this damage comes Midnight Grasps secondary effects, an immobilize
effect, and a negative accuracy ToHitDeBuff. The immobilize effect is
an important consideration. This ability serves two purposes. In PvE,
this can prevent mobs from trying to escape from you. In PvP, this
power can make it a hassle to escape from you as well. Unless your
opponent has a break free on hand, or activates combat Jumping, or a
similar immobilization nullifying power, this will quickly leave an
opponent open to other attacks. While immobilized, or this powers
effect is active, using a travel power will reinitiate the immobilize
effect. Numerous testing of this power showed its effectiveness against
a popular travel power for PvP, that being Leaping. In order to make
the most of this power, you might want to consider slotting for
accuracy, damage, endurance, recharge, or Immobilization duration. It
depends largely on your goal for the power. It may not be as flashy as
some other level 32 primary powers but it definitely has it’s
uses. And
again, the fact that all of it’s damage is completely
Negative Energy
means that it’s damage is potentially less resisted. Pros:
Deals a high amount of damage, Has a relatively low endurance cost,
Quick Animation speed, Has useful secondary effects. Cons:
Damage dealt slowly
over time, significant endurance cost and recharge rate, secondary
immobilization effect can be negated by inspiration use.
VI. Summary
Well, that’s Dark Melee in a nutshell.
I’ve seen a lot of Brutes in
my time in this game. As a CoV pre-order player, the first character I
ever created was a Brute, whom I never deleted and still enjoy playing,
my Dark Melee and Invulnerability Brute. Hopefully the information
I’ve
shared with you here will be of some use to you, also that you can now
see what Dark Melee is all about. Dark Melee is quite capable of
dealing damage as any other Brute Power-set, and in some cases is
actually more efficient and better at dealing more of it over time.
Basically, there is only one job that you have as a Brute, and that is
to deal damage. That is what this game is about. You can’t
succeed at
PvE or PvP, without dealing damage to something or someone. Consider
this analogy:
A Swiss army knife is a great little invention, if
anything; this
little wonder can also be called a utility knife. Why is that? Well,
because a Swiss army knife has many many tools. Most models come with s
small saw, a corkscrew, a pair of folding scissors, a bottle opener, a
screw driver bit, and several other little features like a set of
tweezers, and even a toothpick. A Swiss Army knife has lots of Utility.
But what is its primary purpose? It’s called a knife for a
reason, and
that’s because it’s main purpose is to cut things.
That’s why we call
it a knife. However if you really want a knife to cut something with
you face many choices. What are you cutting? Wire? Rope? A steak? Maybe
you want to fillet a piece of fish. The point is, that there are many
different types of knives to cut different types of things; they are
all not made equal. It would not be advisable to use a machete to
fillet a flounder, just like it would not be wise to try and forge your
way through a dense jungle terrain with a paring knife.
But, another purpose of a knife is to wound, or cause injury;
its
use by prehistoric man was both as a multi-use tool. In modern times, a
criminal who is trying to rob you can just as easily wound you and
perhaps even kill you with a Swiss army knife as he can with a machete.
A quick jab or slash to your exposed neck can shred your carotid artery
causing extreme blood loss; you could die within 30 seconds without
medical attention. However, you fear the machete more because it looks
intimidating. Does that make the Swiss Army knife any more less lethal?
Of course it doesn’t; you are just as easily dispatched by
“Utility” as
you could be with a Katana. Super Strength, Stone Melee, and Energy
Melee, I can liken to a big cudgel. Dark Melee I can liken to a Rapier.
A cudgel can kill just as easily as the rapier can, in the hands of
those who understand their use. The result is the same. In the world of
CoV, where looking big and impressive, accomplishes nothing, dismissing
Dark Melee as “Utility”, thinking that you
can’t be hurt by it,
underestimating a Dark Melee opponent because of his – in
your mind at
least – damage gimped power-set, can all be equally lethal to
you.
Speaking from personal experience, I don’t dislike being
underestimated
at first sight. It makes my job that much easier, and it makes victory
even that much sweeter afterwards as well, if they
stick around for that long.
VII. Comparisons:
Here is a listing of some of the statistical Information that
I
have compiled during my research. Everything that went into the power
descriptions and my overall feelings about Dark Melee are based off of
mathematical evidence, experience, and self-education. In an attempt to
prove to myself that what I was actually seeing was honest factual
information. What I was seeing was that - gasp - Dark Melee is a viable
power-set. I began this whole process by comparison. I simply
contrasted Dark Melee with all the other power sets, and tried to see
“the big picture’. I have included these tables as
reference material
for anyone who desires to understand these facets of the game better,
or out of sheer boredom. To be cliché, knowing is half the
battle.
Table 1: Animation
and Recharge Times
These tables list each attack power for every set. The tables
omit
powers that self-buff, or taunt; i.e. only primary attack powers are
listed. The first value is base un-slotted recharge times in seconds.
The second number is animation times. Dark melee is faster overall and
features better animation speeds (activation times) total. Grand total
times, as well as the power-set’s overall average times, are
listed.
Dark
Melee - Shadow Punch
– 3.0 / 0.57
- Smite – 6.0 /
0.97
- Shadow Maul – 8.0 / 3.07
- Touch
of Fear – 8.0 / 1.17
- Siphon Life
– 15.0 / 1.93
- Midnight Grasp
– 15.0 / 2.07
Totals: 33.0 / 9.78 Averages:
5.5 / 1.63
Energy Melee
- Barrage – 2.0 / 1.3
- Energy
Punch – 4.0 / 0.57
- Bone Smasher
– 8.0 / 1.5
- Whirling Hands –
14.0 / 1.67
- Total Focus – 20.0 / 3.3
- Stun
– 20.0 / 1.8
- Energy Transfer
– 20.0 / 1.0
Totals: 88.0 / 11.14 Averages:
11.375 / 1.40
Fire Melee
- Scorch – 3.0 / 1.67
- Fire
Sword – 6.0 / 1.83
- Cremate –
8.0 / 1.5
- Incinerate – 10.0 / 1.67
- Breath
of Fire – 10 / 2.67
- Fire Sword Circle
– 20.0 / 4.17
- Greater Fire Sword
– 12.0 / 2.87
Totals: 57.0 / 16.38 Averages:
8.14 / 2.34
Stone Melee
- Stone Fist – 4.0 / 0.57
- Stone
Mallet – 8.0 / 1.17
- Heavy Mallet
– 12.0 / 1.17
- Fault – 20.0 /
2.1
- Seismic Smash – 20.0 / 1.5
- Hurl
Boulder – 8.0 / 3.83
- Tremor –
14.0 / 3.3
Totals: 86.0 / 13.64 Averages:
12.28 / 1.94
Super Strength
- Jab – 2.0 / 1.07
- Punch
– 4.0 / 1.2
- Haymaker – 8.0 /
1.5
- Hand Clap – 30.0 / 1.23
- Knockout
Blow – 25.0 / 2.23
- Hurl – 8.0
/ 3.83
- Foot Stomp – 20.0 / 2.1
Totals: 97.0 / 13.16 Averages:
13.86 / 1.88
Table 2: Overall
Endurance Consumption & Efficiency
This table looks at all attack powers from all Brute primary
sets
and breaks down base endurance costs. Each power is given two values,
the first value is base endurance cost, and the second value is base
damage. Total base endurance costs are listed and presented as Total
endurance drain for the power-set. All powers that have an endurance
cost are listed for the set, and this value is expressed as OT:
(Overall Total Cost). All endurance costs are then averaged against the
total number of powers in the set to find average endurance cost per
power. This value is listed as T1(Total1). To calculate endurance
efficiency I have correlated endurance cost and damage dealt using all
primary attack powers. This is a scalar value stated as a ratio
representing an average cost among all powers compared to average
damage total dealt divided by average endurance consumed among all
powers with a damage statistic (avg. end. / avg. dam.). This indicates
a rough overall endurance efficiency of the power-set. Total endurance
efficiency is listed as T2(Total2) In order to read this ratio
effectively, the smaller the first number compared to how large the
second number is means the power-set is more efficient. I.E., more
damage is dealt for the least amount of endurance used. This is
represented as Average CoE (Coefficient of Efficiency) (Avg. CoE= Avg.
End ratio to Avg. Damage)
Dark
Melee
- Shadow Punch – 4.368 / 2.333
- Smite – 6.864 / 3.6667
- Shadow Maul – 8.528 / 6.0
- Touch of Fear – 8.528 / N/A
- Siphon Life – 11.96 / 2.7778
- Dark
Consumption – 0.52 / 2.222
- Soul Drain – 15.6 / 2.664
- Midnight Grasp – 11.96 / 6.3336
Totals:
- OT: 59.8 / 100 - total
endurance drain
- T1: 7.475 average endurance
cost per power
- T2: 8.54 / 3.714
Energy Melee
- Barrage – 3.54 / 1.888
- Energy Punch – 5.2 / 2.777
- Bone Smasher – 8.528 / 4.5556
- Build Up – 5.2 / N/A
- Whirling Hands – 13.0 / 2.7778
- Total Focus – 18.512 / 9.8889
- Stun – 10.192 / 0.6945
- Energy Transfer – 10.192 / 12.66
Totals:
- OT: 74.364 / 100
– total endurance drain
- T1: 9.2955 average endurance
cost per power
- T2: 9.880 / 5.03
Fire Melee
- Scorch – 4.368 / 3.1667
- Fire Sword – 6.864 / 4.361
- Cremate – 8.528 / 5.2
- Build Up – 5.2 / N/A
- Incinerate – 6.864 / 6.944
- Breath of Fire – 10.192 / 4.6112
- Fire Sword Circle – 18.512 / 5.7002
- Greater Fire Sword – 12.688 / 9.5558
Totals:
- OT: 73.216 / 100 –
total endurance drain
- T1: 9.152 average endurance
cost per power
- T2: 9.716 / 5.648
Stone
Melee - Stone
Fist – 5.2 / 2.7778
- Stone Mallet – 8.528 / 4.5556
- Heavy Mallet – 11.856 / 6.33
- Build Up – 5.2 / N/A
- Fault – 10.192 / N/A
- Seismic Smash – 18.512 / 9.89
- Hurl Boulder – 9.36 / 4.5556
- Tremor – 12.52 / 2.7778
Totals:
- OT: 81.368 / 100
– total endurance drain
- T1: 10.171 average endurance
cost per power
- T2: 10.996 / 5.147
Super
Strength
- Jab – 3.536 / 1.8889
- Punch – 5.2 / 2.7778
- Haymaker – 8.528 / 4.5556
- Hand Clap – 13.0 / N/A
- Knockout Blow – 18.512 / 9.8889
- Rage – 5.2 / N/A
- Hurl – 9.36 / 4.5556
- Foot Stomp – 18.512 / 3.9444
Totals:
- OT: 80.848 / 100 –
total endurance drain
- T1: 10.106 –
average endurance cost per power
- T2: 10.608 / 4.6018
VIII. Epilogue:
“Blah Blah Blah Burst Damage”
I’ve been reading these boards an awful
lot in the previous weeks
trying to gain some insight into what sets our AT apart from all
others. Not only what was evidently intended for us by the developers
who designed the Brute AT, but also from other player’s
perceptions of
our archetypes primary role. The only simple answer that I have been
able to come up with is our ability to do high DPS and sustained
damage; Fury is what makes a Brute. The Brute AT is hands down, the
best sustained heavy hitting AT in the game, and of all Brute
power-sets, Dark Melee has the potential to become the best Brute
power-set at dealing out high sustained DPS. I’ve noticed a
lot of
posters using the term: “Burst Damage”.
We’ve all probably seen the
term used as some kind of absolute scale by which everyone seems to
measure everything. Here is my quick take on why that concept might
work in theory, but in application for a Brute, leaves much to be
desired. This tactic may work for a lot of other Archetypes, but sadly
this was not the role for which Brutes were designed and created.
Brutes will never be as effective at dealing “Burst
Damage” as many
other Archetypes already are. Ergo, to try and make your Archetype
perform in a fashion other than that for which it was designed, in my
observations at least, is both ineffective and wasteful. Brutes were
made to shine in protracted fights. The recent trend has been to create
PvP Brute builds with front loaded damage potential, disregarding the
innate attribute of Fury. The argument for creating “Burst
damage”
capable Brutes, seems to be that it’s too hard for Brutes to
build fury
in PvP, ergo we should just ignore Fury altogether and load up on
Energy Transfer. Some poor misguided souls seem to think that they can
do the same damage in one hit, that a Stalker, Blaster, and even a
Scrapper are capable of. This simply isn’t possible without
Fury. The
math and the design of our AT simply does not support this tactic to a
level that yields anything other than mediocre results.
My observations from lengthy experience in both PvP, PvE, and
arena
combat shows me that those persons just haven’t been creating
proper
Brutes at all; they’ve been creating a gimped pseudo-Energy
Melee
stalker/brute, that doesn’t even come close to dealing base
Stalker
damage. In essence, these folks have been gimping themselves even
before they began. A Brute’s strength and ability to be
viable as a
damage dealer comes from his Fury. Our base damage is laughable; it is
lower than even the Tanker AT. If you can’t even survive for
long
enough to build that fury, of what use is it to you? The answer is,
none what so ever. It’s time to start playing our AT towards
its
Strengths, and not towards something it was never designed to do well.
It’s time to create a Brute who CAN build fury in a one on
one
engagement to a level that makes being on the receiving end of it, a
scary proposition. And that factor alone is what makes Dark Melee an
excellent power set for a brute, because it aids us in survivability as
well as dealing damage. Here is the reply I made in that other thread
to the concept of Burst Damage. I have included it in this Primer
because I thought it was a compelling argument. The math really does
speak volumes on its own.
"Burst Damage" Generic Brute X, meet -ToHitDeBuff. It's a
darn shame that you guys won't be friends for long...
"Burst Damage" Generic Brute X, when you're already at
-53.66%
accuracy in the first 3 seconds of the fight, you will become annoyed
with -ToHitDeBuffs. Can you say goodbye Build-up? Of course you can.
"Goodbye everyone! I did my best, and I'm outta here! Peace out!" 4
seconds after that, when you're at -107.26% accuracy, some newly
discovered hatred on your part, will replace your mild annoyance.
Good-bye SOs; we'll miss you. 3 seconds after that - about at the 10
second total mark - when you're sitting at 1/3 a bar of endurance and
your opponent, Mr. -ToHitDeBuff, now appears mildly amused - after you
discover that the only "burst damage" you've dealt has been to some
errant air molecules (How Rude!) - you'll start to understand what it
really means to hate. Finally, when that little voice in your head
begins to chime "DoubleUTeeEff?” and you're sitting
not-so-comfortably
at the minimum accuracy mark, courtesy of a whopping -151.958%
"knockout blow" to your dome from none other than Mr. -ToHitDeBuff,
maybe then you'll start to really, really, hate it. When you've been
reduced to the not-so-impressive options of: One - Wasting even more
endurance without anything to show for it other than a quick trip back
to the safety of your Drone guarded hospital bed, or Two - Engaging
ludicrous speed and heading back to the War zone Operative to request
half a tray of "Insights", you're going to really, really, hate it.
End Result?
A burst damage EM/x FoTM toon, brought to you by "Another
cookie-cutter production", just got worked over in short order by - and
this is the real funny part:
"Utility"
IX:
Acknowledgements:
As a final note, I will be writing a
“Guide” within the next few
weeks for creating a PvP and PvE capable Dark Melee and Invulnerability
Brute. Please consider that I don’t like using the term guide
at all,
and if this experience has taught me anything, it has been that
everyone’s play-style is not alike. So, if you liked what you
see here,
and want to know more about how all this knowledge has come together to
form a very unlikely combination of survivability and finesse, stay
tuned. I look forward to answering any questions that you may have
about this Primer. In parting I would like to thank some of the
individuals who have helped me in numerous ways. Those people in no
particular order are:
Tim, Justin, Iakona, _Castle_, Jay, the rest of my
SG mates in
F.O.E.S., and the good people of the Justice Server. Especially the
good sports in the PvP zones that made testing out a
“so-called” gimped
power set, even that much more fun.
These folks helped me a lot during the lengthy
process of testing
and number crunching that went into creating this primer. Some of them
also put up with a lot of my tirades on our Ventrilo server, but
without their support this endeavor would not have been possible.
Thanks guys.
X: Sources.
Statistics presented here in this primer were
compiled from a
variety of sources in addition to extensive testing and unsupported
research by the author. The following sources were consulted:
City of Villains Game Manual.
City of Villains/City of Heroes official community forums
CoH / CoV Character Builder – By: SherkSilver (Jay
D. Teague) version 1.7.6.0
Cryptic Game Designer –
_Castle_
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