For Tuchankaa!
Excellent tips, there were couple I didn't know despite being an avid krogan myself!
Melee krosent on gold, satisfying as ****.
For Tuchankaa!
Excellent tips, there were couple I didn't know despite being an avid krogan myself!
Melee krosent on gold, satisfying as ****.
Is it safer/faster than just running away? Or it s just another available melee ?8) All krogans except the warlord can use a heavy melee to charge away from the crab and get out of grab range. It's possible with the warlord too, but is definitely harder. If you can lock onto a nearby mook, you'll get even farther away.
Guest_Lusty Argonian Maid_*
Cool guide op, lots of useful info ![]()
I'll simply add this :With the batglove, you can get rid of the stupid piece of plastic (aka rocket launcher) from the back of your krogan on any map. This is another good reason to bother equipping the gauntlet.
But that small launcher looks so cute on my pink krogans back ![]()
No Krogan Melee guide can be complete without explaining why Brogans should headbutt between waves. Other than that a big headbutt for Tuchanka on a nice guide.
Tsk, it's clearly a l2read and a l2percentage issue on your sideBeing alive is a crutch.
Base damage is calculated on the assumption that you should be in cover, and enemies get a 40% damage bonus on you when you're out of cover. So to be invulnerable out of cover, you need 140% DR.
Don't blame me for the way Biovar sees and computes percentages....
The key points are 1 and 5 ... slap a Graal with an omni-blade onto any Krogan and you've got a melee god!
However, the Warlord's running melee is... quirky, it doesn't lock on anywhere near as reliably as that of the standard Krentinel which actually makes him a slightly more disappointing melee kit than he should be - the hammer almost makes up for it though... almost.
You've missed out one other key point on the Krentinel/Warlord though - Tech Armour staggers things. Charge into the middle of a mob of Marauders, for instance, the first one will go down as you punch it in the chops - detonate Tech Armour to stagger the others and you'll avoid the Elbow of Justice long enough to line up another heavy melee and reactivate Tech Armour - rinse and repeat.
Also really useful when melee-ing Ravagers; it's not the goo that gets you it's the swarmer dump when it dies. The answer is, once again, Tech Armour! Detonating it kills all the swarmers - time it right and you'll come away with just minimal shield loss, a dead Ravager and a MuWuhahahhahahahha - full-on Grunt stylee.
I've completed the Tech Armour Use challenge 49 times now.
Actually, this also (mostly) works for Barrier on the Adept and Vanguard... and Barrier has the added advantage, on maps like dagger, of enabling you to float enemies right off the map ![]()
Tsk, it's clearly a l2read and a l2percentage issue on your side
Dammit, fukken illiteracy got me again! ![]()
This thread will make me run out of likes !
The Krolord
This Krogan gets what every krogan should have: Health Regenaration which helps him whenever he looses his shields, because he will have full health in most cases. He can also tank a couple of mooks shooting at him without loosing too much health. However just because he can does not mean he should tank the shots without caring. And this Health Regenaration comes at a cost. He can not jump over low cover and therefore has a limited ability to move around the maps to his liking. Planing his engage and disengage routes is more importet to avoid to be traped at a low cover.
All his three melee attacks have an AOE similar to the headbut of other Krogans. The charges of the Hammer should only be used on Bosses because nearly everything else dies in one melee charge anyway (Full shield Pyros are problematic and Ravager count as bosses here). His light melee can be chained for a 3 hit combo with using a hammercharge if availible on the third hit.
The Krolord has two differenet typs of hammer charges to choose from but I would recommend to go only for one. I personally prefere the Biotic Hammer because of its great damage bonus vs. armor which makes it a great tool to kill bosses very fast. One melee charge plus one 3-hit combo it often enouth and if not there is a second charge for a heavy melee waiting (Well make sure the enemy can't sync kill you in the process.) Speaking of sync kills, one Biotic Hammer hit will interruped any sync kill against your Teammates.
As a last point the Hammer charge animation can be canceled with light melee.
And a before I forget a word of warning: Sometimes the Krolords melee attacks do not do any damage even if the enemy is staggered from the hit.
@Shampoohorn:
If you choose to implement this post, feel free to adjust it to your liking.
This thread deserves to be celebrated with a night on the town. Stealing police cars, eating pizza, falling asleep in the shower - that kind of thing. It makes me feel warm and fuzzy inside. ![]()
Nothing to add except that my builds are all pretty much the same, and the Krentinel is definitely identical except for the fact that he gets the honour of wielding the Claymore. Probably not optimal, but then I'm not really bothered by optimal.
Oh yeah, there is one last thing to remember about the Krogan light melee - it should be used excessively while carrying pizza, and if your teammates are good enough to kite mooks into your path, you can even manage a charging backhand without dropping it.
Is it safer/faster than just running away? Or it s just another available melee ?
In my experience, it is safer. I think it's harder to interrupt than sprinting and when a krogan is staggered out of the heavy melee animation he stumbles forward instead of that BS anti-physics backwards staggered.
The Krolord
2387/4475
Health Regenaration ... snip
And a before I forget a word of warning: Sometimes the Krolords melee attacks do not do any damage even if the enemy is staggered from the hit.
The problem with this is that it also can lock on, but if you lock on from a distance that exceeds the normal melee animation there is a bug that causes the targeted enemy to be staggered but take no damage. This bug has caused me to adjust my playstyle with warlord to wait until I'm closer before backhanding instead of dragging myself to them from range like other krogan. This bug doesn't appear to affect his other two melee attcks.
@Shampoohorn:
If you choose to implement his post, feel free to adjust it to your liking.
The challenge with the krolord is that he has 5 different melee damage options with different damage outputs which all deserve some discussion and I just haven't played him enough to get a handle on it. Thanks for your post and Homey C-Dawg's as well. I'll stick a good chunk of that info into one of the top posts.
Isn't Kroguard superior to any other Krogan simply because he has Biotic Charge to replenish his shields instantly?
And how come 140% DR is invulnerability, and not 100%? What's the math?
Quite, but you need not goof up your charge into a hopeless situation. The Krolord on the other hand has got a fat health regen. And shields on top. And a hammer. He is the boss.
Isn't Kroguard superior to any other Krogan simply because he has Biotic Charge to replenish his shields instantly?
And how come 140% DR is invulnerability, and not 100%? What's the math?
I would say that a well played krolord is almost as suvivable as a kroguard, as long as you can keep him in rage mode. With rage mode's enhanced health regen, plus all the damage reduction he can have most of the time from tech armor, rage mode, and heavy melee, his health regen can actually outpace the damage from even a pretty heavy amount of fire on gold. I don't even use cyclonics on the guy because I spend so much time with my shields down. Instead I use a power amp because it boosts biotic hammer's damage to the moon, and the quicker kills means easier to stay in rage mode, and staying in rage mode keeps you almost invincible.
.Not to mention if you also added Hydraulic Joints....
In my opinion Juggernaut shield is much better. Yes, it does have 8% less melee damage boost, but it doesn't mean much. You still kill all shielded enemies with one heavy melee, even without rage. And the 20% extra shield also means that you can total rampage much easier.
In my opinion Juggernaut shield is much better. Yes, it does have 8% less melee damage boost, but it doesn't mean much. You still kill all shielded enemies with one heavy melee, even without rage. And the 20% extra shield also means that you can total rampage much easier.
I would usually agree with this but with the way i spec my worlard (top, top, bottom for rage.), that 8% means I can oneshot certain enemies that will otherwise have one or two bars left after a running heavy melee. On almost all my other melee kits, though, it's jugg shield all the way.
a comprehensive guide
You should submit this thread to the resource library.
One thing I didn't see posted: Isn't there a bug with the KroLord rage, like where evolution 6A doesn't actually decrease the number of kills you need to trigger Rage? Or am I imagining this?
Finally, the OP forgot one major point: Headbutting continuously while delivering the pizza might actually make you walk faster in addition to the DR. It will definitely make you look more awesome doing it though, so you should always do it.
I would usually agree with this but with the way i spec my worlard (top, top, bottom for rage.), that 8% means I can oneshot certain enemies that will otherwise have one or two bars left after a running heavy melee. On almost all my other melee kits, though, it's jugg shield all the way.
It's too bad tybo's weapon calculator didn't also do melee. I like jugg shields on him since he gets 250 of protection from it and in contrast the extra 81 damage for hydraulic joints seems meh. I think either setup works, it just depends on the play style -- if only because each on it's own is a wash. It takes a lot of repetitive play to see the nuance and most of the time I play the krolord I'm just trying to lean over his shoulder to see the next target.
You should submit this thread to the resource library.
Good point. Paging dragon racer.
One thing I didn't see posted: Isn't there a bug with the KroLord rage, like where evolution 6A doesn't actually decrease the number of kills you need to trigger Rage? Or am I imagining this?
Finally, the OP forgot one major point: Headbutting continuously while delivering the pizza might actually make you walk faster in addition to the DR. It will definitely make you look more awesome doing it though, so you should always do it.
I'm fairly sure it works. Triggering Rage on every krogan can be twerked by lag. On one hand this means you sometimes have to kill 4 enemies to Rage. On the other, you frequently just need to melee near a dying enemy to add to your Rage count.
Heavy melee will actually deliver pizzas more quickly and is just as stylish as headbutts.
edit: added a few of these tidbits and some other notes on rage to the top post.
Heavy melee will actually deliver pizzas more quickly and is just as stylish as headbutts.
Headbutts = more MRAAAW! Therefore, headbutting is the better choice. ![]()
[...]
The challenge with the krolord is that he has 5 different melee damage options with different damage outputs which all deserve some discussion and I just haven't played him enough to get a handle on it.
[...]
Just had a gold game with the Krolord and tested a bit around with the different melee types. Because RNG choosed Geth this is mainly about their units but it can be used as a rule of thumb for the other enemy factions (Aside from the hole sync kill topic). I used the build in my post above with Rage going (not sure about the Bonus from Martial Artist):
- Unshielded mooks die with one Headbut
- Shielded mooks die with one Melee Charge, two Headbuts or two chained Light Melees
- Pyros take one melee charge and a Headbut, or three chaind Light Melees. Not sure about three Headbuts or one Heavy Melee, but a Biotic Hammer Charge is a bit overkill for them. Also the Health Regenaration nearly beats two Flamers at once while engading them in a melee fight.
- Bombers see shielded mooks, however I didn't get the chance to test two Headbuts on them.
- Primes die reliable to the following attack sheme if 2 Biotic Hammer Charges are availible: Melee Charge (Prime has a bit more than half his shields left), 3 Hit Combo with Biotic Hammer Charge on the third hit (after the second hit the Prime has below 1/4 of its shields. The third hit takes it down to about half its armor.) Finished off the rest with one Heavy Melee with a Biotic Hammer Charge. (Also here I noticed a bit of a wired behavier. Some Primes still show full armor after the third combo hit but still die in one Heavy Melee)
- And additional what Homey C-Dawg wrote about the range and the charge seem to be true.
One thing I didn't see posted: Isn't there a bug with the KroLord rage, like where evolution 6A doesn't actually decrease the number of kills you need to trigger Rage? Or am I imagining this?
[...]
If I remember correctly the only Bug with that evolution is that the melee charge allways triggers Rage in one kill.
If I remember correctly the only Bug with that evolution is that the melee charge allways triggers Rage in one kill.
Ah, that's it! I knew there was something where you didn't actually need to take 6A to get the one-kill Rage.
Thanks for all the krolord input. I updated the fourth post. It is now full of bounty.
The tl;dr is melee damage for a real bosskiller build is 2171/4070/4341. The mook-whacker is 2430/4556/4860. Both builds only take Biotic Hammer, with the boss killer maxing out single target damage. And electric hammer sucks; don't take it.
If there is another krogan on your team, a between-wave headbutt or ten is what must be done.
Yes! All of my yes, half of my maybe, and a super size menu of again!
Remember Whelps: sharing headbutt is an ancient Krogan tradition. Enforce it, or I'll enforce Kalros down your gullet!
Through trial and error, I've gotten pretty good with avoiding praetorian sync kills with krogans. I don't avoid them entirely of course, but here are some suggestions to help you smash those crabs like they deserve.
1) Nearly always one free melee when they start their lazors. Two is risky, but possible.
2) Juggy teammates are actually useful for drawing claw attacks and aggro in general.
3) Starting a melee while the crab jumps is another freebie. Do this when a brute charges, too.
4) If you're team has a strong DPS player on it, you can get away with a lot. If I've got a Claymore GI on my flank I'll risk the grab and trust they'll stagger the crab out of the sync animation.
5) End of waves! The more of the team targeting the crab, the safer my krogan melee is. Also, the consequence of getting crunched is less hurtful to the team.
6) Ramps! Dagger has a few nice ones. And a properly setup krogan has enough DR and protections to weather lots of bs claw attacks on said ramp. In case you don't know, enemy sync kills don't work well on steep ramps.
7) Melee attacks that break the crabs barrier gate have a few tactical advantages. Higher damage from the outset since you're not going up against armor's 25% resistance to krogan heavy melee. Plus, you can be surer that the crab's stagger isn't on cooldown so you've got a better change at knockback or for a teammate to save you from a sync kill.
8) All krogans except the warlord can use a heavy melee to charge away from the crab and get out of grab range. It's possible with the warlord too, but is definitely harder. If you can lock onto a nearby mook, you'll get even farther away.
9) The Graal is an excellent companion for the melee krogan. Keep it charged while you melee and release it when the crab tries to stagger you. Yet another damage spike that might stagger the beast.
10) Both my krentinel and kroldier run no passive builds, so I'll always try to fire off a power and a grenade as I engage for additional damage spikes.
I'd apply this list to atlases, scions and even brutes.
Phantoms are both easier (squishy) and harder (bs sync mechanics).
For banshees there is only one rule: avoid when moving, smash when standing.
Examplary suggestions, I would like to just add a little trick I've lerned with the krolord, Vs Scions.
Charge Biotic Hammer. Running melee to stun it with all your might (Important! You need a little window of opportunity: running melee give you that). Proceed to biotic Hammer. Recharge biotic Hammer. Biotic Hammer again.Target the next Scion.
Up to gold, it trivializes collectors, because allows you to kill scions with impunity if you spec in power damage (I suppose it is viable in Plat too, considering you're dealing 60/65% of its entire health pool).
Edit: I go with only an Executioner on my Krolord, modded for power and melee damage.
The only reasons for this, it's because when you've a giant arse hammer, even shotguns are nails.