I really don't understand melee build non-warlords, because I am a pyjak.
Edited for clarity. ![]()
Warlord is MC Hammer, but Krentinel is Rick James, motherf*cker! ![]()
I really don't understand melee build non-warlords, because I am a pyjak.
Edited for clarity. ![]()
Warlord is MC Hammer, but Krentinel is Rick James, motherf*cker! ![]()
I really don't understand melee build non-warlords. No matter what you do, your melee Krogan wont be as deadly in a melee fray as the Warlord. Why give up either one of the best anti-armour kits in the game (KroSol), or one of the most versatile and awesome awesome-guys in the game (KroSent). The only one where it can even make sense is the KroGuard, but I play him a little differently, because I am a pyjak.
I like my KroSent just the way he is. If I want to Krogan Melee, I take the Warlord. I am happy enough with that.
L2KROGAN!!!!! ñ_ñ
Huntress is pretty good at melee. I'm still undecided whether she is stylish or not. That endless orgasm can get on people's nerves. Also, she ragdolls mooks and hits at least 3 targets iirc. It's like throwing a ift grenade in the spawn. But of course, she is not hitting that hard against individual targets.
Huntress is pretty good at melee. I'm still undecided whether she is stylish or not. That endless orgasm can get on people's nerves. Also, she ragdolls mooks and hits at least 3 targets iirc. It's like throwing a ift grenade in the spawn. But of course, she is not hitting that hard against individual targets.
well - in my opinion "melee" has nothing to do with this "2 min orgasm" of the Huntress.
well - in my opinion "melee" has nothing to do with this "2 min orgasm" of the Huntress.
melee has to be fast and responsive with combos for different situations, parry etc.This is the reason why I don't even consider for a secondplaying a melee character in Mass Effect
If you ever want to try melee in ME3, I would recommend either the Cabal, or a Vorcha. They both have basically the same animations anyway. Differences being, Cabal has a Shield Heal, Vorcha has Health Regen, Cabal has mobility (Imho, highest mobility in game) and poison (Never underestimate Cabal poison, even the melee based poison). Whilst you don't get Just Blocks and Parries, you do get i-frames, sweet dodges (especially when timed right), and fast, combo light melees, and tracking heavy melees.
Personally, I don't play melee often, and I enjoy my Incendiary Ammo Cabal too much to give it up, but these are the characters I would most recommend for someone seeking an active melee character. Apologies to the badarse Krogan with their pwnage headbutts, and killing backhand rushes, but it's a totally different style. Generally people who are seeking a melee experience are seeking mobility and agility, Krogan are brute force destroyers. Neither is wrong, they are just different.
If you ever want to try melee in ME3, I would recommend either the Cabal, or a Vorcha. They both have basically the same animations anyway. Differences being, Cabal has a Shield Heal, Vorcha has Health Regen, Cabal has mobility (Imho, highest mobility in game) and poison (Never underestimate Cabal poison, even the melee based poison). Whilst you don't get Just Blocks and Parries, you do get i-frames, sweet dodges (especially when timed right), and fast, combo light melees, and tracking heavy melees.
Personally, I don't play melee often, and I enjoy my Incendiary Ammo Cabal too much to give it up, but these are the characters I would most recommend for someone seeking an active melee character. Apologies to the badarse Krogan with their pwnage headbutts, and killing backhand rushes, but it's a totally different style. Generally people who are seeking a melee experience are seeking mobility and agility, Krogan are brute force destroyers. Neither is wrong, they are just different.
I agree with you - and for that reason I had built a melee-Cabal about one year ago.
It was much better than the GI, Huntress, etc. (of course) but it really is not what I'd be looking for.
Let's just say that melee is not the "core-business" of Mass Effect - which is ok I think.
At least for me.
I don't even know if the engine would be able to handle it.
Beardy I think you're missing my point. Krogan are great at melee. But the game mechanics screw them twice over.
First, like the OP points out, the choice between health or melee is dumb, especially when the kits all have a second passive tree. Krogan, and maybe all kits should have a choice to be strong and health.
Second, the infiltrators as a group are way better at melee than they should be. Totally dumb that they can be on the same tier as krogans. Blame cloak. Meh.
And you should take the ghost for a melee spin. He has a perfect melee skill set, does more damage then the krogans (except warlord) and with an AoE besides. Would not be the case if not for cloak. AIU really is better too. QFI, you're right, but the fact that she can hit 25% harder than the krentinel still reinforces the point about lolcloak.
I'll still play the Krentinel ten times more than any other melee kit, but facts are facts. Personally, I blame the salarians.
well - in my opinion "melee" has nothing to do with this "2 min orgasm" of the Huntress. ...
This is the reason why I don't even consider for a secondplaying a melee character in Mass Effect
No Melee? But those 1 million melee pts!!? ![]()
I personally find melee builds completely viable (and really fun) on gold. Some require a more situational use of melee (QFI for example), but you can still get more melee kills than weapon kills provided that you actually try. They are, of course, less efficient than pure gun builds though.
The heavy melee on the Ghost is good for staggering Phantoms in tight situations and it looks cool, but it's a bit weak. The main problem with melee in this game is that it's not really viable on the higher difficulties (unless you enjoy Geth/Gold), it's just to limited due to sync kill mechanics and far to low damage vs armored units. None plays a melee GI on platinum since you get killed the second you break cloak and very very few ever play the Krolord on platinum since he's just to limited, not much fun camping a ramp the entire game.
I personally find melee builds completely viable (and really fun) on gold.
Agreed. At least 95% of the games I play are on gold, and it's not an exaggeration to say most of my characters are specced for melee. Some of my builds may not be optimal, but they're all good fun. I only play plat if someone else requests it, and am unlikely to choose a melee kit. On gold, I regard melee output to be considerably more useful than a few extra shields, although I do agree that the game logic regarding skill trees is sorely lacking.
The ones I consider optimal for full melee are the Krentinel, Cabal (best off-host option imho), Batguard, AIU, Shadow and QFI. My Vorcha Soldier has a hybrid build of sorts but I still play him with a melee focus. All my female vanilla Human characters are melee-specced and certainly Gold-viable. I probably prefer the Havoc with a melee build too.
I must add that, in line with Shampoohorn's post above, I regard the Geth as the worst faction to play against, even though Collectors should theoretically be worse. I would also echo the sentiment that the Venom is the best melee weapon because it more or less has a free mod slot for the Omniblade.
TL/DR: More Melee = More Happy ![]()
Personally, I would like to see two basic template Passives.
Fitness would become Health and Melee on one side, and Shields and Power Damage on the other (Work the body, or work the mind).
Training would become Weapon Damage and Weapon Capacity rank 4, 5 would be Weapon Damage or Headshot Damage, Rank 6 would be Weapon Damage or Weapon Weight.
Also, Weapon Capacity/Weight could just be replaced with an Accuracy Bonus, since pfft weight/cooldowns anyway, and Accuracy improving powers are among the best in the game, everybody should get one. (This would mean in the above example, making a Marksman with Improved Accuracy and Headshot Damage, or a brute-force Heavy Gunman with Weapon Damage, and Probably Spare Ammo bonus like Batarians)
Though certain things (Especially Power Damage and Weapon Capacity) would need to be tweaked up, and maybe Weapon damage bonuses tweaked down (Since they already produce some of the most consistently good damage/sustained damage as is), and adding an extra rank or two of Weapon Damage might push it over the top. Power Damage could be improved by making it affect Explosion damage, since even if you doubled or tripled Power Damage Bonus, most powers still wouldn't compare to the Detonation Comboes.
The ghost can easily do 4k melee damage. He's got one of the best pre-melee powers in the game in overload: multitarget, interrupting, bonus vs protections. Equip the venom & disruptor, and you can do the following-
Cloaked charged Venom shot while sprinting.
Cloaked Overload as you hit melee range, triggering a tech burst.
Locked leaping heavy melee on three targets.
Immediately dodge out of range.
That's a huge amount of damage with a set of attacks that don't trigger any of the phantom's counters. Try it.
Melee is completely viable as a primary tactic on gold for 15+ kits vs any faction. Geth might be the worst not best, which makes me think you don't actually have much melee experience. Geth drone, the hunter's gpsg, double tap rockets all make aggressive melee more risky than sync kills, which have fairly clear tells.
Platinum, I agree sucks for melee, but that's as much because platinum is a inelegant patchwork kitchen-sync slogfest.
Agreed. At least 95% of the games I play are on gold, and it's not an exaggeration to say most of my characters are specced for melee. Some of my builds may not be optimal, but they're all good fun. I only play plat if someone else requests it, and am unlikely to choose a melee kit. On gold, I regard melee output to be considerably more useful than a few extra shields, although I do agree that the game logic regarding skill trees is sorely lacking.
The ones I consider optimal for full melee are the Krentinel, Cabal (best off-host option imho), Batguard, AIU, Shadow and QFI. My Vorcha Soldier has a hybrid build of sorts but I still play him with a melee focus. All my female vanilla Human characters are melee-specced and certainly Gold-viable. I probably prefer the Havoc with a melee build too.
I must add that, in line with Shampoohorn's post above, I regard the Geth as the worst faction to play against, even though Collectors should theoretically be worse. I would also echo the sentiment that the Venom is the best melee weapon because it more or less has a free mod slot for the Omniblade.
TL/DR: More Melee = More Happy
In my case I have to build specifically for melee because I very rarely take more than 3 or four ranks of fitness on my kits. Though lately I'm trying to experiment with melee more, like a silly Drell Assasin Melee build I tried this past weekend or a Melee Fury I'm working on
.
The kits I play melee full time however are: Warlord, Krentinel and Kroguard (first only on hosts I trust, second and third when I feel like it), Demogrill (yup), Paladin, Shadow, Slayer, QFI, Edibot, Vorcha Hunter (best melee vorcha for me, with the faster movement speed and subnet), Havoc (dual strike build), Volus Vanguard NutPuncher and Brawler. All of them work very well, the QFI being the more situational of the lot because of the long animation. I also use melee frequently on the other batarians and the Shaman, but I don't build them for it and it's not so important regarding damage output. Cabal I tried a build, but I like double dash too much. Huntress I'm trying to incorporate now.
I like the idea of having a vanilla human melee build on each class. Now I have sth more to try ![]()
Fave faction to fight would be Cerberus, There are few things more satisfactory in ME3MP than winning Phantoms and Goons at their own game. Geth are easy with tanky melee kits, but not so much with fragile ones, just like Reapers. Collectors are challenging all the time, but backhanding a possesed abomb into a teammate is just glorious
.
Personally, I would like to see two basic template Passives.
Fitness would become Health and Melee on one side, and Shields and Power Damage on the other (Work the body, or work the mind).
Training would become Weapon Damage and Weapon Capacity rank 4, 5 would be Weapon Damage or Headshot Damage, Rank 6 would be Weapon Damage or Weapon Weight.
Also, Weapon Capacity/Weight could just be replaced with an Accuracy Bonus, since pfft weight/cooldowns anyway, and Accuracy improving powers are among the best in the game, everybody should get one. (This would mean in the above example, making a Marksman with Improved Accuracy and Headshot Damage, or a brute-force Heavy Gunman with Weapon Damage, and Probably Spare Ammo bonus like Batarians)
Though certain things (Especially Power Damage and Weapon Capacity) would need to be tweaked up, and maybe Weapon damage bonuses tweaked down (Since they already produce some of the most consistently good damage/sustained damage as is), and adding an extra rank or two of Weapon Damage might push it over the top. Power Damage could be improved by making it affect Explosion damage, since even if you doubled or tripled Power Damage Bonus, most powers still wouldn't compare to the Detonation Comboes.
Don't really agree with that. Power damage vs Shields/Barrier, and Weapon accuracy (maybe damage too?) vs melee damage make more sense to me. Fits the lore (divert power to either shields or power amplifiers, and training to use guns or melee weapons) better too, imo. Haven't really thought about how to include weight management in that.
In my case I have to build specifically for melee because I very rarely take more than 3 or four ranks of fitness on my kits. Though lately I'm trying to experiment with melee more, like a silly Drell Assasin Melee build I tried this past weekend or a Melee Fury I'm working on
.
The kits I play melee full time however are: Warlord, Krentinel and Kroguard (first only on hosts I trust, second and third when I feel like it), Demogrill (yup), Paladin, Shadow, Slayer, QFI, Edibot, Vorcha Hunter (best melee vorcha for me, with the faster movement speed and subnet), Havoc (dual strike build), Volus Vanguard NutPuncher and Brawler. All of them work very well, the QFI being the more situational of the lot because of the long animation. I also use melee frequently on the other batarians and the Shaman, but I don't build them for it and it's not so important regarding damage output. Cabal I tried a build, but I like double dash too much. Huntress I'm trying to incorporate now.
I like the idea of having a vanilla human melee build on each class. Now I have sth more to try
Fave faction to fight would be Cerberus, There are few things more satisfactory in ME3MP than winning Phantoms and Goons at their own game. Geth are easy with tanky melee kits, but not so much with fragile ones, just like Reapers. Collectors are challenging all the time, but backhanding a possesed abomb into a teammate is just glorious
.
Don't really agree with that. Power damage vs Shields/Barrier and Weapon accuracy (maybe damage too?) vs melee damage make more sense to me. Fits the lore (divert power to either shields or power amplifiers, and training to use guns or melee weapons) better too, imo. Haven't really thought about how to include weight management in that.
I think that we can atleast agree that the current system sucks?
I think that we can atleast agree that the current system sucks?
Yes ![]()