Energy Melee
Overview
Energy Melee lets you power your blows with pure energy. These focused power attacks often Disorient opponents. It is a secondary power set for Tankers and a primary power set for Brutes and Stalkers.
Power Tables
Tanker
Energy Melee is available as a secondary set for Tankers. The following table shows which powers are available and at what level:
Power | Level | Effect | |
Barrage | 1 | Melee, Minor Damage(Smashing/Energy), Foe Disorient | |
Energy Punch | 2 | Melee, Moderate Damage(Smashing/Energy), Foe Disorient | |
Bone Smasher | 4 | Melee, High Damage(Smashing/Energy), Foe Disorient | |
Taunt | 10 | Ranged(Targeted Area of Effect), Foe Taunt | |
Whirling Hands | 16 | Point Blank Area of Effect Melee, Moderate Damage(Smashing/Energy), Foe Disorient | |
Stun | 20 | Melee, Minor Damage(Smashing/Energy), Foe Disorient | |
Build Up | 28 | Self +Damage, +Accuracy | |
Energy Transfer | 35 | Melee, Extreme Damage(Smashing/Energy), Foe Disorient; Self -Hit Points | |
Total Focus | 38 | Melee, Extreme Damage(Smashing/Energy), Foe Disorient |
Brute
Energy Melee is available as a primary set for Brutes. The following table shows which powers are available and at what level:
Power | Level | Effect | |
Barrage | 1 | Melee, Minor Damage(Smashing/Energy), Foe Disorient | |
Energy Punch | 1 | Melee, Moderate Damage(Smashing/Energy), Foe Disorient | |
Bone Smasher | 2 | Melee, High Damage(Smashing/Energy), Foe Disorient | |
Build Up | 6 | Self +Damage, +Accuracy | |
Whirling Hands | 8 | Point Blank Area of Effect Melee, Moderate Damage(Smashing/Energy), Foe Disorient | |
Taunt | 12 | Ranged(Targeted Area of Effect), Foe Taunt | |
Total Focus | 18 | Melee, Extreme Damage(Smashing/Energy), Foe Disorient | |
Stun | 26 | Melee, Minor Damage(Smashing/Energy), Foe Disorient | |
Energy Transfer | 32 | Melee, Extreme Damage(Smashing/Energy), Foe Disorient; Self: -Hit Points |
Stalker
Energy Melee is available as a primary set for Stalkers. The following table shows which powers are available and at what level:
Power | Level | Effect | |
Barrage | 1 | Melee, Minor Damage(Smashing/Energy), Foe Disorient | |
Energy Punch | 1 | Melee, Moderate Damage(Smashing/Energy), Foe Disorient | |
Bone Smasher | 2 | Melee, High Damage(Smashing/Energy), Foe Disorient | |
Assassin's Strike | 6 | Melee, Special Damage(Smashing/Energy) | |
Build Up | 8 | Self +Damage, +Accuracy | |
Placate | 12 | Ranged, Foe Placate; Self +Stealth/Hide | |
Stun | 18 | Melee, Minor Damage(Smashing/Energy), Foe Disorient | |
Energy Transfer | 26 | Melee, Extreme Damage(Smashing/Energy), Foe Disorient; Self -Hit Points | |
Total Focus | 32 | Melee, Extreme Damage(Smashing/Energy), Foe Disorient |
Powers
The following are powers in the Energy Melee powerset.
Assassin's Strike
A signature Stalker attack. This attack does moderate damage on its own as a frontal attack. However, if it is executed while you are Hidden, this attack will do tremendous Smashing and Energy damage as you waylay your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power.
This power is unavailable to Tankers and Brutes.
Damage | Special(Smashing/Energy) |
Recharge | Slow |
Minimum Level | 6 (Stalker) |
Effects | Melee |
Enhancements | Reduce Endurance Cost |
Increase Attack Rate | |
Enhance Damage | |
Enhance Accuracy |
Barrage
You perform a quick punch that deals minor damage. Coupled with other energy punches, Barrage can Disorient a foe.
Damage | Minor(Smashing/Energy) |
Recharge | Very Fast |
Minimum Level | 1 (Tanker) |
1 (Brute) | |
1 (Stalker) | |
Effects | Melee |
Foe Disorient | |
Enhancements | Reduce Endurance Cost |
Enhance Disorient Duration | |
Increase Attack Rate | |
Enhance Damage | |
Enhance Accuracy | |
Set Categories | Melee Damage |
Stuns |
Bone Smasher
A Bone Smasher attack can be slow, but it compensates by dealing a good amount of damage and having a better chance to Disorient than Energy Punch.
Damage | High(Smashing/Energy) |
Recharge | Moderate |
Minimum Level | 2 (Brute) |
2 (Stalker) | |
4 (Tanker) | |
Effects | Melee |
Foe Disorient | |
Enhancements | Reduce Endurance Cost |
Enhance Disorient Duration | |
Increase Attack Rate | |
Enhance Damage | |
Enhance Accuracy | |
Set Categories | Melee Damage |
Stuns |
Build Up
Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy.
Recharge | Long |
Minimum Level | 6 (Brute) |
8 (Stalker) | |
28 (Tanker) | |
Effects | Self +Damage, +Accuracy |
Enhancements | Reduce Endurance Cost |
Increase Attack Rate | |
Enhance ToHit Buff |
Energy Punch
You perform a powerful Energy Punch that deals moderate damage. When used with other Energy Melee attacks, Energy Punch can disorient your opponent.
Energy Transfer
Mastery of Energy Melee begins with the ability to transfer your own hit points into a punch that deals extreme Smashing and Energy damage. Energy Transfer has a good chance of Disorienting the target.
Stalker: Unlike other Stalker primary attack powers, Energy Transfer cannot land a critical hit. However, if this attack is executed successfully while Hidden, you can avoid the hit point loss to yourself and deal a massive blow with no penalty.
Placate
Allows you to trick a foe into no longer attacking you. A successful Placate will also Hide you. This Hide is very brief, and offers no defense bonus, but it will allow you to deliver a critical hit or an Assassin's Strike. However, if you attack a Placated foe, he will be able to attack you back.
This power is unavailable to Tankers and Brutes.
Recharge | Long |
Minimum Level | 12 (Stalker) |
Effects | Ranged |
Foe Placate | |
Self Stealth/Hide | |
Enhancements | Enhance Range |
Increase Attack Rate |
Stun
By focusing your internal energy on your fists, you can turn them into personal tasers. This Stun attack deals minor damage, but has the best chance to disorient a target.
Damage | Minor(Smashing/Energy) |
Recharge | Slow |
Minimum Level | 18 (Stalker) |
20 (Tanker) | |
26 (Brute) | |
Effects | Melee |
Foe Disorient | |
Enhancements | Reduce Endurance Cost |
Enhance Disorient Duration | |
Increase Attack Rate | |
Enhance Damage | |
Enhance Accuracy | |
Set Categories | Melee Damage |
Stuns |
Taunt
Taunts a foe and all foes around him to attack you.
Tanker: Useful for pulling villains off an ally who finds himself in over his head. Taunted foes tend to ignore other enemies and focus on you for quite a while, so use this power cautiously. An Accuracy check is not required to taunt your foes.
Brute: Useful to pull enemies off allies and keep them attacking you to raise your fury.
This power is unavailable to Stalkers.
Recharge | Fast (Brute) |
Slow (Tanker) | |
Minimum Level | 4 (Tanker) |
10 (Brute) | |
Effects | Ranged(Targeted Area of Effect) |
Foe Taunt | |
Enhancements | - |
- |
Total Focus
Total Focus is complete mastery over Energy Melee. This is a very slow, but incredibly devastating attack that can knock out most opponents, leaving them Disoriented. Due to the exhausting nature of Total Focus, the recharge time is very long.
Stalkers: Criticals with Total Focus deal 130% damage instead of double.
Whirling Hands
By focusing your energy into the muscles in your arms, you can launch a dizzying flurry of attacks against every foe in melee range. Some foes may be hit hard enough to be Disoriented as well.
This power is unavailable to Stalkers.
Damage | Moderate(Smashing/Energy) |
Recharge | Slow |
Minimum Level | 8 (Brute) |
16 (Tanker) | |
Effects | Point Blank Area of Effect |
Foe Disorient | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Increase Attack Rate | |
Enhance Disorient Duration | |
Set Categories | PBAoE Damage |
Stuns |
History
- Tanker secondary
- for Brutes and Stalkers on CoV release
- switched the order of Tanker's powers after CoV to allow for more taunting/attacking, can't remember which.