Energy Melee
Overview
Energy Melee is a standard power set that is a primary set for Brutes and Stalkers, and a secondary set for Tankers.
"You can use Energy Melee to power your blows with pure energy. These focused power attacks often Disorient opponents."
Power Tables
Brute
The Energy Melee power set is available as a primary set for Brutes. The following table shows the level at which each power is available:
Power | Level | Effect | |
Barrage | 1 | Melee, Moderate DMG(Smash/Energy), Foe Disorient | |
Energy Punch | 1 | Melee, Moderate DMG(Smash/Energy), Foe Disorient | |
Bone Smasher | 2 | Melee, High DMG(Smash/Energy), Foe Disorient | |
Build Up | 6 | Self +DMG, +To-Hit | |
Whirling Hands | 8 | PBAoE, Moderate DMG(Smash/Energy), Foe Disorient | |
Taunt | 12 | Ranged (Targeted AoE), Foe Taunt, -Range | |
Total Focus | 18 | Melee, Extreme DMG(Smash/Energy), Foe Disorient | |
Stun | 26 | Melee, Minor DMG(Smash/Energy), Foe Disorient | |
Energy Transfer | 32 | Melee, Extreme DMG(Smash/Energy), Foe Disorient, Self Extreme DMG(Special) |
Stalker
The Energy Melee power set is available as a primary set for Stalkers. The following table shows the level at which each power is available:
Power | Level | Effect | |
Barrage | 1 | Melee, Moderate DMG(Smash/Energy), Foe Disorient | |
Energy Punch | 1 | Melee, Moderate DMG(Smash/Energy), Foe Disorient | |
Bone Smasher | 2 | Melee, High DMG(Smash/Energy), Foe Disorient | |
Assassin's Strike | 6 | Melee, Special DMG(Smash/Energy) | |
Build Up | 8 | Self +DMG, +To-Hit | |
Placate | 12 | Ranged, Foe Placate, Self Stealth/Hide | |
Stun | 18 | Melee, Minor DMG(Smash/Energy), Foe Disorient | |
Energy Transfer | 26 | Melee, Extreme DMG(Smash/Energy), Foe Disorient, Self Extreme DMG(Special) | |
Total Focus | 32 | Melee, Extreme DMG(Smash/Energy), Foe Disorient |
Tanker
The Energy Melee power set is available as a secondary set for Tankers. The following table shows the level at which each power is available:
Power | Level | Effect | |
Barrage | 1 | Melee, Moderate DMG(Smash/Energy), Foe Disorient | |
Energy Punch | 2 | Melee, Moderate DMG(Smash/Energy), Foe Disorient | |
Bone Smasher | 4 | Melee, High DMG(Smash/Energy), Foe Disorient | |
Taunt | 10 | Ranged (Targeted AoE), Foe Taunt, -Range | |
Whirling Hands | 16 | PBAoE, Moderate DMG(Smash/Energy), Foe Disorient | |
Stun | 20 | Melee, Minor DMG(Smash/Energy), Foe Disorient | |
Build Up | 28 | Self +DMG, +To-Hit | |
Energy Transfer | 35 | Melee, Extreme DMG(Smash/Energy), Foe Disorient, Self Extreme DMG(Special) | |
Total Focus | 38 | Melee, Extreme DMG(Smash/Energy), Foe Disorient |
Powers
Assassin's Strike
A signature Stalker attack. This attack does superior energy and smashing damage on its own as a frontal attack and cannot be interrupted. However, if it is executed while you are Hidden, this attack will do tremendous damage as you waylay your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power and are hidden. Using this power while not hidden has a chance to critically hit equal to 33.3% times the number of stacks of Assassin's Focus. Using Assassin's Strike when not hidden will remove all stacks of Assassin's Focus regardless if you critically hit or not.
Damage | Special (Smashing/Energy) |
Recharge | Slow |
Minimum Level | 6 (Stalker) |
Effects | Melee |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Increase Attack Rate | |
Melee Damage |
Barrage
You perform a quick punch that deals moderate smashing and energy damage. Coupled with other energy punches, Barrage can Disorient a foe.
Damage | Moderate (Smashing/Energy) |
Recharge | Fast |
Minimum Level | 1 (Brute) |
1 (Stalker) | |
1 (Tanker) | |
Effects | Melee |
Foe Disorient | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Increase Attack Rate | |
Enhance Disorient Duration | |
Enhance Taunt Effectiveness (Brute/Tanker only) | |
Set Categories | Melee Damage |
Stuns | |
Taunt (Brute/Tanker only) |
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 | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Increase Attack Rate | |
Enhance Disorient Duration | |
Enhance Taunt Effectiveness (Brute/Tanker only) | |
Set Categories | Melee Damage |
Stuns | |
Taunt (Brute/Tanker only) |
Build Up
Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit.
Recharge | Long |
Minimum Level | 6 (Brute) |
8 (Stalker) | |
28 (Tanker) | |
Effects | Self +Damage, +To-Hit |
Enhancements | Reduce Endurance Cost |
Increase Attack Rate | |
Enhance ToHit Buff | |
Set Categories | To Hit 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.
Damage | Moderate (Smashing/Energy) |
Recharge | Fast |
Minimum Level | 1 (Brute) |
1 (Stalker) | |
2 (Tanker) | |
Effects | Melee |
Foe Disorient | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Increase Attack Rate | |
Enhance Disorient Duration | |
Enhance Taunt Effectiveness (Brute/Tanker only) | |
Set Categories | Melee Damage |
Stuns | |
Taunt (Brute/Tanker only) |
Energy Transfer
Mastery of Energy Melee begins with the ability to transfer your own Hit Points into a punch that deals extreme 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.
Damage | Extreme (Smashing/Energy) |
Recharge | Slow |
Minimum Level | 32 (Brute) |
26 (Stalker) | |
35 (Tanker) | |
Effects | Melee |
Foe Disorient | |
Self Extreme Damage(Special) | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Increase Attack Rate | |
Enhance Taunt Effectiveness (Brute/Tanker only) | |
Set Categories | Melee Damage |
Taunt (Brute/Tanker only) |
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.
Recharge | Long |
Minimum Level | 12 (Stalker) |
Effects | Ranged |
Foe Placate | |
Self Stealth/Hide | |
Enhancements | Enhance Range |
Increase Attack Rate | |
Set Categories | - |
Stun
By focusing your internal energy on your fists, you can turn them into personal tasers. This Stun attack deals minor smashing and energy damage, but has the best chance to Disorient a target.
Damage | Minor (Smashing/Energy) |
Recharge | Slow |
Minimum Level | 26 (Brute) |
18 (Stalker) | |
20 (Tanker) | |
Effects | Melee |
Foe Disorient | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Increase Attack Rate | |
Enhance Disorient Duration | |
Enhance Taunt Effectiveness (Brute/Tanker only) | |
Set Categories | Melee Damage |
Stuns | |
Taunt (Brute/Tanker only) |
Taunt
Taunts a foe and all foes around him to attack you. A To Hit check is required to Taunt enemy players, but is not needed against critter targets.
Recharge | Fast (Brute) |
Slow (Tanker) | |
Minimum Level | 10 (Brute) |
4 (Tanker) | |
Effects | Ranged (Targeted Area of Effect) |
Foe Taunt, -Range | |
Enhancements | Enhance Accuracy |
Enhance Range | |
Increase Attack Rate | |
Enhance Taunt Effectiveness | |
Set Categories | Taunt |
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.
Damage | Extreme (Smashing/Energy) |
Recharge | Long |
Minimum Level | 18 (Brute) |
32 (Stalker) | |
38 (Tanker) | |
Effects | Melee |
Foe Disorient | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Increase Attack Rate | |
Enhance Disorient Duration | |
Enhance Taunt Effectiveness (Brute/Tanker only) | |
Set Categories | Melee Damage |
Stuns | |
Taunt (Brute/Tanker only) |
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.
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 | |
Enhance Taunt Effectiveness | |
Set Categories | PBAoE Damage |
Stuns | |
Taunt |
Historical
- This set has been in the game for Tankers since Issue 0.
- This set was included with the original release of Brutes and Stalkers in Issue 6.