Forums

Melee QOL

Quick find code: 185-186-454-66281564

JotaPode
May Member 2023

JotaPode

Posts: 1 Bronze Posts by user Forum Profile RuneMetrics Profile
I want to suggest some changes to the melee combat style, mostly to the Trimmed Masterwork Armour.

I personally really enjoy the TMW armour, since its created using different contents of the game, and I want to suggest some improvements to it. The idea is to use some existing itens to make the complete armour used on more situations.

1- The possibility to add the laceration boots effect to the TMW boots. To do this, an enhanced laceration boots would be "sacrificed" in order to add the effect do the TMW boots. This could be made through smithing, for example.

2- The possibility to add the gloves of passage effect to the TMW gloves. Same way of the boots, an enhanced gloves of passage would be "sacrificed" to add the effect to the TMW gloves.

3- The possibility to add the jaws of the abyss effect to the TMW helm. This is a bit different since it doesn't have an upgrade. I'd suggest to add a drop to the Abyssal Savage to upgrade the jaws to T90 (so it also has a rare drop). The way to add to the TMW helm is the same of the other suggestions.

4- I'd love to make a similar upgrade using the Vestments of Havoc, but instead of adding their passive directly to the TMW armour, it could be placed on an armour stand inside the Fort Forinthry to receive their passive effect (maybe only when wearing the TMW armour or T92+ melee amour). This could also be something to add to the other combat styles too.

All of those changes wouldn't be tradable and the player would need to do the upgrades manually, requiring high smithing levels.

I want to share some ideas about possible upgrades to the matriarchs rings too. I'd love to see them working similar to the EOF amulet, but with passive effects instead. The player would sacrifice and item to add the passive to the ring.

Examples:

Melee: abyssal scourge (abyssal parasites)
Ranged: blighboud crossbows (save bolts)
Magic: any elemental staff (save runes)

Other weapons could be added, those are only examples

Thanks for reading
JotaPode

10-Jun-2023 01:56:35

Adarajin
Jan Member 2005

Adarajin

Posts: 14,238 Opal Posts by user Forum Profile RuneMetrics Profile
I'd say that Melee is the best fallback combat style due to its lower costs, since it has no ammo/runes to buy/spend, but.....yeah, that got nerfed to the ground with EoC. I don't do enough high-level pvm myself to know offhand what all of these abilities are, but as long as they make sense then I support more upgrades. Things may be looking down now, but I see a light at the end of the tunnel;
Do you think I should get off the tracks?

11-Jun-2023 19:44:48

Sheepman
Dec Member 2021

Sheepman

Posts: 92 Iron Posts by user Forum Profile RuneMetrics Profile
I think your on to the right idea about (custom) TMW being a end game piece of melee armor. It might as well be to maximize melee efficiency and also; stop it from sitting in my bank!!!

But melee needs better burst damage long term (range: SGB, rapid fire and grico are very powerful in pvm situations) for example melee has hurricane and overpower(zuk) which are important damage bursts to allow movement with melee; but are simply snap shot w/o Split soul or DS, And overpower has a cooldown of 30 seconds which can hit hard with vestments effect but is simply less then a dark bow spec with range in a DS with hydrix e bolts and crit buffs. You will not get 500k dpm with melee! let alone the same movement.

Punish was a improvment recently; but they still need a lot of damage to close the gap instead of furthering Berserk (unusable in comparison to Sunshine/DS a many bosses) and Massive bleed phase (total extended 31s) with EZK which is usually negatable by various boss mechanics/kill time cycles in comparison to range.

Make a long story short; unless you are speed killing relevantly high but low hp (up to 100k) without mechanics melee cannot sustain its damage output and works best as a swap with range/mage.

Hopefully they can solve some melee issues with Necromancy; but until then melee is at best a swap style or speed killing for lower monster/bosses not for high level content.
<<><<<><<<><<<><<<><<<><<<><<<><<<><<<><<<><<<><<<><<<><<<><<<><<<><<
>><>>><>>><>>><>>><>>><>>><>>><>>><>>><>>><>>><>>><>>><>>><>>><>>><>>>
<<><<<><<<><<<><<<><<<><<<><<<><<<><<<><<<><<<><<<><<<><<<><<<><<<><<
>><>>><>>><>>><>>><>>><>>><>>><>>><>>><>>><>>><>>><>>><>>><>>><>>><>>>

23-Jun-2023 19:18:14

Quick find code: 185-186-454-66281564 Back to Top