QUOTE(GeForce310 @ Sep 25 2011, 00:57)

Hi,
Does the "Overcharge Boost" really help in the melee attacks? I'm more of a 2H player (Mace / Scythe / Longsword).
Should I invest my APs into the "Overcharge Boost" Abilities Tank?
The info provided under EHWiki doesn't help much...
It does. I'd not invest any AP in it until lvl120-150, though.
As for the melee styles...
As a melee-only player I can comment on current situation:
Maces: are FotM at the moment, even after nerf. The reason is simple, as a melee you can NOT lolfarm IWBTH arenas for awesome exp without a mace, period. There is no way to do this. No way. No, there isnt any. No, you cannot do that. No, it is impossible. You'll simply get wiped out within few turns, over and out. Even with Spirit Shield. Or, in case you'll be lucky, you'll burn an ENORMOUS amount of spirit and will be wiped out by a round or two. Lower difficulty enemies are going down very fast aswell. As for the lowbies - they're getting oneshotted without SS so they would definitely take mace over anything else (not to mention that they'd take mage over anything melee-ish IMO)
Estocs: I used an Eth estoc up to 0.6 patch and it was good. I was not able to compare myself to a mage but still I was pretty happy with it. Estocs used to provide us "static" damage as they completely bypassed enemies' shield rating. Now this reduction percentage is far not as good as it used to be so we cannot rely on estocs anymore if we want to kill stuff as fast as we want even at the cost of taking all the damage from non-stunned enemies.
Bleed-based weapons (scythe/katana/longsword): This is what I used since I found out about this game. I liked the unique concept of "true damage" of these bleed ticks very much. Unfortunately, right now a bleeder weapon is only viable for lvl1-100 characters, as the higher level characters will eventually get a hold on yet_another_awesome_mace.
Now, what could be done about these?
First, do NOT, EVER, start suggesting with the word "nerf". You just dont.
If, in any case, one of the game aspects becomes a niche for everyone other gaming aspects are to be buffed to be competible to the Favor Of The Month one. That is my opinion.
Second, we cannot compare mages and melees. These classes are just THAT much different from each other. The only way to "balance" them is to make another one be as easy as the former. And that is very, VERY hard to implement without breaking the game completely or "overbuffing" one of them.
(By the way, I'd suggest nerfing the Normal and Hard enemies damage by at least 1/2 and 1/3. Low levels suffer from oneshots indeed. It is just not right so that EVERY round with 6 enemies is a 50/50 chance of dying lottery for them. Low difficulty must be "slow and steady" in my opinion. If a lowbie wants to risk and level-up himself a bit faster and he goes for Heroic+, well, he HAS to be Heroic and he literally confirms that he takes the risk of being owned.)
So, what could be done with melee class weapons:
Maces: DEY R FIEN.
No, I am serious. I miss that +100% damage bonus, right, but this is just how it should be. Right now a good Eth mace allows the user to wipe out any challenge even on higher difficulty given that he has enough manapots. Compared to mages who wipe out masses with the first turn, it IS okay.
Estocs: 80% of mobs amplify more damage from Stunned (even the 50% version of it) than from Armor pen proc. And Estoc weapon does not actually prevent YOU from being hit. So, as we can see, estocs are pretty useless unless you're sure you're fighting an enemy with 80% melee mitigation so you need to cut it at least by half.
How can we fix/balance that? I guess the only way to make a good estoc to be on par with a good mace is to bring back the 100% Armor pen. Otherwise Estoc class will be still inferior to Mace. Given that most enemies have less than 50% mitigation, Estoc provides less than 33% damage bonus given the "best" case, and even lower damage bonus if the target is less armored, while mace slaps the enemy with constant 50%.
Bleed-based: The most interesting in my opinion.
Bleeders are the weapons with lowest strike damage. They have no damage amplification nor they have any resistance/mitigation piercing mechanics. Instead of that bleeder weapons give us flat True damage ticks. Which are low compared to other classes and which are based on ENEMY action speed, which is even worse.
What could be done?
Honestly, this seems to be illogical. I slice someone so they bleed. I slice them again so they... bleed for the same damage. Wrooooooooong~
First idea is to make these ticks based on OUR action speed. So if there is a Scythe in my hand and I am twice as fast as the enemy, he will suffer from two ticks. Duration will be lowered accordingly. This change might be a good START, as it is still bad for those who are SLOWER than enemies. Also I guess it would be very hard to implement code-wise. AND it would still be a very small DPS output and it will not get bleeders to be on par with maces.
Second idea is to make the bleeds stack. IMO this one is a must, its the only logical concept.
And then there are two ways to do so.
- The new bleed proc might stack with the previous once AND prolong it. So if I hit someone with my weapon and the enemy is now affected by my bleed ticking for 500 dmg for 5 turns, then I poke him again and the bleed procs again so the enemy would take 1000 damage ticks for 5 turns. The pros of this way: trash mobs would not be very much affected by this as they die too fast, while bosses and legendaries DO last long enough for this to take effect. Compared to current mace mechanics such re-worked bleeder will still be inferior up until 15-25 turns when the bleed will be stacked approximately five times. Yes, we still risk dropping the DoT if we're unlucky with proc or crit chances, but we dont want bleeders to be overbuffed, right? In this case a very lucky dude with a very good crit-wise gear (Shadowdancer/Power-Balance) and the maxed bleeder Scythe will be able to stack the DoT up to immense numbers on a target that Just Refuses To Die. Still the risk of DoT falling down...
- Or, the bleeder proc might stack with previous one but it would NOT prolong its duration. For example, I poked an enemy and now he's bleeding for 500 damage for 5 turns. Then I poke him again and now he's bleeding for 1000 damage for 4 turns and 500 damage a turn after that. So literally I offer something like Warrior "deep wounds" concept from WoW game, as it seems to be the most logical one. This one seems even more logical than the first one but there are two problems: this version of buff is still not very much. If you're not using a max-bleed Scythe weapon with awesome stats then you by far will not profit from this as much as you'd profit from the Mace. Also this would be pretty hard code-wise aswell.
Phew.
Comments, anyone?