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A Belated Guide to Krogan Melee


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#1
Shampoohorn

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Arguably, krogans as a group are the most viable melee kits in the game. Their attacks are fast, high damage and can lock on to enemies from quite far away.  All of which is to say that they can be played well without an intimate knowledge of game mechanics and maybe that's why there hasn't been a comprehensive guide up to this point.  Up to this point.

Some facts to know about all melee builds, including krogans:

1) The shotgun omniblade is the single most important add-on when you want to kill enemies with your fists.  The damage boost is multiplicative, meaning you get 50% more damage after you sum all the other bonuses from powers your strength enhancer and your gear (all of which are only additive).  The other weapon mods are also multiplicative but only up to 25%.

2) Most melee attacks will lock on to enemies.  The ranges seem to vary but when you get it right, initiating a melee attack when a mook's in your red crosshairs will pull your character into a complete attack.  The ultimate example is Batarian hatesurfing.  The exceptions are most of the area damage melee attacks and most of the light melee attacks.

3) Smoke, stasis, and freezing will completely screw with your targeting.  No big deal if you're a GI or human adept or even a salarian, but your krogan just charged past that phantom is about to get a knife in the back. 

4) Melee attacks grant you momentary damage resistance.  Usually 50%, but occasionally higher (e.g. Slayer and Batarian scum).  You literally become healthier when you melee.

5) Weapons like the Graal, Venom, and acolyte can be discharged while your sprinting to your target or during your melee or to interrupt the inevitable sync kill animations.  Use this to keep fighting.

6) Ops packs are a beautiful thing.  You've got six.  Use them strategically through the match for sustained melee output.

7) All melee attacks bypass enemy shield gate mechanics.


Some specifics about krogans:

1) Your headbutt attack has a small area of effect.  You can't trust it, but occasionally you can enjoy it.  It's a better alternative to the backhand in smoky situations.

2) You're heavy melee only does 75% damage to armor.  If you're talking strictly about damage, two light melees do more armor damage than one heavy melee.  There are still reasons to use the heavy too, like greater range and force (i.e. knockback chance).

3) If you equip the batarian gauntlet, you can still do the krogan heavy melee as long us you are sprinting when you push the melee button.  Why would you bother equipping the gauntlet?  Because your krogan heavy melee will now decapitate.

 

4) RAGE.  Rage is essential to any good krogan punchfest.  You get extra DR, extra damage and malicious laughter.  Take all three melee ranks in fitness and you only need two kills to Rage (one for the Warlord).  Any death by a melee attack counts (as do the Kroguard's Charge kills). 

Protip: Any death that happens at the end of your melee attack counts to the Rage tally.  If your Claymore GI friend just headshotted your target -- as long as you were meleeing when the head exploded -- it still counts.  This more than makes up for the occasional melee kill that fails to tally.

 

5) Let's come back to the headbutt.  It can lock on to mooks.  It staggers all humanoid mobs out of actions. It greets, praises and admonishes teammates and enemies alike. It give you some DR during hacks and escorts and pizza runs (though in the case of pizzas, the heavy melee will give you DR and get you there quicker).   If there is another krogan on your team, a between-wave headbutt or ten is what must be done.

 

 

tumblr_mw0qqvOE3B1qlu897o2_r1_400.gif


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#2
Shampoohorn

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=========================

The kits:

Here is a build and some quick notes for each kit.  I'm skipping the warlord for now; he's got his own thing going on and deserves his own post.  All the builds below skip the krogan passives.  In my opinion, the basic krogans get great encumbrance bonuses before taking a single point in Berserker.  Then the get poor bonus for the 1st four ranks.  Then a bit more for the 5th and 6th but not enough to justify it.  The kroguard might be an exception since you want fast recharge on Charge, but even on him I tend to skip it. Obviously, these are just guidelines.


The krentinel
2025/4725
I love this guy. I think he's the best pure melee kit.  He does a bit less damage than the soldier but he doesn't have to bother with toggling fortification all the time.  Turn on tech armor, get your DR and your melee boost for the rest of the match.  He's also got really excellent DR potentional 20% (Rage) + 50% (Tech Armor) + 50% (During Melee) gets you 120% which 6/7ths of the way to the 140% you need for complete invulnerability.  I rarely do it, but tech armor detonations are a great crowd control tactic (protip: the headbutt cancels the end of both tech armor animations). Graal + cryo ammo gives you access to double Incinerate damage.


The kroldier
2295/5355
The highest damage in the group IF you can remember to toggle Fortification on/off/on as you engage the enemies.  The question you've got to ask yourself: is 13% more melee damage than the krentinel enough to compensate for a mechanic you're likely to forget to use and 15% less DR?  Keep in mind that those 15% mean the soldier will take ~twice as much damage as the krentinel when their respective DRs are maxed .  If you've answered YES, it's probably because you know that this guy's inferno grenades are enough to level the playing field in any match.  Literally level it.  A bit harder to play than the krentinel and if he gets less melee kills it's only because he killed them all with fire before he got close enough to kill them with his head.

The krodept
1845/4305
Less damage than his mates and no grenades to toss into the crowds.  You can play him with maxed melee and he does fine with the occasional shockwave or barrier or BE to keep the mooks off him.  DR will be in the same range as the kroldier and he's got higher base health.  I like to play him a bit differently.  This way.  Max out his barrier recharge rate and be surprised at how aggressive you can play this guy.  You lose that beautiful 75% boost from Martial Artist, but his barrier keeps coming back and he keeps smashing away.  Detonate barrier often -- it's animations and effects are much better for melee than tech armor.  Use your headbutts to stagger mooks and then send them skyward with a shockwave.  Bask in the blue glow of the strongest personal biotic explosions in the game.

The kroguard
2025/4725
Nothing will stop this guy except sync kills.  It feels like cheating to play against geth.  He doesn't need a stagger weapon (he is the stagger weapon) so just bring the wraith along.  The krentinel's 120% DR sounded impressive, but the kroguard gets 140+% without even trying thanks to a 4th source the other krogans don't have access too.  20% (Rage) + 25% (Barrier) + 50% (During Melee) + 50% (4sec post Biotic Charge) = 145%.  If you max out Barrier's DR that number got to 160%.  The wraith fits his playstyle the best: hide the refire delay with melee attacks, hide his reload inside the Charge animation.  The above link is the traditional build that skips Carnage.  Here's the build that I like with no passives and bonus Charge.  In my experience the slower recharge just doesn't matter and the chance to Charge and immediately unload Carnage in a prime's nozzle is priceless. The only thing that trips up either build are massive lag, three flanking hunters, and syncs. 

Kill them.  Kill them all.


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#3
Shampoohorn

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Through trial and error, I've gotten pretty good with avoiding praetorian sync kills with krogans.  I don't avoid them entirely of course, but here are some suggestions to help you smash those crabs like they deserve.

 

 

1) Nearly always one free melee when they start their lazors. Two is risky, but possible.

 

2) Juggy teammates are actually useful for drawing claw attacks and aggro in general.

 

3) Starting a melee while the crab jumps is another freebie.  Do this when a brute charges, too.

 

4) If you're team has a strong DPS player on it, you can get away with a lot. If I've got a Claymore GI on my flank I'll risk the grab and trust they'll stagger the crab out of the sync animation.

 

5) End of waves! The more of the team targeting the crab, the safer my krogan melee is. Also, the consequence of getting crunched is less hurtful to the team.

 

6) Ramps! Dagger has a few nice ones. And a properly setup krogan has enough DR and protections to weather lots of bs claw attacks on said ramp.  In case you don't know, enemy sync kills don't work well on steep ramps.

 

7) Melee attacks that break the crabs barrier gate have a few tactical advantages. Higher damage from the outset since you're not going up against armor's 25% resistance to krogan heavy melee. Plus, you can be surer that the crab's stagger isn't on cooldown so you've got a better change at knockback or for a teammate to save you from a sync kill.

 

8) All krogans except the warlord can use a heavy melee to charge away from the crab and get out of grab range. It's possible with the warlord too, but is definitely harder.  If you can lock onto a nearby mook, you'll get even farther away.

 

9) The Graal is an excellent companion for the melee krogan. Keep it charged while you melee and release it when the crab tries to stagger you. Yet another damage spike that might stagger the beast.

 

10) Both my krentinel and kroldier run no passive builds, so I'll always try to fire off a power and a grenade as I engage for additional damage spikes.


I'd apply this list to atlases, scions and even brutes.

 

Phantoms are both easier (squishy) and harder (bs sync mechanics).

 

For banshees there is only one rule: avoid when moving, smash when standing.


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#4
Shampoohorn

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Here's some notes on the Warlord, thanks to BSNers who've put more time into the kit than I have: Balbock, Homey-C, chealac, and corlist to name just a few. Nearly all his melee mechanics are different from the other krogans so let's take each one in turn.

Headbutts have a 20% higher base damage (360 vs 300) than his brothers', but the krolord only grunts about half the time. Perhaps it's a bug, or maybe he comes from a especially taciturn clan. His silence takes a bit of the shine of inter-wave headbanging, but maybe that's what his hammer melees are for. At least his headbutts never fail to do damage, speaking of which...

 

Running melee looks the same as the other krogans, and like most heavy melees it only does 75% damage to armor.  There are a few differences though.  Good news: it has a small area of effect.  Bad news: it does a bit less damage than the other krogans (675 vs 700) and sometimes it does no damage at all. 

Homey-C-Dawg explains:

When warlord backhands, there is a small AOE effect that goes off at the end of the animation that will hit any enemy in it's radius (it's a slightly wider radius than a headbutt). This allows him to backhand enemies without actually having to lock onto them, so long as he lands his melee where they are standing. It more or less negates the issues with stasis, freeze, and smoke, and allows you to still hit an enemy even if you slightly overshoot him.

 

The problem with this is that it also can lock on, but if you lock on from a distance that exceeds the normal melee animation there is a bug that causes the targeted enemy to be staggered but take no damage. This bug has caused me to adjust my playstyle with warlord to wait until I'm closer before backhanding instead of dragging myself to them from range like other krogan. This bug doesn't appear to affect his other two melee attcks.

 

 

The hammer heavy melee (unenchanted) does the same base damage (675) but at 100% damage to all protections and never fires blanks like the running heavy melee. It locks on, so you can use it with some reliability to pull your warlord a few meters towards targets.  Note that every single heavy hammer swing does this damage regardless of whether you've enchanted it.  The enchanted damage gets applied on top of this.

 

Krogan Golfing.  If your krolord connects with a headbutt and doesn't kill his target, you have the option of chaining two more melee hits with his hammer.  The first hammer swing does 360 base just like the headbutt.  The second swing (3rd hit in the chain) will do an impressive 720 base damage and will trigger whichever hammer enchantment is active.  I call this krogan golfing because that second swing is a backhand stroke capable of launching unprotected mooks way off the map.  One, two, Fore!!!

 

251658.gif

 

 

Electric Hammer sucks.  No really, it objectively sucks.  Move along.  The main event is just ahead. 

 

 

Biotic Hammer:  A massive bonus to armor and barriers and applied on top of the total melee damage from either your hammer heavy or the 3rd hit in his golf combo.  The biotic hammer component alone can do 6,500+ damage to armor, 11,000 total if you did a hammer heavy melee, and almost 16000 if all three combo hits connect.  And that's not even counting the combo your hammer likely detonated at the end.  Stick this guy in a biotic bubble and you're talking 20k+ damage.  Go make friends with a justicar.  Valkyries are also acceptable.

 

 

 

A few additional pointers:

- A running heavy melee kill always triggers Rage regardless of whether you selected Rage 6a or 6b.  As a result, some people advocate taking 6b for the extra regeneration.

- Our playtesters recommend Tech Armor 5a "power damage" for maximum possible damage to a single target.  I.e. better vs bosses.

- There are some quirks with how damage modifiers get applied to some targets.  It's in the thread I linked above regarding electric hammer.  Deal with it.

- Balbock listed some time to kill observations here.

- Kalence is pretty accurate for everything krolord, but doesn't show the numbers for the backhand stroke at the end of the 3 hit combo.  It would be 6.7% higher than the standard heavy melee so assume: 2171/4070/4341 for the real bosskiller build, and 2430/4556/4860 for the mook whacker in the above gif.


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#5
ClydeInTheShell

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heh.

 

he said "discharged".


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#6
Loufi

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Good thread. Two questions :

 

- Why disruptor rounds on the krodept ?

- On PS3, the charge melee is quite easy to do with the Krolord. Is that different on PC ? 



#7
Shampoohorn

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Good thread. Two questions :

 

- Why disruptor rounds on the krodept ?

- On PS3, the charge melee is quite easy to do with the Krolord. Is that different on PC ? 

 

A single shockwave is pretty good at triggering the tech burst and biotic explosion.  Plus shield stripped mooks will be lifted by Barrier detonations or shockwaves.  Could just as easily be incendiary for the DoT cheese or warp for Warped targets or AP for bosses. 

 

If you're trying to escape the crab, the other krogans have an advantage since they just need to turn and execute a heavy melee.  The krolord needs to turn, initiate his sprint and then heavy melee to put some distance between himself and the crab.  The small difference in timing might be critical for escaping the sync kill.  The krolord in general seems much more cumbersome in close quarters.  Maybe that's just a PC thing wrt walk speed or turning.



#8
BurningBlood

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I'm sure I read on these forums somewhere that the Kroguard's rage is bugged and provides nothing other than the visual overlay.  I'll try to find where I read that, unless someone more knowledgeable comes along to specifically confirm/deny it.



#9
Shampoohorn

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I'm sure I read on these forums somewhere that the Kroguard's rage is bugged and provides nothing other than the visual overlay.  I'll try to find where I read that, unless someone more knowledgeable comes along to specifically confirm/deny it.

 

 

Fixed in patch four.


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#10
Snow_Leopard25

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Thanks for this!  I love the all Krogan characters; their mechanics are unique.  I tend to play the Kroguard aggressively, using BC as a bomb, followed by a light or heavy melee, depending on the need.  The Wraith is for the follow up headshot for bigger mooks or bosses.  So I try to minimize the recharge time for the Kroguard; every BC replenishes the shield.

 

I will try all your builds now.



#11
Learn To Love Yourself

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Sexy post.


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#12
Excella Gionne

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Does the Krolord not have a larger area of effect on his running heavy melee?



#13
Shampoohorn

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Does the Krolord not have a larger area of effect on his running heavy melee?


Don't know. Never heard that before.
Source?

#14
Fidite Nemini

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A bit late to the party, but I approve nontheless :/headbutts:



#15
Excella Gionne

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Don't know. Never heard that before.
Source?

 

Maybe I worded that wrong, but he is able to hit those near him like those behind him. If close enough, he can still make their heads pop. I've seen it happen so many times.  


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#16
Homey C-Dawg

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Don't know. Never heard that before.
Source?

 

I can attest to this as an avid warlord player. His backhand melee actually uses a completely different mechanic than the other krogan backhands. When warlord backhands, there is a small AOE effect that goes off at the end of the animation that will hit any enemy in it's radius (it's a slightly wider radius than a headbutt). This allows him to backhand enemies without actually having to lock onto them, so long as he lands his melee where they are standing. It more or less negates the issues with stasis, freeze, and smoke, and allows you to still hit an enemy even if you slightly overshoot him.

 

The problem with this is that it also can lock on, but if you lock on from a distance that exceeds the normal melee animation there is a bug that causes the targeted enemy to be staggered but take no damage. This bug has caused me to adjust my playstyle with warlord to wait until I'm closer before backhanding instead of dragging myself to them from range like other krogan. This bug doesn't appear to affect his other two melee attcks.

 

Nice guide btw. Biotics and melee are my two favorite things about this game, and I'm very happy that Bioware put as much effort to improving melee between the release version and final DLC as they did.


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#17
justinman114

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6) Ops pack are a beautiful thing.

Do OPS packs give you some sort of melee boost I am unaware of?



#18
Ashevajak

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Do OPS packs give you some sort of melee boost I am unaware of?

 

Being alive is a pretty big boost to melee.  I mean, so I hear.


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#19
The NightMan Cometh

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Even on Silver..A Vanilla Krogan Sentinel can kick the living she-ite out of everything with an Omni-Blade Shotgun.such as the Graal..and a Strength Enhancer....THATS IT......Not to mention if you also added Hydraulic Joints....



#20
Catastrophy

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I fuckin love the headbutt :wub: !


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#21
LuckyStarr

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Isn't Kroguard superior to any other Krogan simply because he has Biotic Charge to replenish his shields instantly?

And how come 140% DR is invulnerability, and not 100%? What's the math?



#22
Marksmad is waving goodbye

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Being alive is a pretty big boost to melee.  I mean, so I hear.

Being alive is a crutch.

 

Isn't Kroguard superior to any other Krogan simply because he has Biotic Charge to replenish his shields instantly?

And how come 140% DR is invulnerability, and not 100%? What's the math?

Base damage is calculated on the assumption that you should be in cover, and enemies get a 40% damage bonus on you when you're out of cover. So to be invulnerable out of cover, you need 140% DR.

 

Don't blame me for the way Biovar sees and computes percentages....


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#23
Killahead

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Even on Silver..A Vanilla Krogan Sentinel can kick the living she-ite out of everything with an Omni-Blade Shotgun.such as the Graal..and a Strength Enhancer....THATS IT......Not to mention if you also added Hydraulic Joints....


Even on silver you say? The krogan sentinel can kill a gold phantom with one heavy melee.
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#24
TopTrog

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 If you're talking strictly about damage, two light melees do more armor damage than one heavy melee.
 

Cool, I did not know that one  :D. Now I need to go and headbutt me some Dragoons immediately. For Tuchanka !

 

Very nice guide, I´m also going to try some of your builds  :).


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#25
Ryncol_addict

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Very nice guide indeed. It is well written, there is a ton of useful tips. You sir, did an excellent job.

 

3) If you equip the batarian gauntlet, you can still do the krogan heavy melee as long us you are sprinting when you push the melee button.  Why would you bother equipping the gauntlet?  Because your krogan heavy melee will now decapitate.

I'll simply add this :With the batglove, you can get rid of the stupid piece of plastic (aka rocket launcher) from the back of your krogan on any map. This is another good reason to bother equipping the gauntlet.