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8/28/2022 2:25:31 PM
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Heavy Handed CWL mod doesn't work consistently with Lightning Surge melee

I have tried to use the new arc warlock melee aspect with the charged with light mod called "Heavy Handed". On use, it should consume one stack of charged with light to restore half my melee energy, but it doesn't even consume the stack on use. I have tested this multiple times and only managed to get half of my melee charge back once, so I presume that Heavy Handed should work with the new arc warlock aspect melee.

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  • Video proof of HH bug with Lightning Surge aspect Addressed this problem on Aug 24 in my past forum. It’s a shame that titans are having a similar problem, too. Glad that more people are noticing this. Just wanna have fun with arc 3.0, and I wanna do it right.

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  • Lightning Surge, Consecration, Howling Storm, and Tempest Strike are considered "Aspects" or "melee modifiers" not directly considered a melee ability. So anything that says "using your melee ability" refers to the charged melee ability you selected in your Subclass tree, not the Aspect. The only thing that these melee modifiers benefit from are exotics and buffs that increase "melee damage" such as Wormgod Caress, Liar's Handshake, and Winter's Guile, or perks like One-Two Punch. Tempest Strike can be buffed by Cross Counter, but not by Combination Blow, which only buffs Combination Blow itself. Now here's the cool trick: any additional effects triggered by a melee (Scorch, Ignite, Jolt, etc) will ALSO benefit from any buffs that effect the "melee ability" so warlocks can hit 400,000 dmg Ingites and 100,000 dmg Jolts, and Titans can hit 700,000 dmg Ignites with the right setups. Hunters can make dozens of orbs for teammates using Combination Blow, Flow State, Lethal Current, and Striking Light (CWL mod). Because not only the melee kill but any enemies killed by the Jolt will count as a melee ability kill and generate an orb.

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    1 Reply
    • Was the first thing I tried when I finally got on my warlock. Was disappointed it didn't work. A bug and not intended, hopefully.

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    • It's been like that for certain sliding /mobile melee abilities for a while, the way I sort of got round it was by using Bountiful wells, grenade kick start and elemental ordnance on gauntlets, melee wellmaker , seeking wells and we'll of striking. I've been able to add in the artifact mods lighting strikes twice and amped up with the new fragment spark of ions add the Delicate Tomb fusion and it's literally non stop abilities, if you throw in double ashes to assets you get amazingly fast supers as well. I have to say it's not an endgame subclass, but running strikes and normal content it's the most fun I've had since the broken skull of dire ahamkara days, ohh I miss them. The downfall is you slightly miss the free ammo returns for the fusion from the heavy handed extra perk, but you free up a mod slot from not having to have elemental charge on.

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    • Same with Titian

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    • It’s not just heavy handed. Insurmountable Skullfort just randomly doesn’t proc it perk on melee kills. I was stoked for Titans new melee until I realized how long it takes to recharge without Skull and it’s a 50/50 shot if it does it’s job or not using Thunderclap.

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      • From my testing it looks like the mod still works when you are charged with light x1. Once you become charged with light x2 the mod will no longer work and acts as if you do not have it equipped at all.

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      • This seems to be a consistent problem with melee abilities that require you to slide to activate them. They all seem to not work with Heavy Handed.

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      • Doesn’t work with Consecration or Tempest Strike. Quite a bad design, considering it still takes your melee energy after use. Tempest Strike in particular could be useful if it worked with HH.

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