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The GRAM is a good "balanced" cleaving 2h melee. It has a 2-stage charge (meaning part of is "charge speed" reliant, the other is "melee speed" reliant - boost both for full speed), the Orthos (and staff I think) is one of the only big melees to outreach it, has decent radius on the jump-slam attack. I slap this on my Rhino with Atk Speed, Charge Speed and Charge power, and charge attack primarily (it's not needed to set them up with Rhino with light attacks). With mods, it's not as horribly slow as the bigger weapons tend to be, and I can solo the first 5 waves of nearly any Infested defense map on my Rhino with this. Just gotta cleave away. The best part about Gram is that it's long enough, without mods, to reach through doors and certain walls, and small cover. The 2nd and 3rd attacks in the normal swing "combo" have substantial range for a melee attack.
Scindo Vs. Gram: It's a trade-off. The Scindo will do more damage to heavily armored targets because it ignores armor, but has slower speed and less reach than the Gram. More reach means more enemies you can cleave. The Scindo is a favorite among those who favor heavy melee. Both weapons do "Blade" damage (3x damage to Infested non-ancients). However, the Scindo can stagger Ancients with it's charge attacks.
Fragor Vs. Gram: Again, the Gram has a little more reach and speed here, but the biggest difference between the Fragor and Gram is damage types. The Scindo, Gram and most other melee weapons do "Blade" damage - this damage does TRIPLE damage to Infested Walkers (Chargers, Runners and Leapers) and Crawlers. The Fragor does "Physical Impact" damage, one of the four damage types that armor is NOT applied to. Fragor also has an innate stun ability attached to all of it's attacks. However, without mods, Fragor is slooooooooow and it can make it difficult to be agile while trying to attack with it.
The Scindo, Gram and Fragor have the same base charge damage: 200. The Gram's basic attacks have a power of 40, vs. a power of 50 for the Scindo and Fragor. If you're looking for a weapon specifically for cleaving large packs of enemies, then look no further than the Gram. It's cleaving arcs reach farther than the other heavies thus far. But...
Amphis vs. Gram: The Amphis is arguably the best weapon to disrupt and kill Grineer enemies due to it's electric + stun AoE jump attack. It doesn't knock enemies down, but it will stun most mechanical units, kill Ospreys and it's also a "Physical Impact" or blunt weapon, meaning armor is not applied to the base damage, so it's also great for heavies. It does less base charge damage than the other 2h weapons, and really, it does less damage overall than the other big weapons, but what it lacks in raw power, it makes up for in utility and disruption capabilities. More of a stun-stick than a primary dps source, but it's usefulness is incredibly underrated, and you can expect a lot of people to tell you to forget about this weapon entirely.
If you're using a smaller, faster frame, I'd go Dual Ethers, all day. They're very fast, don't hurt your mobility, and are fantastic for quick hit-and-runs. However, if you're using something like Rhino, get the big weapons and take advantage of having all that time to stand toe-to-toe in the thick of it and launch charge attacks all over the place.
Source: Warframe Wiki and experience.