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Melee builds on the other hand are incredibly strong mid-to late Act. You can focus on stumbling specials (bat), killing mobs (bat/matchete), or killing tallboys/bosses (axe/hatchet). Good melee builds need increase dmg, swing speed, stamina regen, health regen, and dmg resistance.
Note cards that increase melee damage will also increase your weakspot dmg with melee. This is why you can one shot tallboys with an axe.
Melee builds have a card for cleave and very stronk damage. It will allow you to 1v1 an ogre and win.
I stacked damage/trauma res, accuracy, ammo, use speed. Disabled ADS. It's ment for Angelo for the free 30 second breakfree.
It does OK. SMG is good for thinning hordes, then pick off the stragglers with knife to heal. specials. Able to heal and kill while reloading during an intense fight is nice. I spend most of the combat time crouched, pulling out short sprints as needed with speciala.
A full melee build is going to be better all around, except ogres, but I think it's fun.
The combat knife card is arguably a crutch - something which you can lean on if you're struggling, but which realistically shouldn't be necessary if you're playing well and may in fact just be delaying you reaching your power spikes.
Going melee means the rest of your team will push you to the front to tank and become a meat shield.
Just my thoughts.