Talk:Orthos/@comment-99.224.197.191-20130610110316

This weapons is great for regular attacks and charge attacks, I'm not trying to do 523984728937 damage with it because I'm not a min/maxer, but instead have it built for a charge AND regular attack build and I find it is the most versatile weapon in the repositry at the moment. I can normal hit infested and wade through them, although it doesn't have armor ignore on regular hits, those regular hits can stunlock an enemy with stagger, you can sprint while normal attacking so you basically go in and out of the mob just killing everything; regular attacks have the biggest arc range, even bigger than charge attack and if you hold the block key before the third attack finishes executing, and then let go, you will not use the fourth attack which brings you to walking speed but does armor penetrate or ignore and stabs. Charge attacks are really good for singling out targets or doing a lot of damage to big targets that get bunched up, like ancients, or for finishing a regular attack combo. Stun locking with three regular attacks and then charging is actually really fluid in the animation and doesn't require you to stop attacking and then charge, it goes right into the charge, which means you can stunlock grineer or corpus with regular attacks and then charge them for lots of damage. Using saryn + contagion + focus will make up for any damage lost in not having an extra element (electricity sux honestly), and that 108% armor ignoring poison element can technically make your regular attacks great against grineer as well. The ground attack is actually useful for various reasons, although it might not be as big as other heavy weapons it is still big enough to hit a group of enemies and affect them with any fire + ice elements, if you use the sprint + slide + jump maneuver to get lots of momentum and distance you can ground slam right after into a group of enemies which get stunned, not knocked down (which means their hitboxes are not smaller, making them easier to hit), get set on fire and are slowed from ice, you recover pretty fast from the ground attack, giving you enough time to start your regular>regular>regular>charge combo.

Overall, you're sacrificing your 30% electric damage for 42% increase in base damage for normal attacks -- which also raises your elemental damage for normal attacks because of that-- you might not be doing 5k charge damage but i'm sure you can live with 4k instead, doing this however will make your orthos way more versatile and not just a boring charge2win machine.

Don't limit yourself to numbers, play like a real ninja.