Talk:Fragor/@comment-81.56.79.150-20130423132336

pros: jump attack scales with damage mods for impressive and safe damages on packs, has a big jump attack range that knockdown. will kill anything quickly after the jump. The optionnal skin synergize well with the overall weapon design. Perfect when the mobs come in packs.(i.e. defense mission in a frost bubble) It's a good melee weapon when your warframe has no disable(banshee stun for example) or skills to change the battlefield(like moult or decoy)

cons: normal swings hits 3 target. Charge attack is poor because the charge time and animation suck and the standard hits already ignore armor. No polarities, but on a melee weapon it's not that hard.

Good against grineers, maybe with content added it will outshine DHS totally against them in the sense that it can deal more dps to greeners with a reliable stun on them. Else never forget to use the jump attack often.

Mods used by order of importance.

- armor pen (maxed) for 90% damage increase, it is mandatory on any melee wpn.

- pressure point/north wind/moten impact (maxed for damage)

- fury (the animation of 2h weapons is shitty as hell, it will make a huge difference.

- lightning damages( 5%/lvl sux but it remains good against corpus but don't bother maxing)

Rejected Mods.

- crit damage/crit chances/ charge speed/ charge damages.