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Posts
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Quote:I believe that's only true in the case of the Luck of the Gambler global recharge IO, unless I'm misunderstanding what you mean by "set bonus name."That isn't quite how rule of 5 works. The Rule of Fives works off of the set bonus name and not the amount so if all mez and damage resistance bonuses are being changed they'll probably have the same names.
If I have 3 sets of Doctored Wounds for the 5% global recharge and 3 sets of Obliteration for the 5% global recharge, one of those is not going to affect me. It'll cap at the fifth stack of 5% recharge.
So I think the concern is, if damage resistance is getting added to mez resistance and vice versa, those people who already had damage resistance bonuses and/or mez resistance bonuses in their build may suddenly find themselves having duplicate percentage amounts and going over the Rule of Five cap.
Not that it changes anything big for me. From time to time I seem to run into a problem of having too many of the same +hp bonuses from sets while scrounging up more Defense here and there, and sometimes there just isn't a way around it. -
Quote:Kind of sums up my opinion on the back and forth with New Dawn. Maybe it's just me, but I can't seem to wrap my head around the idea that she wants to run repeated tests with different people playing Kheldians in a farming environment - an environment most seem to agree they are not made for - and then use this information to gauge their overall performance.Originally Posted by Mad GrimAny test that doesn't have to do directly with farming should not use farming as it's basis.
Quote:Originally Posted by New DawnJust so you know, just because farmers are asked to be watched, doesn't mean someone is looking to do something with farmers in mind.Quote:Originally Posted by New DawnYou have no idea of what possible outcomes can be had by watching different various players solo similar instances other than perhaps what you already think you know, which to me is silly.
Also, just because these few things kinda stuck out for me:
Quote:Originally Posted by New Dawn...yours might not have endurance problems but somebody elses will in trying to keep up with a WS. It is also based on power picks and consistent use of powers. Generally PBs do not have the means to achieve WS levels of persistence.Quote:Originally Posted by New DawnQuote:Originally Posted by John_PrintempsWarshades have a better Endurance-Filler, but no one is contending with that. PB's have a reasonable amount of assistance to deal with their End Bars on their own. Despite your opinion, they are actually sufficient to maintain a PB endlessly. Been there, tested that.Quote:Originally Posted by New DawnIf I fail to fix a car with all the right tools at my disposal its not the tools fault its mine.
This is followed with her opinion that their endurance efficiency depends on their build and their slots.
I believe the third quote finishes things. Between Conserve Power, Light Form and it's recovery buff, and the general slotting of powers, PB's have all the tools needed to manage their endurance. If they are not using these tools then the endurance problems are their own fault, not the fault of the Peacebringer itself.
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For my own thoughts, Peacebringers play like someone messed up the switches on a fireworks display and everything went off at once. They can open up with pretty substantial bang with their heavy AoE's and/or ST attacks. The problem I have is what happens after all the big explosions go off. Which is - from what I can tell - nothing. After the heavy AoE's go off (of which I'm primarily thinking of Photon Seekers, Dawn Strike, and Solar flare, there's not much to follow it up with and those big ones are on a pretty long recharge. Likewise, you can hit a single target pretty hard with Incandescent and Radiant, but after you fire off those two you're left only with Bolt and Blast. Neither of them have a lot of damage behind them but because there are no other options while the two melee attacks are recharging and it is their lack in damage that brings down the sustained DPS.
Maybe this is intentional though? Maybe they're supposed to hit the enemy hard just once and be done after that...? If so, they I have to admit it does feel like Peacebringers are more of a collectors item; something nice to look at but not anything you really want to take out of the box.
It feels to me that the pace of City of Heroes has picked up from what it used to be years back and Peacebringers have just gotten left behind. Literally. I can imagine a time (whether real or not?) when the Peacebringer ran into a group, annihilated it, then had to skip the next group and let the other seven people on the team handle it while the powers came back up.
Honestly I kind of like that idea, but as teams and individuals have grown able to clear groups faster and faster and faster, Peacebringers now only have a chance to shine maybe every third group. Or fourth. Or fifth. To make matters worse, when the PB does get its chance to try for the spotlight it can't just step forward like it (might?) have used to, it has to compete with the rest of the team and their quicker pace.
Instead of being this somewhat awe-inspiring force that needs rest between displays of power, it's now only able to match the pace of the rest of the team one out of every 3 or so groups.
Maybe it's a little over-reaching to imagine the Peacebringer as equal to the rest of an entire group (especially in an age where now almost any AT can solo AV's - anyone else remember when it was only the Ill/Rad controllers who could manage that?) but it's called an Epic AT, darnit. If the idea behind the Peacebringer is indeed that it should hit really hard right away and then flicker out for a time, I just don't see a way of making that fit into today's City of. Speed it up and/or increase the damage and it becomes too scrappery/blastery, is what most of the people who are against those ideas seem to fear.
(/sarcasm disclaimer: In case it wasn't caught, I was using epic jokingly.)
In my view, the question Peacebringers don't have an answer for is "how does the AT take down a hard target in an extended fight?"
Warshades find a lot of minions to pull Mire's from and beat face.
Scrappers, Brutes, Blasters, Stalkers..? Well, they were made to beat face. I suppose Soldiers of Arachnos fit in here too.
Controllers, and Corruptors rely on debuffing the target and then bringing it down.
Masterminds either buff their pets and/or debuff the enemy, then let the pets take the enemy down.
Defenders tend to buff themselves and/or debuff the target until they're putting out high enough damage.
Dominators hold the target to protect themselves and then tear the enemy down at leisure.
... I'm unsure about Tanks, honestly, never played one. But they were given gauntlet to improve ST damage, so... maybe they have something?
But Tanks aside, how does the Peacebringer take down a hard target in sustained combat? From the DPS numbers people put out...? They don't. At least not yet.
(On the topic of DPS, I do need to offer an apology to John. Had I known asking him to look at my PB build to see if DPS could be improved would end up with him sticking his head into the pit of dispa- I mean, the Peacebringer forums...?) -
Recently got talked back into trying my own huntsman. Originally gave up on him because he felt so lackluster in terms of damage, but then I saw a certain Huntswoman Indigo in action and it rekindled my interest.
One issue I had was trying to make it something of a "pure" huntsman, in that I didn't want to take buildup and have him occasionally dragging out a mace he never actually uses. Nor did I want to delve into crab and end up with a backpack that never does anything.
(Although briefly I entertained the thought of a huntsman/crab hybrid on the idea that lobbing grenades from the arms and having a rifle purely for bullets would be awesome, the constant redraw became unbearable and I abandoned it.)
I was actually surprised at how similar our builds were in terms of power selections. I dropped a few things to pick up kick/tough/weave to softcap myself, but I will definitely be looking into adding Range to Heavy Burst.
The other thing I had to consider as I look into revising the planned build I had is his recharge. There are plenty of places where I could get more bonuses, but I'm trying to figure out how much is actually needed. As I sit here tweaking things, I can get it to the point where, -without- hasten, our attacks vary only slightly.
Your Single Shot and Burst are only .5 seconds faster on the recharge then mine.
Your Heavy Burst is only 1 second faster then mine.
Your Venom Grenade is .2* seconds faster.
Your Frag Grenade is .4 seconds faster.
*This is largely due to my slotting the ATO set instead of Posi's. Regular, not catalyzed, since I'm feeling competitive and, in the spirit of keeping costs down, the whole set could be bought on the spot for less then 50 million. Or, less then one LOTG +rech.
So I wonder. Would, say, one extra second added to the recharge times (on average) make a drastic difference in how Leggs plays? For you, it's just a matter of not running hasten, while for me I could probably free up a half dozen slots to help pad his defense numbers. -
First, fantastic job. I've never attempted a solo TF of any sort, I suppose due to lack of faith in my characters, but even having never tried it I can't imagine it was anything resembling easy.
One oddball question, though. Second tray, slot 5, what power is that? At a glance I thought it was Dark Extraction, but my warshade's looks like any regular old summon pet; it doesn't have the little arrow-circle thing around the dot. -
If that list is accurate and there is still one spot left, I'll grab it; the warshade is Jonathan Cross. It's been a little while since I've touched him, what with getting all excited for Stalker Changes, but I want to say he's either +2 or 3. I'll double check on that and get the answer later on.
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Scratch the name. My kheldian's have been in limbo for so long I decided they needed a character refresh, and then I realized I had someone else who would make a perfect 'shade. Correct name would be Adrian Sable, if the league spot is still free. -
I started out making a build for a Crab Spider in Mids. I liked it. Softcapped on all the positionals, attacks were effective, perma Serum.. Not perfect by my standards, but good enough.
Then I actually leveled up far enough to take Serum. Used it.
Am I the only one who finds the mixture of pale, sickly green glow atop the black and red of Fortification absolutely vomit-inducing? The ebb and flow of the green and the red makes me nauseous.
If I'm exaggerating, it's only slight. I honestly do not think I'll be able to keep Serum in my build with the way it looks like right now, and since I can't customize it... At any rate, the question I have is this: Is it going to be a character-breaking decision not to take Serum? Something where, if I'm not going to take it, I should perhaps just go bane instead? I'd hate to think that was the case, but I suspect the extra chunk of HP is supposed to be a significant part of what being a Crab is all about. On the other hand if I do drop it, I could pick up Suppression or the Spiderlings instead, but I figured I'd ask and leave it to the veteran soldiers to advise me on this. -
My question for those of you doing human only PB's is this: How bad is it dealing with mez? I'm stuck trying to decide between human only and human/dwarf hybrid. I can't deny that I do more damage and have more utility in the way of heals, stuns, etc, as a full human, but I don't know if I'm comfortable not having the dwarf as a backup for when I get held or slept or something. But if I'm going to use dwarf, then I have to devote a fair amount of slots to it, and of course the human form suffers. Currently, it suffers in not having any worthwhile shields, which unfortunately means that if I start taking chunks of damage I don't have time to shape shift to protect myself.
I know I can slot a fair amount of mez resistance into the build, but it won't help much if mezzes start getting stacked on me, and I don't want to be at the mercy of whether or not I happen to have a spare breakfree in my tray. If all my slots are devoted to the human side, too, then even if I change into a dwarf to avoid being stuck in whatever mez is on me, it's doubtful he'd last long without proper slotting. Not to mention it just feels like the white dwarf is missing an attack, badly. (Or at least needs a lot of recharge.)
Just double checked and Mids tells me that Light Form does have mez protection, but I can see it's hard to get the recharge down to anything reasonable. As a secondary question, can Light Form be activated during a mez, like White Dwarf can? -
Streak breaker? I can guess on what you mean by this just given what it's called, but I'm hoping I'm not about to find out there's a mechanic in the game that goes "this guy is living way too long, lets drop his defense to crap for the next attack?"
Also, good advice all around, and thank you for those who answered. I would have replied sooner, but I got distracted by scrapperishness. -
I have nearly been tearing my hair out for the last week, week and a half trying to figure out the answer to this question. I need to pick a group of powers, and cannot for the life of me figure out which is going to be more beneficial.
The choices are:
1) Kick, tough, weave.
Kick is... well, needed. Not much to say other then that. Tough and weave are both four-slotted. The highlights of this build are 39.3% Smash/Lethal Resistance, 1.22/s end drain, 3.66/s recovery, 80% recharge, 226% regeneration. Around 50/47/46 Melee/Ranged/AoE defense percentages.
2) Aid other, Aid Self, variable. (Thinking Tactical Training: Leadership, or Web Cocoon.)
Aid other is about the same as kick. Probably get more use then kick, but I don't intend to dedicate any slots to it. Aid self would probably get 4 or 5, depending on whether I go Numina's or Doctored wounds. The resistance is, of course, lower, but the positional defense values and recovery are pretty similar to option #1. The recharge might be slightly lower, but the end drain off toggles will also be lower.
Breaking this down a little, I suppose my problem is trying to decide whether a self-heal or 40% S/L resistances would greater affect my survivability. Although I don't know if I'll ever actually do so with him, what's making me face this question is Incarnate content and PVP. I've been told that defense doesn't help as much in those two situations, and so a backup of one or the other seems like a good idea... Just can't pick which. Either something gets through my shields and then doesn't hurt as much, or it hurts a lot and I have to break away from the fight to heal. However, I can think of situations in which I'm either taking too much damage per second and resistance won't save me, or I just got hit by a ton of burst damage and I won't have time to heal until I'm crushed.
I suppose, in both of those worst-case situations, neither one would protect me completely, but... Still. I'm at a dead end; I need other points of view. -
Agreed. My first experience with i20 went along these lines:
I looked at the size of the new chat window.
Looked at the new team window.
Looked at the 'classic' window.
Wondered if they'd allow me to somehow undo the last update and keep running i19 instead. -
Quote:Hm.. Between that and the empty 49, it looks like I forgot to save changes the last time I played with it. I had been debating on the idea of making 2 builds; a triform for 1-38ish play, and a human one for 38-50, once I had eclipse to keep myself alive, so I had chosen the sets at 30 to keep the bonuses available in the higher end of the range it's meant to be played it.Also, I noticed that all the enhancements you have slotted are level 30, even enhancements that don't contribute to bonuses. Was this intentional? I erred on the side of caution and assumed it was, so everything that contributes a set bonus is level 30. Stuff that doesn't give a set bonus I bumped up to lvl 50.
I've since abandoned that idea, though. I'm probably going to stick to triform only, especially if I do decide to start throwing cash at him.
Quote:You could free up a lot of slots by forgoing the extra slots in health and stamina. Stygian Circle really obviates the need for regen and recovery. Also, Dwarf Drain is a pretty anemic attack as well as a mediocre heal. I'm not sure I would six-slot it, personally. I have found that when things start going sideways on my 'shade Drain usually doesn't do much to keep me alive.
Ontop of that, I didn't have it turned on in Mids because I don't want to focus around it, but the spiritual incarnates will boost the heal on that too, making it a lot more useful when it's firing off every 5 seconds or so. Taking all of that into account.. still no, though?
But as for the talk of Gravity Well.. I guess that makes me a little more comfortable switching the slotting.. make it less of an attack and instead take advantage of the Gaze set for the recharge.
I'm not entirely sure if I like ripping the slots out of Health and Stamina, either, but I might get turned around on that after I look at it some more. Back to examining it. -
I'm somewhat new to Warshades, but not to City of Heroes and builds itself. What I'm actually looking for is suggestions not just about the build itself, but also about the idea I've evolved on how to play a triform - I want to make sure I haven't somehow missed a valuable part of being a triform in my trial and error approach. An explanation is probably warranted before we get to the actual build. After a lot of dying and trial & error about whether to focus on human, or a human/Dwarf dual, or all three, and if all three then how to balance stuff, I came across a play theory that seems to work for me. That is, trying to play to the extremes of each form.
Nova's aspect is Damage, especially in having the best AoE potential of any form in regards to an attack chain; therefore I focused on Emanation and Detonation, but did want to ensue the other two blasts were significant while the two AoE Recharges.
Dwarf's game lies in it's Resistance, but it's damage seems to suffer in the trade off. If I was ever in a situation where I had to stay in Dwarf to survive, I want to make sure it could smash through anything in it's way and so focused on boosting it's damage.
Human is for nukes. Mostly. At least, 'human is for nukes' was the 'answer' that struck me, but in actually planning the build I tried to make use of some of it's other stronger attacks. No toggles, as I'm not meant to be in Human form for anything more then a split second; either to Quasar or Unchain Essence. Maybe, if I happen to be in human and things look nasty, a Gravitic Emanation.
The thing that's bothering me and prompting me to post this is Gravity Well. More then once my nukes have been down and I've dropped into human to Well a target, then found myself wishing I had another human attack to follow it up with. Rather, I think the problem is that I'm not using the Well as much as I feel I should be. Since I don't have anything resembling an attack chain in human form I almost never use it and it seems like I'm wasting one of the strongest powers I have. If I drop forms to use the Well, I'll have to shift into another form to keep attacking. Yet, by the time I've shifted into another form the Well is almost recharged, but now it seems like a waste of time to have changed into another form if I'm not going to do anything in it but drop back out and Well again.
I'm not terribly happy with the slotting for either of the Mire's or Eclipse, but everything else does what it's supposed to, more or less in the way I imagined it. Human wipes out an entire mob or two every couple minutes, and in between Nova and Dwarf trade off crashing into the rest of the mobs like a purple fuzzy cannonball.
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http://www.cohplanner.com/
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Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Hero Profile:
Level 1: Shadow Bolt -- Acc-I(A)
Level 1: Absorption -- S'fstPrt-ResKB(A)
Level 2: Ebon Eye -- Acc-I(A)
Level 4: Orbiting Death -- Acc-I(A)
Level 6: Dark Nova -- EndMod-I(A)
Level 8: Shadow Blast -- Acc-I(A)
Level 10: Starless Step -- Acc-I(A)
Level 12: Sunless Mire -- Sciroc-Acc/Rchg(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Shadow Cloak -- LkGmblr-Rchg+(A)
Level 16: Hasten -- RechRdx-I(A)
Level 18: Gravity Well -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(48), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 20: Black Dwarf -- ResDam-I(A), ResDam-I(42), ImpArm-ResDam/EndRdx(46), EndMod-I(46)
Level 22: Stygian Circle -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(50)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Gravitic Emanation -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(37), RechRdx-I(45)
Level 28: Unchain Essence -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39), RechRdx-I(39)
Level 30: Maneuvers -- LkGmblr-Rchg+(A)
Level 32: Quasar -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 35: Dark Extraction -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(42), C'Arms-Dmg/EndRdx(43), C'Arms-EndRdx/Dmg/Rchg(43), RechRdx-I(43), RechRdx-I(45)
Level 38: Eclipse -- RechRdx-I(A), RechRdx-I(45)
Level 41: Stygian Return -- RechRdx-I(A)
Level 44: Nebulous Form -- RechRdx-I(A)
Level 47: Grant Invisibility -- RechRdx-I(A)
Level 49: [Empty] -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Dark Sustenance
Level 1: Shadow Step -- Jnt-EndRdx/Rng(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 10: Shadow Recall -- IntRdx-I(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(46), Numna-Regen/Rcvry+(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-End%(21)
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Level 6: Dark Nova Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(29), Dev'n-Acc/Dmg/Rchg(31), Dev'n-Acc/Dmg/EndRdx/Rchg(31)
Level 6: Dark Nova Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(33), Dev'n-Acc/Dmg/Rchg(33), Dev'n-Acc/Dmg/EndRdx/Rchg(33)
Level 6: Dark Nova Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(25), RechRdx-I(34)
Level 6: Dark Nova Emanation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29), RechRdx-I(34)
Level 20: Black Dwarf Antagonize -- Zinger-Taunt/Rchg(A)
Level 20: Black Dwarf Drain -- Nictus-Heal(A), Nictus-Acc/Heal(15), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(17), C'ngImp-Dmg/Rchg(19)
Level 20: Black Dwarf Mire -- Sciroc-Acc/Rchg(A), RechRdx-I(11), RechRdx-I(11)
Level 20: Black Dwarf Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9), Mako-Acc/EndRdx/Rchg(34)
Level 20: Black Dwarf Step -- Winter-ResSlow(A)
Level 20: Black Dwarf Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(31)
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Quote:I'm relatively new to the Warshade game, but I like it's inherent. What I read from the above is that while the Peacebringers like everything to be balanced, my warshade wants to be be the strongest.Peacebringer inherent statements:
"The team is lacking sturdy characters, I'll be more sturdy and fill the gap!"
"The team is lacking damage dealers, I'll gain more damage and fill the gap!"
Warshade inherent statements:
"The team is lacking sturdy characters, I get more damage even though I can cap it myself and we still lack sturdy characters except for me when I have eclipse running."
"The team is lacking damage dealers, so I'll get more resistance even though I can cap it myself and we still lack damage dealers except for me when I'm running at capped damage in nova."
The Warshade inherent, the way I look at it, is "anything you can do, I can do better." You deal damage? I do more. You have better resistances? You'll still die before me.
Granted, it all becomes kind of void after eclipse and mire get going, but up to the point of capping myself out (or rather, up until I finally have eclipse,) it's still good to be the best. -
I agree with most of the above reasons, but the achilles hell -res proc is my favorite. I have a dual/mental that has Pistols slotted to recharge nice and fast so that, particularly in boss situations, I can fire it off repeatedly until the proc hits, then let my heavy attacks waste the enemy. This become even more important if it's a boss that can mez me, because then I've only got three attacks to work with and I need to do all the damage I can. That -20% resistance helps a lot.
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Honestly, I had no idea it was a 60% chance to hit until I started reading this thread, then looked at the power. I'm so used to jumping into a mob, hitting it, and watching all of the minions and most, if not all of the lieutenants go down. While I may not completely like the idea, I can't say it's affected me enough that I have any complaints.
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Quote:I would recommend taking Shadow Maul at the lower levels for two reasons. One, because it works great with Sands of Mu, like Rubber Dog said. Getting them to line up isn't all that difficult for me, either; when I have 3 guys attacking me they tend to want to be as close as possible and end up in a little arc in front of me. Then, I just have to take a step back, then two steps to the left or right, and they're lined up enough to hit them all.Just wanted to jump in quickly to say you should most definitely take Shadow Maul....do you also have Sands of Mu...if so line em up...Shadow Maul/Sands of Mu and hey where did everyone go?
The second reason I recommend it for lower levels is that it does a steady stream of damage while you're waiting for your other powers to recharge.
However, the second reason is also what makes it a bad choice for Single Target damage. Shadow Maul has a 3.07s cast time for 148.4 points of damage (according to Mids, which I believe displays damage done at level 50.)
In those 3 seconds, I could use both Siphon Life (Cast 1.97s for 134.9 points of damage) and Smite (Cast .97s for 90.8 points of damage,) for a total of 225.7 damage in only 2.48 seconds. More damage in less time then shadow maul. Or I could use Midnight Grasp and Smite - it's only a slightly longer cast time then Siphon+Smite, but Grasp does higher base damage then Shadow Maul.
So in the end, Shadow Maul will be great for hitting multiple enemies, so if you fight large mobs it may be useful to clear out minions faster. However, when fighting Bosses, or Elite-Bosses, or other players, shadow maul is only wasting time for less damage. -
Anyone having problems with recently added global channels, and friends? I know global chat is going down often, as it usually does with new issues, but for the past week, I'd add a new global friend and join a new global channel/create a new global channel, and the next day when I'd get on, I'd have to do it all over again.
The people I've been adding are just as frustrated as me, but it's the channel that's getting on my nerves. Set to private, so I have to try and guess at when an operator's on to get me another invite. >_<; All the operators have tried adding me to their globals, but.. it just won't stick.