My Guide on how to use the Ghost Slaying Ax
This is a great power for those /psi users out there. You can absolutely fly through COT missions with /psi attacks and the USA (undead slaying axe)
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Acc isn't too difficult either, granted it's a little time consuming (compare hits to misses against even cons for a sample of 100 attempts, 50 if you're lazy).
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From what I understand, the best way to get a stathistical value for your accuracy is to use Herostats and just go wack on things for a while. The programme should be able to log your hits and misses and compile a stathistical percentage. With enough attacks, that percentage should be fairly close to the truth.
And I'll have to agree with the Lemur. "Seems like" is a very poor argument when that's what you're basing your whole guide on, especially as concerns easily-obtainable numbers.
Short of that, my only contribution here is that the Undead Slaying Axe is almost unfairly strong against "true undead," often one-shotting Spectral Demons that usually take everyone other than Energy uses bloody ages to kill. It's equally good against other Undead, as well, but I haven't tested its usefulness much beyond Spectral Demons.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Do either of Sands of Mu or the Ghost Slaying Axe interact with a Brute's Fury? (My initial fiddling implies they don't, but that could be bad testing on my part.)
This is an AWESOME guide. I hope it is stickied and remains where everyone can see it forever!
Let's list all of its good points shall we?
1) No factual data at all. ("I'm not good at math!")
2) The entire guide is the OP's personal experience which is completely at odds not only with the factual data but with other people's experience as well.
3) When this gets pointed out the author of said guide abandons all veneer of courtesy and becomes aggressive and insulting.
4) Since the information listed in this "Guide" is at total odds with reality I personally consider it not just worthless but worry that someone may read it and actually take any of the OP's advice seriously.
5) Axe to the face for the win baby!!!
This post is not only the personal opinion of it's author but also contains factual data.
To-date, I have found the ghost slaying axe to do tremendous damage to the following enemies:
CoT ghosts
BP husks & chambers
Tsoo ancestor spirits
I have yet to test it on the pirate ghosts, spectral passengers, Croatoa ghosts, ghosts from some of the portal missions, BP masks/totems, or Ghost Widow.
It does what it advertises, and it does it well. For all other uses, it is only mediocre. It does come "pre-slotted" for damage - and does about the same damage as your entry level attack w/ 2 dmg SOs. If you have any powers that can boost your acc/tohit, it can be handy as a filler until your main powers recharge.
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This is an AWESOME guide. I hope it is stickied and remains where everyone can see it forever!
Let's list all of its good points shall we?
1) No factual data at all. ("I'm not good at math!")
2) The entire guide is the OP's personal experience which is completely at odds not only with the factual data but with other people's experience as well.
3) When this gets pointed out the author of said guide abandons all veneer of courtesy and becomes aggressive and insulting.
4) Since the information listed in this "Guide" is at total odds with reality I personally consider it not just worthless but worry that someone may read it and actually take any of the OP's advice seriously.
5) Axe to the face for the win baby!!!
This post is not only the personal opinion of it's author but also contains factual data.
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All hostility, disrespectful behavior, and general lack of depth to the discussion aside, the OP accomplishes the most important thing he can with this guide, if we treat it as current as of I8--the Ghost Slaying Axe is the proverbial weaksauce. I would submit that five minutes of testing side by side with the Sands of Mu by anyone with basic Shadow Maul skills make that painfully apparent. Only under contrived testing conditions can the Axe measure up to the SoM.
Now, that said, post I9, look at the prices on Magic salvage and enhacements constructed from it in the Auction House. Certain pieces bring serious influence numbers. Look at Luck Charms, mere commons, often gross 50K apiece. That's significant cash to invest in enough Insights to make your CoT Radio Mission farming work for you until you can raise enough capital to begin trading in commodities. These are the conditions that the Axe begins to show its true value. For all other applications, I am still in the camp that says it's C-RAP.
If you have nice tohit powers like rage, aim, bu or good -def powers like radinfection, infrigidate etc AND you like fighting CoT or BP then the axe is a solid choice.
Considering most teams shy away from cot and bp are generally only found in a pretty narrow lvl range on the hero side, I would say axe gets outpaced pretty quickly by sands.
Sands is 50% neg energy damage which for the most part is seldom resisted by most mobs that people fight throughout the game. And it is very easy to line up 2-3 people for it and it will generally hit at least one of them, thus making it still worthwhile.
So if you use sands well it almost always hit "a" target, whereas axe is st attack so you really feel the 75% tohit rate.
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Actually, the axe is useful for ATs that are usually perfectly fine without an additional melee attack.
The reason why one would take the axe is if their attacks are heavy on damage types heavily resisted by enemies that take special damage from the axe. I know for a fact that running Bp missions (especially in Striga) solo with a Dark blast defender is a long and painful process. I believe that BP zombies, as well as croatoa and CoT ghosts are resistant against both Dark and smashing damage, making Sands significantly less effective against them.
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That is excactly the reason I took the Axe on my Dark Melee Scrapper.
Originally Posted by Megajoule
We're being invaded. Again. This time, instead of aliens, zombies, or eyeballs with teeth, it's the marching band.
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Do either of Sands of Mu or the Ghost Slaying Axe interact with a Brute's Fury? (My initial fiddling implies they don't, but that could be bad testing on my part.)
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I recall being told "no" before (but by who I'm not sure -- possibly a guildie in game), but my own personal observations with the ghost slaying axe says that it is factoring in fury.
At least, vs some mobs in the same mission I saw numbers in the 20s early on when I used it with every other attack recharging (so some, but low, fury) while I was still building fury and by the end with my bar rockin' I was seeing 50s/hit.
I didn't go back and do any testing on it, so can't say for sure. Sorry!
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Do either of Sands of Mu or the Ghost Slaying Axe interact with a Brute's Fury? (My initial fiddling implies they don't, but that could be bad testing on my part.)
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I recall being told "no" before (but by who I'm not sure -- possibly a guildie in game), but my own personal observations with the ghost slaying axe says that it is factoring in fury.
At least, vs some mobs in the same mission I saw numbers in the 20s early on when I used it with every other attack recharging (so some, but low, fury) while I was still building fury and by the end with my bar rockin' I was seeing 50s/hit.
I didn't go back and do any testing on it, so can't say for sure. Sorry!
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The vet temp powers do NOT benefit from any damage bonuses, short of dmg resist debuffs. They DO, however, benefit from acc/tohit buffs.
My take on this.. its a freebie. Take it for concept alone or not..love it or not. It didn't cost you a powerslot so it should not be an issue.