Does anyone actually take Ghost Slaying Axe?
I took it once or twice. I even took it on a toon where having an axe would kind of make sense. In the end though, the utter uselessness of the power made me regret it. None of my currently active toons have the axe.
|
i have it on two characters, both for thematic reasons.
It looks neat, but as a power is inferior to SoM in every way unless you're Dark Melee.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
I picked up the Axe on 2 characters when Vet Rewards came out. And I soon figured out that it sucked. Consider:
- Sands of Mu = double damage, (reliable) melee AOE (whose range was increased recently), -tohit debuff - Undead Slaying Axe = double damage (to certain foes who, if they tag you first, debuffs your tohit to emphasize how much of a waste the Axe is against said foes) I really gave serious thought to rerolling these characters. The only reason I didn't were becaue of the Anniversary badges. |
Storm Summoning is great because it makes you better than everyone else in the game. - Camma
Knockback is mitigation. It won't be removed just because meleers ***** and moan. - Chaos Creator
I take it for thematic reasons
Member of the Hyperion Force
I've taken it once with a toon to see what it was like, and never again. Just like Sands alot better. Curious if anyone actually ever took it as their first choice because they liked it?
|
Dark toon? Sands.
Mostly Smashing damage? Axe for the Ghosts
Toon already uses a sword/axe/mace? Axe. Looks like a master of arms.
Hovering ranged blasty type? Axe for Ghosts that fly into melee range.
Strong concept that a funky axe would look stupid with? Sands.
Toon that would never pick up a weapon? Sands.
Despite this, Sands of Mu will make it into my tray as I use it more often. The Axe I bind to G should I need to activate it, and keep it out of the tray.
The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU
I've taken it once with a toon to see what it was like, and never again. Just like Sands alot better. Curious if anyone actually ever took it as their first choice because they liked it?
|
I like both powers equally, but it is a little time-consuming when you have to pull out the Axe to use it, as opposed to Sands that works instantly.
"....and when they've given you their all
Some stagger and fall, after all, it's not easy
banging your heart against some mad
buggers Wall"
Only character I have it on is my DM/SR - as others have said, I already have Shadow Maul, and I want something to use when I bump up against enemies that are resistant to negative damage. I use Sands on my SS characters, and I've got quite a few toons that just never bothered to claim a vet power.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
I take it fairly often with the third VR choice as the 2nd ranged attack doesn't do particularly good damage. As I rarely need to use that 3rd choice, I take it whenever the 2nd ranged attack doesn't work thematically (I always take Sands of Mu first).
|
Occasionally my melee-heavy alts take the second of the ranged vet reward options instead of the axe if i really want more ranged options. Dark Melee types almost always skip SoM, of course.
Dr. Todt's theme.
i make stuff...
Occasionally my melee-heavy alts take the second of the ranged vet reward options instead of the axe if i really want more ranged options. Dark Melee types almost always skip SoM, of course. |
Inconceivable!
to the original post, I take Ghost Axe on almost all of my Hero Characters. This is not just because Sands of Mu should have been named Sands of Missed, but because I run a lot of task forces... and in the Positron Task Force the Ghost Axe is valuable against both the Vahzilok Abominations and CoT spirits.
I take it about half the time when I actualy bother with them.. Some times it is for conceptual reasons, sometimes just because it looks neat.
Enjoy your day please.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
No.
Correction: If people do, it's almost always for concept reasons. There aren't enough ghosts in the game to justify taking it for gameplay reasons. |
Yes, I have a few for concept. And a few that, because they're already doing NE, could use an occasional extra bit of punch against ghosts.
and in the Positron Task Force the Ghost Axe is valuable against both the Vahzilok Abominations and CoT spirits.
|
COT spirits, croatoa ghosts, banished pantheon, ghost ship ghosts, etc - yeah, absolutely. But I seem to recall it having no effect on vahz.
Edit: Just double checked. Took one of my characters into Perez, found a Cadaver. Result:
"You hack Cadaver with your Ghost Slaying Axe for 562.86 points of lethal damage!
Your Ghost Slaying Axe does not seem to be doing extra damage against these Vahzilok!"
Same with abominations and eidolons.
By comparison, vs Croatoa ghost:
You hack Spirit with your Ghost Slaying Axe for 245.73 points of lethal damage!
You hack Spirit with your Ghost Slaying Axe for an additional 196.58 points of enchanted damage vs. Undead!
No.
Correction: If people do, it's almost always for concept reasons. There aren't enough ghosts in the game to justify taking it for gameplay reasons. |
To each their own.
I think I take the axe more often than not. Certainly on anyone who is heavily smash, lethal, or negative. Also on weapony people.
Also, just generally, as it animates faster, recharges faster, and costs less to use, I often get more use of it throughout the early levels than I do Sands.
And while the bonus doesn't apply to Vahz, they are weak against lethal, so I'll use it on them anyway for non-lethal characters.
I have taken the axe on one character, and deeply regret it. I am in love with the woosh-woosh fists-flying animation of Sands of Mu (and also Shadow Maul and Flurry). I don't care about the damage, I don't care about the animation time, it looks effing cool!
Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
... er - it doesn't (or didn't) have any effect on Vahz zombies. They're scientifically reanimated - more like "flesh covered robots" - as opposed to actual undead.
COT spirits, croatoa ghosts, banished pantheon, ghost ship ghosts, etc - yeah, absolutely. But I seem to recall it having no effect on vahz. Edit: Just double checked. Took one of my characters into Perez, found a Cadaver. Result: "You hack Cadaver with your Ghost Slaying Axe for 562.86 points of lethal damage! Your Ghost Slaying Axe does not seem to be doing extra damage against these Vahzilok!" Same with abominations and eidolons. By comparison, vs Croatoa ghost: You hack Spirit with your Ghost Slaying Axe for 245.73 points of lethal damage! You hack Spirit with your Ghost Slaying Axe for an additional 196.58 points of enchanted damage vs. Undead! |
Interesting. I'll have to check that myself since the last time I ran Posi I was getting extra damage against the abominations.
|
You weren't getting the bonus damage, you were just getting extra damage because they have negative lethal resistance. (lethal damage does 1.3x as much) Dr. Vahz has a weakness to lethal as well.
Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
That's because they're weak to lethal. Guide to Enemy Resistances by Culex. (requires Excel or the ability to open Excel documents)
You weren't getting the bonus damage, you were just getting extra damage because they have negative lethal resistance. (lethal damage does 1.3x as much) Dr. Vahz has a weakness to lethal as well. |
That's because they're weak to lethal. Guide to Enemy Resistances by Culex. (requires Excel or the ability to open Excel documents)
You weren't getting the bonus damage, you were just getting extra damage because they have negative lethal resistance. (lethal damage does 1.3x as much) Dr. Vahz has a weakness to lethal as well. |
I take it for concept only. I think I have 6 chars with it, otherwise, SoM is my choice.
Justice
Everwood
Triumph
The Trust
I've taken it on exactly two characters to date, one is my first Axe/Invuln tanker, who can always use another axe to wield. If only they had a left handed animation for it so he coudl dual-wield. The other one is a Broadsword scrapper, whose concept is that her sword is the "Ultimate Weapon" that transforms into whatever is appropriate to the enemy she fights. Of course, the double redraw really kills her attack chain, so it's mostly just for show. I much prefer having Sands of Mu so that even my lowest level characters have some sort of AoE.
I have the axe on a couple of characters, picked when vet rewards first entered the game. It was a mistake; the only mobs the axe is good against also tend to debuff your tohit making it unlikely you'll hit them with it.
Sands works against all mobs and it's a cone AOE.
Axe only really works well against ghosts and so forth, it's single target and with their tohit debuffs it's usually futile using an attack with unenhanceable accuracy.
Ah well, the two characters with the axe are all long since 50, and were long before vet rewards appeared so it's not like it's a vital part of their chain... it isn't even in their trays. In order for the axe to really be useful it needs some kind of buff, right now the choice is a no-brainer.
The Nem staff and blackwand choice is tougher as both have benefits and drawbacks; that's as it should be in my opinion.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes