Does anyone actually take Ghost Slaying Axe?


Aggelakis

 

Posted

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.


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Originally Posted by Post_Apocalypse View Post
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 take it sometimes for concept reasons.


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Originally Posted by Dispari View Post
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.


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Originally Posted by SerialBeggar View Post
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.
I'm another one who takes the axe on characters who are already negative-heavy or will otherwise have a hard time against axe-weak enemies. I have to say, even with the heavy tohit debuffs, the characters that have the axe still find it useful. Plus, it's so satisfying when you still manage to cleave something to death even through stacked tohit debuffs.


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I take it for thematic reasons


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Quote:
Originally Posted by Post_Apocalypse View Post
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?
Depends on the toon:

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.


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Quote:
Originally Posted by Post_Apocalypse View Post
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 usually play a healer with "distance powers" and instead of using say, brawl if they get too close, I take either the Axe or Sands.
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.


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Posted

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.


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Originally Posted by Kosmos View Post
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).
This is pretty much my approach. i tend to actively seek out missions against CoT, so the Axe can be quite useful, especially since most of my alts end up with tohit buffs or defense debuffs.

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.


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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.
But.... but... but... then you miss out on the AWESOMENESS that is Flurry + Shadow Maul + Sands of Mu!!!!!!!!



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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.


 

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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.


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Originally Posted by BBhumeBB View Post
Yep - I tend to take it on hand to hand lethal/smashing types, whose powers have the least effect on the critters the axe works best against.
Ditto. My Dark Melee and Lethal damage focused characters will generally pick it for these reasons.


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Originally Posted by Westley View Post
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.
Don't assume.

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.


 

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Originally Posted by je_saist View Post
and in the Positron Task Force the Ghost Axe is valuable against both the Vahzilok Abominations and CoT spirits.
... 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!


 

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Originally Posted by Westley View Post
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.
Hmm. I usually take the Axe. But I don't use it for normal gameplay. I like having it for when I run into ghosts. I have a very select few chars with sands, and I rarely is every use it either. I get more use out of the Axe.

To each their own.


 

Posted

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.


 

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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!


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Originally Posted by Memphis_Bill View Post
... 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.


 

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Originally Posted by je_saist View Post
Interesting. I'll have to check that myself since the last time I ran Posi I was getting extra damage against the abominations.
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.


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Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

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Originally Posted by Aggelakis View Post
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.
beat me to it. with characters that have no other source of lethal, they do help quite a bit against the abominations, if only because of their sharp edge. and given that prior to weapon customization, i had no interest in weapon based characters, that was most of them. again, I am a concepter, besides, at my vet level, i can pick 3 of the 4, so its a toss up as to how i feel. sometimes its fun to run around town with an axe...ingame too.


 

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Quote:
Originally Posted by Aggelakis View Post
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.
mewit. I should have been checking the combat log more closely. I always presumed that extra damage was from the ghost axe undead damage.


 

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I take it for concept only. I think I have 6 chars with it, otherwise, SoM is my choice.


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I love using the axe as a finishing move on Devouring Earth Bladegrass and Bloodthorns.... T...i...m...b...e...rrrrrrrrrrrrr!!!!!


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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.