sands of mu vs ghost slaying axe


Ad Astra

 

Posted

Hey I just unlocked these and I was wondering what the specifics are on these 2 powers. Like everyone I know chooses sands of mu but I've always wondered why given it's long animation time. Is the ghost slaying axe just bad or something? Or are they both bad and so people just pick the one with the -tohit?


 

Posted

It is, actually. I haven't earned it yet but from what I've read in threads before it's terrible unless you're hacking away at anything non-human (undead) with it.


 

Posted

the main reason most people pick sands of mu over ghost slaying axe is that the axe only does extra damage against a limited number of enemies specifically Banished Pantheon, CoT Spectral Demons and Ghosts. and the Sands work similar to the power Shadow maul from the dark melee set.


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Posted

I hate Redraw!

To use the Axe, you have to pull it out of nullspace (putting away anyother weapon or shield you may have out) then after whiffing with it (vet power attacks lack much in the way of Accuracy), you have to pull out the regular weapon/shield.

Plus, Sands has a cone if you line it up right, allowing me to beat on two or three opponents instead of just one. It has been coming in pretty handy for my lowbie meleers opening Presents during this Winter Event, since the Frostlings spwan packed together so nicely.


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Posted

Use the Axe if any of the following:
*Your attack set is mostly Negative Energy Damage
or
*If you intend to mainly fight CoT Spectrals and other "True Undead" (Note that Vahz Zombies are not undead for these purposes).
Does Special Damage vs. CoT Spectrals, BP Zombies, Tsoo Ancestor Spirits, Unseelies, Croatoa Ghosts and Shivans. Source: http://wiki.cohtitan.com/wiki/Ghost_...st_Slaying_Axe
or
*It fits your "style".
Otherwise, use Sands of Mu.

The other problem: The vet powers can't be slotted for anything, including Accuracy, so they attack at your base Accuracy/ToHit. The Ghost Axe is primarily when fighting against foes that drop ToHit DeBuffs, which makes the problem worse.


 

Posted

Also, Sands is a melee cone, while GSA is a single-target.


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Posted

I tend to pick the axe now.

Sands of Mu uses far more end than the Ghost Slaying Axe. There is animation time on the draw, but it swings instantly. Sands of Mu doesn't have the start up animation, but the animation takes a while to go off.

The Ghost Slaying Axe (in addition to the other enemies already listed) does extra damage to Zombie Apocalypse Zombies.

And here is another interesting effect - if you use the Axe on ghosts it makes all the ghosts in the group come after you! They know the threat when they see it. Or at least that is the way that it seems.

If you are going to be fighting undead, take the Axe.

If you have end to burn, then take the Sands of Mu.


 

Posted

I play with several friends who prefer the Ghost Slaying Axe. I've tried it on a couple of toons, but honestly, I greatly prefer Sands of Mu.

It's a fun little mini-game to line up the foes so Sands of Mu hits more than one at a time, and it's particularly nice when a teammate also lands Sands on the same foes.


 

Posted

Sands is the stronger power, but neither is that good. I always go with the Axe because it's much cooler, and actually hs some use in its narrow niche.


 

Posted

i like the axe, especally in the lower lvls with the damn ghost typ enemies you have to face in the pre lvl 30 game. sands sucks in my opinion because if it misses you have to actually watch the whole animation (same as shadow maul) which leaves you open to enemies, the short redraw animation is much better than the long animation. in addition the -tohit is small, on the order of mabe -7.5%, which is almost neglibible against anything upper lvl or AVs. the axe can do a good bit of dmg and can 2 shot things in the ghost/undead category


 

Posted

I always take the axe. Both are good low lvl and then unnecessary at higher lvls. Before SO's you will miss a lot, when u miss with the Sands you stand there swinging for five minutes looking like a retard hoping your not dead before u can cue the next power. The axe only does "extra" damage against a few critters, but it still does good damage normally, in fact in the sewers it is usually my "big gun". Nerva spectral demons preSO's debuff your acc, which often means DEATH. BU and the Axe will take out a big chunch of green bar out of any nerva.


 

Posted

I aways take the axe unless for specific character based reasons.

A couple of things not mentioned: The axe does less damage but its recharge time is so much lower that it effectively balances out.

Also I understand that the axe gets a +5% acc bonus to compensate for the redraw - so overall your chances of damaging an enemy at low level (which is when you really need it) is much improved.

You're going to have to decide what you prefer for yourself, but here's a suggestion: Make 2 identical toons, one with sands, one with axe. Go to Outbreak, and get the Isolator badge. Then delete the one you like the least.



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Posted

Quote:
Originally Posted by Ad Astra View Post
I hate Redraw!

To use the Axe, you have to pull it out of nullspace (putting away anyother weapon or shield you may have out) then after whiffing with it (vet power attacks lack much in the way of Accuracy), you have to pull out the regular weapon/shield.

Plus, Sands has a cone if you line it up right, allowing me to beat on two or three opponents instead of just one. It has been coming in pretty handy for my lowbie meleers opening Presents during this Winter Event, since the Frostlings spwan packed together so nicely.
This is only an issue if you're stationary. I tend to hit the Axe power while I'm already in transit to a target, thereby negating any draw time.

I'm about 60/40 in favour of the axe. I use SoM for any melee attacker that doesnt already use a weapon, because they do tend to use the vet attack powers while already in melee combat, and because of the cone factor. But any character that's not a scrapper, tank or brute, I tend to take the axe, especially if they use a damage type that is easily mitigated against by ghost/undead (like dark or smashing/lethal). Having a squishy sitting there whiffing for 5 seconds while the animation plays tends to lead to a bloody end.


 

Posted

Quote:
Originally Posted by BBQ_Pork View Post
Use the Axe if any of the following:
*Your attack set is mostly Negative Energy Damage
or
*If you intend to mainly fight CoT Spectrals and other "True Undead" (Note that Vahz Zombies are not undead for these purposes).
Does Special Damage vs. CoT Spectrals, BP Zombies, Tsoo Ancestor Spirits, Unseelies, Croatoa Ghosts and Shivans. Source: http://wiki.cohtitan.com/wiki/Ghost_...st_Slaying_Axe
or
*It fits your "style".
Otherwise, use Sands of Mu.

The other problem: The vet powers can't be slotted for anything, including Accuracy, so they attack at your base Accuracy/ToHit. The Ghost Axe is primarily when fighting against foes that drop ToHit DeBuffs, which makes the problem worse.
The Vahz zombies may not be affected by the double damage, but they are affected by the fact that it's lethal damage. The axe seems to do more damage against the zombies than against their handlers. Also, the Vahz bosses are affected by the double damage, so dont discount it's use against this villain group.


 

Posted

I'm in favor of the Sands of Mu. I take the axe for "in character' reasons only. The Sands of Mu I use at all levels from L1 to L50. For the lower levels it's an attack so they don't have to use a power slot for an attack, they can get a defense or support power instead, and at higher level, it's just another attack that does a ton of damage and might hit multiple targets. What's not to like.

I don't like the Axe because it's slow, 1 target, and does lower damage. On the other hand, for melee types based on armored weapons users and other concepts, it's perfect. I'd also take it if I were doing a ghost slayer type of character.


 

Posted

I usually take Sands because it's usually more effective, but I do like the Axe for some things and on some characters. One other minor point is that you can pull out the Axe in noncombat roleplaying or just showing off; Sands doesn't look like anything.

But now I have the Vet badge that lets me pick up the one I skipped, so I generally have my cake and eat it, too!


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----------------------------------------------------------

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Posted

Quote:
Originally Posted by BBQ_Pork View Post
The other problem: The vet powers can't be slotted for anything, including Accuracy, so they attack at your base Accuracy/ToHit. The Ghost Axe is primarily when fighting against foes that drop ToHit DeBuffs, which makes the problem worse.
Not entirely true -- global bonuses DO affect these powers. So on any toon with additional Accuracy, either power will generally hit more often than without.

I choose Sands 100% of the time (with only 1 exception for character concept reasons), but used to mostly ignore it. Once IOs and set bonuses came on the scene, however, the Sands has become an integral part of my attack chain on all of my melee toons.


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Posted

Quote:
Originally Posted by Eric Nelson View Post
Once IOs and set bonuses came on the scene, however, the Sands has become an integral part of my attack chain on all of my melee toons.
I usually end up using it if I've got nothing else to do, such as when I'm playing an MM and waiting for stuff to recharge or something. It's a nice little extra to keep around.

I've only gone with the axe on one toon, but that was ages ago and I can't recall if it was every that helpful.