Sands of Mu
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One important thing to remember when using any Vet Reward is that your Streakbreaker Code is based on the WORST to hit rating you've recieved in the last couple of minutes. If you have a lot of unslotted (for Accuracy) attacks or use a lot of Vet Rewards, the number of misses you have to get before a Streakbreaker kicks in increases. So your overall hit ratio decreases as you use inaccurate attacks.
For this reason, the BEST time to use Sands of Mu, or any Vet Reward, is right after you've missed two or three times in a row. The Streakbreaker should kick in and force the attack to hit. If you use Vet Rewards a lot, or attacks that aren't slotted for Accuracy, then you'll want to wait until the third time you miss before you try Sands. If you have all your Powers (attacks AND any other power that takes a to hit roll to hit a foe) and you're sure your to hit is always 95%, then you can probably go ahead and try it after only one miss.
Likewise, this should be obvious, but if you always use Sands of Mu after Aim or Build Up, not only will you have the best chance of hitting (since it will boost your to hit) but this will keep the Streakbreaker up and you won't miss as often.
Honestly, the Temp Powers are designed to scale with level in the damage they do, so they don't NEED to be slotted, but the fact that they lose accuracy as you go up in level (because the beginner bonus for accuracy goes away) is the main factor that makes them less useful at high levels. Likewise, they can't be slotted for Endurance, so they are most costly compared to standard attacks, too. They are useful to Defenders, Controllers, Masterminds, or even Brutes, as they are "immune" to damage modifiers and always do the same damage no matter your AT or Inherents. But at best they are "as good" as a regular attack, and they are best used sparingly, when you have a to hit buff up.
Finally, I'll add that as noted, if Sands of Mu was a normal attack (needing to be slotted) it would do the same damage as Shadow Maul. (It IS Shadow Maul, even down to the ability to hit two targets if positioned carefully) Flurry overall does about half the damage. I've often said Flurry needs to have its damage set the same as Shadow Maul, or within about 75% of it, and hit targets in a shallow cone like Shadow Maul does. It would make the power considerably more attractive.
Ironically, Flurry has a very low End cost and Recharge time for the damage it does, when what it really needs is MORE End cost and recharge so it can deal more damage in the given cast time. Jump Kick used to have the same problem, was given the ability to be interrupted halfway through, but actually still retains the End cost and Recharge given to try and get more players to use it.
I also have a number of animations I'd like to see for Sands of Mu in place of the current one, including the old Storm Kick animation, which did a Flurry-like kick where the character struck several times while standing on one foot.
Here's another dumb question from me... I CHOSE Sands on my main toon, but somehow, I ended up with the Axe. Can I reverse that somehow?
I also have a number of animations I'd like to see for Sands of Mu in place of the current one, including the old Storm Kick animation, which did a Flurry-like kick where the character struck several times while standing on one foot.
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Maybe Capcom threatened to sue?
The "Toes of Mu" animation had other issues.
There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.
OK silly vet question. How do I claim vet rewards?
I got the 18th month badge this month and according to wikia I should have gotten sands/axe and the sprints by now? |
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Always depend on Paragonwiki instead.
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I got tired fanning bosses with my foot, glad they changed it.
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Hmmmm, after reading some of these posts on the Sands of Mu, maybe they should change the name to the Sands of Poo....lol.
After thinking about it further, on those whiffs, that darn animation is soooo long (seems like it lasts 5 seconds, which is a lifetime in a MMO game), that you become somewhat vulnerable during those many whiffs that Sands of Poo will give you. I guess the only real benefit for me is getting this in the early stages of my toons life and never having to rely on Brawl again, which should be burned, crushed and crumpled out of existence forever as the most useless power!..lol. |
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No, the animation was long for the amount of damage it did. I had it on my earliest MA/SR scrapper.
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That doesn't mean I wouldn't like to see the original animation for "style", though. I have some characters that could use it as pseudo-martial arts, which they can't get from the Power Pool.
I actually saw a video of it a while back, brought back some memories. That and, "Wait for it... wait for it... wait for it... annnnnnnnnnnd.... GOTCHA!" Cobra Strike.
Jade_Dragon has shown me the light!
The problem with the Sands of Mu, Flurry, Shadow Maul attack chain was unequal acc slotting.
Since you can't slot Sands, don't slot the other two for ACC. Then get tactics and slap on the +tohit IO.
Profit?
Be well, people of CoH.
No, the animation was long for the amount of damage it did. I had it on my earliest MA/SR scrapper.
I got tired fanning bosses with my foot, glad they changed it. |
*Based on vague, years-old memories. YMMV
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I love Sands of Mu, and have used it as part of my attack chain up to 50 on various Controllers and Defenders. I got by with global accuracy bonuses, typically around +40% on Defenders (3 Thunderstrikes, 2 Positrons) and a bit less on Controllers.
I've used it on most tanks as an extra attack, plus to work through the Rage crash on Ss-ers.
In addition to all the benefits already listed, it does half Negative damage, which is great against Rikti.
I guess I wouldn't use it much on a weapons Scrapper, due to the ptoprotionally lower damage and redraw, or on a Blaster, where the long root matters more and your entire try is full of attacks by 20.
I just used it heavily last night on my level 44 fire/fie scrapper. I was fighting my doppleganger and the combination of enormous fire resists and healing flame means that most of my main attacks were worthless.
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Yeah, I like it on some of my older characters as an occasional boost when fighting robots with S/L and events like that. Sands of Mu'ing a Zenith bot in the face can take it down a lot quicker than clanging on it with your sword.
I give it to all my characters and some grow out of it and some keep it around.
So, or course, the very next character I create picks Sands instead of Nemesis Staff for RP reasons. Go figure.
I've always wished that instead of just two melee powers and two ranged powers that the system would let us pick from a larger pool of choices. For instance I have a tech based electric blaster for whom basically NONE of the 4 current choices really makes any sense for her. She's the science-geek type who'd use a hi-tech taser or tricorder-type device, not a "mystical axe/magic wand/whiffy punches/steampunk staff" we're currently limited to.
If we had more choices there'd be less need to have to focus in on whether Sands of Mu by itself is good or not. People would be more free to take the choices that are appropriate for their characters not only from a RP point of view but from a AT/powerset point of view. A larger number of choices would provide a larger number of damage types or side effects from these powers that would integrate better with more ATs/powersets.
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