Dark Manipulation
Are you aware that if you target the furthest enemy you intend to hit and then spend a quarter second or so backing up while you fire a cone, the cone's range becomes larger? This has a very minimal impact in terms of time spent positioning but it pays big dividends for damage. A patch in the last year or so attempted to alter this behavior but it failed to do so.
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[Edit:] Also, I think you're basing your assessment off use on toons that are fighting a large group of foes aggro'ed on them, still active so they move and clump, and in melee range. A situation most Blasters try to avoid.
Kosmos
Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)
It would make sense to have Cloak of Darkness to go with Soul Drain, so you don't get attacked before actually using the power.
"PvP Messiah"
Replace Soul Drain for Build Up, only thing I ask for in this set up. Far more utility for different playstyles with Build Up.
No thank you, Soul Drain is soooo beautiful.
All of these are massive compared to Shadow Maul.
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in all fairness, several of those are not, in point of fact, melee cones
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With that definition of "melee cone" only Head Splitter, Golden Dragonfly and Cleave have smaller areas (5.6 sq ft versus 6.1) and they all have double the target cap at 10 vs 5. Jacob's Ladder has a slightly wider arc of 50 degrees (making it 11% larger) and Shatter is 1' longer (making it 31% larger).
The smallest non-melee cone is Fire Melee's Breath of Fire at a mere three times the size, and with twice the target cap, of Shadow Maul.
So Shadow Maul is arguably effectively the smallest (considering both area and target cap) cone attack in the game.
Kosmos
Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)
I'd say any cone with a melee attack type vector for defensive determinations is a "melee cone". Which includes Shockwave (Claws version), btw, but not Repulsing Torrent, Breath of Fire or Throw Spines.
With that definition of "melee cone" only Head Splitter, Golden Dragonfly and Cleave have smaller areas (5.6 sq ft versus 6.1) and they all have double the target cap at 10 vs 5. Jacob's Ladder has a slightly wider arc of 50 degrees (making it 11% larger) and Shatter is 1' longer (making it 31% larger). The smallest non-melee cone is Fire Melee's Breath of Fire at a mere three times the size, and with twice the target cap, of Shadow Maul. So Shadow Maul is arguably effectively the smallest (considering both area and target cap) cone attack in the game. |
Is there a phrasing error in your first paragraph (or have I misread it repeatedly)? How do you conclude that Shockwave is a melee cone, but then consider Throw Spines or Breath of Fire as ranged? Sure, the game inexplicably calls Shockwave a melee cone, but it has the same range and cone arc as Throw Spines and accepts the same Targeted AoE IO sets. Meanwhile, Breath of Fire you firmly lump into the range category, and while it also accepts Targeted AoE sets, with its much smaller size, it could be argued to just be a big melee cone (this power has its own unique terminology even, calling it a Close Cone).
Also Head Splitter only has a 5 target max. Even though both Golden Dragonfly and Cleave improperly retain their 10 target max, suggesting it as a benefit after eloquently arguing that it is impractical to get more than 2 people in Shadow Maul is goofy at best.
All that being said, the more I think about it, the more I realize that the pros for Shadow Maul fade rapidly when taken out of Dark Melee and when placed into the hands of a blaster. Shadow Maul works in Dark Melee, because where else are you going to get an AoE power? Its only real benefit is that it is a cheap, fast recharging AoE. In Dark Melee, that is actually quite a large benefit. In a blaster set it has to be compared to all the other AoEs they could possibly get. In that context, Shadow Maul is quite bad.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Oh yes it is. Ever hear of Shockwave? Repulsing Torrent? Breath of Fire? Slice? Flashing Steel? Throw Spines?
All of these are massive compared to Shadow Maul. |
Considering the target cap of golden dragonfly and head splitter is pretty funny seeing as the only way you're going to hit even five targets with those is against a huge horde of rikti monkeys or by model stacking with a corner or during an ambush farm. However, I do concede that shadow maul isn't as big as I was thinking, especially if you compare it to non-scrapper cones. It's still better than many melee cones in many ways, but size is not often among them.
I'm not saying I'd happily take and use shadow maul on a blaster, indeed I don't see myself using this set as it currently stands unless some of the powers have been reworked in ways we're not yet aware of. Saying it's a bad cone, or a bad secondary aoe, et cetera, is just wrong though.
As for your last point there, Strato, I think you could say the same of virtually all secondary aoes for blasters. None of them look good compared to primary aoes, even the crowd-favorite PSW and FSC.
I agree that SM is one of the smaller melee cones. But your post has some oddities.
Is there a phrasing error in your first paragraph (or have I misread it repeatedly)? How do you conclude that Shockwave is a melee cone, but then consider Throw Spines or Breath of Fire as ranged? Sure, the game inexplicably calls Shockwave a melee cone, but it has the same range and cone arc as Throw Spines and accepts the same Targeted AoE IO sets. Meanwhile, Breath of Fire you firmly lump into the range category, and while it also accepts Targeted AoE sets, with its much smaller size, it could be argued to just be a big melee cone (this power has its own unique terminology even, calling it a Close Cone). |
Also Head Splitter only has a 5 target max. Even though both Golden Dragonfly and Cleave improperly retain their 10 target max, suggesting it as a benefit after eloquently arguing that it is impractical to get more than 2 people in Shadow Maul is goofy at best.
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Furthermore, I only stated that it is arguable that the double target cap is worth more than Shadow Maul's 10% larger area (it's actually closer to a 5% larger usable area since the front 2' or so of cones is actually occupied by the caster and therefore not available for housing targets). What I had in mind is that if you AE farm then the 10 target cap actually has value as you can see the good old stacked mobs bug fairly often.
Kosmos
Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)
As for your last point there, Strato, I think you could say the same of virtually all secondary aoes for blasters. None of them look good compared to primary aoes, even the crowd-favorite PSW and FSC.
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The AoE size does matter though, and the primary AoEs do beat out FSC in that category by a good amount. I do not think it outweighs FSCs superior damage punch, but that is not an objective argument. I think lining up Fireball and FSC is easier than lining up two cones or one cone and a spherical AoE, but that is also not an objective argument.
There is no distinction in the game engine between a "melee cone" and a "ranged cone".
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Huh? The time it would take to line up GD for more than 2 targets will far exceed the time it will take to do the same for Shadow Maul. Don't quibble. It is impractical in play to hit more than 2 enemies with any of the 4 powers under this discussion. You know this and argued the point yourself. Even under ridiculous farming circumstances, hitting more than 2 to 4 people is unlikely. I also find I hit 2 targets more often with Shadow Maul than I do with GD, even when multiple targets are available (obviously, I still use GD in my single target attack chain, but will often forgo SM, due its poor performance single target, so I can't really measure my GD vs. SM objectively, any stats I have will show Shadow Maul blowing GD away when comparing percentage of use vs. number of targets hit, just because I freely use GD knowing I'll only hit 1 target, but SM uses are more frequently targeted to try to be AoE).
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Well, fair enough, I can see preferring the big hit to the big area. Lately I tend to view blaster aoes as proc delivery systems as much as they are damagers in their own right. Between posi's and reactive, things like fireball, ball lightning, bullet rain and the actual rain powers are just going to apply a lot more bonus damage to a lot more targets than any secondary aoe can keep up with. If you more often run on higher difficulties and have no problem with hanging out in the middle of spawns I could see the attraction to having bigger initial impacts.
Congratulations, you named six powers and two of them are melee cones. Hint: if a power takes a taoe set, it is not a melee cone. If it takes a pbaoe set and is a cone, it is a melee cone.
Considering the target cap of golden dragonfly and head splitter is pretty funny seeing as the only way you're going to hit even five targets with those is against a huge horde of rikti monkeys or by model stacking with a corner or during an ambush farm. However, I do concede that shadow maul isn't as big as I was thinking, especially if you compare it to non-scrapper cones. It's still better than many melee cones in many ways, but size is not often among them. I'm not saying I'd happily take and use shadow maul on a blaster, indeed I don't see myself using this set as it currently stands unless some of the powers have been reworked in ways we're not yet aware of. Saying it's a bad cone, or a bad secondary aoe, et cetera, is just wrong though. As for your last point there, Strato, I think you could say the same of virtually all secondary aoes for blasters. None of them look good compared to primary aoes, even the crowd-favorite PSW and FSC. |
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Well, all I can say is that to me it makes more sense to go by either the position the attack is defended by or the applicable invention set category you can slot in it. Otherwise by similar reasoning it seems that you'd have to call a power like focus a melee attack.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Ranged cones can accept and be modified by range enhancements (that is about as game enginey as it gets, I think). While I guess we could call that an arbitrary distinction, I think it makes more sense than your arbitrary distinction.
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Huh? The time it would take to line up GD for more than 2 targets will far exceed the time it will take to do the same for Shadow Maul. Don't quibble. It is impractical in play to hit more than 2 enemies with any of the 4 powers under this discussion.
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The real comparison here is with Combustion, and trying to get SM up to the 40% as many foes hit level or so it needs to match Combustion isn't particularly easy. It's not particularly hard either, but the claim I was arguing against was that it was easy. My position is that it's about what you should expect to get without adopting inefficient tactics to try to get more. Shadow Maul and Combustion are comparable in overall value. I just happen to prefer Combustion because I think a Blaster will find more occasions to use it effectively than Shadow Maul.
I'll restate my general position regarding Shadow Maul in Dark Manipulation: It's a mediocre power most comparable in value to Combustion but also close to Thunderstrike and Total Focus. I like the latter two better because they satisfy a tactical role for a Blaster that's harder to fill than "more melee damage against small groups". In my opinion, Shadow Maul is a weakness in Dark Manipulation, along with Death Shroud, not a strength.
Kosmos
Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)
So Repulsing Torrent, with the exact same size as Energy Torrent from a ranged blast set should be considered a melee cone because it is in a melee set? Powers with a range of 30 feet also should be considered melee cones because they are in a melee set? Is Lightning Rod, with a 60 foot range, a melee attack too? What about Shield Charge, it is not in a melee set, but only armored ATs can use it?
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My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
One thing you all should consider is that Shadow Maul is worthy using even as a ST attack. It's actually the second hardest hitting attack in Dark Melee if you hit one target, with 8s rech and 8.53 end cost.
Let's compare Shadow Maul with other AoEs being discussed (using Tanker numbers since they share these powers):
Shadow Maul: 8s rech, 8.53 end, 95.9 dmg
Combustion: 15s rech, 13 end, 57.8 dmg
Actually screw comparing it with other AoEs, if they keep Shadow Maul with the same numbers on rech/end (because Bone Smasher for example is different on melee ATs and Blasters), you can see in City of Data that Shadow Maul is a 2.2638 damage scale attack while some blaster melee STs hit for only a bit more or less:
- Fire Sword, 10s rech, 10 end, 2.36 dmg scale
- Ice Sword, same stats, but 1.96 dmg scale
- Bone Smasher and Havoc Punch have a 2.6 dmg scale on Blasters but they take 14 seconds to recharge and cost 13.5 end
And Shadow Maul can easily hit 2 - yes long animation but it's a cheap attack and it's not wasted even as a ST attack on the melee ATs - actually it's a cone with ST attack stats, so it's more part of the Dark set attack chain than an AoE thrown there like Combustion, with the bonus of being able to hit 2 easily and more if you line up (with practice you can hit 3 regularly, I have several dark melee toons).
I don't think their idea was to include a good AoE power in the Dark secondary, but rather making like /EM and /Elec, the two secondaries that have three solid attacks. They may change the recharge and end cost, since Smite on melee ATs is a 1.36 dmg scale attack that recharges in 6 secs while Charged Brawl/E. Punch on Blasters are 1.96 dmg that recharge in 10, and supposedly Smite is the equivalent to Charged Brawl/Energy Punch, so if they change SM to match rech/end of the 2nd tier attacks you get at level 10 (Havoc/Bone Smasher) just like SM will be available on Blasters, Shadow Maul will end up doing more damage than those even used as a ST attack. The price you pay for that is the long animation time, the bonus you get is being able to hit 2 consistently and 3-4 sometimes (ok hitting 5 is very rare unless you're on an ambush farm or something).
So SM is kind of a different power, since although being a melee cone, it has a rech/end/dmg ratio of a good ST attack. On scrappers, it actually does close to Golden Dragonfly's damage (148.4 vs 164) except you get SM at level 2 and GD at lvl 32. And GD is a 20 degrees cone with 12 end/12s rech, SM is a 45 degrees cone with 8 end/8s on scraps.
So I think SM is a great power for Dark Manipultation, ok I'd prefer Siphon Life but I like SM enough. I think the skippables there will be Death Shroud and Touch of Fear (edit: Dark Pit too, it has REALLY sucky stats, I'd never used the power so I thought it was a mag 3 stun).
One thing you all should consider is that Shadow Maul is worthy using even as a ST attack. It's actually the second hardest hitting attack in Dark Melee if you hit one target, with 8s rech and 8.53 end cost.
Let's compare Shadow Maul with other AoEs being discussed (using Tanker numbers since they share these powers): Shadow Maul: 8s rech, 8.53 end, 95.9 dmg Combustion: 15s rech, 13 end, 57.8 dmg Actually screw comparing it with other AoEs, if they keep Shadow Maul with the same numbers on rech/end (because Bone Smasher for example is different on melee ATs and Blasters), you can see in City of Data that Shadow Maul is a 2.2638 damage scale attack while some blaster melee STs hit for only a bit more or less: - Fire Sword, 10s rech, 10 end, 2.36 dmg scale - Ice Sword, same stats, but 1.96 dmg scale - Bone Smasher and Havoc Punch have a 2.6 dmg scale on Blasters but they take 14 seconds to recharge and cost 13.5 end And Shadow Maul can easily hit 2 - yes long animation but it's a cheap attack and it's not wasted even as a ST attack on the melee ATs - actually it's a cone with ST attack stats, so it's more part of the Dark set attack chain than an AoE thrown there like Combustion, with the bonus of being able to hit 2 easily and more if you line up (with practice you can hit 3 regularly, I have several dark melee toons). I don't think their idea was to include a good AoE power in the Dark secondary, but rather making like /EM and /Elec, the two secondaries that have three solid attacks. They may change the recharge and end cost, since Smite on melee ATs is a 1.36 dmg scale attack that recharges in 6 secs while Charged Brawl/E. Punch on Blasters are 1.96 dmg that recharge in 10, and supposedly Smite is the equivalent to Charged Brawl/Energy Punch, so if they change SM to match rech/end of the 2nd tier attacks you get at level 10 (Havoc/Bone Smasher) just like SM will be available on Blasters, Shadow Maul will end up doing more damage than those even used as a ST attack. The price you pay for that is the long animation time, the bonus you get is being able to hit 2 consistently and 3-4 sometimes (ok hitting 5 is very rare unless you're on an ambush farm or something). So SM is kind of a different power, since although being a melee cone, it has a rech/end/dmg ratio of a good ST attack. On scrappers, it actually does close to Golden Dragonfly's damage (148.4 vs 164) except you get SM at level 2 and GD at lvl 32. And GD is a 20 degrees cone with 12 end/12s rech, SM is a 45 degrees cone with 8 end/8s on scraps. So I think SM is a great power for Dark Manipultation, ok I'd prefer Siphon Life but I like SM enough. I think the skippables there will be Death Shroud and Touch of Fear (edit: Dark Pit too, it has REALLY sucky stats, I'd never used the power so I thought it was a mag 3 stun). |
One thing that's often overlooked is that the cast time tends to get left out when people discuss recharge times. Shadow Maul's cycle time is 11.07s, but only 8s or 72% of that is affected by enhancement or buffs. By comparison a faster cast power such as Bone Smasher has a 15.5s cycle time but 90% of that is reducible. On my moderately high recharge Fire Blaster build the two would recharge in similar times as a result: 5.87s for BS and 5.57s for SM with equivalent slotting. So Shadow Maul's low Recharge Time isn't quite as good as it might seem at first glance because of the long activation that has to occur before it can start recharging and the fact that activation time is fixed. Even on modest 2 SOs worth recharge build that 8s to 14s Recharge Time advantage is reduced to just an 8s to 10s final cycle time advantage.
For ST attack chain consideration the most useful statistical measure by far is the ever popular Damage per Second of Activation or DPA (sometimes also called DPS). Shadow Maul's DS is 2.156 (the number you posted includes Scrapper Crits). It has an ArcanaTime cast of 3.3s. That makes it's DPA 0.653 DS/s. And that's with the 1.0 multiplier Blasters have for Melee instead of the 1.125 for Ranged. Which results in 36.3 DPS unslotted. If you're running at around 250% base from enhancements, buffs and Defiance that's just 90 DPS. That's a good number... for a Defender. For a Blaster it's poor. So it is NOT a good single target attack for a Blaster unless you've managed to leave large holes in your ST attack chain. Most Blaster ST attacks do at least 45% better DPA than Shadow Maul. Even the ST immobs are typically at least 30% better at DPA. All four of the attacks you mentioned are all a LOT better as part of an ST attack chain. Ice Sword does 89% better DPA. Fire Sword is 128% better, and Bone Smasher and Havoc Punch are each 132% better. Even Total Focus does 59% better DPA. Many Blaster AoEs have better DPA too. Buckshot is 48% better. Ball Lightning 33% better, Explosive Arrow 31%. I won't touch Fire Ball because it's too embarrassing, however, Fire Breath beats Shadow Maul's DPA by 4%. Yes, that's right, Fire Breath is as good a ST attack chain filler as Shadow Maul.
Shadow Maul as a mini-AoE on Blasters is mediocre. As an ST attack on Blasters it's downright bad.
As much ragging on Shadow Maul as I've done, I feel I should state I have 2 L50 Scrappers who were designed with concepts specifically to use SM because it was the second power I saw in CoH that made me think "I gotta have that" (Propel was the first). Oscillator was the first Scrapper and second toon I got to 50 behind only my Fire/En Blaster. Dark Harmony was my 1st Pinnacle 50. So I'm not a Shadow Maul hater, I just think a lot of people are being unrealistic about its value to a Blaster.
Kosmos
Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)
If I were going to make changes to the presumed powers and their effects for Dark Manip it would be these:
- Penumbral Grasp should be primarily a -Dmg/-Regen power rather than an Immob. That does away with the Immob overkill of the natural Dark/Dark combo, makes it unique, and still has the same extra value of the ST Immobs in AV fights. Alternatively, it should have normal END cost and Immob that is of side effect duration like MG so that it is more useful in an ST attack chain and doesn't lose as much of its value to the Immob overkill in Dark/Dark.
- Death Shroud should be renamed something such as "Dark Shroud" and made analogous to Lightning Field with a 20' radius and small side effect (say -2.625% to -5.25% ToHit).
- Shadow Maul should be replaced with Cloak of Darkness.
- Dark Pit should be moved up two spots with Touch of Fear and Dark Consumption sliding down one each. Dark Pit isn't great, but it's unique and so I think the sooner it is available the better.
Kosmos
Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)
The "can [...] be modified by" criteria is a good one. However, using it makes only one change to the list and it is utterly irrelevant to my point. It removes Claws/Shockwave. It doesn't do anything to move Shadow Maul out of the group comprising the smallest cone attacks in the game, melee or otherwise.
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I'll restate my general position regarding Shadow Maul in Dark Manipulation: It's a mediocre power most comparable in value to Combustion but also close to Thunderstrike and Total Focus. I like the latter two better because they satisfy a tactical role for a Blaster that's harder to fill than "more melee damage against small groups". In my opinion, Shadow Maul is a weakness in Dark Manipulation, along with Death Shroud, not a strength.
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Death Shroud is an unknown (OK, Shadow Maul is an unknown as well, for all we know they buffed it in some way to make it more worthwhile). If it is a direct port (or worse, a nerfed version like Blazing Aura) then it will be a terrible power. If it gets the Lightning Field treatment, I think it will be OK.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
The "can [...] be modified by" criteria is a good one. However, using it makes only one change to the list and it is utterly irrelevant to my point. It removes Claws/Shockwave. It doesn't do anything to move Shadow Maul out of the group comprising the smallest cone attacks in the game, melee or otherwise.
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Active 50s:
Zero Defex: DP/MM//Mace Blaster
Mutant X-7: Fire/MM//Mace Blaster
Running my Kin/EA gloriously
Come on I21!!!
Sure, the devs are supposed to listen to their customers, mister business 101 out there. And if I decide to start suggesting that the devs change the game from being about superheroes and supervillains to being about clowns that is my right as well, and technically Paragon Studios is supposed to pay attention to me. But I hope strongly that they assume a meth-head somehow managed to hack into my forum account and make paper airplanes out of my posts, because I hope they recognize stupid when they see it. I assume they will recognize futile just as accurately.
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Whew, before this thread crashes and burns, remember that the devs don't clearly define what's a melee attack and what's a ranged attack. So we're left with several arbitrary and often conflicting definitions:
1) A melee attack is a damage power in a "Melee" set (scrapper primary, etc.)? Or
2) A melee attack is a damage power with a range of 7/10/15/20/25 feet or less? Or
3) A melee attack is a damage power that doesn't accept range enhancements? Or
4) A melee attack is a damage power that checks against melee defense? Or
5) A melee attack is a damage power that accepts melee damage or PBAoE invention sets?
Some definitions are more useful than others, but at least make recognize that there's big potential for miscommunication here.
Ice/Ice Blaster. Dedication to concept is an ugly thing.
Claws/WP Brute. Sex without the angst.
Every CoX character lies somewhere on this spectrum.