Shadow Maul cone...


Andferne

 

Posted

Dark Melee has really drifted to the middle of the pack for single target damage. Even herding to inflate Soul Drain its single target DPS is not top tier. I am not seeing Siphon Life, as good as it is, making up for the set's utter lack of AoE.

Is there any chance we can see a buff to Shadow Maul's cone to make it equal to the cone used by Guarded Spin from the Staff set? Instead of a 45 degree cone with a 7 range make it a 90 degree cone with a 9 range. It won't be as good as the standard PBAoE, but at least Dark Melee will see some tolerable AoE from it.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

Isn't the problem with Shadow Maul (and Dark Melee in general) more a "number of targets" problem than a "shape of cone" problem? I often get all five enemies in the cone...but five at a time is all Dark Melee ever gets.

It seems to me expanding it to up to 10 targets affected would be a more immediately useful change.


If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

I dropped shadow maul a long time ago for my DM/SD build. The animation sequence is far to long for my tastes and can lock you down. As for single target damage issue. Even without soul drain saturated I am not having any issues, comparatively speaking. Midnight Grasp, Smite, Siphon Life, Smite, repeat works wonders. Long as you have enough recharge to run it smoothly.


 

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Quote:
Originally Posted by Sailboat View Post
Isn't the problem with Shadow Maul (and Dark Melee in general) more a "number of targets" problem than a "shape of cone" problem? I often get all five enemies in the cone...but five at a time is all Dark Melee ever gets.

It seems to me expanding it to up to 10 targets affected would be a more immediately useful change.
While I am out of practice using Shadow Maul, even when I was much better I wasted too much DPS repositioning and even then a 5 pack was uncommon. Once enemies surround you it takes a backing maneuver followed by a slight delay to get multiple opponents in the cone. Staff's cone, on the other hand, can be used fairly well, is tolerant to faster positioning, and still requires a respectable amount of skill to leverage.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

Quote:
Originally Posted by Andferne View Post
I dropped shadow maul a long time ago for my DM/SD build. The animation sequence is far to long for my tastes and can lock you down. As for single target damage issue. Even without soul drain saturated I am not having any issues, comparatively speaking. Midnight Grasp, Smite, Siphon Life, Smite, repeat works wonders. Long as you have enough recharge to run it smoothly.
What kind of pylon times are you getting?


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

Quote:
Originally Posted by Moonlighter View Post
What kind of pylon times are you getting?
I've never timed a pylon. Honestly never really cared that much for it. When I mention comparatively, I mean from the groups is consistently run with. The toon is capable of annihilating almost anything at +4/x8 and doing so in a timely manner.

Back on your question though. Buried somewhere in this thread I know Sant and a few others talked about DM optimal attack chain and its pylon times.

http://boards.cityofheroes.com/showthread.php?t=192252


 

Posted

Quote:
Originally Posted by Andferne View Post
I've never timed a pylon. Honestly never really cared that much for it. When I mention comparatively, I mean from the groups is consistently run with. The toon is capable of annihilating almost anything at +4/x8 and doing so in a timely manner.

Back on your question though. Buried somewhere in this thread I know Sant and a few others talked about DM optimal attack chain and its pylon times.

http://boards.cityofheroes.com/showthread.php?t=192252
I'd be interested to see how fast you can clear one of those maps as compared to a set with average AoE. My anecdotal experience is that it takes my DM/Shield a lot longer to clear maps than, say, Claws or even my MA/Shield.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

Why do you need more AoE with DM/SD? After each Shield Charge there is no more mob to worry about. Just a boss or two, and maybe a lt or two who can easily be dispatched with a single strike after that. Soul Drain + Against all odds + Shield charge is the end of most mobs even at +4.

My shield charge is up every 24 seconds and soul drain is just shy of being perma with a 2 second gap.


 

Posted

Quote:
Originally Posted by Andferne View Post
Why do you need more AoE with DM/SD? After each Shield Charge there is no more mob to worry about. Just a boss or two, and maybe a lt or two who can easily be dispatched with a single strike after that. Soul Drain + Against all odds + Shield charge is the end of most mobs even at +4.

My shield charge is up every 24 seconds and soul drain is just shy of being perma with a 2 second gap.
Because that means you end up taking forever to kill every other spawn? And balancing Dark Melee because Shield Charge is that good is probably a bad call.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

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Quote:
Originally Posted by Moonlighter View Post
Because that means you end up taking forever to kill every other spawn? And balancing Dark Melee because Shield Charge is that good is probably a bad call.
I have no issues killing any of the spawns and never slow down with my build. Going from one to the next without stopping and often leading one group to the other so I can wipe out two at once. End recovery is good enough that even carnies do not cause me to slow from mob to mob, dark. None of this with inspirations. I do not want to keep derailing your thread though. Sorry about that.

Dark Melee is geared more towards single target. Increasing it's AoE output should not be the answer if you believe it is only mediocre for ST.

Now if Shadow Maul under-performs compared to other similar AoE attacks. That would be different. Which honestly I would not know as I skip this power for reasons I've already stated.

The title of the thread mentions Shadow Maul, but your first paragraph consists of talking about it's average ST damage (It's been a while since I have looked at the numbers. But I thought a fully saturated soul drain did place Dark Melee at the top of the foot chain for ST.).

Then you move on to buffing it's AoE damage instead. Are you wanting to get DM better AoE or solve it's mediocre ST.


 

Posted

Quote:
Originally Posted by Andferne View Post
I have no issues killing any of the spawns and never slow down with my build. Going from one to the next without stopping and often leading one group to the other so I can wipe out two at once. End recovery is good enough that even carnies do not cause me to slow from mob to mob, dark. None of this with inspirations. I do not want to keep derailing your thread though. Sorry about that.

Dark Melee is geared more towards single target. Increasing it's AoE output should not be the answer if you believe it is only mediocre for ST.

Now if Shadow Maul under-performs compared to other similar AoE attacks. That would be different. Which honestly I would not know as I skip this power for reasons I've already stated.

The title of the thread mentions Shadow Maul, but your first paragraph consists of talking about it's average ST damage (It's been a while since I have looked at the numbers. But I thought a fully saturated soul drain did place Dark Melee at the top of the foot chain for ST.).

Then you move on to buffing it's AoE damage instead. Are you wanting to get DM better AoE or solve it's mediocre ST.
I don't understand what you are arguing here. Are you claiming that Dark Melee's power is so overwhelming compared to other primaries that increasing the cone size on Shadow Maul would make it too good? The fact that you don't even take Shadow Maul not only supports my suggestion, but I can't fathom why you are arguing against making a power you don't deem worthy of including in your build a little bit better.

~ Dark Melee could use some AoE. The set is anemic even compared to Martial Arts.

~ Guarded Spin set a new standard for cone size, and that's on a set with a PBAoE and an additional cone.

~ You can say Dark Melee is single target oriented, but nothing about its single target damage performs *so* well that it justifies only one 45 degree 5 person cone.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

Is it fair that DM get improved AoE? What other set directly gives you endurance (while doing damage) and buffs your damage for 30 seconds a pop (while also doing damage)?

If you want AoE damage it seems to me your best option comes from leveraging your defensive powerset and ancillary power pools. That's what I did on my DM/ElA/Sould Brute and taking down spawns is pretty simple.


Under construction

 

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Soloing Pylons is not the standard by which developers balance power-sets.


 

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Quote:
Originally Posted by Moonlighter View Post
I don't understand what you are arguing here. Are you claiming that Dark Melee's power is so overwhelming compared to other primaries that increasing the cone size on Shadow Maul would make it too good? The fact that you don't even take Shadow Maul not only supports my suggestion, but I can't fathom why you are arguing against making a power you don't deem worthy of including in your build a little bit better.

~ Dark Melee could use some AoE. The set is anemic even compared to Martial Arts.

~ Guarded Spin set a new standard for cone size, and that's on a set with a PBAoE and an additional cone.

~ You can say Dark Melee is single target oriented, but nothing about its single target damage performs *so* well that it justifies only one 45 degree 5 person cone.
You seem to think that Dark Melee is just average when it comes to ST damage. Which I believe otherwise. That it's AoE is lack luster (which I do agree with). But since it is focused more on ST damage and not AoE damage. That's fine. One power set should not be top tier in everything or even close. You have to give a little to get a little.

When I first picked up Dark Melee I used Shadow Maul. Then after talking with some of the other DM/SD people in that thread. I found that if I was wanting to maximize my ST damage output. Shadow Maul only hindered me in that aspect. Hence why I mentioned the attack chain that I run of Midnight grasp, smite, siphon life (which is an absolutely great power), smite.

AoE powers for DM: Shadow Maul, Soul Drain, Dark Consumption. For a ST set it seems to have several AoE options. Are they great? For strictly damage, no. But for what they are there for they work wonders.

Something else that this boils down to, and it's just how things seem to work. IF Shadow Maul was to get a boost, most likely something else would suffer and I would rather keep the set as is. Because it works amazingly for everything I've experienced in game.


 

Posted

Quote:
Originally Posted by Warkupo View Post
Soloing Pylons is not the standard by which developers balance power-sets.
And they should not balance it around soloing pylons.

Soloing Hamidon is a much more accurate measure of powerset balance.

Who's first?


 

Posted

I don't have any trouble with AoEs when I have [Fire Ball]. Perhaps... get fire ball?



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

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Quote:
Originally Posted by Elf_Sniper View Post
And they should not balance it around soloing pylons.

Soloing Hamidon is a much more accurate measure of powerset balance.

Who's first?
I just haven't gotten around to it. I want to eventually though. Maybe some weekend I'm bored.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

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Quote:
Originally Posted by Erratic View Post
Is it fair that DM get improved AoE? What other set directly gives you endurance (while doing damage) and buffs your damage for 30 seconds a pop (while also doing damage)?
Is the endurance boost really worth no AoE? I am not even talking about bringing DM up to, say, Martial Arts level of AoE here.

As for damage buffs, tons of sets do that. Claws, Dual Blades, Staff and they don't require contrived herding techniques to leverage it.

Quote:
If you want AoE damage it seems to me your best option comes from leveraging your defensive powerset and ancillary power pools. That's what I did on my DM/ElA/Sould Brute and taking down spawns is pretty simple.
No I want the set to be balanced without requiring outside help which, incidentally, all sets can leverage.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

While AoE is very desirable these days, I think Dark Melee is balanced enough without having it in buckets. I see Dark as very much a self support attack set, you've got endurance management, a self heal, -tohit to enemies and a strong ST fear. The single target damage certainly feels higher than the average set and the fact it severely lowers downtime between groups and even adds to survivability in a fight (especially on a high recharge build) I feel makes up for the fact that, by itself, it can't just one shot every Minion in sight.

Dark Melee's strength doesn't lie in and of itself, but what it adds to your other powerset/s and the character's overall performance. Look at your secondary set and wonder what it would be like with no endurance problems and a small self heal added while paired up with a single-target focussed set. I for one like it paired with Regeneration, Shield and Fiery Aura and I know it's a powerhouse of survivability with Invulnerability and Energy Aura.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

Quote:
Originally Posted by Andferne View Post
You seem to think that Dark Melee is just average when it comes to ST damage. Which I believe otherwise. That it's AoE is lack luster (which I do agree with). But since it is focused more on ST damage and not AoE damage. That's fine. One power set should not be top tier in everything or even close. You have to give a little to get a little.
No, it's good single target damage. Comparable to other top sets. Dual Blades matches it or comes close enough that only timed runs show any real difference. And that set has significant bonus damage, a PBAoE and two cones for AoE attacks.

Quote:
When I first picked up Dark Melee I used Shadow Maul. Then after talking with some of the other DM/SD people in that thread. I found that if I was wanting to maximize my ST damage output. Shadow Maul only hindered me in that aspect. Hence why I mentioned the attack chain that I run of Midnight grasp, smite, siphon life (which is an absolutely great power), smite.

AoE powers for DM: Shadow Maul, Soul Drain, Dark Consumption. For a ST set it seems to have several AoE options. Are they great? For strictly damage, no. But for what they are there for they work wonders.

Something else that this boils down to, and it's just how things seem to work. IF Shadow Maul was to get a boost, most likely something else would suffer and I would rather keep the set as is. Because it works amazingly for everything I've experienced in game.
Soul Drain and Dark Consumption are not feasible AoEs. They are utility powers with long cooldowns that happen to do damage.

It doesn't work well for everything else in game. You're experience is tainted by an overpowered Shield Charge. Run some big missions on DM/SR and come back with the performance.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

Quote:
Originally Posted by CBeet View Post
While AoE is very desirable these days, I think Dark Melee is balanced enough without having it in buckets. I see Dark as very much a self support attack set, you've got endurance management, a self heal, -tohit to enemies and a strong ST fear. The single target damage certainly feels higher than the average set and the fact it severely lowers downtime between groups and even adds to survivability in a fight (especially on a high recharge build) I feel makes up for the fact that, by itself, it can't just one shot every Minion in sight.

Dark Melee's strength doesn't lie in and of itself, but what it adds to your other powerset/s and the character's overall performance. Look at your secondary set and wonder what it would be like with no endurance problems and a small self heal added while paired up with a single-target focussed set. I for one like it paired with Regeneration, Shield and Fiery Aura and I know it's a powerhouse of survivability with Invulnerability and Energy Aura.
I don't dispute the utility of the set. For mitigation I feel Parry provides equivalent protection; Parry/Divine Avalanche is better on a set with a heal and Siphon Life is better on a set with Defense.

It's not like I am asking for AoE "in droves" rather for Shadow Maul, which many people admittedly skip, to be competitive in area with Guarded Spin.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

Quote:
Originally Posted by Moonlighter View Post
Is the endurance boost really worth no AoE? I am not even talking about bringing DM up to, say, Martial Arts level of AoE here.
Not just endurance boost, but endurance coupled with damage. Properly slotted one target can fill your endurance bar and you can have the power available every 45 seconds. If your burn rate is less than a bar of endurance every 45 seconds that means never running out of endurance. If your burn rate is greater. . .geesh, that means your pumping out some serious damage or running an ocean toggles which means you're better off by far than someone who isn't (otherwise you would not be running them).

Quote:
As for damage buffs, tons of sets do that. Claws, Dual Blades, Staff and they don't require contrived herding techniques to leverage it.
Blinding Feint and Claws give you +37.5% to damage for 10 seconds. As Soul Drain lasts THREE TIMES AS LONG it basically need only gives you one-third the boost to be on equal footing--something you'd get from hitting one target with Soul Drain. However I have to imagine that most people using Soul Drain aim to use it in situations where they are hitting far more targets. Heck, I routinely manage to use it on full groups with my Blaster who has far weaker defenses whereby to survive the results of using it than a Scrapper does.

In all honesty, you don't want developers looking too closely at Soul Drain (and hence Dark Melee). If they did, things would get changed all right.

I tend to look at powersets in terms of what they don't provide because there is something that every powerset doesn't offer, and for Dark Melee that is area damage. That does not mean you can't have an effective area attack damage dealing character if you take Dark Melee, it means that is what you have to work to achieve. You have multiple people in the thread (myself included) indicating how we managed to do so.


Under construction

 

Posted

I hate having to do huge quote brackets that go on and on. So forgive me that I do not quote block anything for the response.

Toying with other sets I've found Dark Melee to be more than just good in ST damage than most other sets. Maybe we have a severe difference in play style and results.

Soul Drain is about 2 seconds shy of being permanent for my build. It along with Dark Consumption are both fabulous powers. As already explained by someone else. For being damage dealing attacks that also boost Damage/To-hit, or Endurance. They're great.

Shield charge is overpowered. This was said a lot even when it was not 'working as intended'. Then when it got 'fixed' people were going to swear off the set. None of this changes anything about Dark Melee. My experience is tainted? My first 50 was a Scrapper DM/Inv and had no issues. Once /SD came out I deleted that character for my DM/SD to fit my character concept more. My DM/Inv did exactly what he was built for. No die and deal great ST damage. Currently I am leveling up a DM/Inv Tanker who so far has had no issues for content with the exception of some end problems here and there. He still does not have dark consumption though. Both of them are excelling at what they are built for. ST damage and survivability.

What's gone on so far in this entire thread is without touching on every attack in DM giving a -to hit buff as well as well as damaging. One of which even heals you.


 

Posted

Slot Soul Drain with 5 armageddons and a to-hit buff L50+5 IO and slot Dark Consumption with 3 erads + 2 scirocco/multistrike (or 5 oblits) and a L50+5 endmod IO.

Shadow Maul is good...but those 2 are AoEs that hit far more targets and can be made to deal above average damage. There's more AoE in DM than most people think.


Currently Playing:
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Posted

There have been some good counter points here. Some I can see, some I just don't understand.

~ The argument that Shadow Maul is fine because people skip it and get their AoE from outside sources baffles me. From what I can tell many people that are arguing against a change to the cone size don't actually take Shadow Maul in their builds. I honestly can't fathom or respond to this argument; I just don't get it.

~ The point that Dark Melee can leverage Soul Drain and Dark Consumption as AoEs is an interesting point. I understand the point, but I have a hard time considering powers with a 120 second recharge and 180 second recharge to be serious AoE damage dealers. In order to even use these every spawn you will need to be perma-Hasten, and even then Dark Consumption is up every 40 seconds.

At its best a Dark Melee scrapper enter a spawn and hit Soul Drain and then hit Dark Consumption. At that point you will have (assuming target cap) +150% damage for Soul Drain (50% base plus 10% per target up to 10 is Red Tomax City of Data is to be believed.)

Soul Drain hits for 55.05 + (55.05 * .96) = ~107
Dark Consumption hits for 68.82 + (68.82 * 2.46) = ~ 238

The total damage in this cycle is ~ 345.

A minion at level 50 has ~430 health not including resistance.

After this you'll be sitting on a spawn that has many minions at 90 health, Lts at 507 health and bosses at 2235 health.

At this point you will either be using Shadow Maul or you will be hitting everything else with single target attacks for the next 40 seconds or so. I am not seeing this as a legitimate AoE strategy. The only other option is to go outside the set for AoE. That's fine, but all sets can boost their AoE with that strategy so I can't really see using that argument against balancing this set.

(Edit: So assuming we hit Soul Drain again in 30 seconds, that will kill of the minion if they have no resistance. So if we then concentrate on hard targets we can clear a spawn this way and let Soul Drain finish the smaller stuff. Two points here, that strategy doesn't work if the spawn is +1 or higher or has any resistance to negative. It also leave you with a 30 second gap before you can use Soul Drain to damage the next spawn.)

~ The point that Dark Melee has great single target damage is fine, but I haven't been able to get exceptional single target from Dark Melee/Shield. Yes, I use the pylons to measure the DPS. Single target damage is great early, but once the fodder dies off the damage just drops off and the time to kill the last part of the pylon drops dramatically.

To respond to the person that says pylon times aren't important, I don't disagree. Single target damage is only good for hard targets and stupid scrapper tricks. We are, however, discussing the single target advantage that Dark Melee has over other sets and using the pylon to do that is simply a decent substitute for how the set will perform against hard targets.

~ The point that Dark Melee has a a lot of utility is a good one. Having a good endurance management tool in the primary is a big advantage. Having a heal in your attack chain is a great advantage. I am less excited about the ToHit debuffs which substantially drop off as opponents scale up, and most people I have seen skip Touch of Fear because the game tends to scale to a place where single target debuffs and soft controls that require DPS loss aren't really useful.

Is this utility enough to warrant Shadow Maul's small cone? I don't mean to sound like a jerk but I am still of the opinion that Shadow Maul could use a small buff in the form of a bigger cone.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563