Newbie Inv/DM question:
Shadow Maul is a decent if slow attack; I'd probably have 5-6 slots there... eventually. Key word there is eventually since there are lots of other demands for your slots.
If you're unsure of what to get or slot you may want to check out my beginner's guide to the first 20 levels of an Invuln tanker (link in my signature).
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Yeah, I had already checked that. It says I should place them on my latest learned attack from the secondary power set, which would be Shadow Maul. But since it's not specific, I wasn't sure if it would really apply to any secondary power. I hadn't decided yet either because while I do want to do more dps, the extra resistance from TI or healing from DP would also help a lot. Especially because I can't do much damage to zombies anyway because of their resistance to smashing. And since those are the focus of my current quest chain...
I wouldn't make long term decisions about slots based on what you're fighting at level 5.
At any rate, I would plan on giving Shadow Maul six slots eventually, and probably six slots early. Slotting decisions at TO levels probably should be made with a road to their long term benefits. But over the short term, you aren't going to be able to enhance the effects of TI or DP significantly with TOs.
Slotting up your primary can be done a bit later, in the levels after you start taking stuff like your travel power prereq, your travel power, Swift or Hurdle, and Health. The next level after those will give you 2 free slots that you aren't immediately going to need to give to the power you just took. Give those go-anywhere slots to TI and Dull Pain and slot up your attacks to the extent possible while you can afford it.
Later on, 32+, look into the Multi-Strike set for Shadow Maul. That is a very basic, well balanced, and affordable set that gives bonuses that aren't game-changing but certainly useful; and as Dark Melee you have several places it could go, and they do add up.

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I wouldn't make long term decisions about slots based on what you're fighting at level 5.
At any rate, I would plan on giving Shadow Maul six slots eventually, and probably six slots early. Slotting decisions at TO levels probably should be made with a road to their long term benefits. But over the short term, you aren't going to be able to enhance the effects of TI or DP significantly with TOs. Slotting up your primary can be done a bit later, in the levels after you start taking stuff like your travel power prereq, your travel power, Swift or Hurdle, and Health. The next level after those will give you 2 free slots that you aren't immediately going to need to give to the power you just took. Give those go-anywhere slots to TI and Dull Pain and slot up your attacks to the extent possible while you can afford it. Later on, 32+, look into the Multi-Strike set for Shadow Maul. That is a very basic, well balanced, and affordable set that gives bonuses that aren't game-changing but certainly useful; and as Dark Melee you have several places it could go, and they do add up. |
In the low levels, 1-11, I generally don't even bother to actually slot anything. Sure, if an accuracy or something else I can use drops I'll slot it but in general TO enhancements don't offer enough boost to really be worthwhile. The sole exception to that would be accuracy; and really since the "beginner's luck" tohit buff in the first 20 levels went in even that's not critical.
Anyway, hopefully we've made things clear as mud for you

COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
In the long run, about how many extra slots would I want my Shadow Maul to have? I just hit level 5 and want more damage, but I don't know if it would be a good idea to put the slots I got into SD or an inv skill mostly because I don't know if I even should put slots into SD at all.