Strength/Axe build that I created

jon0592

jon0592

Wilds Pathfinder

Join Date: Jan 2006

N/

Here's my idea of a strength build with some added in axe.

W/any

Equiptment
Glads armor (the +7NRG is really needed)
Sundering/Furious Axe of Fortitude
Any +30 always shield req strength

Strength- 12+whatever you want
Axe- 10
Tactics- rest

Charging Strike/Enraging Strike
Power Attack
Griffon/Leviathan Sweep
Executioner's Strike/Cleave/Eviscerate
Penetrating Blow/Dismember(if you took evis)
Penetrating Chop
Bonetti's Defense
Res/hard res if /mo

This build is sort of an offensive spiker, I think you require the monks attention.

For the first version, lets assume you have the first skill in the multi ones (that means charging strike, exe strike, res). Before combat, use charging and open with power attack, then build up your adren to spike all 3 axe skills, then once you're out of adren, you can continue the spike w/ the energy-based strength skills.

Second version, start with enraging and run in and power attack. then cleave should be powered up soon and evis a bit later. cleave/evis away, then pene blow/dismem and like the first version finish spike off with the energy-based strength skills.

Obviously, there is a tad of defense, bonetti's. But like I said before, it's offensive and needs party members defence.

Any changes I should make?

P.S. If you want to, you could take out one of the pene axe atks for a IAS (anything but frenzy ftw-eles spike so hard)

bleh

bleh

Krytan Explorer

Join Date: Aug 2005

N.Z.

_

P/

well if this is for pve i think it may be a bit too offensive because in pve there is no real need to spike monsters, bosses yes but often a nuker is better for that role so in a team of eight i dont think this would be great.

It would have potential though in either pvp if you went W/N with plague touch or in pve as a component in a 4 man farming group as a main damage dealer or back up damage.

possibly drop some of the less usefull skills i.e. griffons as its not always usefull and if you want to deal alot of damage it would be better to have more in axe rather than strength.

thats my thoughts but i havn't used it so can't completely tell.

Blkout

Krytan Explorer

Join Date: Jul 2005

10 in axe mastery won't work. 15-16 in axe mastery is a MUST for axe warriors.

Zamochit

Zamochit

Furnace Stoker

Join Date: Jul 2006

N/A

Quote:
Originally Posted by Blkout
10 in axe mastery won't work. 15-16 in axe mastery is a MUST for axe warriors. I would urge you to consider this if you are going to think about taking this build into PvP. Simply put anything less than this and you will not have a truly effective spike.

A spike is meant to be as much damage as possible over the shortest possible time. With 10 in axe you really arent going to achieve this.

In PvE this isnt really an issue and so the DoT that this build represents would be fine, Im guessing that this build was tested in PVE. Try it with 12 +1 +3 in axe (see how much more damage you deal) and 11 +1 in strength rest in tactics. Bonnettis really isnt viable in such an adrenal heavy build tbh you simply shouldnt have the adrenaline to use it with all the damage you will be dealing through adrenal attacks. Bring a zealous weapon to compensate for the high energy cost of the build.

I am not going to slam your build because I havent run it, I do however feel there may be room for improvement. The attribute adjustment will help. The build from what I can see is based on pure damage. with your Weapon attribute set that low (10) you just wont be dealing enough.

fallot

I'm the king

Join Date: Nov 2005

Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore

Quote:
Originally Posted by Blkout

I would urge you to consider this if you are going to think about taking this build into PvP. Simply put anything less than this and you will not have a truly effective spike. Now that you can't switch headgear in PvP, 14 Axe Mastery is the most you'll have in GvG.

Blkout

Krytan Explorer

Join Date: Jul 2005

Quote:
Originally Posted by fallot
Now that you can't switch headgear in PvP, 14 Axe Mastery is the most you'll have in GvG. I don't play PvP much but even if this were the case, 14 is a HUGE improvement over 10.

jon0592

jon0592

Wilds Pathfinder

Join Date: Jan 2006

N/

OK, So I tried to fit in your remarks.

I basicallly switched around axe and strength. Strength now has 10 and Axe has 12+. I also took out Grif Sweep for flurry.

Thomas.knbk

Thomas.knbk

Forge Runner

Join Date: Jul 2006

Quote:
Originally Posted by fallot
Now that you can't switch headgear in PvP, 14 Axe Mastery is the most you'll have in GvG. Not true. 15 is very common, and 16 is still there. In fact, you will hardly see 14

Blkout

Krytan Explorer

Join Date: Jul 2005

Quote:
Originally Posted by Thomas.knbk
Not true. 15 is very common, and 16 is still there. In fact, you will hardly see 14
Kind of what I was thinking, I couldn't imagine not being able to get to a 15 or 16 attribute level.

Blkout

Krytan Explorer

Join Date: Jul 2005

Quote:
Originally Posted by jon0592
OK, So I tried to fit in your remarks.

I basicallly switched around axe and strength. Strength now has 10 and Axe has 12+. I also took out Grif Sweep for flurry. Even 16 in Strength won't do near the damage that 15 or 16 in axe mastery will do. Focus your points on getting to 15-16 in axe mastery and throw the remaining points in Strength or even better, Tactics, and leave it at that.

Dutch Masterr

Dutch Masterr

Wilds Pathfinder

Join Date: Aug 2006

Long Island, NY

Elite Knights [SWAT]

W/

no matter what weapon, be it an axe, sword, bow..etc, i always have a minimum of 12 in its attribute. sword i usually keep at 12. axe i always have it at 13-15. but with high strength, like 14, that would give the axe 14% armor penetration increasing its damage anyway.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Strength is junk, it's easily the WORST primary attribute in the game right now, it's OLD [I mean WPE Prophesies old] ability made it king of attributes, but now it's just a shadow and I'd only put 8 points in it to wield a non tactics shield... If I'm using tactics, then screw strength...

Power Attack? That's a child's skill. Step up to an adult's skill. The only strength skill I'd ever consider is Endure pain [though I personally never bring it in any game type]

Rush works beautifully at 0 strength. Easily build the adrenaline to cast it again. Sprint less, but at least it can be used any time it's ready...

Aside from those 2 strength skills, someone is going to have to TRY VERY HARD to convince me of skills in strength that a weapon mastery skill can't beat...

Power Attack vs. Swift Chop [or any other undodgable skill for that matter]
Sweeps? wth? the undodgables are far more reliable and can be used unconditionally as well

The penetrating attacks are ok... But I think someone forgot to mention that they IGNORE your strength attribute. You're not going to get 'bonus' armor penetration for using Penetrating chop/blow. Wasted skill slots...

If you want to use energy skills, then for Goodness Sake, use sword! Of all the weapons, Swords have the best use of energy related skills.

Hamstring
Savage Slash
Pure Strike
Hundred Swords [ack*, maybe not]

No melee weapon can cripple you as fast as a sword can, and standing next to a high dps warrior wielding a sword REALLY is not good for any classes health...

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Quote:
Originally Posted by Thomas.knbk
Not true. 15 is very common, and 16 is still there. In fact, you will hardly see 14
You see 14 on gankers and other solo characters.

Quote: Originally Posted by Dutch Masterr
no matter what weapon, be it an axe, sword, bow..etc, i always have a minimum of 12 in its attribute. sword i usually keep at 12. axe i always have it at 13-15. but with high strength, like 14, that would give the axe 14% armor penetration increasing its damage anyway. Learn2read ingame text. Strength only adds to attack skills - and you would be insane to put 14 in Strength.

The only excuse not to run 14+ in Weapon Mastery is that you are a Thumper.

Thom Bangalter

Thom Bangalter

Grindin'

Join Date: Dec 2005

MO

E/Mo

Minor runes>other runes. For a character that plans on extended back pretty far to monks and at the very least midline, being semi-durable is kind of important, because there are two classes that suck when DP'ed: warriors and monks.