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Originally Posted by Orinn
Axe benefits:
higher DPS on auto-attack
non-elite skill (cyclone axe) that's good for building fast adrenaline in many circumstances (but not all) [pretty much all the time, even if there's 1 foe, you still gain 1 strike]
Eviscerate: good damage, deep wound[useless in pve]
Multiple conditions usable.[useless in pve besides dismember]
-3- attacks that can interrupt, although only 1 doesn't have a precondition or a chance. [So what do swords have? Savage Slash? Please, what a joke of a skill. Critical Chop is first and foremost an aid to a spike, not an interrupt. ]
Axe drawbacks:
Slower attack rate means slower adrenaline charging.
High-adrenaline skills and no "bonus adrenaline" skills except cyclone axe.
Most conditions depend on already having deep wound [This has all been covered.. you're forgetting swift chop, and that all sword energy moves suck.]
Sword benefits:
Higher attack rate means faster adrenaline gain. This can also be supplemented by certain sword skills that give extra adrenaline.
Riposite and Deadly Riposite require a sword to use- whether these skills are worth using or not depends on your build and intent, though.
Spammable attack skills with low adrenaline build-up and sometimes conditions (sever artery, gash) [Ripostes are for farming]
Unconditional cripple effect with hamstring [This is a good point, actually.]
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Another axe benefit:
A deep wound that doesn't rely on bleeding or the target being knocked down. [I already wrote this]
In PvE there are a lot of monsters that are immune to bleeding, and a lot that are immune to knockdown. [Mostly in Prophecies I think.. but yes, sword lacks deep wound when fighting Mursaat, etc.]
But with the right build, if you want sustained single target DPS, not spike DPS or AoE DPS, sword beats axe. Just make sure to ignore the mainstream condition dealers such as Sever Artery and Gash. Highly overrated combo in my opinion, especially in PvE.
Sever and Gash are your only way to get deep wound! *points the way out of the warrior forums* Deep Wound on a boss can easily be over 200hp instantly gone, it enables you to kill a target at least 20% faster, 100% of the time. Dragon Slash might have higher single target DPS 20 out of 45 seconds, but Triple Chop can definitely destroy it in PvE.
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I disagree with the sword attacks, IMO Galrath Slash/Silverwing Slash/Standing slash would fit better in a dragon slash build then sever+gash
Deep wound kills faster than not. End of story..
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Sword still has sun and moon or dragon slash for slightly higher adrenaline buildup, but that's not really a lot[Cyclone.]. Sword still has lower adrenaline costs overall, giving you more spammable skills.
Been over this.. no.
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Sword, with spammable conditions and lower-adrenaline skills, is better at pressure.[Deep Wound is easier on an axe] Axe, with higher average per-hit damage, higher max damage, and higher crit damage, is better for spiking, but in truth, the differences between them are small enough that a good player can use either one for either purpose, and do fine most of the time. If you're in high-end PvP, choose accordingly, but for normal PvE, either one will work just fine.
In PvP most teams will run both, because 2 Eviscerates isn't better than 1, but a Final Thrust sure helps (discounting pressure builds or splitting for a spike).
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With skills like Jaizhenju Strike, Pure Strike, Seeking Blade and Sun and Moon Slash there is no chance for the damage to be avoided.
Bad skill, bad skill, bad skill, and decent skill, but not that great. If you don't want anything to avoid attacks, take Wild Blow or stick Expose Defenses on a hero. Or better yet, stick Wild Blow on a hero, Melonni loves it.
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For example Savage Slash vs Distrupting Chop. Which is more important when you need an interupt, disabling the skill for 20 seconds or dealing extra damage vs spell. If you fighitng a monk you probly want that spell disabled but vs an elementalist or a necromancer the extra damage might make more sence.
The most sense would be not taking Savage Slash.
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If your looking at adrenaline attacks keep in mind your saving that energy for something. If its a major damage skill/spell then you want the adren attacks to keep presure up untill your ready for the big payoff. If its a heal or defencive skill you may want more of a condition/heavy damage build to out last your target.
Adrenaline attacks *are* the big payoff. If you're healing with energy on a non ritalist secondary,(which is debatable), then you earn a free collector's edition mushroom stamp. =D
Healing Signet is all you ever need, if that.
Yes, it's ok to use some energy skills on a warrior, even offensive ones, but there's no reason to "save" them up. You can use them right away. Example is Mark of Pain. Excellent warrior skill, but should be cast early, before you have much adrenaline at all. The exception is obviously if the skill was recharging. | | | |