Alright, another build derived from my boredom. I browsed the forum, didn't see it anywhere, so I don't think it's been made before. Correct me if I'm wrong.
Triple Chop
Cyclone Axe
(utility. Spirit Rift / Distracting Blow / Executioners / etc)
Splinter Weapon
Weapon of Warding
Resilient Weapon
Wielder's Boon
Flesh of My Flesh
Basically it's a generic Cast Splinter -> Triple Chop -> (splinter if you need it) ->Cyclone Axe
A Zealous Axe may be wise to use when doing your AoEs.
I like having Distracting Blow for getting those important skills (heal-sig, troll, meteor, etc). Spirit Rift is viable if you don't think you're going to have too much pressure on you.
Weapon of Warding is to avoid heavy melee pressure.
Resilient Weapon is to avoid conditions/hex inspired pressure.
Wielder's boon is ~120 pt heal every 4 seconds if you need it. Not too shabby.
With my setupp-
+15 Armor while under a weapon spell.
The Pain Eater (req9 chanelling, +30HP, +10Al vs Slashing)
An Axe. (Zealous would be good to use, especally if you plan on using Spirit Rift. Grip of Defense may be wise to use.)
Overall this gives the rit 75AL vs Everything at virtually all times. 85 Al vs slashing (swords, axes, etc). If Resilient Weapon is triggered, 94AL vs Everything, 104AL vs Slashing.
The Damage from Triple + Splinter can be frightening at times.
While it may not be the *most* effective build out there, the +dmg isn't effected by armor, and as far as I can tell, neither is the dmg form Splinter weapon. Most of the time you'll be doing more damage to the enemies near you then the one that you're attacking.
And if you're going to say "WHY NOT JUST BE A WARRIOR NOOBLET" please refrain. If you think a warrior can handle something this energy intensive, I find that interesting.
Triple-Chop Rit
TGgold
I??aki
its not a bad idea, and the synergy between triple chop/ cyclone axe with splinter weapon is very powerfull, almost like a barrage ranger. I will be trying out this build, keep working on it.
One more thing, you forgot to post what attribute you use.
One more thing, you forgot to post what attribute you use.
TGgold
Oh yeah. I use Superior Restoration, minor chanelling.
Resto 13 (for a 120pt Weilder's Boon)
Chanelling 10 (breakpoint for the 4-hit splinter)
Axe 12
Resto 13 (for a 120pt Weilder's Boon)
Chanelling 10 (breakpoint for the 4-hit splinter)
Axe 12
meat shield
why dont go
chan, 11+1+2 (5 hit splinter, 47 dmg)
resto 10+2
axe 10
imo, 70 less hp doest hurt THAT much when you deal alot more dmg...
but why you have both triple and cyclone? only cyclone is enoufth to keep trigering splinter
and btw, wep of warding+ resilent wep+ splinter wep? errrrrrr....
i suggest ancistors rage, or cruel was daosong(108 dmg at 14 chan) (precast>wait>recast>drop>cyclone>ancestors, for 500+ dmg)
chan, 11+1+2 (5 hit splinter, 47 dmg)
resto 10+2
axe 10
imo, 70 less hp doest hurt THAT much when you deal alot more dmg...
but why you have both triple and cyclone? only cyclone is enoufth to keep trigering splinter
and btw, wep of warding+ resilent wep+ splinter wep? errrrrrr....
i suggest ancistors rage, or cruel was daosong(108 dmg at 14 chan) (precast>wait>recast>drop>cyclone>ancestors, for 500+ dmg)
Helcaraxe
I would actually bring nightmare weapon.... with an axe you are obviously melee range, and nightmare weapon is like vigorous spirit on crack, with max channeling its about a 150 self heal instantly.
TGgold
I'd prefer not to use Nightmare so I can maintain whatever other Weapon Spell is on me at the time. Is it worth the 150 pt heal if, by keeping Weapon of Warding up, I miss say, 150 dmg worth of attacks, plus the 100 points it heals, plus allowing me to have a 120 point Weilder's boon?
I don't know why, but I prefer having a 12 in Axe so I can deal base damage on AL 60 foes while attacking. It makes me feel more useful. It also increases the critical chance, which, in turn, makes triple chop a lot scarier.
Triple Chop, as far as I can tell, synergizes with Splinter Weapon better than Cyclone Axe. I don't know why, but it does.
Cyclone Axe is there because I need something to use while Triple Chop recharges. Splinter-.Triple->Splinter->Cyclone->Splinter->Triple->Splinter->Cyclone
In a revision of the build, I went to :
Triple Chop
Cyclone Axe
Distracting Blow
Spirit Rift
Splinter Weapon
Weapon of Warding OR Resilient Weapon
Wielder's Boon
Flesh of My Flesh
Spirit Rift is there in case there happens to be few enemies, so the Splinter Synergy doesn't work well.
To Meat Shield:
In the original build, I used so many weapon spells for different utility reasons. While trying the build...I didn't want to die. Thus, when I don't know an area well, I'll use the first build. Mainly, it provides a counter to virtally any situation. (If there isn't heavy physical damage, it's probably heavy hexes. If there's a lot of minor physical damage, there's probably conditions.) It allowed me to tank it out in most situations with the rest of the frontline fighters.
For Triple and Cyclone on the same bar: A lot of times you don't use *all* of splinter when you use Cyclone or Triple. So, you can use the whole charge by using them back to back normally. Also, the increased dmg on Triple is *really* noticeable, and it's more useful against a single target than Cyclone alone.
I don't know why, but I prefer having a 12 in Axe so I can deal base damage on AL 60 foes while attacking. It makes me feel more useful. It also increases the critical chance, which, in turn, makes triple chop a lot scarier.
Triple Chop, as far as I can tell, synergizes with Splinter Weapon better than Cyclone Axe. I don't know why, but it does.
Cyclone Axe is there because I need something to use while Triple Chop recharges. Splinter-.Triple->Splinter->Cyclone->Splinter->Triple->Splinter->Cyclone
In a revision of the build, I went to :
Triple Chop
Cyclone Axe
Distracting Blow
Spirit Rift
Splinter Weapon
Weapon of Warding OR Resilient Weapon
Wielder's Boon
Flesh of My Flesh
Spirit Rift is there in case there happens to be few enemies, so the Splinter Synergy doesn't work well.
To Meat Shield:
In the original build, I used so many weapon spells for different utility reasons. While trying the build...I didn't want to die. Thus, when I don't know an area well, I'll use the first build. Mainly, it provides a counter to virtally any situation. (If there isn't heavy physical damage, it's probably heavy hexes. If there's a lot of minor physical damage, there's probably conditions.) It allowed me to tank it out in most situations with the rest of the frontline fighters.
For Triple and Cyclone on the same bar: A lot of times you don't use *all* of splinter when you use Cyclone or Triple. So, you can use the whole charge by using them back to back normally. Also, the increased dmg on Triple is *really* noticeable, and it's more useful against a single target than Cyclone alone.