Double Axe Warriors?
Warriors have multiple axe related traits, particularly in regards to getting very high crit % and damage. Engage stability and press 5, watch lots of numbers.
also the double Axe allows you to have a better fighting chance if for some reason you went alone in the map and some random thieve decides to attack you.
I recently adopt this weapon setup, with the mobility help of the GS, in a zerg fight you can enter for one flank, spin and then run outside, it’s really fun in this “hit and run” aspect, also allows me to finish those players who are almost out of hp but they are about to run for they safety thanks to the axe 3 and the gs 4, also you can stack fury for a very long time between the rage signet, the off hand axe 4, gs f1 and some traits…
Commander Roter Fangblood – lvl 80 Warrior
Axe 4 is for fury maintenance and decent damage while axe 5 is adrenaline builder and zerg buster. Axe main hand is for raw damage and range cripple.
I personally prefer sword/axe, hammer. If you have a full adrenaline bar you can hit a pretty sick combo using axe 5. Earthshaker stun—swap to sword right away and you can pop flurry—-axe 5 to fill up adrenaline—-swap back to hammer and Earthshaker again.
Generally retaliation and knock downs keep you from doing the whole combo but it is so sweet when you finish the chain. One of the main reasons I use axe offhand.
Axe 4 is for fury maintenance and decent damage while axe 5 is adrenaline builder and zerg buster. Axe main hand is for raw damage and range cripple.
I personally prefer sword/axe, hammer. If you have a full adrenaline bar you can hit a pretty sick combo using axe 5. Earthshaker stun—swap to sword right away and you can pop flurry—-axe 5 to fill up adrenaline—-swap back to hammer and Earthshaker again.
Generally retaliation and knock downs keep you from doing the whole combo but it is so sweet when you finish the chain. One of the main reasons I use axe offhand.
I typically run that as well because the CC makes great synergy in a large scrap. However, those axe specific traits can do some good things if you spec purely into it. Not a bad idea if you want to roam as a warrior.
Axe 4 is for fury maintenance and decent damage while axe 5 is adrenaline builder and zerg buster. Axe main hand is for raw damage and range cripple.
I personally prefer sword/axe, hammer. If you have a full adrenaline bar you can hit a pretty sick combo using axe 5. Earthshaker stun—swap to sword right away and you can pop flurry—-axe 5 to fill up adrenaline—-swap back to hammer and Earthshaker again.
Generally retaliation and knock downs keep you from doing the whole combo but it is so sweet when you finish the chain. One of the main reasons I use axe offhand.
I typically run that as well because the CC makes great synergy in a large scrap. However, those axe specific traits can do some good things if you spec purely into it. Not a bad idea if you want to roam as a warrior.
I do Sword/Axe and then Hammer, Rifle, or Longbow depending on the situation. The biggest problem I’ve found with Sword/Axe is you have no blocks, so I end up dancing in and out of melee range and speccing for the quick adrenaline regeneration.
the problem with zerg busting with multiple duel ax warriors is you die to retaliation damage instantly. life leech food isnt enough to offset it.
Axe warriors can spike a ridiculous amount of damage but the setup for that damage is a bit wonky compared to other builds. Course people are always pushing into unused skills/traits and changing the WvW landscape. Pretty amazing to me the depth both on an individual and group level that GW2 has in it. Many powerful builds arise not from a patch but someone simply applying skills/traits in a rarely seen before way.
the problem with zerg busting with multiple duel ax warriors is you die to retaliation damage instantly. life leech food isnt enough to offset it.
Also missing a lot of other counters. One good fear and pop goes that bust.
“Youre lips are movin and youre complaining about something thats wingeing.”