Axe#1 rework

Axe#1 rework

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

one thing that the axe seems to need very badly is might, and an auto attack. and since the scrapper’s hammer auto chain is probably the best example of axe’s intended effect done properly, perhaps it’s time that axe gets the same treatment.
if you ever get the chance, see how good scrapper’s hammer is at stacking vulnerability. it’s nuts.

thoughts?

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Axe#1 rework

in Necromancer

Posted by: Erasmus.1624

Erasmus.1624

Axe needs a rework, but throwing in some might isn’t going to fix the set even if the autoattack is reworked to some degree. The problem with Necromancer axe is that it’s presence on the field is very limited the moment that more than 1 enemy shows up (and it’s incredibly limited even with just 1 if that one has stealth).

Also, I’m fairly certain that boons/conditions have been entirely out of control in GW2 for years now. If a single class was in charge of applying 1-2 respective boons or conditions, it wouldn’t be so bad, but a “condi” class coats a target in every condition in the game while most people nowadays run around with a passively self-generated 20+ might along with fury, swiftness, stability and protection. Addressing this issue would indirectly, but very adequately solve some of the weapon problems in GW2.

Axe#1 rework

in Necromancer

Posted by: mazut.4296

mazut.4296

Yes, the Engi hammer is just weapon version 2.0, obvious upgrade. But axe doesn’t need might. Necro already have good might generation traits. It need rework, but in different direction.