Axe for necromancer is my second favorite weapon. Right behind Scepter. Which makes me sad that the auto is so horrible looking, and feels so bad to use that I haven’t touched the axe in a few months. Yeah, its that bad. I’ll try to be nicer about it, however that doesn’t mean I wont be critical about the axe. So I’m going to make some suggestions to make the axe a viable weapon. I’m going to be looking at the traits that are effected by axe as well as axe itself.
First lets take a look at the axe.
Auto Attack: Change this into a skill chain. This will stop skill canceling and the pay of for the third attack will make the full force of this attack weighted so that anyone using the axe will see value in the chain.
- Rending Claws: 1/2 cast time: Damages and causes vulnerability.
- Tearing claws: 1/2 cast time: Damages and causes vulnerability.
- Corrupted Claws: 3/4 cast time: High damage and corrupts a boon on a foe.
Ghastly Claws: Add function that it also damages up to 3 foes at melee range as well as becomes a Combo whirl finisher.
Unholy Feast: Increase its base damage and reduce its cast time.
Why am I suggesting these changes and not something thats a bit more popular like range increase or a blast finisher? Well, the answer is fairly simple. I’d like to keep the axe to a sort of frightening corruption theme with high overall damage. Giving this a reverse Mesmer greatsword effect that allows it to have much greater damage at melee than at far range playing more into the necro’s midrange style rather than trying to force this to be a long range weapon. I don’t want change the weapons function. Or make people only want to take it because of some silly blast finisher that was tacked onto it. It should stand as a weapon in its own right. And it shouldn’t just outclass the staff or scepter. I believe keeping this at 600 range is the correct way to go. And giving it combo utility is important, but not the only thing that’s important about this weapon. I also feel that 3 already does enough as it stands, it just needs a little boost while the other skills need some serious help.
Traits
- Unholy Fervor: While wielding an axe you gain 150 power. 20% cooldown reduction.
- Spiteful Spirit: Conditions applied by through boon corruption last 100% longer. Whenever you enter shroud, cast unholy feast.
Fairly simple changes. The 10% bonus should just be rolled into the base of the necromancer’s axe. Although it should probably be buffed anyway. Having that 150 power should be a nice touch although that might be a bit powerful. Having 10% power converted into Ferocity while wielding an axe is also a decent alternative. One thing that the necromancer is missing compared to other professions which seriously impacts their damage is flat stat boosts. And the axe seems like a good place to start with that. Also, keeping the with the corruption theme, Spiteful spirit as a grandmaster could give a condition hybrid alternative to the necromancer as opposed to the signet build. Though, this is still a tough call as they do fill the same space. It might just be better for spiteful spirit to have a completely new function. Though other than it applying confusion I see no space for it in spite currently.
What are your guys’s thoughts?