Axe for Solo/Small group roaming?
3 cleanses aren’t too bad (4 if you count Shrouded Removal). However, if you want more I’d consider using:
- an off hand dagger instead of focus.
- Well of Power instead or in addition to Plague Signet.
- Staff Mastery instead of Shrouded Removal so Putrid Mark is on a 20 sec cd.
Anything past 1v1 and I seem to get creamed,
You have to keep in mind that generally 1v2 on any class or build is impossible unless your opponents are worse players than yourself. Some classes just have an easier time surviving outnumbered encounters.
Its a Necro thing that you will never be able to outrun someone so you will be stuck in these 1v2’s til you die. Not the best thing for solo roaming.
" Some classes just have an easier time surviving outnumbered encounters."
But Anet told us we were the Attrition-Class that we would get more Survival tools… how can this be then ? I bet if we told Anet they fix us right ? They listen to us Necros wont they ? cause we are the “Attrition-Class”
Servant of Dhuum
Axe channel will see a 10% damage buff that may equate to 3-6% overall but axe is kind of a support weapon in that it applies vulnerability. Minions or groups without sufficient vuln application see a good damage increase because of it but axe is strictly single-target.
In contrast, the next shorter range weapon, dagger, does a lot of direct damage while the next longer range weapon, scepter, does a lot of condition damage. Axe is a group support weapon that multiplies damage for everyone.
Still, I run axe a lot mostly for the channel and the movement flexibility a little bit of range provides over dagger. Dagger’s short range means I have to constantly chase, and more often face-tank, moving targets or risk dps on missed attacks.
Edit: Corrected the damage boost from auto-attack to the channel
(edited by Anchoku.8142)
Axe auto-attack will see a 10% damage buff that may equate to 3-6% overall but axe is kind of a support weapon in that it applies vulnerability. Minions or groups without sufficient vuln application see a good damage increase because of it but axe is strictly single-target.
In contrast, the next shorter range weapon, dagger, does a lot of direct damage while the next longer range weapon, scepter, does a lot of condition damage. Axe is a group support weapon that multiplies damage for everyone.
Still, I run axe a lot mostly for the channel and the movement flexibility a little bit of range provides over dagger. Dagger’s short range means I have to constantly chase, and more often face-tank, moving targets or risk dps on missed attacks.
Actually, axe auto-attack isn’t getting a damage buff, that’s the axe #2 ghastly claws that is getting 10% damage buff. However, since the attack animation is becoming more “fluid” I bet the auto sees a bit of dps increase as well.
Right now I use axe for solo roaming because I do a lot of damage damage in death-shroud, and I heard the 10% damage increase while wielding an axe (master trait in spite) works for lifeblast in death-shroud. If it wasn’t for this trait working with DS I’d use the dagger simply for damage. After the patch both weapons get improved, but the dagger gets a bigger boost IMO. Really considering going dagger once patchhits but not sure.
Axe auto-attack will see a 10% damage buff that may equate to 3-6% overall but axe is kind of a support weapon in that it applies vulnerability. Minions or groups without sufficient vuln application see a good damage increase because of it but axe is strictly single-target.
In contrast, the next shorter range weapon, dagger, does a lot of direct damage while the next longer range weapon, scepter, does a lot of condition damage. Axe is a group support weapon that multiplies damage for everyone.
Still, I run axe a lot mostly for the channel and the movement flexibility a little bit of range provides over dagger. Dagger’s short range means I have to constantly chase, and more often face-tank, moving targets or risk dps on missed attacks.
Actually, axe auto-attack isn’t getting a damage buff, that’s the axe #2 ghastly claws that is getting 10% damage buff. However, since the attack animation is becoming more “fluid” I bet the auto sees a bit of dps increase as well.
Right now I use axe for solo roaming because I do a lot of damage damage in death-shroud, and I heard the 10% damage increase while wielding an axe (master trait in spite) works for lifeblast in death-shroud. If it wasn’t for this trait working with DS I’d use the dagger simply for damage. After the patch both weapons get improved, but the dagger gets a bigger boost IMO. Really considering going dagger once patchhits but not sure.
This touches on alot of the reasons I chose Axe over Dagger, 10% extra lifeblast damage, kiting potential and #2 tracking on stealth make the weapon feel very useful. Any impromptu teamfighting and the weapon set really shines with all the vuln being thrown around and boon removal.
I’m debating if with the upcoming patch something like this specifically for small group roaming would be good. Axe/Focus traits for faster boon removal, shroud cooldown condi removal and stability traits for survivability and shroud stomps/rez’s. Melandru runes and Lemongrass for -65% condi duration to help with all the condi Plague pulls in.
I feel like I’d lose way too much damage though, 20% less crit chance and no Deathly Perception.
Axe has uses. Apart from good Life Force generation, autoattack is pretty good against blind/blocks.
Unholy Feast is much more interesting skill. It can be used to detect stealth targets (procs Retaliation on connect), but also shaves 1 boon AoE (awesome against mesmer – Phantasm Fury/Retaliation etc.) and applies cripple. Does some damage, too.
It’s awesome against many targets and AI builds. It not only cripples/strips 5 targets, but also gives 3 second retaliation for each hit, giving 100% retaliation uptime when fighting 5 targets i.e. Spirit Ranger, MMancer, Mesmer, Turret Engi etc.
[SALT]Natchniony – Necromancer, EU.
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I would suggest using d/d over staff against condi heavy opponents. Staff damage is horrible while dagger aa is one of the hardest hitting aa’s in the game.
If you use d/d instead of a/f then your lf generation (and out of ds damage) will be a lot less, forcing you to compensate with traits, which means less potential damage/defense.