The context Since BWE1 I’ve really liked the feel of the axe, so since lvl 1 I’ve been pretty much only using an axe/warhorn and staff set-up (I’m now lvl 65ish). I’m trying to go more into the direct damage direction, so I’m currently running 20-0-0-10-25 in traits. I’ve only done PVE, so I’d also like to limit this topic to just that.
The problem The higher level I get, the more I find it hard to find a place for the axe. I mainly use it for 1v1 against normal mobs (during which I try to kite as much as possible, but to be honest, I could just as easily facetank most mobs and come out with over 50% hp; so the added value of kiting is questionable…). Against veterans/champions, I tend to switch to my staff because it feels more forgiving in these situations. The only other time I sometimes pull out my axe is in Xv1 in situations where I don’t feel the added support from the staff is necessary and damage boost to the group trough vulnerability is more useful.
The biggest problem here is that 1v1 fights always last significantly longer than 1vX (mainly because I don’t like to blow well of suffering on a single mob, but still…). I can live with the fact that our class is just better at 1vX than at 1v1, but it just feels wrong when 1v1 takes longer than 1vX.
The experiment In light of this, I did a little test on the Heavy Armor dummies in the Mists. I used a 30-0-0-10-30 trait set-up and power/crit (35%, +50%)/thoughness gear (which is what I’m working towards). The only trait that affected damage in this test was the Spite grandmaster trait ‘Close to Death’. For all our main hand weapons, I timed how long it took to destroy a dummy using just the weapon’s auto-attack. These are the rough results:
Dagger 9-10 sec
Scepter 15-16 sec
Axe 17-18 sec
Staff 21-22 sec
Yeah, you read that right, the scepter outdamaged the axe in a power/crit oriented build (yes, I had 0 condition damage)…To be fair, using also the axe’s 2 skill on cooldown (so twice in this experiment) brought it’s time pretty much in line with the scepter, but that’s using 2 skills vs 1 to get the same damage output. I know I could have designed a better experiment by also testing the lower armor dummies (as the bleeds on the scepter favor high armor targets) and omitting the grandmaster trait (to be sure it doesn’t affect the experiment in any way); but I think the odds were stacked pretty high against the scepter here and seeing it outdamage the axe in this situation surprises me (to say the least).
The question I thought I knew the role for each weapon:
Dagger: high risk, high reward direct damage
Staff: support and multi target
Scepter: condition damage
Axe: direct damage at range
I was obviously wrong on that last one, as the scepter proved to do a better job at that. Now I might have missed some way exploit the axe’s conditions (vulnerability, retaliation) to overcome this. So the question becomes: what place do you think the axe can take in our builds? Or how have you made the axe work for you?
Edit: took another look at my data and staff was off by a second
(edited by Arvid.3829)