Necro Axe Range...
…should be boosted up to 900. At least with the Axe Training trait.
I agree strongly with this. Necros lack an effective ranged attack for DPS builds. You could increase the range of axe skills, or perhaps we need to rethink the necro axe entirely. Maybe the one-handed necro axe should be deleted in favor of a two-handed battleaxe with ranged abilities for direct damage builds.
That is a trade I would heartily welcome…
agree. it should be the least that it could do considering you need to put 30 trait points in spite just to get Axe Training.
Speaking of necro weapon ranges, is it just me or did the staff auto-attack range got smaller?
Speaking of necro weapon ranges, is it just me or did the staff auto-attack range got smaller?
Yep, it’s smaller (I think the original have 1500). A shame but oh well, I guess some mesmers complain and Anet had to do something.
And the Axe… Well, more range will not help IMO but yes, a base range of 900 with a range of 1200 with Axe Training trait will be nice.
-ArenaNet
If the axe was boosted to 900 range I wouldn’t be so torn between it and the staff. The axe currently wins because I prefer keeping my opponent within 600 range over attempting to hit with that hand past 900, but I always feel like I should try using it again.
Yep, it’s smaller (I think the original have 1500). A shame but oh well, I guess some mesmers complain and Anet had to do something.
And the Axe… Well, more range will not help IMO but yes, a base range of 900 with a range of 1200 with Axe Training trait will be nice.
That might well be broken, since axe skills don’t travel and mesmers actually complained about the necromancer staff?
Makonne – Hybrid Regen Ranger
(edited by Monoman.2068)
You’d still pick up staff because staff is your only aoe/cc weapon, and it’s the only weapon besides dagger that can generate life force OK’ish with LF on marks trigger trait.
Until they actually remember to make necro melee cleave like all the other classes. Only class that sort of has this problem is ranger with 30-40% of his damage (the pet) not cleaving on melee either (unless it’s a drake pet).
Necro melee is Daggers, and sadly Daggers don’t currently hit up to 3 targets, even on Thieves. I would very much like an exception to be made for Necro Daggers as well, as the extra AoE in close-range helps in a lot of PvE situations.
Pushing the Axe up to 1200 seems a little ambitious. Right now I’d honestly be fine with a 300 range boost to Axe auto-attacks even if it requires the Axe training trait (which indeed, does cost 30 points in Spite).
I have been thinking this from day 1! I really like the axe, but I never stick with it for too long. The range feels a bit limiting for what it does. That and a boost on the auto attack would really do wonders for the weapon. Anet knows the axe is not working and hopefully changes like this will fix it.
Axe is amazing, I would like a 900, but it won’t happen. Staff is incredibly powerful when it hits. The problem is it doesn’t track, but it pierces. I would trade staff piercing for tracking in a heartbeat.
As for the comment about staff being 1500, Staff used to have if you shot it at 1200 range it would follow through and hit someone farther thanks to piercing. They fixed that one, when they fixed epidemic. It now stops at 1200.
I Love Axe and wanted to do a build just for it, but its range is limited. I do love running CoF with an axe and see high number from 4500 to 6500 with axe #2. I would agree that adding an extra 300 range to it would make all the difference in the world. Even though axe #1 is a slow auto attack I still love #2 and #3.
PvP R29 Necromancer
Level 80 Necro / Level 80 Thief