New Changes LETS TALK AXE

New Changes LETS TALK AXE

in Necromancer

Posted by: Mexamese.5163

Mexamese.5163

Rending Claws – Aftercast of this ability has been reduced by 0.25s. Meaning that you can activate new ability or repeat Rending Claws at a much faster rate than before.

Ghastly Claws – Damage increased by 10%

Can some one please explain what the after cast will do to the axe auto attack? How much of a damage increase will it mean for Rending Claws if any?

Ghastly Claws animation made it very east to dodge, will the 10% damage increase make it any more useful?

Also is there suppose to be a change to the animations of these attacks? and what impact do you think it will have on the axe?

I know dagger is a better weapon in power builds, but I have always liked axe better since it is a ranged weapon.

New Changes LETS TALK AXE

in Necromancer

Posted by: flow.6043

flow.6043

Can some one please explain what the after cast will do to the axe auto attack? How much of a damage increase will it mean for Rending Claws if any?

One might think that “about 0.25 sec” means that the auto attack will make each repetition faster by that amount.
However, I tried to time the demonstration in the video and the current auto attack:
They did 6 attack chains which took about 6 seconds. Currently you can do it in ~7 sec.
So apparently -0.25 really means -0.17.

How much more damage does this mean? Nothing.
Why? Because no one will repeat that many axe auto attacks in either PvP or PvE.
It might make you a little faster overall because you can queue up other skills more quickly.

will the 10% damage increase make it any more useful?

Yes.

Also is there suppose to be a change to the animations of these attacks? and what impact do you think it will have on the axe?

Animations will be the same.

New Changes LETS TALK AXE

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

As an axe user for almost 2 years now, this should hopefully mean that… it’s hard for me to explain, lol. Sometimes ghastly claws will not activate for ~0.5s or so after using rending claws in the midst of combat – it’s not easy to repeat. That’s pretty huge because it totally throws off your combos.

I was never really sure why it did that until now because of them showing the new rending claws, reason being the aftercast on rending claws.

Rending claws is something you basically do in between combos to keep pressure up because you never want them to dodge ghastly claws. This change should allow for rending claws pressure -> opponent dodges or whatever else -> you ghastly claws when you need it.

New Changes LETS TALK AXE

in Necromancer

Posted by: Mexamese.5163

Mexamese.5163

Thanks Guys! I just have been working on a cool build and I wanted to know whether to go dagger or ax after the patch. I still like ax just wished the animation for ghastly claw was so insert word here that makes sense because people always dodge it. Maybe ill share it one day and get some of your info on it!

New Changes LETS TALK AXE

in Necromancer

Posted by: Pride.1734

Pride.1734

The most viable axe build will still be DS centerd. For PvE the dagger cleave makes the axe pretty obsolete i guess.
Overall its a nice PvP buff.

New Changes LETS TALK AXE

in Necromancer

Posted by: Mexamese.5163

Mexamese.5163

The build I am working on is more WvW oriented. although I agree that axe and DS go hand in hand, I have been working on something else and I hope it works.

New Changes LETS TALK AXE

in Necromancer

Posted by: Mexamese.5163

Mexamese.5163

New Changes LETS TALK AXE

in Necromancer

Posted by: Mexamese.5163

Mexamese.5163

I wonder how much crap I’ll get for posting my build. lol

New Changes LETS TALK AXE

in Necromancer

Posted by: Flumek.9043

Flumek.9043

i tryed axe over staff this week, giving me a 2nd damaging weapon set to open, while getting a bit more LF and not needing soul marks trait.

It works in hotjoin.

Its still terrible in any level of tpvp.

Edit:
I see it great in wvw zergs, and also good for wvw roamint. though i must say its more wvw roamers are dodging less than needing the open field range.

PvP guild [YUM] -apply- (EU) http://muffinspvp.shivtr.com/

(edited by Flumek.9043)

New Changes LETS TALK AXE

in Necromancer

Posted by: Mexamese.5163

Mexamese.5163

^^^ LOL. not using it in PvP though! but thanks for the feedback!

New Changes LETS TALK AXE

in Necromancer

Posted by: flow.6043

flow.6043

Its still terrible in any level of tpvp.

Not true.

New Changes LETS TALK AXE

in Necromancer

Posted by: Flumek.9043

Flumek.9043

Yes true.
15…..

PvP guild [YUM] -apply- (EU) http://muffinspvp.shivtr.com/

New Changes LETS TALK AXE

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

Depends on your build. Staff is an awful weapon for builds that are able to actually make use of axe’s extra damage, and don’t need the ranged utility staff brings. I haven’t used staff since Putrid Mark was gutted, and I’ve reached top 20 in yoloQ.

But of Corpse – Watch us on YouTube
My PvP Minion Build

New Changes LETS TALK AXE

in Necromancer

Posted by: Mexamese.5163

Mexamese.5163

Haha you guys are funny. the build I posted is WvW! not PvP lol

New Changes LETS TALK AXE

in Necromancer

Posted by: nekretaal.6485

nekretaal.6485

Right now, pre patch, Axe is in sorry shape.

It’s a direct damage weapon with some of the worst DPS in the game (vulnerability is just a boost to direct damage all said and done).

Ever since the changes to sigils, Axe does less damage in death shroud than Staff, even Traited with Axe mastery (DS 1 does the same damage, but DS 4 and 5, based on the offhand, do less).

Many Pvp power/wells users have been using staff instead of axe, even though staff is a condition weapon, with scepter or dagger as the offhand swap. Scepter offers a sweet cripple field and poison on auto attack (poison doesn’t need condition damage stat to nerf healing).

After the patch, Axe DPS is up slightly but, even traited, still isn’t on par with staff for death shroud builds. Axe still has the vulnerability stripping, #2 ranged spike, and utility #3. Does this allow it to keep pace with daggers, which can now hit invisible thieves?

We’ll see.

#24 leaderboard rank North America.

New Changes LETS TALK AXE

in Necromancer

Posted by: Roe.3679

Roe.3679

I think the changes to axe make it more desirable in pvp, especially depending on what classes you’re up against.

Also you could always hit thieves in stealth with dagger. Cleave doesn’t really change that. It is a nice change for downed state people though, as is the death shroud change (obviously).

New Changes LETS TALK AXE

in Necromancer

Posted by: Rym.1469

Rym.1469

Axe #1 could use range boost to 900 and it would be better.

Overall, small tweaks, but nothing gamechanging. People who already use Axe get something more, people who can’t use or don’t like this weapon will shrug and ignore it same as before.

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

New Changes LETS TALK AXE

in Necromancer

Posted by: flow.6043

flow.6043

Depends on your build. Staff is an awful weapon for builds that are able to actually make use of axe’s extra damage, and don’t need the ranged utility staff brings. I haven’t used staff since Putrid Mark was gutted, and I’ve reached top 20 in yoloQ.

YoloQ ranking doesn’t really mean anything, but for what it’s worth I use both staff and axe and I’ve been in the top 20 as well.

People who already use Axe get something more, people who can’t use or don’t like this weapon will shrug and ignore it same as before.

Correct.

New Changes LETS TALK AXE

in Necromancer

Posted by: flow.6043

flow.6043

I wonder how much crap I’ll get for posting my build. lol

That build looks good actually.
I’d probably go for Unyielding Blast instead of Vital Persistance. And as soon as you’re not with a zerg I’d drop Focused Rituals for Weakening Shroud.

New Changes LETS TALK AXE

in Necromancer

Posted by: Mexamese.5163

Mexamese.5163

Thanks Flow! I have been working on it for a while now. I was actually thinking the same thing as you! I think 5 in death Is just ridiculous to pass up on, and I’m getting very nice crit hits and damage while in battle.

New Changes LETS TALK AXE

in Necromancer

Posted by: Pride.1734

Pride.1734

In that build i’d want retaliation on death shroud.

New Changes LETS TALK AXE

in Necromancer

Posted by: vex.3482

vex.3482

I always liked necro axe tho it was always little underpowered… hopefully that will change some day..

meh

New Changes LETS TALK AXE

in Necromancer

Posted by: Avigrus.2871

Avigrus.2871

I would rather have had the axe #2 skill sped up considerably even if it received a damage nerf.

99% of the time you are never going to land a full chain in WvW – been running axe/power build forever and getting a full chain to land is like haley’s comet passing the earth..

80 Necro (5), 80 Guard (4), 80 Mesmer (3)
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)

New Changes LETS TALK AXE

in Necromancer

Posted by: Liewec.2896

Liewec.2896

Axe 2 should have had its cast time cut
Axe 1 should have had a damage increase and a small aoe around your target

Rather disappointed with the lack of changes for necro

New Changes LETS TALK AXE

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

Axe #1 could use range boost to 900 and it would be better.

Overall, small tweaks, but nothing gamechanging. People who already use Axe get something more, people who can’t use or don’t like this weapon will shrug and ignore it same as before.

they need to just make axe melee since thats where they really want us anyway.

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

New Changes LETS TALK AXE

in Necromancer

Posted by: Cam Ron.4170

Cam Ron.4170

Axe #1 could use range boost to 900 and it would be better.

Overall, small tweaks, but nothing gamechanging. People who already use Axe get something more, people who can’t use or don’t like this weapon will shrug and ignore it same as before.

they need to just make axe melee since thats where they really want us anyway.

I’d actually prefer a melee Axe with higher damage. I want the axe #3 skill, but I use dagger instead for the auto chain damage.