The axe as it is now, is a rather poor weapon choice for warriors considering using it as your main weapon.
The axe lacks mobility/cc, useful utility in skills to make them viable and has a bad (not speaking about dmg here!) AA. Let me explain this to you:
First of all, let’s take a short look at the axe skills:
- Autoattack: Since the patch on 25th of June, the main damage from the autoattack lies in
it’s last swing. To get to this attack takes around 3.6 seconds by the way. - Cyclone Axe: This skill can attack up to 5 enemies in a circle around you and stacks some
vulnerability on them. Furthermore it’s a whirl finisher. - Throw Axe: Throws an axe on your opponent and cripples him. Can only hit 1 enemy.
This is a projectile finisher. - Dual Strike: Hits up to 3 enemies with 2 strikes each. The warrior gains fury
depending on how many strikes he landed. - Whirling Axe: Spin around for about 3 seconds and hit up to five enemies 15 times.
This skill is a whirl finisher and you can dodge while attacking. - Eviscerate: Leap at your enemy and deal massive damage. This is a leap finisher
and has a range of 300.
Mobility/CC
As it is now:
This is kind of obvious, as axe is not made for these purposes. There is the sword for mobility and the mace for CC is what most people are going to say. So, if these two options are given to other weapons, what does the axe have? Looking at the skills listed above we can see that the axe does not offer any kind of – what I call – “controlling” effects, except the 4 seconds cripple on #3 which only hits a single enemy and can be evaded easily.
What could be done:
There is a third option of such controlling effects and many classed already have it: evade. In my opinion, this could be a nice buff for whirling axe. This skill currently has some nice effects such as the whirl finisher, but the damage is rather unsatisfying.
So why not give this skill some utility and let the warrior evade for 0.75 seconds.
———————————————————————————————————————————————-
Utility in skills
As it is now:
I want to take a look at the skills #3 #4 #5 and F1 here.
#3 offers a single target, projectile finisher cripple. The velocity is slow and often misses against real players who dodge/strife.
#4’s main reason to use is the fury you get. This would be a nice thing, but warrios already have such easy access to fury via traits, utility and elite making the gained fury redundant in most cases.
#5 only shines if you can hit 5 enemies or have some nice combo field beneath you.
In PvE/WvW the damage is otherwise rather lackluster and the only other utility you may find is dodging while attacking.
F1 deals some nice amount of damage (if it hits critical) and is a leap finisher. Unfortunately its range is only 300 and furthermore reduced by cripple/chill and it is a highly telegraphed skill as well, meaning you have to prepare for it with stun/immobilize most of the time.
What could be done:
#3 could need some increased velocity. That alone should be enough for this skill.
Another nice buff would be a 1 second immobilize before crippling, however this can also be achieved by traiting 10 pts into the vitality tree.
#4 This skill…It looks good, it feels good, but there is not much coming around to be honest.
Maybe add a supportive aspect to it and grant half of the fury gained to your team members. Or, as this skill is probably meant to be offensive, just make it unblockable.
#5 This is a highly situational skill in my opinion. It should be used if you have a desired combo field beneath you or if you are surrounded by at least 5 enemies. So why don’t we add another situational use to it. Make it block (or even reflect) projectiles similar to the ranger’s skill where they also gain retaliation and inflict vulnerability, in cost of not being able to move.
F1 is an awesome burst skill, but doesn’t hit that much without preparation. My Suggestions: Increase the range to 600, to make it useful even if you are crippled or add evade frames to the attack, so it can’t be interrupted midair.