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Old Mar 07, 2010, 01:18 AM // 01:18   #1
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Default Swords are worse than Axes.

There are a few contributing factors, and they all create a meta where Swords are mostly unheard of and Axes (and to a lesser extent Hammers) dominate. There is one viable sword build, the Cripslash, and you need to play around the opponent Prot monk to make anything happen. Here is why Swords don't see play.


You need to take two skills to Deep Wound.
Think of an Axe bar, then pick a skill to remove. That is what a Sword bar is. If Gash didn't require bleeding, no one would bring Sever. Sever Artery is essentially dead weight on your bar. Being able to spread bleeding is great and a lost art, but Sever Artery is still the same skill from 5 years ago. The other options that have appeared since then for applying conditions have become far stronger, and just as strong removal has become ubiquitous in response.

Final Thrust is allergic to Rush.
Final Thrust causes you to lose all adrenaline. When you use Final Thrust, you are trying to make something happen. You will want to be in Frenzy. When you are in Frenzy, you want your cancel stance ready.

This dilemma is as old as Guild Wars, and creates two problems. One is that the energy based cancels are all worse than Rush. The other is that you have to spend energy cancelling your Frenzy. Energy that could have gone to another Shock, Bull's etc.


The issues I've touched on could be fixed by dumbing down the skills, or simply making them function the way Axes do. Gash could have no bleeding requirement or Dismember could be moved to Strength so everyone gets an invitation to the Dismember party. Final Thrust could give weakness instead of lose all adrenaline so Rush can go on Sword bars too. I don't like these solutions. Accepting that Swords are worse than Axes, and then responding by making them the same as Axes is ill guided. Sever Gash Final is thematic, emblematic, iconic for the Sword Warrior. Modifying these skills in the wrong way would be disrespectful.



That Swords are paced differently, play differently and use different skills is ideal, we just need some parity between the two, while preserving diversity.


Solutions:

Sever Artery should cost 1 Adrenaline
I started thinking about a hypothetical Axe skill that just applied bleeding to the target. Say, hypothetically this skill was adrenaline based, and didn't add any damage. How much adrenaline would it need to cost to get any play? It certainly wouldn't get any if it cost 4 adrenaline. The Bleeding from a Sword is, in a lot of ways, a liability when Restore Condition is being run on nearly every team. Can we compare Sever Artery at 4 Adrenaline and Melee range to Barbed Spear at 2 Adrenaline and shortbow range? Can we weigh Sever Artery against Apply Poison? Why would anyone run a Warrior over a second Ranger with Barbed Arrows if their goal was to spread Bleeding?


Final Thrust should get a bonus on kills.

Whenever your Final Thrust kills someone, you should get a bonus. Whether it's a For Great Justice like effect, a straight up “Gain 10 Adrenaline”, or some sort of temporary Strength of Honor like damage bonus. Something should happen when it really is the Final Thrust.

Skills that reward precise play should be encouraged. Final Thrust should add no damage when >50% health, much more when <50%, and more again when <25%.


Conclusion
Requiring two skills to Deep Wound means swords will always have less space on the bar than Axes. Final Thrust locks you out of Rush, and into an inferior substitute, which will of necessity be a burden on your energy. Weapon Mastery diversity should be encouraged, and the disadvantages of Swords should be accommodated not obliterated. Reducing the cost of Sever will bring it into line with other options, and giving Final Thrust an on-kill bonus would encourage skilful play. The modifications to the two skills described above would result in Sword warriors re-entering the meta.
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Old Mar 07, 2010, 02:10 AM // 02:10   #2
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Wow, you put a lot of thought into why sword bars are pretty obsolete in PvP except for the crip slash build. I would have to say that the most basic axe build is better than most sword builds because sword builds really do require a chain to be effective whereas most axe builds just spam deep wound and pump damage.
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Old Mar 07, 2010, 04:05 AM // 04:05   #3
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Agreed with your points about the weakness of the iconic sword bar and potential in-theme upgrades. To be fair though, sever/gash/final finally has a decent stancing infrastructure to be built into, which is the new adrenaline primal rage + sprint setup. But certainly you're playing with a very weak skill just to get your deep wound off.

I think this was actually pretty well thought-out in prophecies before power creep blew up subtle game design: gash->final is great damage for its 2-hit timeframe, with your packets coming just as you'd like (huge +damage followup to deep wound), but requires a lead-in skill to dilute the spike strength somewhat (or at least telegraphs it to a skillful monk) while allowing for more skillful play to put out a few bleedings beforehand to conceal an unload target if one sticks long enough. Now sword is used to get tons of hits in under conjure in a spike timeframe with sun&moon and savage, where you get your snare when you want it (beginning of combo) and unblockable hits at the end just in time for defensive reaction. It's definitely a less interesting use than before.

Last edited by Greedy Gus; Mar 07, 2010 at 04:24 AM // 04:24..
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Old Mar 07, 2010, 04:26 AM // 04:26   #4
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Obviously you have never played this bar

Sever Artery
Gash
Sun and Moon Slash
Bulls Strike
Auspicious Parry
Frenzy
Rush
Res Sig

12+1+1 Sword
10+1 Strength
8+1 tactics
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Old Mar 07, 2010, 07:55 AM // 07:55   #5
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final thrust has always been allergic to rush, So has hammer bash

This was a good thing in prophecies, as frenzy was the only viable IAS (and should be the only viable IAS). This put a danger on using final thrust or hammer bash, both of which were very powerful skills at the time.

Unfortunately final thrust has becomes very little use due to power creep. Why run Final when Sun and Moon has about the same damage for 2 less adrenaline, not losing adrenaline, and does more damage when combined with a +dmg enchant (conjure/S&H/Orders)? Hammer bash has seen so much more use since flail has changed bash from something that was dangerous to just something else to use. This is a problem of power creep skills that need to be addressed, not more shitty buffs to make the whole situation worse.

Don't get me wrong, that is an awesome sword bar, but part of your argument is based on rush (the switch stance) which that bar does not have at all.

Comparing sever artery to barbed arrows or barbed signet is a terrible comparison. Barbed arrows is on a ranger that can at best provide decent interrupts and at worst provide terrible damage. Barbed signet is a recently buffed skill that is overpowered and not worth considering as a comparison. Warriors do pressure already, they do not need conditions to do so, but by adding in a super easy condition, it will increase their pressure far more than should be.

Comprehensive guide to bringing sword back into pvp meta (provided you are ignoring the fact that there are already some conjure crip slash being run all over the place): Remove a lot of the shitty powercreep that has accumulated over the years.
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Old Mar 07, 2010, 08:07 AM // 08:07   #6
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critical hits are = to sqrt(2)*max weapon damage

so an axe critical hit would be
sword = 22*sqrt(2) = 31.1
axe = 28 * sqrt(2) = 39.59

considering the fact that warriors should maximized their critical hits, then good warriors are rewarded more for their skill on an axe than a sword.

although to be fair everyone complains about the awkward application of deep wound on a sword warrior, but from a pure DPS standpoint the sword is better.

like for an axe your skill chain goes
dismember (deep wound, 5 adrenaline) -> body blow (plus damage, 7 adrenaline)

but for a sword, it's
sever artery (bleeding, primer for deep wound, 4 adrenaline) -> gash (plus damage AND deep wound, 6 adrenaline)

so you get deep wound and plus damage and, as a bonus, you get bleeding, for less adrenaline (and, therefore, you can pump out more of them) per hit than an axe
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Old Mar 07, 2010, 09:47 AM // 09:47   #7
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Bleeding is as much a drawback as it is a benefit - it usually ends up just being extra healing for RC.
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Old Mar 07, 2010, 11:41 AM // 11:41   #8
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Swords do need a lot of reworking across the board (including pve),their role as the whole cheap spammable attacks or strategic pressure is a load of bull and gets outclassed by axe anytime.
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Old Mar 07, 2010, 12:42 PM // 12:42   #9
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If you rework gash to be deep wound only then sword warriors still wouldnt see play over axe because axe spikes for more damage compared to sword. Sword is perfectly fine at the moment with crip slash allowing it to see use I don't see what the problem is really.
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Old Mar 07, 2010, 02:49 PM // 14:49   #10
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Quote:
Originally Posted by I Jonas I View Post
Obviously you have never played this bar

Sever Artery
Gash
Sun and Moon Slash
Bulls Strike
Auspicious Parry
Frenzy
Rush
Res Sig

12+1+1 Sword
10+1 Strength
8+1 tactics
I personally would never bring Auspicious Parry into PvP when there are much better Elites to use. The idea of using a blocking elite in PvP is actually a little appalling to me.

Quote:
Originally Posted by Burton2000 View Post
If you rework gash to be deep wound only then sword warriors still wouldnt see play over axe because axe spikes for more damage compared to sword. Sword is perfectly fine at the moment with crip slash allowing it to see use I don't see what the problem is really.
I think the problem is that Crip Slash is one of the only ways to use a sword with a good amount of assistance compared to Axe.
Sun and Moon Slash+Dragon Slash+"For Great Justice!" Used to work amazingly, but they nerfed "FGJ!" for PvP.
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Old Mar 07, 2010, 03:49 PM // 15:49   #11
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Gash>Body Blow> Savage slash would be pretty strong if the bleeding requirement for Gash was dropped.

I disagree with trying to make swords compete with axes, I think they're better suited to a utility based role, or pressure based in builds with midline conditions/ hexes. Skills like Crippling Slash and Savage Slash are great for this sort of thing, maybe buffs to Quivering Blade and Hamstring could help with this as well.

I also think that if armour stacking gets adjusted in some way then you might see some more sword bars in play too. Compared to axes, the viable sword attacks don't have the same + damage, which is one of the reasons why they're always seen with Conjure (the other obviously being the great synergy with S&M+ Savage).

As for why Final Thrust doesn't see play, it's in the same situation as Backbreaker. All monks have stances and fast recharging power heals that these skills just can't keep up with unless you get kills with them whenever they're used. Buffing the attacks is one way to deal with it, although it would also create more power creep.
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Old Mar 07, 2010, 04:11 PM // 16:11   #12
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Quote:
Originally Posted by I Jonas I View Post
Obviously you have never played this bar

Sever Artery
Gash
Sun and Moon Slash
Bulls Strike
Auspicious Parry
Frenzy
Rush
Res Sig

12+1+1 Sword
10+1 Strength
8+1 tactics
Mwuh? I'd rather have Shield Bash, even Deadly Riposte

Also, seems to me people are too hung up on Final/S&M. Body Blow is in Strength m8s...
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Old Mar 07, 2010, 04:29 PM // 16:29   #13
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For one, the reason why people used sword warriors wasnt as much because of the damage potential it brought to a team, but for the utility.

In a game of boon prots, distortion rangers and ether prodigy eles, speed boosts was something you could not often afford to put on those characters.
People used Sword warriors as a way to fit "Charge!" in the team. This character speccing highly in tactics, could often find room for Healing Signet - further increasing the utility and split ability.

Why "Charge!" on a sword warrior? because Swordsmanship didnt have any good elite skills (Hundred Blades), and because both hammers and axes had Eviscerate and Backbreaker/Earth Shaker/Devastating Hammmer to compete with.

Further, the game has changed so much in terms of damage and armor.
The introduction of caster based DPS templates (Mind Blast/Shatterstone/Mirror of Ice/Blinding Surge), something that had never existed before, prevented warriors from being a viable split character and removed Healing Signet as a viable option.

Another reason why 'sword pressure' doesnt work in same way now as before is because boon prots relied on energy to a much larger degree, in the fact that each skill costed 7 energy and a maintained enchantment. The heavy energy consumption required skill slots reserved to energy managment, and often your elite slot as well.
Skills like Sever Artery cost more energy to remove and would also work as a cover condition, as there were no Restore Condition monks.

A Monk's skill bar of today is so much 'better'. They can afford to run 7 spells and a stance, compared to 4-5 spells, 1-2 energy spells and a maintained enchantment.
The main reasons why this is possible is because of overpowered healing spells in Word of Healing and Patient Spirit, and to a degree Cure Hex, Signet of Rejuvenation and Restore Conditions.
This leads to a game where you maximise effeciency by playing a 'heal monk' and a 'prot monk', compared to a 'Boon Prot' or a hybrid 'Blessed Light'. The split up also leads to a less dynamic game where the two monks are unable to work properly on their own.
Another, very important reason is equipment enabled armor stacking. This allows monks to boost their armor with 20-30 armor levels without sacrificing any skill slots.

All in all, this means that general warrior DPS and condition spreading as means of pressure has become a lot weaker which hurts sword warriors more than most other classes.
The fact that Monks now have more skills to stop pressure and more armor, but still no very good anti-spike skills has lead to meta after meta of pressuring by spiking.
Spiking is now the only reliable way of killing, which again hurts sword warriors considerably more than axe warriors (who have instant deep wound and armor ignoring +damage skills)

About Crippling Slash as a viable sword warrior template: Its a linebacking spikebot, thats what it is.
It cannot pressure, just like another sword warrior. The cripple and inability to pressure effeciently leads to a game where this warrior will usually attack other warriors while building adrenaline or waiting for a spike opportunity. And spiking is the Crip Slash warriors biggest strength.
The combination of Sun and Moon Slash and Savage Slash, boosted by an elemental Conjure brings an incredibly fast spike with an impressing damage compression (3 conjure hits in 1 second)

Last edited by Jade Zephyr; Mar 07, 2010 at 05:30 PM // 17:30..
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Old Mar 07, 2010, 04:56 PM // 16:56   #14
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Quote:
Originally Posted by Moonstalker View Post
I personally would never bring Auspicious Parry into PvP when there are much better Elites to use. The idea of using a blocking elite in PvP is actually a little appalling to me.
Auspicious Parry:
Elite Stance. (8 seconds.) Blocks one attack. End effect: you gain 1...3...4 strike[s] of adrenaline.

The adrenaline gain occurs when the stance ends. It doesn't matter how or when it ends.
i.e. it gives free adrenaline after at most 8 seconds. I think that's the real attraction.
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Old Mar 07, 2010, 05:14 PM // 17:14   #15
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the real purpose of auspicious parry is to endlessly cancel it with frenzy for infinite adrenaline, as long as your energy holds up. given the use of zealous sword and S+M slash, that's not particularly difficult. the blocking is more of a secondary effect.
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Old Mar 07, 2010, 07:00 PM // 19:00   #16
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Not going to repeat what everyone else has said since it's mostly correct, but here's a few additional things.

Quote:
Originally Posted by Cantos View Post
This dilemma is as old as Guild Wars, and creates two problems. One is that the energy based cancels are all worse than Rush. The other is that you have to spend energy cancelling your Frenzy. Energy that could have gone to another Shock, Bull's etc.
Sprint already sees play on split maps if for some reason you're running warriors instead of eles. It's fine. It takes some getting used to and better zealous use, but it's fine. Soldier's Speed is also pretty good depending on how weird your bar is.


Quote:
Originally Posted by Cantos View Post
Gash could have no bleeding requirement
I don't know why no one has touched on this, but that's called 6 adrenaline non-elite Eviscerate. I'm not sure axes see play at that point.


Quote:
Originally Posted by Cantos View Post
Final Thrust
It's not just the rush dissynergy keeping it down. It's the 10 adrenaline and the fact that it nukes all of your other attack skills as well. Spirit Bond and higher armor sure don't help. And frankly, people are just more likely to block it now. Even the normal 8-spec Guardian has a better block chance than ~13 spec from Final Thrust era (and that spec was completely unheard of). Plus there are stances on half the other team.


Quote:
Originally Posted by Cantos View Post
Why would anyone run a Warrior over a second Ranger with Barbed Arrows if their goal was to spread Bleeding?
Because he has Bull's Strike and real autoattack damage.


Quote:
Originally Posted by Cantos View Post
Skills that reward precise play should be encouraged. Final Thrust should add no damage when >50% health, much more when <50%, and more again when <25%.
This is already how the skill functions. If you unload on a >50% target, he gets worded back up to full. It's been a very long time since randomly putting damage on people hurt monk energy, although this metagame sort of has pressure again, it's more KGYU style than anything else. Anyone under 25% (probably closer to 30-40%) just dies anyway, so more damage is moot.


As for making swords viable, it's going to take a fairly significant overhaul that probably involves armor unless you want to do something to Dismember and possibly the Flail/Enraging engine. If you move Dismember to strength as you suggested, you're effectively homogenizing warriors. I'm not so sure you don't run that on hammer as well. A better solution probably involves (but does not stop at) putting Dismember at its original 7 adrenaline, which should probably be done anyway, but this isn't the direction ANet is taking the game in.
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Old Mar 08, 2010, 12:52 AM // 00:52   #17
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Quote:
Originally Posted by Cantos View Post
There is one viable sword build, the Cripslash, and you need to play around the opponent Prot monk to make anything happen.
In this meta, the only viable axe elite is whirling axe, and even that is marginal. You probably see as many hundred blades warriors as eviscerate ones. Some sword skills could definitely use a slight buff to help make more primal-sword warriors. What both sword and axe need may be a better variety of elites, and not just more elites that are all very similar.


Quote:
Final Thrust
Which is why they came up with sun and moon slash later on.

Quote:
Requiring two skills to Deep Wound means swords will always have less space on the bar than Axes.
Less space doesn't always mean worse. A bad analogy, but consider life sheath. It does (essentially) the same as RC+RoF, but not really. You essentially devote the other skill on a LS bar to healing (taking GoH).

Now consider sever+gash versus dismember. Sure you use up one more slot, but you get the extra 20 damage and bleeding. To make up for it, you take executioner's or body blow on the axe. Now compare sever+gash (6 adren) versus dismember+executioner's (8 adren). Without taking into account base damage, the axe combo does about 20 more additional damage, but has no bleeding and costs 33% more adrenaline. In a 2-3 second spike scenario, the bleeding makes up for the extra axe damage. If the target lives, the bleeding can stick for a long time if the monk is using LS or PnH. RC is where the sword bar gets hurt the most.


Had your entire argument been made before 2007, it may hold more weight. As it is now, a lot of your argument has been patched up by sword buffs (cripslash, sunmoon) and axe nerfs (eviscerate, executioners).

Last edited by Div; Mar 08, 2010 at 12:55 AM // 00:55..
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Old Mar 08, 2010, 01:31 AM // 01:31   #18
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The OP actually got a surprising amount of things correct, so I am pleased to only have a small amount to add.

In Prophecies, defense was much weaker, and warrior auto-attacks were actually responsible for the majority of team damage output. Skills on warrior bars were looked at almost exclusively in terms of what kind of utility they could add, not in terms of how much extra damage they could output. Damage compression, Deep Wound Delivery, and Knockdowns the most important utilities, and this led to the rise of the classic 'Shock Axe,' which was the meta-driving warrior bar for more than 3 years. The Shock Axe was superior to every sword build for most purposes because Evis-Exec is better damage compression and deep wound delivery than Sever-Gash-Final, and and by only needing two skills they could carry an additional KD (Shock).

The thinking of the time was that since Sword Bars had no attack chain better than Evis-Exec, but Axe had no better non-elite attack chain than Sever-Gash-Final, Sword should be used when a non-weapon elite was desired (i.e. Charge, Bulls Charge, etc).

However, this theory is obsolete in modern thinking. Dismember never changed, but people eventually realized that it was actually really good - it had always been really good. People realized that the +29 from Eviscerate actually wasn't that important compared to the deep wound. UtilitySlot+Dismember+Exec (Body Blow when it was added) became regarded as superior to Sever-Gash-Final. Consequently most non-weapon elites are now run on Axe bars (i.e. Coward). Additionally, sword has been discouraged in the post-boon-prot era because of RC, for obvious reasons.

Ironically, the reason to run Sword bars is now because of specific weapon elites (i.e. CripSlash). The CripSlash build fulfills a specific niche (large, frequent spikes with good compression).

Since there are still reasons to use Sword, there is no dire need to change anything. But the OP is right that Swords could be improved in interesting and game-improving ways. The main culprit, as could be guessed, is the interaction between Bleeding and Defense. Right now it only serves to feed RC. RC has probably always been overpowered - I'm not a fan of mechanics like RC which 'hit harder, the harder you've been hit'. Really at this point in the game all it would take is a suitable nerf to RC, such that bleeding is actually useful and not harmful to your offensive effort, and Swords would immediately become more attractive. Some buff to Sever simply to put it more in line with Barbed spear would also help. But anyways, RC is such a any change to RC would require massive retooling of offensive and defensive power levels to create a metagame where the absence of RC doesn't result in instant ownage.
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Old Mar 08, 2010, 04:10 AM // 04:10   #19
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Quote:
Originally Posted by Jade Zephyr View Post
Why "Charge!" on a sword warrior? because Swordsmanship didnt have any good elite skills (Hundred Blades), and because both hammers and axes had Eviscerate and Backbreaker/Earth Shaker/Devastating Hammmer to compete with.
Under any inspection this logic doesn't hold up; people didn't play sword just because they wanted to use their pve swords and give the axes & hammers a break, and then decide a utility elite is better than any sword elite. Clearly the reasoning is more along the lines that sword was considered just fine without an elite, because final thrust was that good and sever/gash was good enough, so any build that needed a utility elite chose sword over axe.

Quote:
Originally Posted by moriz View Post
the real purpose of auspicious parry is to endlessly cancel it with frenzy for infinite adrenaline, as long as your energy holds up. given the use of zealous sword and S+M slash, that's not particularly difficult. the blocking is more of a secondary effect.
The problem is that your adrenaline engine drains one adren every time you use it, similar to the problem with natural temper. So your net gain is only 3 adren on AP even with a massive tactics spec, and you've already lost your elite, strength spec, and a skillslot. So its actually pretty hard to make a compelling case for a solid gvg parry bar.

Quote:
Originally Posted by Div View Post
Now consider sever+gash versus dismember. Sure you use up one more slot, but you get the extra 20 damage and bleeding. To make up for it, you take executioner's or body blow on the axe. Now compare sever+gash (6 adren) versus dismember+executioner's (8 adren). Without taking into account base damage, the axe combo does about 20 more additional damage, but has no bleeding and costs 33% more adrenaline. In a 2-3 second spike scenario, the bleeding makes up for the extra axe damage. If the target lives, the bleeding can stick for a long time if the monk is using LS or PnH. RC is where the sword bar gets hurt the most.
Ok that's the second one to try and make this comparison, and it's still as bad as when Jonas said it. In general you'll pay whatever adren you have to (within reason) to have the max +damage follow-up to your deep wound on an unload, so looking at adrenaline costs for executioners or body blow (which is a cheap 7a, almost 6a technically) is already misleading.

The difference between using a skill for deep wound and then pure damage follow-up, and using a useless skill and then your telegraphed deep wound skill with no follow-up is huge, even if the sword combo manages half of the +damage of the former (it isn't at the most useful time). Even then, if you're just looking for comparable combos axe already has a 6a skill that does the same damage as gash, and that's on 1s activation as an interrupt.

These comparisons just muddy the issue. If you want to dedicate the same amount of skillslots on an axe bar to compare with any sword bar, the axe blows it out of the water in spike timeframes. Axe just doesn't usually need to, so you can bring more utility. The only reason people use sword is for sun&moon stacked with damage buffs, and to a lesser extent 5e savage. That's the reason the situation is a shame, because sun&moon is a brainless push-button skill compared to final.

Quote:
Originally Posted by Div View Post
Had your entire argument been made before 2007, it may hold more weight. As it is now, a lot of your argument has been patched up by sword buffs (cripslash, sunmoon) and axe nerfs (eviscerate, executioners).
Before 2007 we weren't in this power creep mess, and sword wars with final thrust were viable and in meta builds.

Quote:
Originally Posted by Neo-LD
Dismember never changed, but people eventually realized that it was actually really good
It was 7a early on when people formed their understanding of eviscerate being so solid, though I'm not sure when it changed (likely a single skill change in a big update making it be overlooked).

Last edited by Greedy Gus; Mar 08, 2010 at 04:19 AM // 04:19..
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Old Mar 08, 2010, 06:11 AM // 06:11   #20
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it was the original shadow prison and critical chop that made people really take notice of dismember. shadow prison followed by dismember+executioner's+critical chop dealt as much damage as the eviscerate combo, and it is completely brainlessly easy to pull off.

AP at 8-9 spec seem to be ideal. combined with frenzy swapping, this gives 2 adrenaline every 4 seconds on average. it's not much, but it's free adrenaline and is endlessly maintainable. it's also decent for fueling a shout like "fear me!", though ironically enough, axe is better for that role because it frees up an extra slot.
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