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Old Dec 10, 2006, 01:09 AM // 01:09   #1
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Default Warrior/Elementalist Shock Axe Build for HA!!!

well i tried guild wiki's shock axe build but i didnt like it as much as i like this one:

o btw, heres the link:
http://gw.gamewikis.org/wiki/Build:W/E_Shock_Axe

im going like this:

W/E

axe: 12,3,1
tactics: 10,1
air:8

heal sig
flurry
to the limit
shock
eviscerate
executioners strike
axe rake
rez sig

full glads armor + stone gauntlets

runes: sup vigor, sup axe, min tactics, sup absorp, attunement

1- use to the limit immediately to get adrenaline high, follow with flurry
2-shock target, followed by eviscerate->exec strike->axe rake
3-dead

any comments?
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Old Dec 10, 2006, 02:07 AM // 02:07   #2
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1) no reason at all to have 8 in air magic. the point of shock is for disruption/kd so you can lay down your spike. the dmg from it is of little to no concern.

2) never use flurry. why gimp your dps when there is no reason to do so? run frenzy or if you just cant live with the dmg increase, go with flail. but frenzy + cancel stance is what ya want.

3) i usually dont like adren gain spells, id drop "to the limit!". i dont feel those 4 strikes of adren (if you have enough ppl in range) every 20 seconds is worth that slot.

4) i dont like dropping conditions with my shock axe. in HA, they will be removed so fast that its almost not worth it. dmg > one condition on one target. id go with critical chop over axe rake for the quick hit and good dmg.

5) kind of a small thing, but id rather have the vitae rune over the attunement. 2 energy isnt going to make that much of a difference.

Last edited by ss1986v2; Dec 10, 2006 at 02:12 AM // 02:12..
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Old Dec 10, 2006, 02:40 AM // 02:40   #3
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The wiki build is better than yours. None of your changes make any sense.
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Old Dec 10, 2006, 03:36 AM // 03:36   #4
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since nightfall came out, ive used "watch yourself"+soldiers defense in every build i run...it can fit into any build and provides excellent protection. try putting that in there...and dont use flurry because you wont spike as much damage.
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Old Dec 10, 2006, 05:51 AM // 05:51   #5
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TTL is only good on hammer warriors.

8 in air magic is kind of good if you have the offhand from the jungle that gives air magic+1 energy +10 health +30. Otherwise, you're far better off going to 13 strength and getting better armor.

Why are you running heal sig? does heroes ascent have splits now?

axe rake and flurry are bad.

This is a good shock warrior for HA:
Eviscerate
Executioner's
Critical Chop
Bull's strike/prot strike (your preference)
Frenzy
Sprint/Rush (probably sprint because of relic running)
Shock
Rez sig

16 axe
13 strength
3 air

You should probably run glads if you're a shock maniac. I find myself rarely using it. A good monk will know when you're spiking if you shock before every spike. The issue is there are few good players in HA, so that probably won't stop you.

Last edited by Thom Bangalter; Dec 10, 2006 at 05:55 AM // 05:55..
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Old Dec 10, 2006, 12:28 PM // 12:28   #6
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Quote:
Originally Posted by Thom Bangalter
Why are you running heal sig? does heroes ascent have splits now?
I solo ghostlys ololol
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Old Dec 10, 2006, 07:05 PM // 19:05   #7
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I bet he brought Healing Signet so he can Frenzy'd Healing Signet his way to Halls of Heroes.
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Old Dec 10, 2006, 10:05 PM // 22:05   #8
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16 axe
13 str
2 air

shock
eviscerate
execs
crit chop
frenzy
sprint
bulls strike
rez sig

glads armor
stonefist gaunts
wing's axe (zealous)

sup axe, min str, sup vigor, sup absorption, attunement

hmmm... i hope monks heal me cuz im dead witout any self heal at all lol

Last edited by Xeones The Great; Dec 10, 2006 at 11:59 PM // 23:59..
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Old Dec 10, 2006, 11:02 PM // 23:02   #9
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Quote:
Originally Posted by Xeones The Great
btw, axe rake is a cover condition, because as ss1986v2 said, theyre removed pretty fast

critical chop-not too good lol
the deep wound, even if you cover it, wont be there for very long. as soon as you hit the shock, monks are going to be looking for it to hit. the point of the deep wound is the spike it does. if you dont have him dead or at least almost dead with the first spike (evis + exe), no way is he going down after the rake.

i have to absolutely disagree with you on your other point. crit chop is one of the best skill to follow the traditional evis + exe spike:

1) it offers +31 dmg at 16 axe. very nice. it only is beaten by decap, evis, exe, furious, and tied with cleave. notice how three of these are elites. remember usually in spikes: +dmg > all.

2) it has a 1/2 sec cast time. in case you dont know this, when you follow an attack skill of normal attack speed with one of 1/2 sec cast, it creates a mini-spike. remember, axes swing every 1.33 secs. the two hits come 0.5 secs after each other, helping spike out your target even faster. its the perfect follow for exe. why do you think protector's strike has always been so popular?

3) the interupt effect is not even worth mentioning. no, its not good, but thats not why you run crit chop (see above).
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Old Dec 10, 2006, 11:46 PM // 23:46   #10
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changed build look again lol =]

changed build look again lol =]

lol edit wont work wtf

EDIT BY LIGHTNINGHELL: Triple posting is ftl.
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Old Dec 10, 2006, 11:56 PM // 23:56   #11
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It looks fine, other than the fact you still have axe rake. Only Iway warriors ran Axe Rake, and it was because half of them had no speed buff, making kiters problematic. I could kind of sort of see it's usefulness in a pressure build, but it has no place in an adrenospike (and even in pressure it's still a really, really marginal skill to use, because first you have to apply deep wound, and then you get cripple).

It could be worse though, you could have axe twist.
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Old Dec 11, 2006, 12:39 AM // 00:39   #12
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looks very good now. the trend seems to be moving away from heal sig but some ppl will still demand that every warrior should have it. i, for one, like having it, but i do leave it off more and more these days. so that can pass.

i like bull's strike, not as much as pre-nerf, but it still helps disrupt/punish kiters.

last thing, no reason to bring sprint over Enraging Charge, if you have nightfall that is. compare them:

Sprint : 5 energy : 20 second recharge

For 8...13 seconds, you move 25% faster.

Enraging Charge : 5 energy : 20 second recharge

For 5...13 seconds, you move 25% faster. Enraging Charge ends when you successfully strike a target, at which point you gain 1...3 strikes of adrenaline. (at 13 strength, it last for 14 seconds and give 4 strikes of adren)

sprint loses to enraging charge on every front IMO. the ending when you hit doesnt bother me, because i will have caught my target so im rdy to lay my spike down anyway. plus its just as good as sprint as your cancel stance. plus, free adren, and lots of it.

Eviscerate
Executioner's Strike
Critical Chop
Bull's Strike
Frenzy
Enraging Charge
Shock
Rez Sig

the old shock axe on the wiki is very old. very old. its been the same for the longest time now. its about time for it to be updated, and this makes for a viable replacement. if you want to keep heal sig, just drop strength, pump up tactics, and replace bull's strike. if you dont like the energy based cancel stances, sub in rush.

ladies and gentlemen: meet the new shock axe!

Last edited by ss1986v2; Dec 11, 2006 at 12:43 AM // 00:43..
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Old Dec 11, 2006, 12:49 AM // 00:49   #13
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shock axe enjoys his heal sig....
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Old Dec 11, 2006, 01:20 AM // 01:20   #14
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Campfire = PvE
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