Mar 12, 2009, 03:55 PM // 15:55
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#21
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Jungle Guide
Join Date: Jun 2008
Location: DoA
Guild: Dark Order of Retarded Knights (doRk)
Profession: N/Me
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Quote:
Originally Posted by moriz
the conditional deepwound on bodyblow is so obscure that you should never count on it.
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No offense, dude, but.... /facepalm.
Use [body blow]. Team synergy = good idea. (Also, [body blow] doesn't have to be an axe.)
[weaken armor] is inexpensive and effective. I've on occasion had Koss go W/N with [weaken armor] + [hundred blades] + [enraging charge] and have seen him blow things up like a wood chipper.
Last edited by TheodenKing; Mar 12, 2009 at 04:02 PM // 16:02..
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Mar 12, 2009, 04:02 PM // 16:02
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#22
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Krytan Explorer
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Heroes spam [weaken armor] quite well so it never leaves my team. BB.
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Mar 13, 2009, 05:10 PM // 17:10
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#23
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Frost Gate Guardian
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Not sure if this is being taken into consideration (and don't ask me to do any math) but the attribute spread 14/13 in relation to the effects it has. 14 Axe will improve overall base dmg and improve crits versus the 14 strength which is going to increase 1% AP. I'd assume you could do a comparison in relation to the +2 dmg difference which ignores AL and factor that into the selection?
In perception alone, I'd most likely run a 14 axe but still carry body blow over executoners for the additional uses over time, minimal + dmg difference and the conditional deep wound.
elk
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Mar 13, 2009, 08:25 PM // 20:25
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#24
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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Quote:
Originally Posted by TheodenKing
No offense, dude, but.... /facepalm.
Use [body blow]. Team synergy = good idea. (Also, [body blow] doesn't have to be an axe.)
[weaken armor] is inexpensive and effective. I've on occasion had Koss go W/N with [weaken armor] + [hundred blades] + [enraging charge] and have seen him blow things up like a wood chipper.
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i was talking about the general case. not every team has a source of cracked armor. also, while team synergy is a good idea, you generally don't want the team to completely depend on each other. having a hero bring weaken armor just so you can dish out a deepwound is pretty borderline. after all, you are dedicating two slots for the deepwound, which is not a very effective use of resources.
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Mar 13, 2009, 08:51 PM // 20:51
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#25
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Will Bull's Strike for $!
Join Date: Apr 2006
Location: Isle of the Dead
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Quote:
Originally Posted by moriz
i was talking about the general case. not every team has a source of cracked armor. also, while team synergy is a good idea, you generally don't want the team to completely depend on each other. having a hero bring weaken armor just so you can dish out a deepwound is pretty borderline. after all, you are dedicating two slots for the deepwound, which is not a very effective use of resources.
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I agree when you say that if you are bringing [[Weaken Armor] just to trigger the DW from [Body Blow] (especially if you are using Axe, come on) that it is a wasted skillslot, moriz, but in my case, [[Weaken Armor] doesn't leave my Necro Hero's bar. Ever. Cracked Armor is just too handy to have when fighting enemy hard targets, and in HM, even the casters have above 60al, so [[Weaken Armor] always has a use, the fact that it helps [[Body Blow] meet its conditional is icing on the cake, not the primary reason for my Necro packing it in his build.
__________________
Warrior for Hire
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Mar 30, 2009, 09:32 PM // 21:32
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#26
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Ascalonian Squire
Join Date: Jul 2006
Location: Mexico
Guild: La Legion del Dragon
Profession: W/E
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what about 15/13 axe/streng i run that in pvp
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Mar 31, 2009, 08:32 AM // 08:32
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#27
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Administrator
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Quote:
Originally Posted by Dakota
what about 15/13 axe/streng i run that in pvp
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No point in losing 35 health for +1 Strength. 35 health can be the difference between you being dead or alive, while +1 Strength provides pretty much nothing thats overly valuable, especially since you've got all the main breakpoints covered at 14.
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Apr 10, 2009, 06:57 AM // 06:57
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#28
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Pre-Searing Cadet
Join Date: Mar 2008
Guild: Manchester
Profession: Mo/W
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14axe/13str
1) Executioner's Strike does +38 damage(with 8 adrenaline) without deep wound(but Eviscerate did the deep wound when spike).
2) If your adrenaline=8, body blow(+36 damage with 7 adrenaline) can be spammed even Eviscerate is blocked(adrenaline-1).
And if you attack separately, body blow spam one more wound condition with cracked armor, thus Executioner's Strike < Body blow
3) If 14axe 10str 9else Executioner's Strike > Body blow.
4) I always spike and attribute=14 10 9else, so I choose Executioner's Strike.
5) GVG is a long time battle, their attribute=14 13 3 and so many block and cracked armor, thus they choose Body blow?!
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Apr 10, 2009, 02:38 PM // 14:38
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#29
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Ascalonian Squire
Join Date: Aug 2008
Location: London, UK
Profession: W/
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Replying to the OP.
It all depends on if you have a tactics/strengh warrior.
Since mine is Tactics, I use Executioners, for the dmg output.
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Apr 14, 2009, 11:26 PM // 23:26
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#30
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Lion's Arch Merchant
Join Date: Dec 2005
Profession: A/
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wow I don't think anyone posted this but has anyone ever thought of [[Sundering weapon]+[[Body Blow]? It gives cracked armor so you can deep wound. Good Game guys.
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Apr 15, 2009, 12:20 AM // 00:20
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#31
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Lion's Arch Merchant
Join Date: Apr 2006
Profession: W/A
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using 15/13 axe/str is just plain stupid. let me elaborate:
-you lose 35 health on a frenzying target
-the amount of damage greater you do is minimal
-by going 15 axe, crits will proc spirit bond while at 14 they will not
---this means that 15 axe can actually reduce your dps
-you arent using WE. This is fail.
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Apr 15, 2009, 12:44 AM // 00:44
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#32
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Alcoholic From Yale
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
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If it's PvE, assume you're rolling around with a necro, so use [body blow].
If it's PvP, and you're assuming there will be paragons (which would be quite odd), use [body blow]
If it's PvP, and your team is using [sundering weapon] so that you can spike down warriors, which of course should always be your first targets (/sarcasm) you should use [body blow]
If it's PvP, and there won't be paragons (to be expected) and you're not using [sundering weapon] for a spike of some sort use [executioner's strike].
Also, you should be running 14/13 axe/str, or rather, if you're me and you're lazy, that's what you will be running.
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Apr 15, 2009, 01:37 AM // 01:37
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#33
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Lion's Arch Merchant
Join Date: Nov 2008
Location: Where no man has ever gone before.
Guild: Syndicate Nightmare [SyN]
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I would recommend [[Body Blow] over [[Executioner's Strike], as the damage is fairly equivalent, BB costs you one less strike of Adrenaline, and it allows you to inflict Deep Wound if you meet the condition requirement.
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Apr 15, 2009, 04:40 AM // 04:40
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#34
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Krytan Explorer
Join Date: Apr 2008
Guild: House of Myrthe (HoMe)
Profession: W/
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This is obviously the right answer and I'm surprised that it wasn't the last word. Unless you're seriously not investing in strength for some obscure reason, [body blow] would be the better bet even WITHOUT the possibility of deep wound.
Quote:
Originally Posted by Arkantos
1 less adrenaline for 2 less damage. In the long run, body blow is going to do slightly more damage. Not to mention it offers deep wound if you have cracked armor in your party.
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Last edited by Paul Dawg; Apr 15, 2009 at 02:13 PM // 14:13..
Reason: typo
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Apr 18, 2009, 09:27 AM // 09:27
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#35
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Academy Page
Join Date: Apr 2008
Location: Perth
Guild: [LOD]
Profession: W/
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Quote:
Originally Posted by Paul Dawg
This is obviously the right answer and I'm surprised that it wasn't the last word. Unless you're seriously not investing in strength for some obscure reason, [body blow] would be the better bet even WITHOUT the possibility of deep wound.
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QFT. One less adrenaline cost can make a noticeable difference.
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