My PvE Multi campaign Axe warrior
Hello all. THis is the build that got me through all three campaigns. I like it quite a bit, but I feel it could do with come polishing. PvP s not considered, though the spike is noticeable.
Attributes are simple: maxed out strenght and axe mastery, with a little bit left over. Unfortunately, too little to make secondary class skills really useful.
Skills:
Triple chop
Penetrating blow
Penetrating chop
Executioner's strike
Flail
Enraging charge
Variable
Variable
Using the build:
Generally, the build starts up with enraging charge. This provides quick starter adrenaline, enough to power up the Penetrating attacks and Flail. My favourite sequence is: Enraging charge, regular attack, Flail, Triple chop, penetrating blow, Penetrating chop, wait for Executioner's strike. This inflicts quite a bit of damage, some of it AoE.
Flail usually keeps you inflicting damage until Enraging charge recharges, which allows you to restart the whole sequence, usually with Executioners strike available immediately.
Two skill slots are situational. Mostly, the following are used:
-Dolyak signet: for tanking and Knockdown rich areas, like the southern shiverpeaks.
-Wild blow: for stance breaking. From Archers with whirling defense to Shiro, uses can be found. Since when creatign a party I usually go for multiple melee attackers, the loss of adrenaline is not too bad, since the loss of the stance makes your allies kill the target quickly.
-Disrupting chop: With Flail, interrupting longer casting skills becomes a reality. Especially useful against resurrection skills, as it delays them for a bit longer.
-Sprint: with both Enraging charge and Sprint, you can run almost constantly. Very useful in some circumstances, like Aurora glade.
Secondary class switching required:
-Leech signet: Sometimes, you need to make sure a crucial skill gets interrupted once your heroes have exhausted their interrupts. Like Corrupted scales. Or the terrorweb dryder's Meteor storm you have missed (BTW, against those, Dolyak is usually better).
-Signet of return: Hard res without being a Wa/Mo. Usually, however, I rely on my heroes and henchmen to reise any fallen.
Now, the issues I have remaining are:
-no "For great justice". I HATE the skill name, and it irks me so much I refuse to use it. With it, of course, the adrenal skills would be much more effective, though.
-the penetrating attacks are low adrenaline cost attacks, but leave something desired where damage is concerned.
-Well, the build just feels like it's solid underneath, but needs some polishing.
This is where you guys come in. Any suggestions?
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