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Old Jan 07, 2007, 10:43 PM // 22:43   #1
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Default Eviscerate vs. Decapitate, Elite Battle!

I've been reading up on both skills and have had quite a pleasant experience with Eviscerate, but now Decapitate is in the mix and frankly, that name and it's ability to spike is quite seductive... [oooh, beheading skill!]

However, the 'lose all energy + adrenaline' issue forces one to bring a +5 or -5e. weapon into the build in order to do a boosted damage special strike [my choice would be either Furious Axe or Wild Blow]

From what I've read however, people still worship Eviscerate despite its nerfs since it allows you to keep your adrenaline and still manage a very potent spike [which I considered the sexiest spike in the game 0_0]

Any mathematics or logic behind picking one over the other? I do NOT want to bring a +/- energy weapon so I'm leaning toward Evis, though capping it is a bitch from Cantha [travel by boat]

Any ideas? What's your vote?
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Old Jan 08, 2007, 02:40 AM // 02:40   #2
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My vote is still eviscerate being I keep my aderaline and energy to do my followups (executioners and critical chop). My main problem with decap isnt the drawbacks because that is what balance's it out but your bar as a whole will be full of nothing but filler skills just to fill out all 8 slots. I can imagine but decap would make a great HA skill for spike teams with a huge damage starter and a deepwound.
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Old Jan 08, 2007, 02:46 AM // 02:46   #3
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Evis if you don't want to weaponswap...simple as that.
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Old Jan 08, 2007, 03:41 AM // 03:41   #4
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you can do a real spike with eviscerate+executioner's, in the strictest sense of the term, since the deep wound+follow up hits a lot harder.

Plus, decapitate is so incredibly unweildable due to the double-drawback it's not even worth using, despite the guaranteed critical. Weapon swapping on a warrior just to use a skill is lame.
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Old Jan 08, 2007, 04:38 AM // 04:38   #5
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Eviscerate, because I like to follow up after the Deep Wound.
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Old Jan 08, 2007, 06:11 AM // 06:11   #6
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Even if you have an energy swap, there seems to be a short delay between weapon swapping and being able to attack or use a skill. This means you'd have to delay your subsequent Crit Chop by about a half a second. Pretty annoying if you ask me. For this reason, I think Evis is the way to go.

Another serious problem with Decapitate is that you'd need a weapon swap just to cancel Frenzy, let alone using a followup attack. Rush would be completely ruled out, and running Sprint on a "lose all energy" bar would be a pain in the ass. I really think they need to drop either the energy or adrenaline penalty on Decap for it to be a viable skill.

Last edited by Effigy; Jan 08, 2007 at 06:14 AM // 06:14..
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Old Jan 08, 2007, 10:56 AM // 10:56   #7
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Quote:
I really think they need to drop either the energy or adrenaline penalty on Decap for it to be a viable skill.
The problem with that is that if they remove either adrenaline or energy loss, it will replace Eviscerate for sure. It's just a stupid skill that does something that already is done by another skill, only more powerfully, so they have to include some penalty to make it not completely replace the weaker skill. Although maybe they could do something like it would cost 10 adrenaline + 10 energy, with full adrenaline loss.

IMO the only way of using Decapitate properly is with someone else doing the follow up. Guild Wars is a team game after all.
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Old Jan 08, 2007, 02:56 PM // 14:56   #8
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If you use Zealous Anthem with only 6 motivation( and gain 4 energy ), and a zealous axe mod, you gain 5 energy after using Decapitate, right? If you now add a -5 energy axe, and a +5 energy axe, you can instantly gain 15 energy, and can be used for aditional spiking skills. I can't play GW right now, so I cannot test it out.
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Old Jan 08, 2007, 05:24 PM // 17:24   #9
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If you're going to go the route of having someone else do a followup attack or supply you with Zealous Anthem, you might as well just cut Decap out of the picture and have someone bring GftE instead. The point of Decap is that its supposed to turn you into human howitzer. If you need a bunch of teammates to pick up the slack after you use it, you may as well have used Eviscerate and saved them the trouble.

Lose all adrenaline and energy for a critical hit? Where do I sign up?
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Old Jan 08, 2007, 06:06 PM // 18:06   #10
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Well "lose all energy" counts for zealous/crits or w/e and proberly zealous anthem too. so uless you tried somthing crazy like ether lord you need to weapon swap or get an alli to finish the spike

id still take evis though
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Old Jan 08, 2007, 06:16 PM // 18:16   #11
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Quote:
Originally Posted by Yanman.be
If you use Zealous Anthem with only 6 motivation( and gain 4 energy ), and a zealous axe mod, you gain 5 energy after using Decapitate, right? If you now add a -5 energy axe, and a +5 energy axe, you can instantly gain 15 energy, and can be used for aditional spiking skills. I can't play GW right now, so I cannot test it out.


I dont think it will work that great cause its 10 energy and you have to use an attack skill to gain energy from it.

Zealous renewal might work its in mysticism but the enchant works anyway.
its 10 nrg does some holy dmg when u activate it and that scales with mysticism
but the benefit is :
for 20s it does nothing when it ends you gain 1 nrg for each successful hit.

So you can have something like this:
9/10 tactics
9/10 wind
16 axe
rest in strength

harriers haste
zealous renewal
heal sig
frenzy
executioners
decapitate
critical chop
rez
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Old Jan 08, 2007, 06:35 PM // 18:35   #12
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Never mind. My idea won't work. Decapitate makes it lose energy after Zealous Anthem gave it.
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