Aug 08, 2005, 12:39 AM // 00:39
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#1
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Pre-Searing Cadet
Join Date: Aug 2005
Guild: Collegium Necis (Guild of Murder)
Profession: W/Mo
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Armor +4 or Axe Mastery +1
I'm not sure if this is the right forum, but I'd like opinions on what is better overall (if there is such a thing in this game).... armor +4 upgrade on an axe OR axe mastery +1 (19% chance). Thanks dudes, and BTW if you feel this is a stupid question, just skip over it without answering. I'm getting very tired of reading sacrastic replies from people who have an egotistical sense of superiority.
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Aug 08, 2005, 12:45 AM // 00:45
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#2
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Flame Bait
Join Date: Mar 2005
Location: Mass
Profession: Mo/Me
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Armor+5 if you can find it
5 is max for generic axe armor
its constant and reduce damage
even if its just very little
+19 % axe mastery only applies when you are using skills so basically it turns into +3 damage for a skill once every 5 skill uses not worth it Imo
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Aug 08, 2005, 12:55 AM // 00:55
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#3
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Jungle Guide
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+axe mastery only if you massively use Axe Twist, Swift Chop, Axe Rake , if not use anything else.
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Aug 08, 2005, 12:56 AM // 00:56
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#4
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Ascalonian Squire
Join Date: Aug 2005
Guild: Beetletuns Finest
Profession: Mo/E
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id go with axe mastery rmor plus 4 isnt that great
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Aug 08, 2005, 01:48 AM // 01:48
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#5
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Academy Page
Join Date: May 2005
Location: UK
Guild: Xen of Onslaught [XoO]
Profession: Mo/W
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Personally I'd rather stay alive that tiny bit longer than do that tiny bit more damage.
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Aug 08, 2005, 02:00 AM // 02:00
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#6
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Wilds Pathfinder
Join Date: Jun 2005
Profession: Mo/Me
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If you can, try to get a +7 armor vs elements, in conjunction with the armor set with +20 vs physical.
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Aug 08, 2005, 02:13 AM // 02:13
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#7
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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It would make your monk's job easier if you lived longer. Dishing out an extra one or two points of damage on occasion when using skills just isn't worth it.
Also as suggested, get a +5 or two weapons with +7 vs physical/elemental depending on the situation.
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Aug 08, 2005, 02:32 AM // 02:32
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#8
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Wilds Pathfinder
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Axe Mastery +1 sucks.
+5 armor makes you a bit safer when using frenzy; I use that if I don't have any enchants to run (Enchant 20%+ is easily the best).
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Aug 14, 2005, 03:07 PM // 15:07
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#9
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Ascalonian Squire
Join Date: Jul 2005
Profession: W/Me
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Quote:
Originally Posted by Zeru
Axe Mastery +1 sucks.
+5 armor makes you a bit safer when using frenzy; I use that if I don't have any enchants to run (Enchant 20%+ is easily the best).
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enchanemnts +20% is only ok in pve not in pvp......no matter what your encantments are gonning to get turned off in pvp :P
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Aug 14, 2005, 07:36 PM // 19:36
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#10
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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+armor is better if you have any use for defense whatsoever. If you don't care about armor in the slightest and just want to eke out 1% more damage, use the +mastery.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Aug 14, 2005, 07:42 PM // 19:42
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#11
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Grotto Attendant
Join Date: Jun 2005
Location: The Clouds
Guild: Scars Meadows [SMS]
Profession: Mo/Me
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my favorite mod is + axe mastery, and i recently bought a 20% (Im only refering to tombs) when im in tombs, no one is attacking me so i do all the damage i can. enchantment length doesnt matter with the widespread use of natures renewal, enchantments are barely used anymore. it seems every group has a spirit spammer. i would use the axe amstery grip, as defense isnt important for me
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Aug 14, 2005, 08:02 PM // 20:02
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#12
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: mustache riders
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You aren't a priority target: your armor won't matter unless you're in pve or in the arenas.
If you're playing PvE, however, i'd go with the +4-5 armor without thinking about it: less for a monk to heal keeps your group alive longer.
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Aug 14, 2005, 08:07 PM // 20:07
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#13
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Actually the +mastery mods don't actually affect base weapon damage - it just gives a 20% chance of getting +1 from the skill effect when you use a skill. So realistically it's 20% of +2 damage or whatever when using damage skills.
Use if you have absolutely no use for +armor or +health whatsoever.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Aug 14, 2005, 08:14 PM // 20:14
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#14
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Wilds Pathfinder
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Quote:
Originally Posted by Krack Jacker
enchanemnts +20% is only ok in pve not in pvp......no matter what your encantments are gonning to get turned off in pvp :P
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Natures Renewal, while being the stupidest skill in the game, does not make every enchant obselete. Judges Insight still works moderately well.
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Aug 15, 2005, 02:34 AM // 02:34
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#15
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Site Contributor
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Quote:
Originally Posted by Zeru
Natures Renewal, while being the stupidest skill in the game, does not make every enchant obselete. Judges Insight still works moderately well.
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I'd be hesitant to use JI. 10 energy every 10 seconds (which is roughly the time it takes to spam NR) plus the possible quickening zephyr which would screw your energy even more, and JI is starting to look really ugly. Especially when you need that energy for frenzy or whatever energy attack skills you might be using. I'd rather have an el/mo carry it.
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Aug 15, 2005, 04:42 AM // 04:42
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#16
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Wilds Pathfinder
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I'd rather have an elmo or monk carry it as well, but lately I've been playing one of the lone offensive components on holding builds, and when you really only have 2-3 people designed for offense, you need every punch you can get.
I definitely don't cast it frequently. You really only need it when you're unloading your adrenaline for that extra damage in the spike, which often makes the difference between killing and not.
And btw natures very rarely gettings dropped at the fastest rate it can. I'd say 1 out of 10 matches on average. Most teams are content to just use it once in awhile, or before a spike?
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