Swords are much better as they do more constant damage with the LOW span of damage 15-22 as oppsed to 6-28. I have yet to find anything axe wise that beats final thurst for swords.
It depends on what type of build you're using. All of the 3 weapon primaries are very balanced and each is best at a certain time.
Sword's good for being able to lead off with certain skills like hamstring, or savage slash. It's also more evenly balanced between energy/adrenal skills and thus harder to shut down.
Axe is great for high damage, but it's mostly adrenal and so you will have to build up to it. Sword and axe take more advantage of team buffs that add damage per hit.
Hammer is great for pumping out high damage and knockdowns. The adrenal skills are slower to charge however and like axe, there aren't any initial 'condition' or knockdown attacks available before building up adrenaline.
Depending on the build of the team, and your role in it, I think there's a 'best' that could have sword, axe, or hammer as the answer.
Swords are much better as they do more constant damage with the LOW span of damage 15-22 as oppsed to 6-28. I have yet to find anything axe wise that beats final thurst for swords.
Assuming the target isnt moving, and no skills are being used, yes, sword has a better constant damage.
Now lets throw the variable that the target is running, axe has MUCH better constant damage.
Now lets say the target is standing still and we add in the skills. Axe again comes out on top.
Final thrust takes 10 strikes to charge AND you lose all adreneline. Not to mention it is only good after the target is below 50% hp. You can't say there are no axe skills that stand up to that, because there are plenty. Just look at cyclone axe, penetrating blow, or disrupting chop. Cyclone axe costs 0 adreneline (5 energy) and adds 10 more damage to multiple targets. Now look at penetrating blow. For 1/2 the price it adds 20ish to each attack AND has armour penetration 20%. Not to mention this attack is good even when the target is at full health. You can get two of these off in the time you can get 1 Final Thrust off, which is much better. I shouldn't even have to explain disrupting chop.
Im surprised everyone seems to be so obsessed with "constant damage".
Against a good team, constant damage is really pretty worthless. I haven't seen anyone (and If i missed it sorry) say anything about spike damage, which is the cornerstone of any good warriors attack. Without it you will most likely be playing a teeter-totter game of damage/healing. Spike that mofo with everything you got in under 3 seconds and there is no counter because there is no time to counter.
IMO weakness is one of the most pointless conditions in the game. Its purely a melee condition. If you are attacking a warrior you are either:
A. A total noob
B. Finished with the other enemies, and the warrior is the last one left
Whats the need for weakness if your pretty much done with the round. As a warrior, you will be spending most of the battle killing monks/mesmers/eles/necros.
With that said, I think both weapons are equally powerful if used correctly. A good warrior should have a secondary that compliments his weapon choice.
Also, high adrenaline cost should never be a factor. With "For Great Justice" every adrenaline skill will cost 5 hits or less.
For Great Justice lasts for 15 seconds...it has a 45 second cooldown...
All you need is around 6 seconds to get 10 adrenaline. Then you use all your attacks in succession for maximum spike damage.
15 seconds is way more than enough time if you time it right.
For example:
Hit it as soon as you engage in melee. Within 6 seconds or so, you should cast all of your attack skills. Finish with Final Thrust or an equivalent axe skill and you still have another 8 seconds to still gain adrenaline.
That lets you spam the adrenaline attacks twice in a row practically. That should kill (or close to it) your target if you timed the spike damage correctly, and by the time you get to your next target FGJ will be close to available.
Definitely usable every other target if you conserve your energy correctly.
Last edited by Godslayer; Jul 19, 2005 at 07:15 PM // 19:15..
All you need is around 6 seconds to get 10 adrenaline. Then you use all your attacks in succession for maximum spike damage.
15 seconds is way more than enough time if you time it right.
For example:
Hit it as soon as you engage in melee. Within 6 seconds or so, you should cast all of your attack skills. Finish with Final Thrust or an equivalent axe skill and you still have another 8 seconds to still gain adrenaline.
That lets you spam the adrenaline attacks twice in a row practically. That should kill (or close to it) your target if you timed the spike damage correctly, and by the time you get to your next target FGJ will be close to available.
Definitely usable every other target if you conserve your energy correctly.
Grossly overexagerated assessment of FGJ. Cyclone axe hitting 5 people = 5 adrenaline. You can't beat that. Berserker's stance is also great for extra damage and adrenaline. Out of these 3, FGJ is at the bottom in my mind.
Grossly overexagerated assessment of FGJ. Cyclone axe hitting 5 people = 5 adrenaline. You can't beat that. Berserker's stance is also great for extra damage and adrenaline. Out of these 3, FGJ is at the bottom in my mind.
Hmm... leaf calling the grass green? Cyclone axe CAN hit 5 people, it can also hit 30. If your opposing party is dumb enough to keep 5 people close enough for a Cyclone Axe to hit them all then I think you could just consider it a victory anyway. I'd say on average your Cyclone Axe would hit 2, 3 people tops. In which case, one strike from an FGJed wielding warrior would be just as effective.
Berserker's Stance ends on a skill use, I find it has more purpose for a Savage Slash or Disrupting Chop in the case of an axe, shortly followed by whatever skill you've been charging. Why not use Battle Rage? 4 hits and it's charged, then you enjoy 5-17 seconds of speed to catch the monks, and double your adrenaline with each hit.
Not very true, whatsoever -swords have more consistant average damage, while axe damage will range. Axes have an adrenal cripple skill, while swords have the instant use of hamstring. However, you'll find most warriors using neither, and going with sprint to be more... environmentally aware. Reguarding spike damage, neither have it, (deep wound and final thrust are debatable), because they concentrate on dps and the smarter warriors concentrate on disruption and support.
Sorry, didn't realize there was more than 1 page of this.
Last edited by Enigmatics; Jul 19, 2005 at 08:50 PM // 20:50..
In my experience the way i see things. Axe is good for farming large groups Cyclone axe is awsome when hitting 8 people and it is awsome with the right skills. Now for teamplay I have noticed a sword to be better in taking out the baddies. Well my sword has a furious hilt so adrenaline charges up fast as anything and a vampire thingy on my axe 5/1 anyone. It all depends on the situation. hammer>sword>axe>sword>hammer>axe>sword
you get the point its all about the situation you are in.
All you need is around 6 seconds to get 10 adrenaline. Then you use all your attacks in succession for maximum spike damage.
15 seconds is way more than enough time if you time it right.
For example:
Hit it as soon as you engage in melee. Within 6 seconds or so, you should cast all of your attack skills. Finish with Final Thrust or an equivalent axe skill and you still have another 8 seconds to still gain adrenaline.
That lets you spam the adrenaline attacks twice in a row practically. That should kill (or close to it) your target if you timed the spike damage correctly, and by the time you get to your next target FGJ will be close to available.
Definitely usable every other target if you conserve your energy correctly.
My point was the 30 seconds of down time. I do think that this is a great skill, you were just speaking of it in a way that relies so heavily on it, that the 30 seconds downtime you would be useless.
Quote:
Originally Posted by Godslayer
Im surprised everyone seems to be so obsessed with "constant damage".
Against a good team, constant damage is really pretty worthless. I haven't seen anyone (and If i missed it sorry) say anything about spike damage, which is the cornerstone of any good warriors attack. Without it you will most likely be playing a teeter-totter game of damage/healing. Spike that mofo with everything you got in under 3 seconds and there is no counter because there is no time to counter.
IMO weakness is one of the most pointless conditions in the game. Its purely a melee condition. If you are attacking a warrior you are either:
A. A total noob
B. Finished with the other enemies, and the warrior is the last one left
Whats the need for weakness if your pretty much done with the round. As a warrior, you will be spending most of the battle killing monks/mesmers/eles/necros.
With that said, I think both weapons are equally powerful if used correctly. A good warrior should have a secondary that compliments his weapon choice.
Also, high adrenaline cost should never be a factor. With "For Great Justice" every adrenaline skill will cost 5 hits or less.
Final note: Hammer>All.
DPS is much more important than spike dmg for a warrior IMO. I have an axe warrior build with 60-70 DPS--that will were down the healing very quickly. Especially with the rest of your team helping. The "teeter-totter" game you speak of will last about 10 seconds tops.
How so? At an attack speed of 1.33 and an intake of 2 adrenaline per attack, you would have 10 adrenaline in just about 5 seconds (10.44 adrenaline in 5.22 seconds).
You would have to use cyclone axe twice to do that, and would also have to have at least 5 people around you. The only people that stand around you long enough for you to use cyclone axe twice would be warriors, and I have never faced 5 warriors at once. I dont think anyone has.
Berserker Stance will bring your attack speed from 1.33 to .94. You also gain 1.2 adrenaline per hit for 10 seconds. That means you reach the adrenal max at 6 seconds (10.8 adrenaline in 6.46 seconds.)
So we see that its slower, and once you reach the maximum adrenal amount, you will use a skill, disabling the stance and wasting the other 4 seconds. With FGJ, it will continue to gain adrenaline after you use the skills for another 10 seconds. Its like having two Berserker Stances in a row in terms of adrenal gain.
Battle Rage is a step above these, but I dont quite like the adrenal loss at the end. FGJ does this adrenally, and lets you keep whatever excess is gained afterwards.
I think that should officially bring it to the top of your list now Icuradik.
Quote:
Originally Posted by Enigmatics
Reguarding spike damage, neither have it, (deep wound and final thrust are debatable), because they concentrate on dps and the smarter warriors concentrate on disruption and support.
I was gonna disagree, but a quick look over the skills and they really dont have much in the line of Spike damage like a hammer warrior would have, so in these cases DPS is the only option really.
Being so, I would think sword is a safer route for DPS, but Axe would have more opportunites to inflict conditions while maintaining a fairly close constant damage.
Heh. Guess even after playing all through Beta there is always something new to learn.
So in conclusion (in order of my preference, and what I believe is most efficient):
Hammer = Massive spike damage
Axe = Massive condition DPS with fluctuating attack dmg
Sword = Medium DPS with stable attack damage
FGJ = Max Adrenaline with excess held
Battle Rage = Possible max adrenaline with excess discarded
Berserker Stance = Max adrenaline with no excess
Cyclone Axe = Half adrenaline and very situational
Last edited by Godslayer; Jul 19, 2005 at 10:36 PM // 22:36..
I use sword, and i like it. basta. other use axes or hammer, why not ?
Right now, im changing from Sw to HAmmer ( got a max Hamm ) and wanna try the Maxdmg.
So right now im still 1000xp away to get 1 skillpoint, after that i would like to change/try it.
So can some1 say/show how much the Maxdmg is of a Axe and Hamm, with pic like mines... plz just to know if its worthy or not do lose a Skillpoint for it
Location : Old Ascalon
Monster : the first Dev..
Dmg : -98 ( 1 hit ) -105
My W/n use both Prof. so i dont have much points in Strentgh( 10 )
Last edited by Master Of Disharmony; Jul 19, 2005 at 11:45 PM // 23:45..
The key to making Battle Rage {E} downright obscene is that it can be kept up constantly...
The moment it starts flickering in your upper left hand display, you can just execute it and you lose all your adrenaline, HOWEVER, you're STILL in double adrenaline mode and sprint buff speed. Meaning, you can literally keep Battle Rage up for as long as there's someone you can hit 2x nearby.
Definitely the best adrenaline vaccuum skill in the game.
How so? At an attack speed of 1.33 and an intake of 2 adrenaline per attack, you would have 10 adrenaline in just about 5 seconds (10.44 adrenaline in 5.22 seconds).
Every 1.33 seconds you gain 2 adreneline strikes because of FGJ. Correct?
2x1.33=2.66 (4 adren)
3x1.33=3.99 (6 adren)
4x1.33=5.32 (8 adren)
5x1.33=6.65 (10 adren)
So it takes 6.65 seconds to get 10 adreneline--not 5.