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Dannzzigg
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Eviscerate Axe - GvG Frontline


Warrior/Monk
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Strength: 13 (12+1)
Axe Mastery: 14 (12+2)
Smiting Prayers: 3

- Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4

- Eviscerate [Elite] (Axe Mastery)
If Eviscerate hits, you strike for +29 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 19 seconds.
Adrenaline:8

- Axe Rake (Axe Mastery)
If this attack hits a foe suffering from a Deep Wound, you strike for +9 damage, and that foe becomes Crippled for 15 seconds.
Adrenaline:7

- Executioner's Strike (Axe Mastery)
If this attack hits, you strike for +38 damage.
Adrenaline:8

- Sprint (Strength)
For 13 seconds, you move 25% faster.
Energy:5 Cast:0 Recharge:20

- Mending Touch (Protection Prayers)
Touched ally loses 2 Conditions and is healed for 15..51 Health for each Condition removed in this way.
Energy:5 Cast:0.75 Recharge:6

- Smite Hex (Smiting Prayers)
Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 25 damage.
Energy:5 Cast:1 Recharge:12

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0


This is a basic Axe Warrior designed for high DPS. The attack skills are entirely Adrenal, making it extremely important that adrenaline denial hexes are removed quickly.

The ability to self-remove conditions and one hex is crucial. I have also used both Mending Touch and Smite Hex on allies at times. Sometimes a Sprint-Mending Touch may be what saves someone when the monks are out of range or tied up elsewhere.

This build should be played with 4 weapons:
Vampiric for additional damage
Ebon for attacking other Warriors, Footmen and the GL
Zealous for the rare occassion where additional energy is needed to your non-attack skills
and finally Furious for the additional adrenaline chances.

All weapons should be +15>50 with a +30 Fortitude.

The shield should be -blind duration with a +foritutde mod.

Runes and Insignias should be set to increase Health as much as possible. Primary attackers may often be the target of a spike and every bit helps.

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6/20/2007, 11:07 am Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 
Keegen
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Re: Eviscerate Axe - GvG Frontline


I understand the need for using runes and insignias to get as much health as possible but is there a point where you are better off with a little less health and more +armor runes or insignias?

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Before you criticize someone, you should walk a mile in their shoes.
That way, when you criticize them you're a mile away and you have their shoes.

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6/23/2007, 1:04 am Send Email to Keegen   Send PM to Keegen
 
Greentongue
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Re: Eviscerate Axe - GvG Frontline


Doesn't that depend on the most likely type of damage you are going to take?
If it is degen, then the HP would give more of a buffer.
=

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6/23/2007, 10:15 am Send Email to Greentongue   Send PM to Greentongue
 
DamonIsa
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Re: Eviscerate Axe - GvG Frontline


If you're going to have 13 strength anyway the Sentinal Insignias might be the better choice. I mean, +20 Armor, vs. Everything. That should serve (Except for Degen) better than Survivor. I would think.

---
Niva Reikan: Warrior/Monk, Kurzick Champion
Arcturus Highwind: Paragon/Ranger
Pet: ROUS
Walker Tam: Warrior, Defender of Ascalon in Training
Nikolia Vasburg: Ritualist/Necromancer
6/23/2007, 5:35 pm Send Email to DamonIsa   Send PM to DamonIsa
 
Dannzzigg
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Re: Eviscerate Axe - GvG Frontline


I've never run with the Sentinels set, but I believe they may actually be the most helpful.

I'll have to research a bit more, but the idea is to do your best to survive a spike, at least long enough for your monks to get a heal on you.

There does have to be a break point, and I'm sure someone at Guru has already figured this out. What I'm hoping to find out is exactly where that break point.

I suppose some testing vs. Wild BLow would work... one hit wearing +armor does "x" damage, and one hit without does "y" damage. Whichever is lower is the way to go, no? At least it would seem that simple.

Anyways.... I was going with the idea of higher health to combat both Degen, which seems to be a favorite method of attacking warriors over the last few weeks, and for armor ignoring damage which you don't see a whole bunch of, but when it hits a Warrior, it hurts them just as much as anyone else.

Food for thought here...

---
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6/23/2007, 6:27 pm Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 
Keegen
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Re: Eviscerate Axe - GvG Frontline


Well, Mr. Priest of Balthazar tell me that the Sentinel's Insignia is Armor +20 vs. elemental damage.

---
Before you criticize someone, you should walk a mile in their shoes.
That way, when you criticize them you're a mile away and you have their shoes.

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6/23/2007, 6:31 pm Send Email to Keegen   Send PM to Keegen
 
Dannzzigg
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Re: Eviscerate Axe - GvG Frontline


Huh?

Maybe Drake and I are thinking of the wrong set, or maybe they changed it?

There was a time whent there was a set which increased your total armor level to 100, non-specific AL.

Or maybe I should have my memory checked? I did have an appointment set up to have that done, but I forgot when it was.

---
Check out Dylan's Den!


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6/23/2007, 6:35 pm Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 
DamonIsa
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Re: Eviscerate Axe - GvG Frontline


Yeah. It was. It was +20 Armor, but you need to have at least 13 in strength. Maybe they did change it? I haven't used that set since before Nightfall. My warriors are almost always Tactics based, not Strength.

---
Niva Reikan: Warrior/Monk, Kurzick Champion
Arcturus Highwind: Paragon/Ranger
Pet: ROUS
Walker Tam: Warrior, Defender of Ascalon in Training
Nikolia Vasburg: Ritualist/Necromancer
6/23/2007, 6:45 pm Send Email to DamonIsa   Send PM to DamonIsa
 


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