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NekomimisFTW.com • View topic - Axe Guide

Axe Guide

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Axe Guide
March 5th, 2013, 9:24 am

Axe Guide

Ok, first off, this is only my perspective, I'm not saying it's right or wrong in any way, shape or form.

GENERAL NOTES


SKILLS


COMMAND BAR


STATS/GEAR


GENERAL PLAY
Last edited by Hope on March 11th, 2013, 4:43 pm, edited 2 times in total.
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Re: Axe Guide
March 5th, 2013, 10:19 am

Blind Swing

I just wanted to add a little detail to this skill. Blind swing is very effective when used properly. You should use it on staggered enemies. It will do about the same damage as nightmare, but costs half the mp. Try to use it on active enemies, and you will miss 9 times out of 10.
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Re: Axe Guide
March 8th, 2013, 12:58 pm

I don't consider myself a pro with the axe, but I'll add some of my notes, and questions too.

Notes first...

Axes are capped at a 90% hit rate, which is reached at 175 dex. Higher dex can slightly increase the crit hit chance, but you're probably better off adding more str once 175 dex is achieved. My axe armor set is spectral top (hp/str/agi), wraith gloves 2 (mp/str), sensui pants (mp/dex), ashura tabi (dex/agi). I have phoenix hammer for a fire axe, and am working on finishing 3 luxbreakers for the other elements. I'm keeping the glittering axe for em2 runs. I have a tk+9, but the gigas slayer is also a good non-elem option (or another luxbreaker) for those who just want axe as a sub-class. I'd have to equip things to see my axe stats... I haven't played with axes for several months.

I do have 7ac slash and 7ac strike combos. The slash combo is for when I'm lower on hp, or out of MP and want to keep hurting things (hoping somebody recovers my MP mid process). The strike combo is great for "charging up" crowd control. In the strike situation, I'll buff, debuff, do a couple attacks, and unload the combo. If timed right the combo will stagger the enemy, and I'm ready to crowd control the weaker part of the fallen enemy (odds are the debuffs are still active too) for high damage.

A common misconception of crowd control is that it is based on the enemy aggro toward you. It's actually based on your aggro toward the enemy. So, never switch which enemy you target, or the "charging" of crowd control is reset. Likewise if you die. If you're knocked down, the "charging" is only slowed, just get back into rhythm. I think it's a function of how rapidly you damage the enemy, which is why a combo is great for maximizing crowd control. You're landing several attacks (which never miss btw) in rapid succession.


Now my couple questions (for now)...

- It seems nowadays that nightmare is frowned upon. Why is this? I see axes often use deathdriver in place of nightmare, even on strike-weak enemies. Is it because it's a "2 hit" move, and less likely to miss completely? For crowd control purposes, I think I'd use pulverise instead because it's a little faster animation. thoughts?

- I see some axes avoid heavy armor like the plague. I can see wanting a little added speed, but given how long some animations take you still can't act any faster (at least when haste is applied). Wouldn't it be more detrimental to the cause if you're in a light setup, as you're guaranteed a knockdown with every hit?
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Re: Axe Guide
March 8th, 2013, 1:16 pm

With response to crowd control, I've found it based more on enemy aggression than my own. Knock down, contrary to what people believes have had little effect. My reasons:

I've been unleashing Crowd Controls which get stronger each hit based on how long you hold enemy attention. The moment the enemy loses focus, even for a second, the damage is lowered.

I've aslo had a high damage, been knocked down, and then stood up and hit an even stronger none crit or crit than the last.

I do not agree with deathdrivering a strike weak enemy. Nightmare is more efficient damage wise. I'll use nightmare on any large strike weak enemies... Or even thrust weak enemies. Nightmare does wonders. Deathdriver is exclusively reserved for any slash weak enemy only.

For me heavy armour is the way to go, what good is extra speed from a lighter build if the animations are too slow or if you spend more time rolling around the floor. I've tested with full medium and for me I've spent more time on the floor rolling, than attacking. The only time Light armour is used in my style is during Lost Legion, Seasonal Travel or Wind Frocker!
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Re: Axe Guide
March 8th, 2013, 1:41 pm

I don't know the exact numbers, but I think it's in the neighborhood of 20% knockdown resistance per heavy piece, and 2% per medium piece? So, in full medium you can expect to get knocked down just about full time. In my setup (1 heavy, 1 light, 2 medium) I have some knockdown resistance... the better balance of resistance vs speed (using 4 medium as the speed baseline) would be 2 heavy and 2 light. In full heavy you may be slow but odds are you stay on your feet.

The next time I see an axe avoiding nightmare I'll have to ask why. It doesn't make full sense to me but I guess there's some reason out there.

Crowd control is a tricky spot too. I've used it where a spear was tanking (thus I had little to no enemy attention) and still worked up to 9k dmg with a crit hit. In general I don't do the first one until I think it's fully charged, so I usually land 5-7 hits on an enemy before even trying.

I'll probably get back into using axes soon so I can test some things out for more definitive answers then.
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Re: Axe Guide
March 8th, 2013, 1:50 pm

Generally speaking, since I don't use combos, once MP is low crowd control is prime and ready to go :)

But yeah it's tricky sometimes it shows me the money, sometimes it laughs in my face!!
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