Pretty sure nobody uses this lore, ever. How about adding a little flare to the axe with this idea?
Head Splitter
Requires using axe with two-hands.
Wielding the axe with such precision, warriors of this lore have been known to drive their wedges into the heads of their opponents causing great pain and making it impossible for them to travel very far.
Causes a 0 or 1 hour telelock effect along with a moderately beefy damage roll.
I don’t mind or dislike this idea; however, it’s also worth noting that this still would not convince me to choose axe lore.
I also feel like thematically this idea fits better with something like a mace, perhaps as an added bonus to focused bash. I realize that doesn’t solve the problem of axe lore being questionably useful, though.
Axe does suck. Give you that. You’re onto something. Maybe even a flat 0-1hr fury type affect with moderate damage. Bring your axe down squarely upon someone’s helmet disorienting them.
Axes are already a great weapon to use against casters, being that they are highly offensive and the caster doesn't know them. I don't think they need more help vs casters.
If I were to suggest an idea for axe I'd make a skill called rend that targets the opponent's weapon and upon success lowers the avg damage of that weapon by a few points for a tick or two.
Disorientation now might be something like Gifnab suggested...part of mace focused bash. I agree my idea could be powerful, but I don't see it as more powerful than the exotic or whip lore against casters. Even flail lore.
Disorientation now might be something like Gifnab suggested...part of mace focused bash. I agree my idea could be powerful, but I don't see it as more powerful than the exotic or whip lore against casters. Even flail lore.
To the contrary -- I was actually stating that this ability would not be powerful enough to convince me to take axe over staff, whip, or shield depending on my race and cabal.
Plenty of good ideas how there, its fair to say that Powergrip is useless and should never be picked.
Another idea could be something like Counter Helix, whilst wielding axes, your riposte now spins and hits everyone you're fighting. Nice passive damage to take down charmies or people hiding behind rescues.
Another one could be an active ability like Enrage, you sacrifice some defence or take amplified damage, (15 percent?) and get a very short duration haste. Would need a cool down and maybe a short drained period afterward for exerting so much energy.
Plenty of good ideas how there, its fair to say that Powergrip is useless and should never be picked.
Another idea could be something like Counter Helix, whilst wielding axes, your riposte now spins and hits everyone you're fighting. Nice passive damage to take down charmies or people hiding behind rescues.
Another one could be an active ability like Enrage, you sacrifice some defence or take amplified damage, (15 percent?) and get a very short duration haste. Would need a cool down and maybe a short drained period afterward for exerting so much energy.
Now these, I actually really like -- basically allowing an axe warrior to play a tiny bit more like a berserker. I also could get behind the idea of giving them something like Crusader's Windmill.
Give the axe the ability to hook onto a shield. Not a full disarm, but a way to lockout blocking for a round. Niche advantage to add to the already strong offensive performance.
While holding an mastery of this crude weapon a warrior can create deep wounds that will not heal, bleading all over the place.
Mechanic: It's an opener like charge with a cool down similiar, that allows you to open combat and deal a wound that will reduce the target max HP by 10%. So if you hit an Ogre who has 1600 HP, he loses 160 HP. Example, the Ogre is at 500/1600, you hit him and he gets at 340/1440 HP.