Guide:Generic Axe Warrior

This guide covers the build style used by meta axe warriors. The purpose of any good axe build is to pressure and push kills, and each skill on a warrior's bar should be chosen to fill this role.

The Core Build
[build prof=W/E axe=12+1+1 strength=12+1 air=3][Dismember][Body Blow][Disrupting Chop][Bull's Strike][Shock][Frenzy][Rush][Resurrection Signet][/build]

This template is what every axe bar is based on. Of course, a proper build will make use of an elite which will replace the non-elite skill whose functionality it covers.

Core Skills

 * A warrior needs to be able to inflict Deep Wound, as it reduces maximum health of any serious PvP opponent by 100, and reduces any healing they receive by 20%.


 * This skill provides large damage as well as a potential second source of Deep Wound if your team inflicts the Cracked Armor condition.
 * Before Eye of the North was released, Executioner's Strike was used. This skill fell out of favor because at 13 strength, Body Blow provides only 2 less damage for one less adrenaline. In builds where strength is lower, Executioner's Strike replaces Body Blow.


 * Provides an interrupt with a threatening 20 second disable similar to a ranger's Distracting Shot. It activates at regular attack speed however, so careful prediction is needed to hit most key skills.
 * Agonizing Chop can be used in place of this skill for a quicker activation, and is generally used to compress more damage into a spike.


 * This skill is stapled to most warrior bars for good reason. It provides a 3-second knockdown (with Stonefist Insignia) on any moving foe, allowing you to spike them while they cannot move or use most skills. Generally, it is followed up with the warrior's interrupt or Shock once the target gets up to prevent last-second skills.


 * While any secondary provides advantages to the warrior, going elementalist secondary for Shock is the most popular choice. This skill provides an unconditional knockdown which can be used against stationary targets or as a followup to a Bull's Strike to quarter-knock the foe.
 * This skill causes overcast, which a warrior must manage carefully so they can still use their other energy skills.


 * Frenzy is the Increased Attack Speed (IAS) skill of choice for axe warriors due to its 33% increase, maintainability and short recharge. IAS is needed to pressure, build adrenaline quickly, and compress a spike so healers have a harder time catching it.
 * Its downside of double damage to the user can put the user at serious risk if they don't watch the field carefully to know when they can and cannot enter Frenzy.


 * This skill serves two purposes; it provides a 25% IMS to catch fleeing foes and acts as an ideal cancel stance for Frenzy due to its low adrenaline cost and no recharge.
 * Some builds may use an energy based IMS, i.e. Sprint, for instant activation without adrenaline. This is advantageous for splitting, as rush cannot be charged without hitting for adrenaline.


 * Used to resurrect allies. No single skill can make up for a teammate's entire bar if they die.

Your Elite Skill
Most warrior elites available to an axe warrior are stronger versions of the non-elite skills above, and replace the corresponding skill.

- Build
 * Used in place of Dismember on the classic Shock Axe for stronger spiking capability.

- Build
 * Used in place of Disrupting Chop/Agonizing Chop for quick-charging stance removal and an unblockable attack.

- Build
 * Replaces Bull's Strike for a ranged knockdown on moving foes.

Meek Axe - Build
 * Takes advantage of the Meek Shall Inherit flux by taking no elite skill to gain damage via the attribute boost.
 * Seen whenever the appropriate flux reoccurs.

Archived Choices
- Build (Archived)
 * Provided IAS and IMS in one skill (with the double damage penalty of Frenzy), making kiting much less effective in reducing the damage of the build. The initial buff provided a 33% boost to both Attack Speed and Movement Speed, and a later nerf reduced the IMS to 25%.
 * Eventually was nerfed to be an adrenaline skill with a 10 second recharge, making it too easy to counter to continue being used.

- Build (Archived)
 * Meant for splitting in GvG, where the damage reduction and armor boost allowed the warrior to sit next to the Guild Lord with near impunity to accumulate aggression.
 * The elite also negated most of Frenzy's downside.
 * The nerf of Defy Pain (PvP) meant it could no longer be used alongside Frenzy and no longer reduced enough damage.

- Build (Archived)
 * Allowed the warrior to replace many skills that required adrenaline build-up with equivalent energy-based ones with short recharges. The result was a very strong pressure bar.
 * The nerf to Warrior's Endurance (PvP) changed the skill back into a stance, meaning it could no longer be used alongside Frenzy and Dash.

- Build (Archived)
 * Used instead of Rush to provide a faster (33%) IMS as well as double adrenaline gain while active. However, the use of a non-adrenaline skill will end it. As an axe warrior's energy skills consist of Bull's Strike, Shock, and Frenzy, this is usually not a major concern as the IMS is usually no longer needed once those skills are used.
 * Although discouraged, Weapon of Aggression can be used in place of Frenzy to have an IAS at the same time as the IMS + Adrenaline boost of Battle Rage.
 * Was never very popular and is widely regarded as an inferior choice.

- Build (Archived)
 * Replaced Shock to provide a 33% IMS to yourself and an ally, alongside a conditional knockdown to nearby foes.
 * A cancel stance other than Rush could be used as well.
 * Gust's nerf to 10 energy made the build far less sustainable.

Variants
When choosing from other skills, keep in mind their energy costs, as a warrior has low base energy and energy regeneration. Most of the skills listed normally replace Shock, unless otherwise noted.

Interrupts

 * This can replace Disrupting Chop for a spike-oriented bar.


 * Useful as a half-range interrupt on any skill.
 * Account for the flight time of the dagger when using.


 * Zero-flight time interrupt on spells and chants.


 * Same as Power Spike but with a longer recharge and no energy cost.
 * Can interrupt any skill, and returns energy on spells.

Enchantment Removal

 * Ranged removal + Bleeding.

Self Preservation

 * Requires some attribute reshuffling to be effective.


 * Provides both health and adrenaline.
 * Be wary of the signet-disabling drawback.


 * Will always remove Blind, Disease, and Poison.


 * Provides a small, maintainable health boost, enough to cover the health penalty of a major rune if desired.
 * Also provides adrenaline upon activation based on the number of foes within earshot.


 * Thwart linebackers and physical spikes on yourself.
 * Can also block a bow/spear interrupt if needed.

Damage
/ /
 * Invest 9 points in the elemental attribute, lowering strength to 9+1.


 * Increases your critical rate against stationary foes, and provides minor energy denial.


 * Very fast attack with big bonus damage on moving foes. Useful for spike compression.


 * Replaces Body Blow if Strength is lowered or Axe Mastery is raised.


 * Provides fairly large damage, as well as adrenaline gain.

/
 * Used for additional pressure.
 * The 20% armor penetration on these skills overwrites the armor penetration from strength instead of stacking with it.


 * Ignore all blocking.
 * Note the long downtime, and 10e cost.

Mobility

 * Replaces Rush.


 * Requires a maintainable shout for full effect, but provides up to 30% IMS instead of 25%.

Resurrection

 * Hard res that can restore more energy than a resurrection signet.
 * Note the drawback.