Report 500

Report #500
Skillset: Axelord Skill: New
 Org: Sentinels Status: Rejected Nov 2010
Furies' Decision:
We do not find this to be necessary.
Problem: Axelord has some great wound at critical, but below that, they seem to
fall short of useful on most limbs.
Solution #1: Move breakarm to medium, fracturearm to light, and add in mangle
 as the heavy affliction.
Solution #2: Move severspine down to heavy and add in disembowel at the
 critical level.
Player Comments:
---[Casilu on 11/7 @ 05:13 writes]:
3 Any other ideas would be great appreciated!
---[Casilu on 11/7 @ 05:14 writes]:
Ignore the number in the previous post, that was me failing.
---[Nydekion on 11/8 @ 06:00 writes]:
I agree that axelord has been lacking since previously there were only one or
two tactics that were efficient, however, you might wish to tweak the
suggestions a bit. For solution 1, it would probably be better if breakarm
stayed at heavy but if the arm was broken, it would mangle. The reason for this
is that it can be fairly trivial for a two-hander to reach heavy wounds with a
sweep on the first combo. Giving a fairly debilitating regen aff on the first
combo is more what I'd expect from a monk than a warrior, tongue-in-cheek, of
course.
---[Nydekion on 11/8 @ 06:05 writes]:
As for your second suggestion (since they are quite different in scope),
Axelords already have access to two instakill states which is the norm for a
warrior, a third would be fairly unusual. In addition, execute already takes
into consideration heavy/critical gut wounds and can be a measure more effective
than disembowel kill (which requires a fairly good lock or poor curing to really
pull off). I'd say the only change that would be necessary here would be to
allow severspine on a jab at critical.
---[Casilu on 11/8 @ 18:36 writes]:
I much prefer your idea for solution 2, however, Pureblade can already give a
regeneration affliction on the arms at heavy as either a jab or a swing meaning
that it could do the same with assault.
---[Nydekion on 11/8 @ 21:45 writes]:
Yep, forgot about collapse nerve at heavy for PB's, mangle at heavy for axelords
is fine then.
---[Casilu on 11/20 @ 23:24 writes]:
Rm 0
---[Casilu on 11/20 @ 23:28 writes]:
If solution 1 is chosen, could the same thing be done for Bonecrusher where we
leave the critical affliction where it is and move the rest of them down one
level on the arms and maybe even the same for knockdown and breakleg to give
them some lower level hindering power.
---[Fillin on 11/23 @ 04:58 writes]:
You address a legitimate problem, but I feel both solutions are a bit heavy
handed. I suggest one or both of the following: a strike or swing hindering gut
affliction at heavy that is weaker than severspine, TapSpine, which gives a 1
second stun with a chance of epilepsy or paralysis (similar to the ringingears
mechanic). A light level swing only wound on the arm, GashWrist, that causes 2
seconds of that arm off balance, slapknuckle level unwielding, and cosmetic
bleeding. And now that I think of it, snaprib ought to stun given it was
supposed to be an upgraded form of breakchest for two handers. AL snaprib only
though, not TK or monk.
---[Casilu on 11/25 @ 19:32 writes]:
Actually, I just stole the first solution from a previous report that happened
before the knockdown change. I'm also pretty sure that the second solution had
something similar.