hit level 23 and decided I'd try this out.
currently just plain doesn't work in pvp. I cast it on someone, it does the animation... and nothing happens. no axe taken, no damage done, nothing.
on mobs it does... 20 damage less than my lowest base melee hit. I realize it has a little bit of range (8 tiles), but at 25g per use, it's not practical in the least.
I had imagined it might have mapwide range (which might be ridiculous if not even wizards get this) or at least half the map (which would just mean an increase of 2 tiles) so you could finish off runners as a last resort in pvp, but it's not working in pvp right now, so that's not possible.
right now it seems fairly worthless and I don't think I'm ever going to use it in its current state. the only thing I could ever see myself using it for was to pull a single mob (i.e. a boss) off of someone. but in any situation without 5+ adds, I'd just use Rage to grab everything off of them instead. unless it was some delicate fight.
still seems really limited even going with my scenario I presented there.
thoughts on how to improve it (beyond of course making it work in pvp):
1. this should happen regardless of if the spell itself gets changed. make the cost of the axes match the relative worth/power of the skill. 25g for 80 damage is garbage and no sane person would buy axes for it when it's how it is.
2. here's my preferred/favorite idea for it. make it a mid-long range quick nuke somewhere between slash and power attack's damage, but perhaps add on a longer cooldown (30s+) so you can't just spam it to pick people off if they're far away and stuck somewhere. this would make it a primarily pvp skill which would be useful for finishing off people who were running away.
3. another idea. make it a mid range bleed for pve. actually this isn't a very good idea since bleeds do not stack. it might work if you could alternate cast them, so some fiddling with cooldowns might be necessary.


