- Conditions are cured too quickly and easily by just about every other class
- Axe range is too short
- Escape mechanisms are too few, terrible trying to flee zerg when not in offense or defense of objective
- Deathshroud is too easily crowd controlled
- The traits don't seem to build into meaningful choices (paths)
- Condition damage takes too long to build up effectively compared to other classes who can do more damage with conditions with less work
- Excellent at clearing walls when attacking
- Excellent at clearing defenders and making them flee as condition damage piles up on the unwary (which is easily avoided and usually is - but still results in slowing down the damage and effectiveness of defenders)
- Can be extremely good at surviving in attack or defense of objectives
- Great in small group combat hit and run as long as team has a speed-giver

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