A guide to Axe, the Fireman's Friend
Off to a flying start Malty. Can't wait to see the finished product.
I like it. I can already envision a few concepts with a fire axe costume pick Now just need fire helmets and firemen's coats...
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Yes, I like Force Fields.
Rough draft?
Finished product?
I dunno. Whatcha think, gang?
I personally would disagree about Pendulum being a 4, 5 seems more like it High knockback, yes, but used well, that can be a damage mitigation tool all by itself. And melee-range enemies pretty consistently, just about invariably, will pick themselves up and rush right back atcha. Threat level for it I have to think is quite high.
Otherwise...no quibbles Have you considered suggested slotting for the attacks? Which can be a kettle of fish I know, even without considering IO sets, but it could still be valuable.
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I personally would disagree about Pendulum being a 4, 5 seems more like it High knockback, yes, but used well, that can be a damage mitigation tool all by itself. And melee-range enemies pretty consistently, just about invariably, will pick themselves up and rush right back atcha. Threat level for it I have to think is quite high.
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Hence the reason for a 4. Knockback. That and that alone was the only thing keeping it from a 5. Yes, it can be handy for those familiar with usage. But when I thought about the difficulty of dealing with knockback for those unfamiliar with some of those techniques, I kicked it down a notch. Besides, I wanted a guide, not a lovefest for Axe, as hard as it was.
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Otherwise...no quibbles Have you considered suggested slotting for the attacks? Which can be a kettle of fish I know, even without considering IO sets, but it could still be valuable.
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I did. But for the exact reasons you just said, all the variances in slotting, all the IO variables, and the spin of frankenslotting, if I did it, it'd HAVE to be a separate guide. There's no way I could pull off slotting in this and not have a guide that's five miles long.
Wow, Maltese, I was just defending Ax in a different thread because somebody said it didn't have any guides.
You didn't have to go and TELL people the nuts and bolts of it!
Pendulum is beyond awesome. Yes, the knockback has to be carefully planned unless you're in truly DEEP levels of fun, but that's why we have brains to play with.
I note you got the size of the cone right! 180 degrees! It's HUGE!
As a note, I rank WA a bit higher, based purely on the mitigation effect. No, it's not the thing to use tanking an AV. But in typical red-to-purple big crowd action? Getting six to ten+ Gashes off for that End is a BIG DEAL, and getting that many friends to play with is trivially easy in a group.
Watching half a dozen mobs drop is just awesome.
And you let the secret of Beheader out of the bag! Pure gold, that one is.
I've been playing a Fire/Axe Tanker lately, so this guide is handy to have around. I primarily chose Axe so I could slot Force Feedback: Chance for Recharge procs in all of my attacks. It's like having pseudo-hasten on during fights. I love it.
Winteriel Ice/Fire/Soul Tanker | @TBoxer Global | City of Heroes R.I.P. (2004-2012)
Aww, but axe is so loverly! My precious, precious...
Still...I agree getting into the IO sets is a minefield, one that's been delaying me getting up my gumption to do my own Inv/Axe guide. That doesn't make some talk about the regular SO/IO slotting less valuable. Axe is a set with high recharge rate for most powers, and high endurance costs. Some info about what powers you think would most benefit from recharge slotting, extra endurance slotting, what you think should be six-slotted or deserve fewer slots (Gash and Whirling Axe for instance)... Just an idea.
Good stuff! I'll be using it for my WP/Axe.
I am surprised about Whirling Axe. I expected it to be higher since it's the only PBAOE.
So, with Chop at only a 3, would it be advisable to get it early then respec out of it after I get my heavy hitters? Most of the attacks look yummy but I like a lean attack chain...maybe one to spare.
Also, in your next guide , will you talk about power pools that go well with Axe? For example, what would you rank Hasten?
I've been looking for an axe guide for a really long time. I'd say this is a great start. I'm the one that was saying if axe was so good it would have a guide. I've been trying to get someone to throw a guide together to help those following behind them make less mistakes and to learn tricks to make the axe whirling experience more entertaining.
For concept reasons, I love me my Fire/Axe, but I'm trying to make the darn toon play well and be a good friend to the teams I'm on. So I appreciate this start.
I'd love a run down of any synergy you see between particular Primaries. Gaps that Axes seems to fill, etc.
I love my Fire/Axe, but I find that axe is deceiving, you get Beheader so early, and it gives massive damage. But as you go on, later and later in the game, everyone and their mom resists lethal damage. So you are a killing machine in the beginning, but it starts to take longer and longer to kill towards the end. But the KB/KD helps with survivability, so you never die, but it can take awhile to kill post 35.
As a side note, I just gave my guy the rikti axe. It looks so freakin cool on Whirling axe.
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I love my Fire/Axe, but I find that axe is deceiving, you get Beheader so early, and it gives massive damage. But as you go on, later and later in the game, everyone and their mom resists lethal damage. So you are a killing machine in the beginning, but it starts to take longer and longer to kill towards the end.
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Well, to be honest, the late-game enemy groups are mostly resistant to everything. The Carnies are not especially lethal resistant, as I recall. Nemesis Warhulks are FUN with an Axer. I used to hunt +5's on a regular basis. But maybe I'm crazy.
Rularuu Wisps are notably lethal-weak, although since they do heavy Psi damage (and are in the scary outer dimensions) fewer tankers get out there after them. I'm currently working up a new willpower/ax with the intention of prowling the upper outers.
They really need to work on the outer planes, make them a little more user friendly, or put better stuff out there, draw some people into them.
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But the KB/KD helps with survivability, so you never die, but it can take awhile to kill post 35.
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Indeed! You have placed a finger on an important aspect. To be blunt, the Fire secondary does as much or more damage than the darling super strength or energy melee sets, but it lacks good mitigation, so it rarely gets discussed outside the slavering hordes of the fire/fire scrankers.
Mitigation effects are what make tankers unique and fun. I LIKE using a heavily slotted Swoop to make bad guys bounce off the roof. It makes me giggle.
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As a side note, I just gave my guy the rikti axe. It looks so freakin cool on Whirling axe.
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Yeah, I wish they'd make a few more cooler axes. Some beaked/hooked designs that are non-Rikti would be nice.
Heck, I wish they'd make a new Tanker secondary called "Two Hander", based off the Rikti/Lost animations just so I could roll up a toon using a GIGANTIC Final Fantasy style two hander. Put both axes and swords in it, along witht he big alien choppers, etc. Would be COOL.
That'd be fun, and easy. Here's hoping for it someday!
I'm not the Knight of course, but I'll fill in here Having gotten a Inv/Axe to 50 should count for something, eh? Call it an opposing viewpoint perhaps, Knight is an advocate for having Chop, I'm one for saying keep Chop if you can, but if you need to drop an attack...that's the one. So...
Having Chop early in and then respec'ing out of it is what a lot of people do, that's what I did to be honest...it IS a quite respectable attack on its own merits, though the damage is eclipsed by later attacks. And like you, I prefer a 'lean' attack chain as you said, my main attack powers on tray 1 if at all possible, and between the axe attacks (minus Chop, the only one I'm missing) and Block of Ice and...Ice Bolt? The single-target attack from Ice Mastery anyway, and Taunt and Build Up, my bar is full.
If I had a choice in the matter...I'd keep Chop, 'course if I really had me druthers I'd respec out of Gash, but that's not possible of course. Gash is truly anemic, I do have mine four-slotted (for four slots of Crushing Impact I believe), but its damage is really sub-par. All in all, though, I favor the 'get it early then get rid of it' routine for Chop unless your build can handle having it. Mine couldn't, so Chop...got the chop.
Hasten...I personally would give it a 3 out of 5. It can speed up your attacks, but it does lock you into the Speed power pool; also, if you can afford 'em, you can get some definite mileage out of the IOs and IO set bonuses that provide recharge bonuses--without the hit on endurance that Hasten saddles you with, too. I do have it (as well as Super Speed), though I've seriously considered ridding myself of both and perhaps getting Kick and Tough in exchange (I also have Combat Jumping and Super Jump). At level 50, I've enough attacks to more than fill out a chain, and my experiments with fighting with Hasten off have proven to me that the only times I miss it now are when my recharge is debuffed...something Hasten doesn't help out with *that* much anyway. One wabbit's opinion there.
Carnies actually take *extra* damage versus lethal. The late-game enemy (aside from the ones that tear you up with psi and debuffs, anyway) that most people hate, axe tankers love, it's wild. I know a fire/fire tanker who hates Carnival of Shadows and I laugh at 'em.
I've personally found the whole 'Axe does less damage!' thing to be a little overblown...compared to some, yes (certainly it doesn't do as low damage-wise as Mace, Ice Melee, and Super Strength without Rage, emphasis on *without* Rage), but that doesn't mean the damage ain't there. It is, it's just eclipsed by Fire, EM, Stone, and Super Strength WITH Rage Being able to juggle opponents with your knockdowns helps for sure. Once one gets to the 'peak' so to speak the number of enemies our fully-slotted and much more powerful attacks can't lay low in a few shots isn't all that big, really. We won't be one-shotting things unfortunately (not that tankers tend to do that anyway), but relatively quick defeats still happen.
When we'll see it at last, I don't know...when we asked Back Alley Brawler about it on test, he told us that the thing was in, it was just waiting to be activated and given a pricing scheme over in the Vanguard base...but there IS supposed to be a Talsorian axe. Which, if it looks like a glowing energy-axe, I'm gonna be in love. It won't quite fit my immortal daughter-of-a-wizard Lilian Rook, but I'll find a way to fit in the concept I'm hoping, too, that the designs we've seen aren't the end, that more will be brought out later on, a 'true' tech axe (more than the Impervium one at least) and another fantasy design or three I think are a must.
I like it. Just been looking at pulling my fire/axe tanker out and working on a few more levels for him.
Also - the devs need to give an electric guitar for the axe weapon customization option.
RagManX
"if the market were religion Fulmens would be Moses and you'd be L. Ron Hubbard. " --Nethergoat to eryq2
The economy is not broken. The players are
Provided it comes with an 'air guitar' emote too Hey, we gotta play the things somehow, when we're not whacking people upside the heads with 'em!
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Well, to be honest, the late-game enemy groups are mostly resistant to everything. The Carnies are not especially lethal resistant, as I recall. Nemesis Warhulks are FUN with an Axer. I used to hunt +5's on a regular basis. But maybe I'm crazy.
Rularuu Wisps are notably lethal-weak, although since they do heavy Psi damage (and are in the scary outer dimensions) fewer tankers get out there after them. I'm currently working up a new willpower/ax with the intention of prowling the upper outers.
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I see what you are saying, but it is well known that Smashing and Lethal is the most commonly resisted damage type in the game. So what I am saying, is not that Axe sucks or anything, there are a lot of things I love about it. I just think that some of the powers need to be upgraded. Especially Cleave, this is your Uber attack, its BI is about 7.6, where most of the other tanker secondaries have their uber attack around 9.8. Fire's GFS is 9.8 and it is fire damage which is rarely resisted. Ice's GIS is only 5.5, but it is ice which almost no NPC reists, so in essensces it could do better than CLeave.
Also Whirling Axe IMO underperforms, it should be brought on par with Footstomp, bring the BI to about 3.9 and it would make this Set shine even more.
But as holes in a set goes, these are really small. Axe is a great set, and you did a great job on the guide, keep it up
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As a side note, I just gave my guy the rikti axe. It looks so freakin cool on Whirling axe.
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Yeah, I wish they'd make a few more cooler axes. Some beaked/hooked designs that are non-Rikti would be nice.
Heck, I wish they'd make a new Tanker secondary called "Two Hander", based off the Rikti/Lost animations just so I could roll up a toon using a GIGANTIC Final Fantasy style two hander. Put both axes and swords in it, along witht he big alien choppers, etc. Would be COOL.
That'd be fun, and easy. Here's hoping for it someday!
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I just asked for a similar thing in the Weapons suggestion thread. I want a giant sword with a very large tip for Axe, or a large beaked sword, because it is choppy choppy like an axe.
Axe definitley needs some love in the weapons department
Very nice overall. One small suggestion on formatting: The "Alarms" after the power has one line skipped, and then you skip only one line when going into the next power. At first, I wasn't sure whether the rating applied to the power above or the power below.
On Pendulum, I think it depends on whether you want it for damage or damage mitigation/crowd control. I think it would be fair to list it as a 4/5. And in most cases, doesn't Gauntlet make those knocked-back foes get up and come right back to you?
You state that you kept Chop as a replacement for Gash, and used Gash only as a brawl replacement. How did you fit that into your build? In a respec, I went with Hasten/Super Speed for travel just so I could fit in one more power choice. I have to leave out Chop just to fit everything in. Granted, I have Taunt . . . but I have to keep it. I now have about 53 taunt insult binds, and I can't pass up the chance to use them.
I think some basic discussion about slotting would be a good idea, even though you indicate that you'll cover it in a later guide. Maybe just discuss SO or common IO slotting. (I have 1 Acc, 3 Dam, 1 EndRdx, 1 Rech in almost all my Axe powers -- I left the Recharge out of Gash.)
Another suggestion? Add some discussion on Strategy. I have gotten lots of positive comments on my guide due to the section I included on the strategy of using the powersets.
(By the way, despite chronic altitis, Guido is now up to level 44. He'll get there eventually.)
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
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Another suggestion? Add some discussion on Strategy. I have gotten lots of positive comments on my guide due to the section I included on the strategy of using the powersets.
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I think Strategy is very important. From all I can tell right now the advise is that your attacks are ok have ok damage and mitigation, but not exactly how to make that mitigation really work for you. If we don't have the most damage, then what makes being an axe wielder better than being SS or Fire? Sell me on something other than the pretty axe. The pretty axe has me wanting to buy, but I need the investment of my time to make sense. I want to know why I'll love playing axe.
It would appear that you should take Whirling Axe purely for mitigation, but from what I've heard it just doesn't work out to be that great. Low damage, High Endurance and fairly slow recharge make this less good than you'd think, but you really can't tell that from the descriptions found else where. I'm glad you made that more clear, but beyond a power by power description, we need to know how they work together to do damage and to do this fabled mitigation.
We need real tactics or playstyles. Things that work well with Axe and make axe fun to play. I'm talking more than DPS attack chains, but line this up and attack with this then that. Or try to get people trapped in a corner then do this....
I think a paragraph or two on Mitigation is important. --- I'm sold on the theme of my character and I want them to have an axe. Now what things are they really good at and how do I need to play my toon to make my toon good at those things too.
Just FYI, I built the fire axe specifically with you in mind.
"I think players would like a fire axe as a custom weapon...especially that Maltese Knight guy. I bet he'll giggle like a school girl when he sees this."
If that aint reason enough to love our DevĀ“s I dont know what is.
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Just FYI, I built the fire axe specifically with you in mind.
"I think players would like a fire axe as a custom weapon...especially that Maltese Knight guy. I bet he'll giggle like a school girl when he sees this."
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Wow, no kiddin'?
And you're dead on the money, too. I'm as manly as the next guy, but I squealed like a girl scout at a cookie convention when I heard word of a fireman's axe. Easily THE BEST addition to the game as far as I'm concerned.
I know I jumped out of my sphincter before with oodles of thanks when this came out, but if it never got across, thanks again, Brawler!
I heard "Knight" and "knockback" in the same post so I had to stop by. Here are a couple of nuggets of wisdom from my FF Bible:
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Here is the timing for knockback. You activate the power, the enemy starts flying back. They fly through the air for about 1 to 2 seconds. Add to that animation time for them to get back up again, 2 MORE seconds. Add to that the fact that if the enemy was in "melee" mode, the AI tends to like to STAY in melee mode, so it will take them ANOTHER 1 to 2 seconds for them to run back to you. So if you add it up, you get 4-6 seconds of complete protection from EACH knockback. That's good stuff, and not something that most people think about. If you actually add Knockback Distance modifiers to your KB powers and knock the enemies back through a clear unobstructed path, they fly farther, so they have more "air time" AND take longer to get back to you. It's all gravy.
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Just remember kids: Knockback = 100% Defense and 100% Damage Resistance for 4-6 seconds at a time.
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You might want to reconsider that level 4 rating Malty.
That's awesome! And quite fitting
So, when will the fireman's helmet be arriving from ol' Sexy Jay?
I've been threatening this forever. This is a living document, and I'll post it as such. Impressions, input, what you guys want to see, just let me know. Let's get a solid general guide to the Axe secondary up and running.
[u]Overview[u]
So you're looking at picking up the Axe, the quintessential tool of the fire service for hundreds of years. Good for you! It's a set that's functional and powerful with amazing utility and a wide selection of single target and area of effect attacks. It's set that provides entirely lethal damage and an inherent 5% Accuracy buff, as well as the damage mitigating capability of knockdown for even level or greater bad guys and knockback for sublevel enemies and those weak to knockback such as Clockwork.
[u]Purpose[u]
This guide is simply a reference to the powers themselves, along with Brawl Index(a,b) ratings, common usage, alternate usage when applicable, recharge times(b), activation times(b), and my own personal rating of the power based on my subjective opinion of frequency of use, value (endurance versus usage), and functionality, on a scale of 1 to 5 Alarms. Common slotting techniques, whether SO, IO, or HO, will be reserved for a later guide.
[u]The Powers![u]
Level 1: GASH
BI: 2.778 END: 5.2 Rech: 4 Act: 1.83
Gash is the entry level power for the Axe secondary. It shares the honor of the 2nd quickest activating power in the set with Chop. While the cheapest power to use overall in the set, be aware that it also has the dubious burden of being the most expensive power to fire over time, as the endurance cost exceeds a consistent pattern of recharge in seconds roughly equaling points spent in endurance. It provides knockback/knockdown consistent with the enemy level rules mentioned previously. As your entry level power, you'll wear this one out in the early going. Certain builds will relegate this power as a replacement for Brawl in an attack chain at higher levels.
Alarms: 2
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Level 2: CHOP
BI: 4.556 END: 8.528 Rech: 8 Act: 1.83
Chop, the maligned stepbrother of Axers gamewide. Oftentimes found as filler in many a pre-respec build, this power provides solid single target offense, second only to Fire Melee/Fire Sword's total damage output in Tier 2. Sharing the role of the second fastest activating attack with Gash, Chop provides the groundwork for strong offense in the early levels, adds single target pop to older builds, and contributes to damage mitigation through knockdown/knockback, again consistent with the aspects mentioned earlier. Some opinions place this power as replaceable through respecification of powers once other powers become available. Others, including my own, place this power as the tail end of an attack chain with Gash relegated to a role as a Brawl replacement and IO holder.
Alarms: 3
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Level 4: BEHEADER
BI: 5.445 END: 10.19 Rech: 10 Act: 1.4
The single target gem of Axe. Regardless of the power's description this is the racehorse of the set, coming in as the fastest activating attack at a blistering 1.4 seconds. Arguably a mandatory pick, this power is fast, powerful, and has a manageable enough endurance cost to swing for the fences as soon as it's available, which is amazingly early at the third Tier. Our good friend Beheader gives you the 2nd highest available damage in Tier 3, second only to Stone Melee's Heavy Mallet and tied with War Mace's Jawbreaker (which activates nearly a second and a half longer than Beheader). Once again, this power provides knockdown/knockback consistent with the level rules. This power is gold, Jerry. Gold!
Alarms: 5
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Level 10: TAUNT
I won't go there. Barbecue, anyone?
Alarms: 1-5, depending on flavor of sauce
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Level 16: BUILD UP
END: 5.2 Rech: 90 Act: 1.17 Duration: 10
Hooooo boy. Plain and simply put, Build Up is the can opener you've been searching for to open up a can of proverbial whoop-youknowwhat. But its function isn't simply damage. A 20% To Hit buff goes along with the whopping 80% damage buff for that ten seconds of greatness. In the grand scheme of things, ten seconds is an eternity as most full attack chains can be fired within the duration of our good friend Build Up. Given recharge reduction, Invention Origin enhancements, and the Super Speed pool power Hasten, sub-30 second recharge times can be realistically attained without outside help. But enough of talking IOs, didja catch that 80% damage buff? 20% To Hit Buff? For the exact same price of your Tier 1 attack? This power is a no-brainer, gang.
Alarms: 5
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Level 20: SWOOP
BI: 6.333 END: 11.856 Rech: 12 Act: 2.87
Okay, things start slowing down for the Axe tank once you reach Swoop. From here on out, activation times start to increase, yet consistently we have the rough equivalent of one endurance point per second of recharge to keep us within convention. The point however of this pearl is the variant it provides to the consistent theme of knockdown/knockback. With its powerful BI, Swoop gives us the benefit of KnockUP, a feature found in similar powers such as War Mace's Jawbreaker and Super Strength's Knockout Blow. Regardless of level in proximity to the player's, when the effect hits, it sends the target vertically from the player with increasing heights from decreasing levels of enemies and weaker knockback resistances. Given this effect, targets must not only make their trip through the wild blue yonder, they must pick themselves back up from the ground as if suffering from knockdown, giving the Swoop-er an extended moment of damage mitigation from the Swoop-ee's round trip effort. This is the second most powerful Brawl Index one will find in the Axe secondary, and a VERY handy tool to support damage mitigation through your inherent power. However, some place this power, for reasons ranging from it interfering with the selection of Stamina to limited build space, as an option to select between Swoop and Beheader or at the least, delay the pick until certain key pool powers can be selected. This may be a consideration, but don't let this power pass entirely.
Alarms: 4
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Level 28: WHIRLING AXE
BI: 2.7778 END: 13 Rech: 14 Act: 2.87
Ahhhh, your first AoE, or Area of Effect power. Whirling Axe, also known as a PBAoE (Point Blank Area of Effect), fires in an 8 foot radius from the player, 360 degrees around the player. But that's not all! This power ALSO provides knockdown/knockback, essentially giving the Axe tank a point blank, 360 degree, melee range, aggro generating damage mitigation tool. However, given the sheer endurance cost of the power, its low Brawl Index (equal to Gash), excessive END usage per enemy hit in solo and small team environments, an almost non-existent application in PvP, and the means by which Gauntlet acts only on targets hit when deployed via AoE, this power can be found to have a limited function in later levels. But the fact remains, it's a PBAoE, and it's the only one you have. Weigh heavily the need for one, the playstyle you use, the typical team composition you play under, and your ability to manage the endurance this power spends for the output you get. Regardless, using the power as part of your repeatable attack chain is ill-advised. The power is best used situationally, with personal benchmarks as to the minimum number of enemies in melee range before it will be deployed to save overall endurance and to place maximum amounts of damage per power fired. After all, if you fire Whirling Axe against one minion, you've essentially spent 13 endurance for the same amount of damage you would get from firing Gash at 5.2 endurance. Think about it!
Alarms: 3
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Level 35: CLEAVE
BI: 7.667 END: 14.4 Rech: 15 Act: 2.87
Welcome to your SECOND AoE. "But Maltese Knight, it doesn't say anything about an AoE." You're right. In all actuality, our friend Cleave extends beyond melee range to hit targets directly in line with the initial melee range target. Some call it a very narrow cone, and by definition, you could say that. Just be comforted in the fact that if you line it up just right, you can unleash the highest Brawl Index found in the set on more than one enemy head, and with experience and practice, as many as three (in my experience). And wouldn't you know it, this power also provides knockdown/knockback consistent with the rules mentioned earlier in the guide. Great power. The lynchpin of the set and what should be your opening shot regardless of scenario. Just remember to line it up first and take advantage of that extended capability! If only we could get that BI kicked up a lil' bit...
Alarms: 5
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Level 38: PENDULUM
BI: 5.2778 END: 14.352 Rech: 15 Act: 2.27
Now you're serious. Now you're ready to uncork a can on numerous heads. Now you're ready for level 38, and our good friend Pendulum. This too is an AoE, giving your character, from melee range, the ability to strike enemies in an approximate 180 degree cone from the player with a BI similar to Beheader in damage. But there's a catch... Of all the powers in Axe and their appropriate knockdown or knockup, Pendulum is the only remaining power where if the knockback effect hits and is not resisted (read: Archvillains, Elite Bosses, et cetera), the power will actually knock back the enemies affected, regardless of where they fall in level in relation to yourself. So on one hand, we have an amazing power in the fact that you can easily strike multiple targets with a facemeltingly solid Brawl Index with the drawback of the targets hit being potentially knocked out of the range of the auras of your primary. However, just like with any knockback power, this can be somewhat mitigated through the use of physical aspects of the terrain by deploying the power while facing walls, stairs, anything that can reduce the distance the enemy goes after the effect hits. Quality power. Great additional AoE functionality. Solid damage. But watch the knockback. Definitely worth the pick and associated slots.
Alarms: 4
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[u]Summary[u]
So, you're looking at picking up the Axe. This is what it brings to the table. As a word of warning, later on in your career you'll begin to notice a few enemies out there that your big, bad axe just doesn't quite dent like you'd like it to, certain bad guys that are resistant to Lethal damage. That's okay... Don't sweat it. Powers like Build Up, inspirations, and various invention enhancements help to ease that impact on the Axe tank. However, those enemies are outnumbered tremendously by those that aren't, and the brand of canned whoop-youknowwhat you bring to the table works just fine. Not to mention the synergy of a Tanker having a damage mitigating secondary effect that's available every time you pull the trigger, every time you attack. Which in turn only serves to lessen the incoming damage and increase the effects of Gauntlet.
So let the naysayers have their soapbox. Now we know just how amazing this tool can be.
Now we know why it's the Fireman's Friend.
[u]Appendix[u]
a) The Brawl Index, for those unaware, is a multiplier of how much more damage an attack would do against an identical enemy with zero resistance compared to Brawl. For instance, Brawl does 10 points of damage to Bad Guy A. Attack B does 100 points of damage against that same bad guy. Attack B would have a Brawl Index, or BI, of 10.
b) All specific power information taken from Sherksilver's CoH/CoV Character Builder and Mid's Hero Designer .