Request: /Axe primary advice and leveling build


Berzerker_NA

 

Posted

I've been hankering to fool with weapon customization, and since I find tankers more to my taste than scrappers....

Axes include some neat models, I see. What's good with /axe? Shield seems an obvious option. Would invulnerability work with it?

Please propagandize, and if you have suggestions on leveling builds, I'll welcome those too.


 

Posted

Everything works well with Axe as long as you don't slot any KB enhancement, which would be fun, but insane. Axe's secondary effect is knockdown which goes well with every primary to add to your mitigation abilities. Pick whichever primary you like, they'll all benefit from being paired with Axe. I prefer Invulnerability myself, but Shield is pretty nice as well. Willpower is nice if you like soloing, but holds aggro about as well as a cute little puppy.

As for Axe itself, it's a pretty simple set: take powers, slot them, hit things till they fall over. No bad powers, no 'hard to figure out' powers, just good old fashioned butt whooping. I had thought of making a guide to Battle Axe at one time, but a) Maltese Knight beat me to it, and b) after naming it "Take Powers, Slot Powers, Kill Things", there wasn't a lot left to add.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

*giggle* Great, thank you.


 

Posted

While Shield is a nice primary it, like all defense sets, suffers early due to low mitigation. I'm currently working on a Shield/Fire tanker and until my defenses climbed above about 25% (in the mid-20's leveling up) it really felt like I had no primary. Now that the tank's in the mid-30's however it's a different story... my defenses are roughly 40% to all positions and he feels much more like a tank. My build plan has him soft capped to all positions by level 41 at which time he'll be more than solid enough to handle anything in the game.

Invuln is stronger starting out and can be stronger defensively once it matures; it won't put out the damage numbers that a Shield will but it can be more durable. If you decide to go with Invuln then check out my first 20 levels guide to help you build a sound foundation to build your tanker on. Later on you may want to check out my guide to soft capping defense on your Invuln to create a nearly unkillable monster.

The bottom line is you won't go wrong with either Shield or Invuln; both can be very tough and both will do the job well. Invuln is tougher both early and late with IO bonuses while Shield is considerably more offensive with AAO and Shield Charge. Please note that while I say Invuln is tougher I am by no means saying that Shield isn't tough... my Shield SCRAPPER is tough enough to main tank the ITF; a Shield tank will be even more durable. The first 20 some levels will be tough on a Shield tanker though so if you go that route don't give up... things will get MUCH better a little later in your life.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Thanks! I shall call your advice awesome.


 

Posted

Quote:
Originally Posted by Starflier View Post
As for Axe itself, it's a pretty simple set: take powers, slot them, hit things till they fall over. No bad powers, no 'hard to figure out' powers, just good old fashioned butt whooping.
Although this is true, I would add that the second-tier attack (I think it's called Chop), although perfectly good, is one you could skip if you need a power pick for something else. You can't skip the Tier 1, Beheader, and the Tier 3, Gash, is harder-hitting without adding too much recharge time. I find that for general-purpose tanking, Beheader/Gash/Swoop/Cleave makes a serviceable single-target attack chain (Cleave can be used like a single-tagret attack without too much inefficiency). If I were tweaking carefully for dps against single-targets (like AVs), I'd give more consideration to Chop...and I like the animation, too. It's fine to use, but if you are struggling to fit in all the powers you want, it's more skippable than the others, IMHO.

PS: I use Cleave/Whirling Axe/Pendulum (and in my case, Shield Charge when it's up) as an AoE "chain." Two attack chains, Cleave serving double duty.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Sailboat View Post
Although this is true, I would add that the second-tier attack (I think it's called Chop), although perfectly good, is one you could skip if you need a power pick for something else. You can't skip the Tier 1, Beheader, and the Tier 3, Gash, is harder-hitting without adding too much recharge time. I find that for general-purpose tanking, Beheader/Gash/Swoop/Cleave makes a serviceable single-target attack chain (Cleave can be used like a single-tagret attack without too much inefficiency). If I were tweaking carefully for dps against single-targets (like AVs), I'd give more consideration to Chop...and I like the animation, too. It's fine to use, but if you are struggling to fit in all the powers you want, it's more skippable than the others, IMHO.

PS: I use Cleave/Whirling Axe/Pendulum (and in my case, Shield Charge when it's up) as an AoE "chain." Two attack chains, Cleave serving double duty.
I skipped Chop in my build. Or i should say, i respecd it out. It's a decent attack, and i'd take it to have it for eairly leveling, but respec out of it later.

Personally, i went with WP/BA. My willpower guy has capped HP, supeiror regen, 70% S/L damage and decent defence to the exotic damage types. He stands up very well to most anything. I'm debaiting respecing him and added in more Defence to s/l damage instead of keeping him at the HP cap. It's prolly more effective that way if YOU plan on trying WP. Argo can be an issue, but it's overcomable with taunt, and libral use of your AoEs. And you have like 2 exellent AoE's for argo maintince. Besides, when it REALLY counts, durning AV fights and such, you can keep an AV's exclusive attation easy. it's just he big groups that can be a problem. Sides, it's good for that blaster to learn to defend himself form a few stray minions... >.>

Not to mention the fact that with WP as a primary, you can heavly slot your attack for recharge and have the fuel you need to unleas your fury on the world. I think each of my attacks has 80% recharge and around a 20% gloable bonus. (crushing impacts) All in all, i really enjoy the build. (hince why i'm not sure i want to change it... still in debate. Sides, my Shield/Ice tank just hit lvl 47 last night and is now softcapped...)

food for though.


@KingSnake - Triumph Server
@PrinceSnake
My common sense is tingling... ~ Deadpool
If you can't learn to do something well... learn to enjoy doing it poorly...

 

Posted

I would say to take it with a primary that has a damage aura, like Dark, Fire, Ice.... or maybe Stone. The reason is that it has a lot of slow recharge powers, and you don't get any AOE attacks until level 28. Your axe attacks also use a lot of end, so it's nice to be able to just stand there and let your aura continue damaging your foes while you wait for your endurance to replenish.

If you want your tank to be a tough tank, you need to mostly be taking defensive powers, so you don't have room for a full attack chain of Axe attacks. My level 28 Ice/Axe tank right now can solo block mobs that are very scary in size and scope, but I've only taken 3 Axe attacks so far. (The first two, and the level 28 AOE). I let the Icicles in my damage aura do most of the killing for me, and just use my axe attacks to knock down the strongest mobs before they can damage me.


 

Posted

Axe is a solid secondary that mixes well with almost every primary. The only combination I would shy away from is Dark. That's an endurance heavy primary that excels when you add specific synergies (stun, fear, endurance recovery, self-heal) from your secondary, and Axe is an endurance heavy secondary that does not offer any of those things.

Fire/Axe offers more synergy; the knockdown would seem to help Fire a whole lot. Willpower/Axe is good: there's a lot of AoE in Axe, and the knockdown does no harm.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
I would say to take it with a primary that has a damage aura, like Dark, Fire, Ice.... or maybe Stone. The reason is that it has a lot of slow recharge powers, and you don't get any AOE attacks until level 28. Your axe attacks also use a lot of end, so it's nice to be able to just stand there and let your aura continue damaging your foes while you wait for your endurance to replenish.
Plus, it's nice to mix your damage types. Axe is all lethal and it's nice to get some exotic damage from your aura. Then again, SC (smashing) is pretty damn nice too, and AAO will buff your Axe attacks, so really, you can't go wrong w/Shields either. Invul or WP won't do anything for your offense--I play those sets w/powerhouse secondaries like Fire or SS to feel more balanced.


An Offensive Guide to Ice Melee

 

Posted

I enjoyed Shield/Axe very much. As Starflier says, the knockdowns from Axe help shore up Shield while you're leveling, and Shield buffs your damage nicely. Also Shield Charge is another knockdown attack; it can be a knockdown-themed character.

I'm currently enjoying two Fire/ Tankers. Although neither is /Axe, it seems to me like I'd be stronger if I had a lot of knockdown in my attacks, and Fire/Axe would probably be a nice pairing.

Edit: ah, I see Heraclea also concluded that.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Sailboat View Post
I'm currently enjoying two Fire/ Tankers. Although neither is /Axe, it seems to me like I'd be stronger if I had a lot of knockdown in my attacks, and Fire/Axe would probably be a nice pairing.
Back in the day, Fire/Axe was *the* power combo, right after AR/Dev iirc (or at least after City of Blasters peaked). Or course, we had no clue about DPA back then either, just saw Axe's (then) big numbers... and it was mostly about (multiple patches of) Burn anyway. Speaking of which, I guess you can knock them down to keep them in your Burn patch longer nowadays, though I'd think Stone, Ice or even SS (mmm... Rage+FE+Burn+FS) could do a better job of that. Still, I can see Fire/Axe being a solid combo.


An Offensive Guide to Ice Melee