War Mace or Battle Axe which is better ??


abnormal_joe

 

Posted

Yes, well... all the "stunning" stats for War Mace are well and good, but consider the value of the COOL factor for Battle Axe with all of the flying baddie bodies!! I have a SD/BA up to level 32 now, and am loving the set AND the animations...

I took a War Mace up a few levels before, and (with my limited experience) agree with everybody that it's really up to your playstyle and animation/costume preferences.

I would say take a "swing" at trying both up a few levels to see which fits you better, and just have fun!


 

Posted

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Originally Posted by Seldom View Post
Stun vs. KU/KD...

Stuns
you can layer stuns, to give increased time mitigated. This means, though, that the initial stun isn't as strong if used vs. hard targets. While stunned foes wander, they stay stunned longer. This is handy for attack prevention. <looks at problem targets like sappers/teleporters, etc.>
Stunning a target also turns off their annoying toggles. CoT -tohit toggles, sorcerer hurricanes, etc. are some examples.

As stunning is calculated as a longer/stronger effect, the endurance is always higher.

KU/KD
These are immediate, even on bosses. You can juggle if timed well. Foes don't leave your reach as much. If you KU/KD a foe beforehand, they can't activate powers. Unfortunately, this is a timing thing. they can release a power they started to activate if you're too late. If you get the jump on a foe, you have a good chance of keeping them from doing something bad if your first strike knocks them around. Some enemies are knock resistant...and some, like clocks and underlings, are hyper-sensitive to it. (Getting knocked back.)
It isn't only the higher percentages of mitigating secondary effects that favor BA, but as you say it's the drunken wandering animation that reduces a stuns effectiveness in WM.
Because typically, as with the fear in Burn, it turns an npc's melee attacks, which favor your Tank, into ranged attacks which is seldom an advantage for this AT or the team.


Quote:
Originally Posted by ShockSniper View Post

I would say take a "swing" at trying both up a few levels to see which fits you better, and just have fun!
Anyone here would suggest not giving up on the set until you at least have a full slotted Clobber, and ideally Crowd Control, the two gems in the secondary.






 

Posted

Quote:
Originally Posted by Acemace View Post
It isn't only the higher percentages of mitigating secondary effects that favor BA, but as you say it's the drunken wandering animation that reduces a stuns effectiveness in WM.
Because typically, as with the fear in Burn, it turns an npc's melee attacks, which favor your Tank, into ranged attacks which is seldom an advantage for this AT or the team.
That has not been my experience with two DA characters, a Inv/Mace and a Inv/EM. NPCs don't always wander out of melee range when stunned, but if they do and the stun wears off, IME they typically either run back into melee range immediately, or take one ranged shot, then run back into melee range.


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Posted

Quote:
Originally Posted by Finduilas View Post
The only difference between the tier 1 and tier 2 attacks in Mace and Axe is stun/KD, and chance to stun/KD. Everything else is identical.

Even though the stuns in Bash and Pulverize are pretty useless, given that most players only take one of the two anyway, and Jawbreaker is available at level 8, IMO those attacks are hardly a distinguishing feature between the sets. As a matter of fact, I'd describe that point of comparison as trivial compared to Clobber's damage and the differences between the tier 8 and 9 cones.
I agree. I would also throw in that presenting Axe as having KD is a little misleading, as not one of the powers in Axe has 100% chance for KD. There's mitigation there certainly, but it's unpredictable.

As you mention it's in the 8 and 9 powers that Mace really separates itself from Axe. Cone sizes are a huge difference at 8 (a 10 degree cone is a cone in name only) and the max targets is massive at tier 9. Mace already has an advantage from those stats. Add on though that Mace (not Axe which is supposedly the KD set) gets 100% KD on the tier 8 and 9 and Mace's pretty clearly better than Axe.

I actually think the max targets on Cleave and Pendulum got swapped. Why make a 10 degree cone with a max targets of 10? I doubt it's even possible to hit 5, much less 10 with that narrow of a cone. In the meantime the 180 degree cone gets a max targets of 5. I gotta think those things got transposed.


 

Posted

Quote:
Originally Posted by Dromio View Post
I agree. I would also throw in that presenting Axe as having KD is a little misleading, as not one of the powers in Axe has 100% chance for KD. There's mitigation there certainly, but it's unpredictable.

As you mention it's in the 8 and 9 powers that Mace really separates itself from Axe. Cone sizes are a huge difference at 8 (a 10 degree cone is a cone in name only) and the max targets is massive at tier 9. Mace already has an advantage from those stats. Add on though that Mace (not Axe which is supposedly the KD set) gets 100% KD on the tier 8 and 9 and Mace's pretty clearly better than Axe.

I actually think the max targets on Cleave and Pendulum got swapped. Why make a 10 degree cone with a max targets of 10? I doubt it's even possible to hit 5, much less 10 with that narrow of a cone. In the meantime the 180 degree cone gets a max targets of 5. I gotta think those things got transposed.



When Castle set out to upgrade War Mace starting in Dec 07 he stated that he wanted the set to be more of a smashing AoE set, to that end in Feb 08 Crowd Controls radius was increased from 5’ to 8’, while Shatters radius was decreased from 10’ to 8’ but it's arc of attack went from 20 degrees to 45 degrees.
This is also when Crowd Control and Shatter were changed from knock back to knock down.


The last big update to the set came in Dec 08 (one minor change came in Jan 09 range and radius of CC WM and Shatt were corrected to 8') when Clobbers damage scale was changed to 2.29 and it's base endurance cost to 15.18 and Shatters Max Targets Hit were reduced from 10 to 5, while
Crowd Controls m/t went from 5 to 10.



So mace has been quite a project in recent years, basically up until late 07 Battle Axe, and every other Tanker secondary for that matter, were far superior to War Mace in nearly all measurable areas, which only makes using it as the standard BA should now be 'lifted' to, chuckle worthy.

Keep in mind, that in addition to modifying BA attack times and rooted portion of animations with the general sweep of melee sets back in 07, Axe is one of the few strong Tanker sets that hasn't had a reduction since 04 and rarely has come up as needing a buff of whatever flavor through the years.



"There's mitigation there certainly, but it's unpredictable."

Experience with both Axe and Mace at 50 suggests to most players that a mix of somewhat effective mitigation is inferior to a single focus on a secondary knockdown effect with literally every attack that has the potential to keep an entire mob off it's feet for a portion of time, something that isn't remotely possible with most War Mace attacks at mag 2 stun.

In other words a solid chain of an effective control is not "unpredictable" when compared to a mix of mediocre stuns and knock down, the former simply presents superior damage mitigation.


The type of mitigation one set has over the other is not a minor detail when comparing two virtually identical secondaries, especially when perceived deficiencies with BA are slightly exaggerated, consider the sets as a whole.




Bash has the same Damage, Endurance Cost, and Recharge Time as Beheader. It has the same chance to Stun as Barrage [EM].

Pulverize has the same Damage, Endurance Cost, and Recharge Time as Chop. Pulverize has a 20% Stun mag 2 chance. Energy Punch [EM] has a 30% Stun mag 2 chance. This power has the same dps as Axe but has a less effective Stun than EM.

Jawbreaker has the same Damage, Endurance Cost, and Recharge Time as Gash. Jawbreaker has a 75% Knockup chance while Gash has a 50% Knockdown chance. This power has the same dps as it's equivalent in Axe but has a better chance of Knockup.

Clobber does more Damage, with higher Endurance Cost and slightly slower Recharge Time then Swoop. Clobber has a mag 3 Stun, while Swoop has a 70% Knockup chance.

Whirling Mace has the same Endurance Cost and Recharge Time as Whirling axe. Whirling Axe has a 50% chance to knock down, while Whirling Mace has higher damage but only a 30% chance to disorient (the same % as Energy Melee's Whirling Hands).

Shatter does less damage, but costs less endurance (11. to 14.) and has a faster recharge than Cleave (12s to 15s). Both powers have an 80% chance of Knockdown, while shatter has a much larger cone (45 to 20).

Crowd Control does less damage, but costs less endurance and has a faster recharge (12s to 15s) than Pendulum. Crowd Control has a 60% chance of knockdown while Pendulum has a 50%. Crowd Control has a higher Range, Radius, and hits twice as many Max Targets (10 to 5) as Pendulum.


You end up with just what Castle set out to do from 07 through 09, to make two carbon copied sets slightly distinct by enhancing AoE for the once bottom dweller Mace and Axe maintains strong ST damage with reliable mitigation.

-bed time, make what you want and have fun OP. =]






 

Posted

Decent analysis, Acemace, although I still personally wish the Cleave cap of 10 made more sense somehow.

I would add a peculiarity that I think I have observed that may or may not be accurate -- whenever I swing Pendulum in a large crowd, it feels like I get 5 knockdowns almost every time, which seems inconsistent with the 50% chance to knockdown -- if it were calculating 50% on each of te 5 guys I hit. But maybe it's calculating 50% knockdown chance on all the foes in the cone, then just capping that at 5 actually knocked down/damaged.

Try it out. I feel like I do way more than 2.5 guys knocked down with each pendulum swing; it's nearly always five at one blow...IF the crowd is substantially larger than 5.

If true, that makes the 50% knockdown chance a lot less limiting.


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 Windenergy21 View Post
I was giving examples, I didn't mention them all. Fire right now though, lolz, but thankfully If I heard correctly they are buffing fire armor up soon. Its a set that can benefit from hasten, while at the same time not show too much of a difference by not getting it as well, so it was kinda in between for the context of my response anyways.

(fyi to those wondering huh?, I can't remember the thread I read it in, might have been posted by castle or positron themselves, but IIRC I thought I remembered hearing, first off, removing the fear in burn, 2ndly increasing the resistances in the armor, and thirdly adding more resistance to debuffs in the set, like boosting the slow resistance and possibly adding end drain resistance, and fear/confuse protection)
Just in case anyone took Plas seriously here.
Don't. This is complete fabrication.

Plas likes to mix reality with his fantasies, and often forgets which is which :/

Castle popped into the scrapper forums a while back and we discussed a couple things concerning FA and SD, but nowhere did he say that he was buffing FA, or how, for that matter.

We just let him know that it's seriously underperforming, since the bar has been raised, anyway.


Quote:
Originally Posted by Iggy_Kamakaze View Post
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
http://boards.cityofheroes.com/showthread.php?t=260718
^Professional Katana/regen build thread

 

Posted

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Originally Posted by Sailboat View Post
Decent analysis
lol
Quote:
although I still personally wish the Cleave cap of 10 made more sense somehow.

I would add a peculiarity that I think I have observed that may or may not be accurate -- whenever I swing Pendulum in a large crowd, it feels like I get 5 knockdowns almost every time, which seems inconsistent with the 50% chance to knockdown -- if it were calculating 50% on each of te 5 guys I hit. But maybe it's calculating 50% knockdown chance on all the foes in the cone, then just capping that at 5 actually knocked down/damaged.

Try it out. I feel like I do way more than 2.5 guys knocked down with each pendulum swing; it's nearly always five at one blow...IF the crowd is substantially larger than 5.

If true, that makes the 50% knockdown chance a lot less limiting.
Really if you want to push Battle Axe for some type of buff you're selling yourself short by trying to make it an exact statistical copy of War Mace, a set it's already virtually the equivalent of.

What your argument should be directed at is Stone Melee which has a higher ST and AoE score compared to both Axe and Mace while it gets a complete pass on the weapon redraw animation that lowers dps on both of those sets.


Heavy Mallet does 101. damage with a 75% chance for knockdown while it's equivalent in Axe has roughly the same end cost but does 87. damage with a 50% knockdown chance, and it suffers from the weapon redraw on top of that, like WM, BS etc.



I'm not opposed to Axe getting some type of buff though I don't think it underperforms at all, but making War Mace out to be the boogyman to that end is just beyond silly because Mace has had a stigma for such a long time as a terrible power set that even after it's buff it's seldom seen on new Tanks and rarely comes up for build advice in these forums.

If someone were going to push for anything, it should be to have Axe and Mace statistically closer to Stone in damage, and all weapon sets should have the redraw hitch removed with its dps penalty, just like Stone Melee already has (well never had, an issue Castle and BaBs have tackled in the past with only a 'maybe someday').






 

Posted

Quote:
Originally Posted by Acemace View Post
lol
Really if you want to push Battle Axe for some type of buff you're selling yourself short by trying to make it an exact statistical copy of War Mace, a set it's already virtually the equivalent of.

What your argument should be directed at is Stone Melee which has a higher ST and AoE score compared to both Axe and Mace while it gets a complete pass on the weapon redraw animation that lowers dps on both of those sets.


Heavy Mallet does 101. damage with a 75% chance for knockdown while it's equivalent in Axe has roughly the same end cost but does 87. damage with a 50% knockdown chance, and it suffers from the weapon redraw on top of that, like WM, BS etc.



I'm not opposed to Axe getting some type of buff though I don't think it underperforms at all, but making War Mace out to be the boogyman to that end is just beyond silly because Mace has had a stigma for such a long time as a terrible power set that even after it's buff it's seldom seen on new Tanks and rarely comes up for build advice in these forums.

If someone were going to push for anything, it should be to have Axe and Mace statistically closer to Stone in damage, and all weapon sets should have the redraw hitch removed with its dps penalty, just like Stone Melee already has (well never had, an issue Castle and BaBs have tackled in the past with only a 'maybe someday').
For my part I'm 99% happy with Axe the way it is. I recognize that I was happy before I read anything about comparisons, and that comparisons shouldn't reduce that. Would I like to see positive changes to Axe (and Mace)? Abosolutely. But I'd be lieing if I said I was upset with Axe, or with Mace as some kind of competitor.

I admit I sure do wish that 10 max targets was on Pendulum though. That's one thing that bugs me when I'm buried in a mass of mooks and would really like to Pendulum and let the Zig sort them out. That nice big cone and that low target limit! Argh!

I'd be happy to lend my support to any movements to get Axe and Mace brought up toward Stone.


 

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Originally Posted by Grey Pilgrim View Post
Castle just said he would give Fiery Aura another look in the future. He gave no timeline, and was certainly not foolish enough to make promises before looking at it more. I think anything you are remembering were player suggestions in the thread (before it got REALLY heated discussing Shields).

Still, Fiery Aura is pretty good. I obviously like it a lot (given the guide in my sig), but I have a tank using most of the primaries, and it's still my favorite, despite having a few powers that need tweaking (not really drastic changes).
I think I was right there with you getting Flack for my belief that FA is a good power set.

Some people just dont like to work for there Power is all.

The Change to Fire Aura would be good in 1 way, and the rest I dont feel needs a tweak.

They need to give FA a new teir 9.Almost everyone skips taking Rise of the Pheonix.Including my self.Death isnt a option for a Tanker.Atleast its not for mine anyway.


 

Posted

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Originally Posted by Dromio View Post
I admit I sure do wish that 10 max targets was on Pendulum though.
Indeed. The 10 target max on Cleave has to be a typo or a transposition. Since they fixed the stacking bug all those many years ago there is simply no way to hit ten with cleave. Now, it'd be nice to bump cleave up, say give it a twenty foot range? That would be a nice thing, in my book.

Heck, give it a 40 foot range, with the idea you're flinging the axe at them. Who hasn't seen a throwing axe?


Quote:
I'd be happy to lend my support to any movements to get Axe and Mace brought up toward Stone.
Sssshhh! Stone melee is one of those well-kept secrets.


 

Posted

Quote:
Originally Posted by Acemace View Post
lol
Really if you want to push Battle Axe for some type of buff you're selling yourself short by trying to make it an exact statistical copy of War Mace, a set it's already virtually the equivalent of.
I'm not pushing for a buff to Axe. I'm really just noting that it's silly to have the 10 target limit on Cleave -- silly to the point of being a (very minor) irritant. It would be like having a set balanced at slightly lower power "because of that 20th enemy you aggro." But you can't aggro 20 enemies, so that would be a meaningless and mean-spirited penalty.

You can't hit 10 people with Cleave. Ever.

I've labored with training crowds behind me and I've gotten six for sure, but it's hard to do. I don't know if I've ever gotten seven. But having the "benefit" of a cap of ten is just silly.

That's all. It wouldn't hurt the set, or me, if it was never touched again. But it remains weird and very slightly irritating that one of the "balance points" is this impossible-to-reach target cap.


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

 

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Originally Posted by Airhammer View Post
Im going with the hammer.... Now Im just deciding if I go Brute or Tank..
The level 1 power has a dumb looking animation (for both). So, if you go brute you can skip that first power. IDK. That's a big selling point for me.

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Originally Posted by Deus_Otiosus View Post
Really?

I was under the impression that from a strict DPS comparison standpoint, WM pulled ahead vs. Single Targets a well.


For the OP: Even if we disregarded everything else - Crowd Control's base performance alone makes WM the better of the two IMO.
If we're talking brutes, then WM for sure. For Tanks, I'd prefer axe any day. Higher chance of the mitigation taking effect, and lower chance of it being resisted. When I play a WM tank, I put the Stupefy (20% knockdown) proc on the most of the stun powers.

Quote:
Originally Posted by Finduilas View Post
Thanks, Ace, for digging those up. (Though I personally don't consider KD to be inherently superior to stun as mitigation, I do agree the very low chance to stun in lower level WM attacks is pretty useless.)
True, except if you take into account the procs you can slot to it. There's Stupefy 20% for KB, and Absolute Amazement 33% chance to dramatically lower the target's toHit. (It's a purple, but often sells at a cheap price... as purples go.)


 

Posted

Well i heard both are pretty good, I did work with Ax melee before and i thought it's was pretty Awsome.


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Posted

I am especially liking my Shield/Axe tank after decking him out in full Roman costume - looks way cool to see that huge Roman axe chopping the baddies up in the air!
I don't think there is a Roman mace, is there?


 

Posted

I would lean toward Axe for the IO potential myself.
A recharge build which currently is a favorable way to build a FA (amongst other primaries) can get a tidy return from loading up on Feedback procs.
You can also do sneaky stuff like loading up your attacks with four Kinetic Crashs and a couple generic dmg IOs. good all around slotting dirt cheap to slot and nicely covers any concerns re: you getting KBed.


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Posted

Quote:
Originally Posted by abnormal_joe View Post
I would lean toward Axe for the IO potential myself.
A recharge build which currently is a favorable way to build a FA (amongst other primaries) can get a tidy return from loading up on Feedback procs.
You can also do sneaky stuff like loading up your attacks with four Kinetic Crashs and a couple generic dmg IOs. good all around slotting dirt cheap to slot and nicely covers any concerns re: you getting KBed.
Because all the attacks in Axe take KB IOs and in Mace, only three of them do? Otherwise, the "IO potential" between the sets is exactly the same.

IMO, the stuns sets have some decent bonuses too, and the problem with slotting more than say, one or two IOs from a KB set is that it's likely to turn the KD of the attacks into KB. Ugh, no thank you! I did a happy dance the day Castle changed the KB in Shatter and Crowd Control into KD instead.


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Knight Court--A CoH Story Complete 2/3/2012