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Shield (SD)/Battle Axe (BA) Build


shadowrex

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I've been tinkering around on a shield/battle axe build and was hoping to get any feedback. I was trying to balance out the resists once I soft-capped positional defenses while also maximizing damage and procs. Any feedback is appreciated

 

image.thumb.png.6f02338e8cfbfc1c36c30cf7b72cb4c9.png

 

 

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Shield Defense - Axe.mxd

Edited by shadowrex
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Kept tweaking and gave up some psi/toxic and fire/cold resist for 15% more recharge, 7% more s/L resit and a few procs.

 

Also includes accolade bonuses

 

image.thumb.png.c5b593616f560fab640b7ebea0174ce0.png

 

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Edited by shadowrex
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You went in a very different direction(*1) than I did for the same choice of primary/secondary, so there isn't much I can directly comment on. I will note that I think you will get better Regeneration results in Health by slotting 2-pieces of Numina's Convalescence (Heal, +Regen/+Recovery) If you really want the 3-piece bonus from Preventive Maintenance, move the Absorb %proc into True Grit. I also think that the Might of the Tanker +Res ATO piece is better suited in one of the AoE attacks (I have it in Pendulum, I don't use any of the other pieces). I don't use Swoop, but maybe consider swapping the sets used in Swoop and Chop? I can sort of see what you are going for with Recharge. I also did not %proc out Cleave (that is where I have the Armageddon set).

 

(*1) I went for (solo) positional defenses in the mid 30s, and only targeted resists in the 30%-50% range (without considering the ATO) , but went for as much AoE.

 

My build won't do what you are looking for (defensively), but I'll include it so you can see my choices of attacks and how I slotted them.

Spoiler

 

Primary Power Set: Shield Defense

Secondary Power Set: Battle Axe

Power Pool: Force of Will

Power Pool: Leadership

Power Pool: Teleportation

Power Pool: Concealment

------------

Level 1:                 Deflection          

 (A) Luck of the Gambler - Recharge Speed: Level 50

 (*) Unbreakable Guard - +Max HP: Level 50

 (*) Unbreakable Guard - Resistance: Level 50

 (*) Unbreakable Guard - Resistance/Endurance: Level 50

 (*) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50

 (*) Impervium Armor - Psionic Resistance: Level 40

 

Level 1:                 Chop    

 (A) Hecatomb - Damage/Recharge: Level 50

 (*) Hecatomb - Accuracy/Damage/Recharge: Level 50

 (*) Hecatomb - Accuracy/Recharge: Level 50

 (*) Hecatomb - Damage/Endurance: Level 50+5

 (*) Hecatomb - Chance of Damage (Negative): Level 50

 (*) Hecatomb - Damage: Level 50+5

 

Level 2:                 Battle Agility      

 (A) Reactive Defenses - Defense: Level 50

 (*) Reactive Defenses - Defense/Endurance: Level 50

 (*) Reactive Defenses - Endurance/RechargeTime: Level 50

 (*) Reactive Defenses - Defense/RechargeTime: Level 50

 (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50

 (*) Reactive Defenses - Scaling Resist Damage: Level 50

 

Level 4:                 Gash     

 (A) Superior Gauntleted Fist - Accuracy/Damage: Level 50

 (*) Superior Gauntleted Fist - Damage/RechargeTime: Level 50

 (*) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 50

 (*) Superior Gauntleted Fist - Damage/Endurance/RechargeTime: Level 50

 (*) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 50

 (*) Superior Gauntleted Fist - RechargeTime/+Absorb: Level 50

 

Level 6:                 Mighty Leap      

(A) Endurance Reduction IO: Level 50+5

 

Level 8:                 Weaken Resolve             

 (A) HamiO:Lysosome Exposure (Accuracy, Defense Debuff, ToHit Debuff): Level 53

 (*) Shield Breaker - Chance for Lethal Damage: Level 30

 (*) Touch of Lady Grey - Chance for Negative Damage: Level 50

 

Level 10:              Active Defense

 (A) Endurance Reduction IO: Level 50+5

 (*) Recharge Reduction IO: Level 50+5

 

Level 12:              Phalanx Fighting              

 (A) Kismet - Accuracy +6%: Level 30

 (*) Luck of the Gambler - Recharge Speed: Level 50

 

Level 14:              Against All Odds              

 (A) Endurance Reduction IO: Level 50+5

 

Level 16:              Taunt   

 (A) Mocking Beratement - Taunt: Level 50

 (*) Mocking Beratement - Taunt/Recharge: Level 50

 (*) Mocking Beratement - Taunt/Recharge/Range: Level 50

 (*) Mocking Beratement - Accuracy/Recharge: Level 50

 (*) Mocking Beratement - Taunt/Range: Level 50

 (*) Mocking Beratement - Recharge: Level 50

 

Level 18:              True Grit             

 (A) Gladiator's Armor - Resistance: Level 50+5

 (*) Gladiator's Armor - TP Protection +3% Def (All): Level 50

 (*) Panacea - +Hit Points/Endurance: Level 50

 (*) Panacea - Heal: Level 50+5

 (*)Steadfast Protection - Resistance/+Def 3%: Level 30I

 (*) Healing IO: Level 50+5

[was  (*) Impervium Armor - Psionic Resistance: Level 40)]

 

Level 20:              Pendulum          

 (A) Multi-Strike - Accuracy/Endurance: Level 50+5

 (*) Eradication - Chance for Energy Damage: Level 30

 (*) Armageddon - Chance for Fire Damage: Level 50

 (*) Perfect Zinger - Chance for Psi Damage: Level 50

 (*) Superior Might of the Tanker - Recharge/Chance for +Res(All): Level 50

 (*) Explosive Strike - Chance for Smashing Damage: Level 20

 

Level 22:              Wall of Force     

 (A) Javelin Volley - Accuracy/Endurance/Recharge: Level 50+5

 (*) Javelin Volley - Chance of Damage (Lethal): Level 50

 (*) Explosive Strike - Chance for Smashing Damage: Level 20

 (*) Positron's Blast - Chance of Damage (Energy): Level 50

 (*) Bombardment - Chance of Damage (Fire): Level 50

 

Level 24:              Shield Charge   

 (A) Mocking Beratement - Recharge: Level 50

 (*) Mocking Beratement - Accuracy/Recharge: Level 50

 (*) Eradication - Chance for Energy Damage: Level 30

 (*) Perfect Zinger - Chance for Psi Damage: Level 50

 (*) Scirocco's Dervish - Chance of Damage(Lethal): Level 50

 (*) Force Feedback - Chance of Global Recharge: Level 50

 

Level 26:              Grant Cover      

 (A) Luck of the Gambler - Recharge Speed: Level 50

 (*) Reactive Defenses - Defense: Level 50

 (*) Reactive Defenses - Defense/Endurance: Level 50

 (*) Reactive Defenses - Endurance/RechargeTime: Level 50

 (*) Reactive Defenses - Defense/RechargeTime: Level 50

 (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50

 

Level 28:              Axe Cyclone      

 (A) Fury of the Gladiator - Accuracy/Endurance/Recharge: Level 50+5

 (*) Fury of the Gladiator - Chance for Res Debuff: Level 50

 (*) Eradication - Chance for Energy Damage: Level 30

 (*) Perfect Zinger - Chance for Psi Damage: Level 50

 (*) Obliteration - Chance for Smashing Damage: Level 50

 (*) Explosive Strike - Chance for Smashing Damage: Level 20

 

Level 30:              Cleave 

 (A) Armageddon - Damage: Level 50+5

 (*) Armageddon - Damage/Recharge: Level 50+5

 (*) Armageddon - Accuracy/Damage/Recharge: Level 50+5

 (*) Armageddon - Accuracy/Recharge: Level 50+5

 (*) Armageddon - Damage/Endurance: Level 50+5

 

Level 32:              Build Up              

 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

 (A)Recharge Reduction IO: Level 50+5

 

Level 35:              Combat Teleport             

 (A) Blessing of the Zephyr - Range / Endurance: Level 50+5

 

Level 38:              Infiltration          

 (A) Luck of the Gambler - Recharge Speed: Level 50

 

Level 41:              Unleash Potential           

 (A) Preventive Medicine - Chance for +Absorb: Level 50

 

Level 44:              One with the Shield       

(A) Impervium Armor - Psionic Resistance: Level 30

 

Level 47:              Maneuvers        

 (A) Luck of the Gambler - Recharge Speed: Level 50

 

Level 49:              Stealth 

 (*) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50

 

Level 1: Brawl    

 (A) HO Nucleolus (Accuracy/Damage) Level 53

 

Level 1: Gauntlet             

 

Level 1:                 Sprint   

 (A) Endurance Reduction IO: Level 50+5

 

Level 2:                 Rest      

 (A) Interrupt Reduction IO: Level 50+5

 

Level 4 :                Athletic Run      

 

Level 2:                 Swift     

 (A) Run Speed IO: Level 50+5

 

Level 2:                 Health  

 (A) Miracle - +Recovery: Level 40

 (*) Numina's Convalesence - +Regeneration/+Recovery: Level 50

 (*) Numina's Convalesence - Heal: Level 50

 

Level 2:                 Hurdle 

 (A) Jumping IO: Level 50+5

 

Level 2: Stamina               

 (A) Performance Shifter - Chance for +End: Level 50

 (*) Performance Shifter - EndMod: Level 50

 (*) Power Transfer - %Heal: Level 50

 

 

------------

 

 

 

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Thanks for sharing @tidge! Regen vs. pure health is an interesting debate since regen and health both = more health/second. I'd need to see if the increased regen was worth giving up the health increase from having a +health IO in True Grit.

 

I honestly never know where to put the ATOs but putting the +resist proc in an AOE might make more sense

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I like seeing your build, as I was considering using one of the alternate builds as a dedicated Resist/Defense Cap/Healing option for the character. Obviously the Fighting pool was going to have to be worked into this second build, similar to what you have done. I was also considering Energy Mastery as the Epic choice, for reasons similar to yours.

 

What ultimately stopped me was I felt like I was giving up "too much" in terms of what I had originally designed my character to do: make LOTS of (AoE) attacks across all level ranges (part of the reason why I didn't take an Epic or Patron pool) and move quickly between enemy spawns. I ended up being so "not concerned" about resists that I pulled out singleton global enhancements. I'm definitely not making any judgement calls on either approach (offense v. defense) as players we get to choose what sort of content we play and on the sort of playstyles we'll use.

 

As another aside: If build 1 is what I posted, and build 2 is more like the direction you are going in, I was considering build 3 to be more of a team-focused effort by using different power choices (likely going deep into the Leadership pool). I have a deep affection for Unrelenting (Presence pool), and think it could be very beneficial to a sack of HP character with no self-heal (like a Shield Tanker) but I can't justify taking two other powers from that pool on a Tanker. Intimidate is fun, but Provoke (with its ToHit roll) and Placate are waste picks for a Tanker.

 

The other piece I don't see (could be my eyes) in your build is the Reactive Defenses: Scaling Damage Resistance. I never mind taking damage on my characters, so I always try to include it. With characters that have large amounts of Health, I do rather like it. In your build, it would be most noticeable against large spawns of specific enemies (Nemesis? Rularuu?) but otherwise I can see why you might skip it.

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3 minutes ago, tidge said:

The other piece I don't see (could be my eyes) in your build is the Reactive Defenses: Scaling Damage Resistance. I never mind taking damage on my characters, so I always try to include it. With characters that have large amounts of Health, I do rather like it. In your build, it would be most noticeable against large spawns of specific enemies (Nemesis? Rularuu?) but otherwise I can see why you might skip it.

I have it in combat jumping

 

5 minutes ago, tidge said:

I like seeing your build, as I was considering using one of the alternate builds as a dedicated Resist/Defense Cap/Healing option for the character. Obviously the Fighting pool was going to have to be worked into this second build, similar to what you have done. I was also considering Energy Mastery as the Epic choice, for reasons similar to yours.

 

What ultimately stopped me was I felt like I was giving up "too much" in terms of what I had originally designed my character to do: make LOTS of (AoE) attacks across all level ranges (part of the reason why I didn't take an Epic or Patron pool) and move quickly between enemy spawns. I ended up being so "not concerned" about resists that I pulled out singleton global enhancements. I'm definitely not making any judgement calls on either approach (offense v. defense) as players we get to choose what sort of content we play and on the sort of playstyles we'll use.

The joys of getting to build and play how we want! My main was an invul tanker and I love feeling indestructible so I usually go hard into survivability first and damage second on tankers. If I had a scrapper, which shield would actually work well on being a defense set, the damage would likely be top notch

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  • 3 weeks later
On 3/11/2023 at 10:28 AM, MrAxe said:

Procs hardly ever fire in Axe Cyclone. Not sure why (I have acc. coming out of my ears and no rech. in the power), so you may wish to save some of those slots.

 

This has not been my experience, it is an inherent 18 second recharge with 15' radius. When I ran the numbers for a 3.5 PPM piece I was seeing a %proc rate of something like 43%.

 

EDIT: IIRC, this is one of those powers where the %damage will fire at a different time than the standard damage. Perhaps you are just missing it?

Edited by tidge
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8 hours ago, tidge said:

EDIT: IIRC, this is one of those powers where the %damage will fire at a different time than the standard damage. Perhaps you are just missing it?

 

Yeah that's it. I can see the procs fire during the vortex effect before the main hit. I wonder if the -res proc works this way too.

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2 hours ago, MrAxe said:

 

Yeah that's it. I can see the procs fire during the vortex effect before the main hit. I wonder if the -res proc works this way too.

 

I have a number of builds where I slot the %-Res pieces in DoT (or delayed damage) with the hopes that the %-Res happens first, increasing damage dealt. I have never studied if it actually helps (in solo).

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