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Posted (edited)

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.mxdFetching info...

Edited by shadowrex
Posted (edited)

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
Posted

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.

  Reveal hidden contents

 

Posted

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

  • Like 1
Posted

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.

Posted
  On 2/22/2023 at 2:21 PM, 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.

Expand  

I have it in combat jumping

 

  On 2/22/2023 at 2:21 PM, 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.

Expand  

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

  • 3 weeks later
Posted (edited)
  On 3/11/2023 at 3:28 PM, 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.

Expand  

 

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
Posted
  On 3/16/2023 at 11:25 AM, 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?

Expand  

 

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.

Posted
  On 3/16/2023 at 7:52 PM, 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.

Expand  

 

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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