Crisis Management.....Hmmmmm, not so sure anymore

My thoughts were:

Grenadier is a waste if you use Magic Missiles which I do virtually 80% of the time at OP8 unless fighting Raids

And Able…well I’m just not sold on it below a 6/5 spec…10/5, yeah…OK but 5/5 or 4/5 is miniscule at OP8

Laser Sight??? You have to be joking…LOL

So that leaves CM…and it’s possible gun damage benefits which on retrospect seem miniscule.

BUT…for places like the Magic Circle of Slaughter where you can pretty much COUNT ON going down several times…it is probably a good addition with a point or two in Last Ditch. 51% additional Gun Damage is not little.

Melee Axton is so ridiculous haha. Its fun and probably the only case where you want to spec 5/5 crisis and nothing in Willing.

5/5 Onslaught is just soooo good! The movement speed alone is sweet!!

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With the right com, 11/5 or 10/5 Onslaught is the bee’s knees.

Rifleman Com is nice for it as well…especially with an Ogre

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i always play with points in quick charge, so crisis management is only really good for FFYL. (something i try to avoid :smile: ) also, the rest of the perks (minus laser guided) are all so good in sentry… why waste them on that?

if you spec into able, its better than LDE.

Able haa the same % as Preparation so they kinda complement each other. Able is better in combat as it only requires you to do damage while Preparation is only active with full shield.

As others have already mentioned, Crisis Management is always active when you’re in F.F.Y.L., and this is one of the reasons why I chose (and currently still have) this skill.

But why?

Well, as I’ve said before, I take the position that falling into F.F.Y.L. is an inevitability. No matter how well you play, no matter what weapons and gear you have, EVERYONE will take the knee at some point in playing as Axton. Granted, I could go the other route and build on skills that’ll try to keep me up all the time (Grit, Quick Charge, etc.), but again, there is no 100% guarantee that they will. So, rather than spending a lot of points on skills that may or may not keep me up all the time, I instead both plan on and assume that I will drop into F.F.Y.L.

I want my Axton to have the best possible chance at surviving, and to me, having the extra damage when I’m down can help out a lot. There are people who, quite truthfully so, will say that all you need for those scenarios is a Norfleet. True, yet with the buff to weapons damage, I can give additional “oomph” to all my other weapons (weapon damage includes rocket launcher damage, too), which is always good. For example, if I’m in F.F.Y.L. and I don’t have any ammo for my launcher, the buff from Crisis Management will make a secondary option more powerful, thus increasing my chances for a second wind.

In my specific Axton build, I have 4/5 in both Crisis Management and Last Ditch Effort, and that equates to roughly 60% damage when I’m down (again, both skills boost rocket launcher damage as well). Conversely, if I’m up and kicking with both Onslaught and Battlefront active, the combined damage between the two would be the same-roughly 60%. So no matter if I’m up or down, I can still have good damage. Additionally, since Battlefront will stay active even when I’m in F.F.Y.L. (assuming the turret doesn’t get destroyed), there is even more potential for damage.

Finally, look at the skill name. It has “Man”, “Age” and (to a lesser extent) “Ment” in it. What’s not to love?

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Difference in philosophy:

I can see it being useful on raid bosses. For the really tough fights. Maybe the magic slaughter where you are boned if you die. If you go down, you also strain your teammates to revive you.

Otherwise, if I am doing a regular run through the game… Pass.

Yes but there are some subtle differences…mainly it only lasts 3 seconds…and it must be retriggered by a new set of damage being dealt

Granted, Preparation has to have full shield but it is continuous once achieved and there is a second bonus to preparation, Shield Cap, which is great for things like the Blockade, Big Boom Blaster, and Antagonist.

I’m not saying it is bad…but with other choices like Grenadier and CM…it just isn’t as valuable for my particular style of play…at least that’s how I see it.

For all my builds I have 2 options take able or grenadier or a mix of the two usually 3 able 1 grenadier if I take both.

I think they were made to work together. I mean, you get both anyway if you are going with the 26/15/26 spec as Grenadier isnt really made for this spec in my opinion.

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I guess the best thing to do is run the Peak and the Badass Round Magic Slaughter with and without CM.

I kinda feel like those are the supreme tests…maybe Hyperion Slaughter Round 5

And with and without Able.

Trial by combat so to speak.

See which one actually works better although it may take several runs to decide.

Sigh…So many questions…so little time…LOL

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@Gulfwulf: What about with the Bee?

I like the Bee, but I’ll only use it on VHs who have good shield recharging skills, like Axton, Maya, and Zer0. Sal has no recharge skills, Krieg doesn’t play well with shields, and Gaige doesn’t need a Bee with anarchy; that and it doesn’t do DT any good. I like the Antagonist for non-Krieg VHs though.

But Gaige is one of the best Bee users if you want it. BSS keeps it up all the time and the Fibber is just amazing with the Bee.

[quote=“Gulfwulf, post:23, topic:1265517”]Sal has no recharge skills, Krieg doesn’t play well with shields, and Gaige doesn’t need a Bee with anarchy; that and it doesn’t do DT any good</font color>.[/quote]LOL, mayhaps it Amplifies The Stare</font color>?

Able’s numbers might not look impressive, but keep in mind it will literally always be up while you’re fighting. You don’t even have to be managing to kill anything, just keep firing and keep healing. This makes it a lot more powerful than something like Roland’s Stat from BL1, which although much stronger and longer lasting, is gated by having to actually get kills (fine when kills are coming easy, not fine when they aren’t). I managed to solo Hyperius in NVHM on my first ever attempt at it specifically because I had Able in my spec (and an Infinity so I didn’t ever run out of ammo).

The only time I have ever considered and have used Crisis Management is with my Leatherneck build where it is up all the time. Otherwise I cannot see it being used outside of a few situations as those mentioned where it is briefly useful. It’s too bad the melee bonus is not something else such as damage reduction or move speed, then it would make the skill far more appealing.

Crisis Management buffs are also addititive so it not a major increase in damage output if you go into FFYL like what Last Ditch Effort is or Do or Die (with slag grenades) is.

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Well guys…

And admittedly this is a VERY small sample.

But I ran the Badass round of the Magic Slaughter a bunch of times with Able Specced and Not CM…

and vice versa…CM specced and not Able.

And I think we’d all agree that the Badass Round is a place where Able should be constantly working as you are damaging enemies almost nonstop in that fight.

Strangely. Every time I had Able Specced I died…and every time I had CM specced I won.

Now I’m more confused than ever…LOL

Go figure.