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shield protects against some of the incoming melee damage taken
slightly less damage then stock axe
i decided not to use specific % but only general ideas
-20% Damage Taken
+10% Damage
+20% Firing Speed
Right Click To Shield self, taking 1/2 damage
Cons:
On Miss: Hit yourself. Idiot. (Makes sense as the demo is the usual knight and the pyro does not know how to work a battleaxe)
+100% resistance agains charge impact damage
-15% damage
however is landed on is stunned and/or marked for death
Axe stats
25% faster firing speed
crits on stunned players
-25% health from all sources
Shield - Secondary
Immune to knockback
20% Explosive resistance
+15 health
Axe - Melee
+ Crits on spies
- -25% swing rate
- No Random Crits
Shield Notes :
Knockback immunity means that enemy pyro's can't airblast you, turrets don't push you back and Force-a-Nature's just make Scouts flee from you faster. This could be very useful unlike the explosive resistance. This is not useful with the airblast since most can be reflacted BUT allows for greater survival rates if you fail. The health boost is my alternative to bullet resistance, with the sacrifice being no ranged capability at-all.
Axe Notes :
This axe could be a potent alternative for spy-checking, since it will kill them once and for all. No dead-ringer crap on you BUT now they won't be on fire (and easily visible to all). Aslo, since Pyro has a large edge over spies, this loss of all random crits could make them worse against other classes. the slower swing rate also means with your Spy-checking axe, you are not able to do anything else for 1s. This means if you miss, you better follow that spy well because otherwise you are dead; or any other class with their conventional guns can kill you I guess.
SHEILD:
+25% fire resistance
+25% blast resistance
alt fire: catch fire for 5 sec deal fire DMG to nearby enamies