Another defensive variant is using dual hatchets instead of a shield (each gives 3 melee deflection), or a even more defensive variant, 1 hatchet 1 dagger. The hatchet modal reduces the targets accuracy by 10, and the dagger modal gives you an additional 10 melee deflection(both modals reduces your damage by 25%, however). This effectively gives you 23 "effective" deflection against a single target melee, 13 against melee targets you have not hit... but 0 deflection against ranged/spells that target deflection(unless you hit them with the axe). What you gain however, is the massive recovery reduction that is offered by dual-wielding (-30% default, -20% from the talent). The big reduction in recovery causes them to be able to wield the heaviest Armour available without feeling too "sluggish", so I tend to run this setup on a tanks that can provide some support/utility so he can still quickly assist allies. The low damage output of the weapons might cause those type of tanks to be a bit less "sticky", as Boeroer mentioned(although I have not had any problems with that so far for the party setups I have been playing). So multiclassing with unbroken might help a bit with that. Are disengagement attacks full attacks or just primary? Have not really looked into that.