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?