
One IV All
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Posts posted by One IV All
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26 minutes ago, twozerofoxtrot said:
I second this.
After the reworks this became a stupidly strong combo. Nigh unkillable with top notch AoE and Single Target damage. Better than Rad/SS. The only drawback is having like 27 toggles but you will have the endurance to run them.
I see I'm about 6 hours late, but when you get tired of slowly backhanding single target bosses/EBs/AVs down to size, reconsider this combo. It's nuts.
I’m really torn between this combo and Shield/Fiery.
You feel it can outperform Rad/SS? I know that is kind of the bar haha
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On 3/21/2025 at 2:52 PM, Ronin_Around said:
For these upcoming challenge builds, only the secondary is mandatory, choose whichever Primary set you like for these on Everlasting (Electric Melee) and Excelsior (Radiation Melee).
April 15th is probably a good time to start, otherwise these wouldn't get going until May 20th and we all probably forget about them.
The other thought for the Everlasting challenge would be to start it off with an Old School Sewer Run, no DFB or missions, just beating up lots of gangs in the sewers. We would enter in Kings Row and fight our way through to Atlas, pop out, level up and then head back in and fight up to Steel or Boomtown and possibly finish off by tanking on the Goliath War Walker there. An added benefit of this would be if we have more than 8 tanks doing the challenge, we can just run as a league, keep everyone together on 2 teams and really clean up the sewer.
Also since there are no trainers down in the sewers, if we had a few tanks that purchased the SuperGroup Portal power from START to allow tanks to get leveled up and return right to where we were in the sewer.
Side note: if anyone who is a member of the TankHQ SGs on Excelsior and Everlasting, could you let me know who is the leader of the SG on each of those servers? (I don't have a tank in TankHQ on either of those servers)
Excuse me while I go make that Shield/Rad Tanker I’ve been kicking ideas around for haha
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7 minutes ago, Ultimo said:
I struggle with my own Magneto homage. I've tried a few combos, but my feeling is they all need to include Force Fields. They're kind of definitive. That limits him somewhat.
My first try was a Gravity Control/Force Fields Controller. The gravity attacks are good for what they are, and Propel does get him throwing heavy things at enemies, but it kind of conjures them out of thin air. It's too teleporty, if you take my meaning.
My second try was a Force Fields/Seismic Blast Defender (and Corrupter with the sets reversed). I liked the Defender version better because his force fields were more effective, and I didn't really notice much difference in damage output. The Seismic Blasts, I defined as pulling debris from the air and ground (like the little iron filings and stuff Magneto used to encase Banshee a couple of times), making rocks and stuff to smack foes with. But, it felt like rationalization, and just didn't quite have the LOOK I wanted. It just didn't feel right, if you take my meaning.
The only other class that has a force field is a Peacebringer, but that's just too blasty (and awfully squishy).
There's not any other class with force fields, so it's really down to the Controller or the Defender for me. Whichever I end up sticking with, I'll likely give them either Psychic Mastery or Electric or Mu Mastery to cover that aspect of Magneto's powers. Nowhere near that level yet, so that's for future consideration.
I REALLY dig the idea of FF/Seismic… you can color crystal seismic blasts steel grey and it could be fitting.
My only hesitancy there is Seismic wants you in the ground for it to do it’s best. I almost imagine Magneto floating around haha
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1 hour ago, PLVRIZR said:
Stone/Fiery tank. See @Sovera's sig (and posts). Nigh unkillable and near the top for damage. Scrap will do more damage, but no scrap armor will be close to being as survivable. Brutes suffer from not getting the tanker ATOs and some will argue they'll do a smidge more damage, but will be significantly behind the tank in survivability.
I’ve looked at this combo @Sovera has talked about. Honestly, seems like it might be the best combo of tank AND dmg in the game lol. I’ve messed around with it as Shield/Fiery as well. Not sure how the two would match up to each other.
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1 hour ago, Uncle Shags said:
I haven't played one myself, but I read someone here talk about how sentinel seismic meteor was extra fancy when you combined the reduced sentinel CD with the seismic -rech gimmick. Supposedly super fast.
Yeah I have heard the same. I’ve messed around with the idea of a Seismic/Stone Sentinel that is kind of an “Earth Bender” type of theme.
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2 hours ago, PLVRIZR said:
Tanker, of course! Inv/StJ is just so satisfying. JAWBRKR is my version. Glides through +4/8 ITFs, like buttah.
So I had the classics Invuln/SS on live as my “Superman” hero. I like the idea of Invuln/StJ… kind of like when Superman gets mad and starts pulling out the harder hitting moves haha.
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3 hours ago, Championess said:
You'll probably want one of the offensive ones to help fill in on the lower aoe. Bio or Shield would be good.
Yeah, Shield/Bio/Rad were all ones that stuck out.
Shield/StJ seems like it’d have all the swag haha
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On 3/14/2025 at 12:23 PM, Championess said:
Yeah the tanker version is quite alright. Spinning Strike getting that 50% area increase is a real boon to the power along with it being high damage with max combo stacks.
Shin Breaker is a real mean looking attack too. Rib Cracker and Shin Breaker combo looks like some real dirty fighting. Street Justice feels like it has the aethstetics that Super Strength wishes it could look so mean.
StJ was probably the top ST stalker before EM got its revamp.
Any primaries you think go particularly well with it on a Tanker?
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I dig Street Justice. Rib Cracker, Crushing Uppercut, Spinning Strike… the animations are great.
Tell me about your favorite AT’s/Powerset combos for Street Justice! I’d love the inspiration.
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5 hours ago, Camel said:
That's fair, SS is pretty... bland. But it is definitely not "busy". As others have stated, it is probably the most "sit back and relax" melee set in the game if you don't mind the Rage crash.
As for what's next? Most have hit the nail on the head here. One thing I might add about Bio.. you need to pick all 9 powers to really get everything out of the set. Really.. not a single power is skippable. They all offer huge benefits and it's sort of an "all, or none" type of primary. This means it has a harder time pairing with melee sets that ALSO need 6-7+ powers to feel 'good'.
That being said, I'd like to throw in a vote for Bio/Stone/Soul! Stone Melee is great for the Tanker ATO procs, the two mallets attacks hit really hard and they have amazing proc rates for the two Tank ATOs I mentioned. The two knockdown AoE powers can either be slotted with procs, or purple sets and still have room for a Force Feedback +recharge proc. It really helps keep your uptime with Bios goodies and also helps keep your AoE and single target attack chain going.
Also, because you mentioned it before, none of the Stone Melee powers do knockback either, except for Hurl Boulder, or whatever it is called. Always look at the in-game magnitudes if you think something does knockback, or, just test it out since you use Beta pretty frequently! A very alarming amount of powers CLAIM to do knockback, but do not.. And an alarming amount of players do not know that, which in turn either keeps them away from the set, or they slot useless IOs like the KB->KD IOs.
I think you would really enjoy Bio/Stone/Soul if the animations or whatever don't bother you. It's a really solid pairing and Stone Melee can dish out some pretty chunky ST numbers and has a decent AoE rotation to boot! 😄
Cheers!I’m REALLY enjoying leveling my own Bio/Stone, although I went with bodyfor my epic pool to take Focused Accuracy. Might look into trying the psychic or soul. Mind sharing your build?
Loving it so far, has some great synergy and CRUNCH.
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1 hour ago, Warboss said:
The lack of any AoE until level 16 (Hand Clap - needs about 3 slot to proc) with SS is kinda' annoying. But, SS is good at pumping out the damage. Fire though is pretty fast and provides fun animations ( AND ....it's FIRE!). With procs you can add mitigation or other affects depending on what you want to do. I tend to like Avalanche's KD proc in FSC (although at least a couple of current builds are using Armageddon's instead) , and slotting at least one Kin Combat KD in an ST attack. You can AoE proc out Combustion for some more fun (haven't tried Cupid's proc in there yet, does it affect more than one target?). If you Take Hasten and get LoG's +Global Recharge going you can get FSC down to about 5-6 seconds = MOAR Fire! Glad to have an Fiery Meleer out there. Enjoy your Tank!
I’ve recently been messing around with a Shield/Fiery Tanker…. It might be one of the coolest looking combos I have seen in game lol
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6 hours ago, Spaghetti Betty said:
Energy Melee and Fire would be great choices, but I'd also throw in a recommendation for SS if you truly want the wrecking ball experience!
I know Rad/SS has long been one of the quintessential Tanker combos. How does Bio/SS compare? I’m guessing less AOE but stronger ST damage?
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On 2/27/2025 at 4:16 AM, SableShrike said:
The real secret sauce has been my Street Justice/Ninjitsu build.
With Combat Readiness, Shinobi, and Crushing Uppercut (with two purple procs), you are critting for a bit under 2,240 damage in one swing. (I remembered this wrong.)
Yeetus Deletus
I’m torn between StJ/WP or StJ/Nin for my Daredevil homage hero. That stealth crit with /Nin seems really sweet.
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2 hours ago, Camel said:
I feel like I didn't talk enough about Fire/EM. The trade-off in AoE, as others have stated, is massive single target damage. There is just something so special about being a Tanker and being able to almost, quite literally, two-shot a level 54 boss with only your own buffs. This becomes even more impressive when you get a Kin, Cold, Sonic Blast, etc user on the team to further that. I have seen numbers upwards of 3k damage on my EM Tank with the right team.. and that's insane. I've seen that on my EM Scrappers too.. but we're talking Tanks here. It's really satisfying to see a 5%+ chuck of health just get deleted from a level 54 AV after using only one of your heavy hitters.
Seeing as you already have an EM/Rad Scrapper (I do too.. and he has 4 AoE attacks which is way more than enough to be doing massive amounts of AoE damage), I would still recommend making a /EM Tank of some kind. Fire/, Rad/, Bio/ and Shield/ are all great pairings and help shore up that lack of AoE. You already have a /Rad Scrapper though and making that same pairing on a Tank would be redundant. But definitely make one at some point. The durability of a Tanker and those huge damage numbers of /EM on Tanks is really something special.. and whatever pairing you potentially end up making will be fun. Just talking about it's got me wanting to make another Energy Melee toon. I've really been holding off on EM/Fire on a Scrapper... the damage numbers would be so insane and will definitely be in my future at some point.
Cheer! Again! 😄Been contemplating either Fire/EM or Shield/EM myself. Both seem amazing.
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@bAss_ackwards Update: landed on this for my first costume slot. Kind of a mix between his traditional costume and his Hand outfit. Probably will do a Lawyer one as well as some other variations 😛
Settled on StJ/Willpower, as that seems most in line with the Netflix/Disney+ series that he is inspired by. I have two names: The Devil's Lance and "Man with no fear", although I thought the second one might be too on the nose 😛
@tidge Thanks so much for sharing your slotting choices, it was a huge help!-
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Honestly, sick concept!
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41 minutes ago, tidge said:
Here is a graphic mock-up (sorry no Mids) of what I'd suggest as a starting point for a Dardevil Homage using Street Justice/Willpower:
This would not be the "leveling up" build, but it would be similar... I would slip in the globals earlier.
I delayed some powers to have Unleash Potential at level 20, and I feel like I should comment on this choice. The build has 'enough' attacks that the character won't be waiting around doing nothing. Some folks may not want to delay Crushing Uppercut. Depending on Endurance burn, I find that powers like Quick Recovery can often be delayed. Mileage may vary.
This build will have perma-Hasten, which I know appeals to many players. I'm not crazy about the slotting of Rise to the Challenge, but that set bonus was needed for perma-Hasten (without relying on %+recharge) and the %Absorb piece had to go somewhere.
I shifted the slotting of Maneuvers and Weave, for exemplaring. Daredevil homages may want the Concealment pool instead of Leadership.
This is phenomenal, thank you so much! I actually REALLY like how you bring Unleash Potential in.... I feel it is fitting and it is good to fall back on.
QQ: Is "Throat Stike" Rib Cracker?-
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4 hours ago, Erratic1 said:
Odd, as I have been secretly hoping you'd go Stj/Nin. 😛
Go Scrapper.
True, but it's not like he is going to take hits like The Thing or Colossus.
Yeah, Nin is the other that I've been torn on.
Since you recommend Scrapper, I might go the /Nin route, since that is only available on Scrappers! -
2 hours ago, bAss_ackwards said:
Other than the build talk, how about the costume? Let's see it if you got it! 😄
Mobile right now but I will send when I’m back home! It’s more in line with his season 1 of the show/hand costumes as I felt that was a bit safer so I wouldn’t get generic’d =P
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On 2/23/2025 at 6:16 AM, Erratic1 said:
Guessing Stalkers are out of the running then? 😛
But I do love Ninjitsu on a Scrapper. Speaking purely subjectively, I think StJ/SR or StJ/Willpower are probably what most people would think of for best portraying DD, but StJ/Nin is not outside the circle of sanity, particularly on from a mechanical standpoint.
To this point, you kind of sold me on Street Justice + Willpower. The tough thing for me now…I’m trying to settle on Scrapper or Tanker.
Both seem like they can fit with DD… Matt loves to Scrap, but he also just DOESN’T STAY DOWN.
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10 hours ago, Warshades said:
Battle axe will be a better damage dealer, but will also be significantly more endurance heavy compared to Street Justice. Both combinations will perform well, shield is just a really powerful armor set out of the box.
Pick shield/axe for damage if you're willing to work on fixing the endurance problems you'll face. Pick shield/StJ for less endurance problems compared to battle axe.
Fair enough! Seems like a win/win which makes it tough 😂
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11 hours ago, StriderIV said:
So I think Shield/StJ is “the” Cap set up, but I definitely dig the idea of Shield/Battle Axe “Worthy” Cap as something a little more different and original.
I can’t really speak on one being “better” than the other though.
I’ve personally messed around with doing a hero modeled around the Cap variant “Soldier Supreme” where he gains the powers of Doctor Strange. He’d be a Shield/Kinetic Melee Tanker.
Honestly, that concept is super sweet! Great powerset combo for it.
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I’m working on my own hero inspired by Captain America.
I’m definitely going **Tanker**. My options that I’ve moved it down to:
**Shield/Street Justice**: Standard Cap that we all know and love. StJ just seems to have the hard knuckle crunch he has as a fighter. Both seem to go together really well thematically.
**Shield/Battle Axe**: So Battle Axe has the celestial mace, that I think looks sweet and a mix between an Axe and Hammer. This one would be more themed around Endgame when you see that Cap is worthy.
I recently ran a War Mace Brute and haven’t done Battle Axe yet, which is why I went that route with the weapon.
Of these two combos, which meshes or performs better?
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6 hours ago, Lord_Infinity said:
As a long time DD fan from way back in the 70's I would say Street Justice/Super Reflexes, now that being said a great case can be made for Street Justice/Ninjitsu especially with the stick, Hand storylines.
You pretty much hit the nail on the head of why I feel both could work haha. I’m LEANING /Nin just because you can only use it on a Scrapper, compared to SR.
Savage Melee Tanker
in Tanker
Posted
I posted asking about Savage Melee a while back and loved all the info. I’ve settled on a Tanker… I love the viciousness of Savage and dig the idea of just being an unkillable beast running rampant.
I have my eyes on a few primaries and was curious what people would suggest pairs best with Savage Melee:
Shield Defense/Savage: The dual tele attacks (Shield Charge and Savage Leap) could be a lot of fun together. Shield is fairly end intensive and Savage can help with that. AAO can help ramp the dmg a bit as well.
Dark Armor/Savage: Another end intensive set that Savage Melee can help with. Dark seems to have a lot of tools, but can be a pain to level. Savage seems like it can help with that.
Electric Armor/Savage: No end issues here, but both these sets combined just seem like they’d be a maelstrom of violence. Elec gives free recharge and slow resistance, which adds to the flying around and fighting theme.
Rad Armor/Savage: This has a lot of AOE potential. Rad doesn’t have a consistent dmg aura to pair with Savage’s dots, but it has the two PBAOE’s. Savage doesn’t really have any spots to for Force Feedback slots for recharge, but I believe Savage gives free recharge on it’s own passively?
Which combo do you think would create the most SAVAGE Tanker?