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Posted

I've been thinking of a concept for a character that's all knockdown all the time. I am thinking something with storm would work well, but I'm not sure which AT or other powerset would be best for spamming knockdown effects. Here are some initial ideas:

  • energy or water defender or corruptor with storm? Water has multiple aoe KD, energy has a chance for KB on all it's powers. Not sure which would be better, or how either would compare to a controller.
  • fire/storm controller? - bonfire seems to be a good set it and forget it KD power. Can blast other powers while bonfire is going.

 

This doesn't have to be a particularly high damage build, just going for some silly knockdown concept. I'll make liberal use of KB => KD enhancement too. 

 

Any ideas or advice for a build with the most knockdown effects?

Let's see the bodies hit the floor! 🙂

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Posted

Storm is the most obvious choice.  Between Gale, Freezing Rain, Tornado, and Lightning Storm the mobs are liable to forget they even have legs.  For a Controller, you can pair with Fire (Bonfire), Earth (Earthquake), or Ice (Ice Slick) for even more KD. Personally, I find Fire/Storm to be one of the most enjoyable Controller combos, but Earth/Storm has a bit more synergy.  On Corruptors and Defenders, Water and Energy will give you KB/KD as well. 

 

Blasters get Bonfire in their APP, so you can pair that with Energy or Water for lots of KD.  For secondaries, Earth (Tremor) and Electric (Thunder Strike, Force of Thunder) give you even more options.

 

Melee can work too.  Shield Defense for Shield Charge.  For offense Electric Melee can utilize Thunder Strike,  Lightning Clap (non-Stalker), and Lightning Rod.  Ice Melee has Ice Patch, which is easily permanent and keeps foes down quite easily.  There's also Super Strength with KD on most of its attacks (most notably Foot Stomp), plus Hand Clap for fun.   Stone Melee, Titan Weapons, and War Mace get a lot of  KD too, though TW cannot pair with Shield.

Posted

Energy Blast/Force Field Defender/Corrupter.  Energy is all KD/KB and the FF powers that aren't meant for boosting defense are all heavy knockbacks; Force Bolt is Mag 10 out of the gate as one of the strongest KB powers in the game.  Force Bolt, Repulsion Bomb, and Repulsion Field all serve to knock enemies on their asses, Force Bubble can KD as well but the power is more a Repel meant to push foes away rather than knock them over.  As for Energy, Energy Torrent and Explosive Blast have high knockback chances on groups, Power Push is another long range high mag KB, Nova scatters the crowd if they survive, and every other attack can easily knock over or back foes you hit.

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Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

Posted (edited)

yeah, its a blaster. Assault Rifle | Energy Assault (power boost) | Force Mastery (toggle Repulsion Field)

 

Energy Blast | Storm is effective

 

if we wanna be different.. Earth Control | Kinetics | Stone Mastery

 

 

 

Edited by Troo
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"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

Posted

A Peacebringer can slot most of their attacks for Knockback, and this fit in-kd enhancements in a number of attacks. Plus you can aim for Perma Lightform/Hasten, and proc out Whirlwind for more knockdown.

Posted

Totally not shameless self plug

 

 

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted

Fire controllers/doms get bonfire at level 26 and it available as low as yin TF. 

 

Once you get FF+rech and KB>KD in it, it's available every spawn. With a build, it is available multiple times per spawn. Combine with fade and soul absorption for tanking. 

 

Bonfire is so amazing other classes love it post 40. 

 

Earth gets earthquake. 

 

Electric gets a chaining one that takes procs well. 

 

storm is silly also. Combine with the ones above and even elite bosses might get knocked down often. 

 

MELEE classes get axe, ice, and stone. Irradiate ground takes kd procs (checks every 5 seconds). mace and TW are good with knockdowns also. 

 

Ranged classes get energy, earth, water blast. Blaster/martial tp takes a OF and the, 3 uses per recharge, makes decent use for it. And of course, MM and Blasters get bonfire post 35. 

 

OF (or the other kd procs) in any big aoe is also worth mentioning. 

 

  • 1 month later
Posted

Dark/Storm corr, all you need is torrent, no other kd attack has its range it'll keep everything in the mob down, and probably everything in the mob behind it. And gale if anything is missed.

Posted

Some really great suggestions here!

 

I ended up going with fire/storm controller. The idea is that once bonfire, tornado, and lightning storm are set up they can knockdown while you're casting other powers.

So much setup isn't good on a fast team, but it handles 4x8 council pretty well.

 

Spoiler

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 49 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Sorcery
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char

  • (A) Superior Will of the Controller - Recharge/Chance for Psionic Damage
  • (3) Superior Will of the Controller - Accuracy/Control Duration
  • (3) Superior Will of the Controller - Control Duration/Recharge
  • (5) Superior Will of the Controller - Endurance/Recharge
  • (5) Superior Will of the Controller - Accuracy/Control Duration/Endurance
  • (7) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge

Level 1: Gale

  • (A) Accuracy IO

Level 2: Fire Cages

  • (A) Superior Overpowering Presence - RechargeTime/Energy Font
  • (7) Superior Overpowering Presence - Accuracy/Control Duration
  • (9) Superior Overpowering Presence - Control Duration/RechargeTime
  • (9) Superior Overpowering Presence - Endurance/RechargeTime
  • (11) Superior Overpowering Presence - Accuracy/Control Duration/Endurance
  • (11) Superior Overpowering Presence - Accuracy/Control Duration/Endurance/RechargeTime

Level 4: Boxing

  • (A) Empty

Level 6: Hasten

  • (A) Recharge Reduction IO
  • (47) Recharge Reduction IO

Level 8: Hot Feet

  • (A) Superior Avalanche - Recharge/Chance for Knockdown
  • (13) Superior Avalanche - Accuracy/Damage
  • (13) Superior Avalanche - Damage/Endurance
  • (15) Superior Avalanche - Accuracy/Damage/Endurance
  • (15) Superior Avalanche - Accuracy/Damage/Recharge
  • (17) Superior Avalanche - Accuracy/Damage/Endurance/Recharge

Level 10: Steamy Mist

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 12: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 14: Tough

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (17) Unbreakable Guard - +Max HP
  • (19) Aegis - Psionic/Status Resistance
  • (19) Aegis - Resistance/Endurance
  • (21) Aegis - Resistance/Endurance/Recharge
  • (21) Aegis - Resistance

Level 16: Freezing Rain

  • (A) Achilles' Heel - Chance for Res Debuff

Level 18: Cinders

  • (A) Lockdown - Chance for +2 Mag Hold
  • (23) Superior Entomb - Recharge/Chance for +Absorb
  • (23) Superior Entomb - Accuracy/Hold
  • (25) Superior Entomb - Hold/Recharge
  • (25) Superior Entomb - Accuracy/Hold/Endurance
  • (31) Superior Entomb - Accuracy/Hold/Endurance/Recharge

Level 20: Hurricane

  • (A) DSync:D-Sync Marginalization

Level 22: Spirit Ward

  • (A) Preventive Medicine - Chance for +Absorb

Level 24: Arcane Bolt

  • (A) Force Feedback - Chance for +Recharge
  • (34) Superior Winter's Bite - Accuracy/Damage
  • (48) Superior Winter's Bite - Damage/RechargeTime
  • (48) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (48) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (49) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime

Level 26: Bonfire

  • (A) Sudden Acceleration - Knockback to Knockdown
  • (27) Bombardment - Chance for Fire Damage
  • (27) Bombardment - Damage/Recharge
  • (29) Bombardment - Accuracy/Damage/Recharge
  • (29) Bombardment - Accuracy/Damage/Recharge/Endurance
  • (31) Bombardment - Damage

Level 28: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (37) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (47) Kismet - Accuracy +6%

Level 30: Rune of Protection

  • (A) Steadfast Protection - Knockback Protection
  • (31) Steadfast Protection - Resistance/+Def 3%

Level 32: Fire Imps

  • (A) Edict of the Master - Defense Bonus
  • (33) Overwhelming Force - Accuracy/Damage
  • (33) Overwhelming Force - Endurance/Recharge
  • (33) Overwhelming Force - Accuracy/Damage/Endurance
  • (34) Overwhelming Force - Damage/Endurance/Recharge
  • (34) Overwhelming Force - Accuracy/Damage/Endurance/Recharge

Level 35: Tornado

  • (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • (36) Soulbound Allegiance - Chance for Build Up
  • (36) Expedient Reinforcement - Accuracy/Recharge
  • (36) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (37) Expedient Reinforcement - Endurance/Damage/Recharge
  • (37) Expedient Reinforcement - Damage/Endurance

Level 38: Lightning Storm

  • (A) Sudden Acceleration - Knockback to Knockdown
  • (39) Apocalypse - Chance of Damage(Negative)
  • (39) Apocalypse - Damage/Recharge
  • (39) Apocalypse - Accuracy/Damage/Recharge
  • (40) Apocalypse - Accuracy/Recharge
  • (40) Apocalypse - Damage/Endurance

Level 41: Fissure

  • (A) Force Feedback - Chance for +Recharge
  • (42) Ragnarok - Chance for Knockdown
  • (42) Ragnarok - Accuracy/Damage/Recharge
  • (42) Ragnarok - Damage/Recharge
  • (43) Ragnarok - Accuracy/Recharge
  • (43) Ragnarok - Damage/Endurance

Level 44: Seismic Smash

  • (A) Lockdown - Chance for +2 Mag Hold
  • (45) Superior Blistering Cold - Recharge/Chance for Hold
  • (45) Superior Blistering Cold - Accuracy/Damage
  • (45) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (46) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (46) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime

Level 47: Rock Armor

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 49: Smoke

  • (A) DSync:D-Sync Marginalization

Level 1: Containment 


Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Empty
Level 1: Swift
  • (A) Empty
Level 1: Hurdle
  • (A) Empty
Level 1: Health
  • (A) Panacea - +Hit Points/Endurance
  • (40) Numina's Convalesence - +Regeneration/+Recovery
  • (43) Miracle - +Recovery
Level 1: Stamina
  • (A) Performance Shifter - Chance for +End
  • (46) Performance Shifter - EndMod
Level 24: Arcane Power 

------------

 

Posted

What I like to do with my Nature/Seismic Defender:

I keep my Seismic Pressure stacks running and use the Seismic Shockwaves to have a perma Knockdown Aura that costs no endurance.

 

 

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back in the days: Zukunft (EU) ... nowadays: Everlasting

Posted

One thing to look at is not just powers with knockdown/knockback... also look to see if it has a % chance to knock.  For example if you look at the Battle Axe powerset, almost every power has does a form of knock.  However they apply a chance to knock (40% chance, 30% chance, etc).  While other powers such as Air Superiority apply a magnitude of knock to everything they hit.  

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Active on Excelsior:

Prismatic Monkey - Seismic / Martial Blaster, Shadow Dragon Monkey - Staff / Dark Brute, Murder Robot Monkey - Arachnos Night Widow

 

Posted (edited)
22 hours ago, Pazradym said:

Special shout out to Ki Push in the Blaster Martial Combat secondary for being the most hilarious KB.  Shame there's not more like it.

 

Not to be forgotten: 100% chance for KD in Storm Kick, iirc around 70% chance for KD in Dragon's Tail. Of course dropping a %Knockdown proc into Burst of Speed is also a thing that can be done.

 

The T1 powers from /NRG and /Sonic on Blasters are both similar to Ki Push, but because they have less Repel and also lack the 2sec mag4 hold that Ki Push contains they are less fun. 😉

 

Edited by InvaderStych
grammar
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You see a mousetrap? I see free cheese and a f$%^ing challenge.

Posted
On 9/22/2022 at 9:03 AM, Shred Monkey said:

One thing to look at is not just powers with knockdown/knockback... also look to see if it has a % chance to knock.  For example if you look at the Battle Axe powerset, almost every power has does a form of knock.  However they apply a chance to knock (40% chance, 30% chance, etc).  While other powers such as Air Superiority apply a magnitude of knock to everything they hit.  

 

And even if there is a 0.01% chance to Knockxxxx, you can slot a Force Feedback proc in there or any other and it can activate *whether or not* the knockxxxx is triggered.  Same goes for other % chance to mez.

  • Thanks 1

Who run Bartertown?

 

Posted (edited)

Dark/Electric Tank with Lightning Clap(with Sudden Acceleration KB>KD) and Oppressive Gloom.

Everything around you will be stunned and flopping constantly.

Everything.

Even AVs.

Well okay, you'll only stun the AV's...

Plus the big BOOM of Lightning Strike, which will also flop them.

And Overwhelming Force KB>KD in Chain Induction.

And KB>KD in Thunder Strike.

😁

Edited by Mopery
  • Like 2

Those times you saw no footprints, I had Fly toggled on.

Posted
1 hour ago, Mopery said:

And KB>KD in Thunder Strike.

😁

COD lists thunder strike as .64 mag knock back, so the KB->KD is not needed.

What this team needs is more Defenders

Posted
On 9/27/2022 at 5:28 PM, Mopery said:

Dark/Electric Tank with Lightning Clap(with Sudden Acceleration KB>KD) and Oppressive Gloom.

Everything around you will be stunned and flopping constantly.

Everything.

Even AVs.

Well okay, you'll only stun the AV's...

Plus the big BOOM of Lightning Strike, which will also flop them.

And Overwhelming Force KB>KD in Chain Induction.

And KB>KD in Thunder Strike.

😁

 

I'd prefer a brute, personally.

 

Add the Unspeakable Terror proc (mag 2, 8 seconds) to Cloak of Fear.  Pick up Intimidate and Invoke Panic from the Presence pool and put the UT proc in there as well.

 

Put the Energy Manipulator proc (mag 2, 8 seconds) in all of your attacks that take it (Charged Brawl, Havoc Punch, Jacob's Ladder, Chain Induction).

 

Finally, throw Triumphant Insult proc (mag 1, 3 seconds) in every power that will take it, which is most of them.  It's a tiny effect, but there's opportunity for a lot of them.

 

You won't do a lick of damage, but you should be able to keep up mag 7 stun which is enough to stun EBs.  

 

Get three or four of these folks on an ITF and you may be able to break through the 50 mag purple triangles of doom on AVs (only a measly mag 3 when the triangles are down).

Who run Bartertown?

 

Posted
4 hours ago, Ringo said:

If you're not going to do any damage, why Brute?  Tankers can catch more with the bigger AoEs


You get Lightning Clap a lot earlier, which is more effective than Oppressive Gloom.  Also, tanks are too easy!

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Who run Bartertown?

 

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