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Knockdown City


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What up tanker bros

 

My brother and I like to play fun duos and recently we've been brainstorming up a dual-melee-knockdown concept. He wants to do shield/electric (I played a shield/elec on ncsoft live, liked it), I'm considering either shield/ss or stone melee...

 

Anyone ever try shield with either ss or stone? What can I expect? We just want to basically be AoE-knocking fools down 24/7. Anyone have any other combo ideas involving tanker powersets?

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I feel like ss would be effective enough considering I'd be playing with another guy doing the same thing. I don't need EVERY attack to do KD but the more the merrier.

 

Then again, stone has multiple KD moves too, but I've never played a stone melee tank, so no idea if they're good

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SM is way better kd/ku than SS.

 

Source: Personal observations of my Brute SM/ElA vs a friend's Brute SS/ElA.

 

Also, Fault used to be scaled to the size of the mob you were attacking. If the mob was big (Bat'Zul), then your fault was big, which was always worth giggles.

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Why I enjoy putting the Tentacles on giant monsters.

QVÆ TAM FERA IMMANISQVE NATVRA

TB ~ Amazon Army: AMAZON-963 | TB ~ Crowned Heads: CH-10012 | EX ~ The Holy Office: HOLY-1610 | EV ~ Firemullet Groupies: FM-5401 | IN ~ Sparta: SPARTA-3759 | RE ~ S.P.Q.R. - SPQR-5010

Spread My Legions - #207 | Lawyers of Ghastly Horror - #581 | Jerk Hackers! - #16299 | Ecloga Prima - #25362 | Deth Kick Champions! - #25818 | Heaven and Hell - #26231 | The Legion of Super Skulls - #27660 | Cathedral of Mild Discomfort - #38872 | The Birch Conspiracy! - #39291

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Look at something new and interesting. Psi Melee; I slot a kinetic combat chance for knockdown in mental strike, tk blow and mass levitate do KU. psi blade sweep does a disorient (could do a avalanche chance for KD as well)

 

Like I said something new and different to try

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I feel like ss would be effective enough considering I'd be playing with another guy doing the same thing. I don't need EVERY attack to do KD but the more the merrier.

 

Then again, stone has multiple KD moves too, but I've never played a stone melee tank, so no idea if they're good

 

Hand Clap with KB to KD IO and Foot Stomp, and force feedback +rech procs in wherever you can slot them make everything pretty much stay on the floor.

 

Stone Melee is good, Fault is very good and objectively better than Hand Clap, but Tremor is a pale shade compared to Foot Stomp, with a much slower activation time and anemic damage.  Stone Melee is great single target damage though and the single target attack chain will have more knockdown in it than SS.

 

I've played both into the ground and Super Strength almost always wins because of the clearly better AoE potential, fast recharging Foot Stomp is better than almost anything else out there for AoE control and damage on a Tanker.

 

If you don't want to deal with Rage though, Stone Melee will work out just fine for what you want to do.

 

As usual, play the one that looks fun, the gap is rarely so big that it will make a difference in practical play.

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Is there any decent primary with KD abilities besides shield? I can't recall anything. Maybe I could load up fire with KD proc IOs?

 

Nothing stands out besides shield.  You can get a decent AoE knockdown out of Ground Zero from Radiation if you slot it with Avalanche (especially since it will affect up to 30 targets) and you can get some additional AoE Knockdown out of Ragnarok proc in other stuff like Patron/Epic pool AoE's.

 

So, my Radiation/SS tanker's AoE chain is Foot Stomp/Dark Obliteration/Ground Zero and the recharge is very high due to force feedback and beta decay, all three have knockdown or knockdown procs so things are bouncing a lot.  If you added hand clap to that, it would be pretty silly.

 

Don't put Avalanche KD proc into Burn if you do go fire, it applies the Knockdown so much that it turns into knockback, which isn't as useful.

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You can get a decent AoE knockdown out of Ground Zero from Radiation if you slot it with Avalanche (especially since it will affect up to 30 targets) and you can get some additional AoE Knockdown out of Ragnarok proc in other stuff like Patron/Epic pool AoE's.

 

So, my Radiation/SS tanker's AoE chain is Foot Stomp/Dark Obliteration/Ground Zero and the recharge is very high due to force feedback and beta decay, all three have knockdown or knockdown procs so things are bouncing a lot.  If you added hand clap to that, it would be pretty silly.

 

This actually sounds amazing, I want to try it on my rad/ss tanker! Do you have a build for him that you wouldn't mind sharing with me? (sorry i know this is off-topic)

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I slotted the KB->KD converter in my KM scrapper's Repulsing Torrent and so he has two AoEs which knock groups down--Repulsing Torrent and Burst.

 

Of course that is on the primary side but the base recharge time for the powers is 12s (RT) and 15s (Burst).

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My main is a Shield/Super Strength Tanker and he does very well in the knockdown department.

 

You will typically have Shield Charge come up every 45 seconds even with basic IOs.

Hand Clap I have up every 20 seconds.

Then Foot Stomp will recharge on 10 seconds.

 

Between that and the single target attacks in between, things are nearly never able to stand. Note that Hand Clap and Foot Stomp requires the KB->KD IO to get the most out of this.

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Although it has been mentioned by several others here, the option can not be stressed enough. The Sudden Acceleration Knockback to Knockdown IO makes any Knockback power into Knockdown. This give you a great many build options.

Playing CoX is it’s own reward

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I recently made the T4 massive aoe knockup incarnate power Might and ... it's lots of fun.

 

The only thing that annoys me with knockup is that when you knock something that's already getting up, it doesn't seem to deck them another time - but rather stands them up, so chaining knockdown isn't always as effective in terms of CC. It's weird.

..It only takes one Beanbag fan saying that they JRANGER it for the devs to revert it.

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I love knockup and knockdown!  I'll have to look into that Might incarnate power!

 

My Ice/Elec tanker does some pretty good knockdown.  Lightning Rod of course, Electric Clap (slotted to convert to knockdown), and that jump up and slam down attack power from Elec as well.  Electric would be the best secondary to take for a Knockdown City kind of character IMO.  With Shield as the primary you'd get at least one more teleport/knockdown, and then Spring Attack could be a third.  So Shield/Elec with the Jumping pool could have five AoE knockdown powers. 

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Gonna throw a few builds together and start leveling. So is Sudden Acceleration Knockback to Knockdown IO the one to use for Clap? Are there other options?

 

Right now he's leaning towards a shield/elec and I'm looking at shield/ss.

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Yep, for Lightning Clap it was the convert Knockback to Knockdown IO (Sudden Acceleration I think).  All three of the Elec attacks that I'm using are pretty consistent when it comes to knockdown.  Clap does no (or very little) damage, but it has a good disorient built in on top of the knockdown.  ThunderStrike is the attack I was trying to think of.  Not a fast cast time, but a dramatic cast time. 

 

In addition to Spring Attack (Jump) other things from pools would include Air Superiority (Flight), Whirlwind (Speed), Jump Kick (Jump), Arcane Bolt (Sorcery), and Cross Punch (Fighting). 

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Here's a rough draft of a Shield/SS build for this concept. I just wanted to keep it as cheap as possible but also try to cap directional defenses and pile on resistances.

 

I am having a few issues with Pines, though:

1. Smashing and Lethal resistance won't display above 78% and

2. I can't seem to find the KB to KD sets.

Do I need a newer version?

 

Anyway, let me know your thoughts:

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

GT: Level 50 Science Tanker

Primary Power Set: Shield Defense

Secondary Power Set: Super Strength

Power Pool: Leaping

Power Pool: Fighting

Power Pool: Speed

Ancillary Pool: Energy Mastery

 

Hero Profile:

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

Level 1: Deflection LucoftheG-Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3), UnbGrd-Max HP%(5), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx(7)

Level 1: Jab CrsImp-Dmg/Rchg(A), CrsImp-Acc/Dmg/Rchg(29), CrsImp-Dmg/EndRdx/Rchg(34)

Level 2: Battle Agility Rct-ResDam%(A), Rct-Def(7), Rct-Def/EndRdx(9), LucoftheG-Rchg+(9)

Level 4: True Grit ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam(11), ImpArm-ResDam/EndRdx/Rchg(13), Prv-Heal(13), Prv-Heal/EndRdx(15)

Level 6: Haymaker Mk'Bit-Acc/Dmg(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Dam%(34), Mk'Bit-Dmg/EndRdx(36), Mk'Bit-Acc/EndRdx/Rchg(36)

Level 8: Active Defense RechRdx-I(A)

Level 10: Against All Odds EndRdx-I(A), Taunt-I(15)

Level 12: Taunt MckBrt-Taunt(A), MckBrt-Taunt/Rchg/Rng(17), MckBrt-Taunt/Rng(17)

Level 14: Phalanx Fighting LucoftheG-Def(A), LucoftheG-Def/EndRdx(19), LucoftheG-Rchg+(19), ShlWal-ResDam/Re TP(21), ShlWal-EndRdx/Rchg(21)

Level 16: Hand Clap Empty(A), Empty(25), Empty(29)

Level 18: Super Jump BlsoftheZ-ResKB(A), BlsoftheZ-Travel(23)

Level 20: Knockout Blow Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(36), Mk'Bit-Acc/EndRdx/Rchg(37), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37), Mk'Bit-Dam%(39)

Level 22: Combat Jumping LucoftheG-Rchg+(A), Rct-Def(27), Rct-Def/EndRdx(27)

Level 24: Spring Attack Obl-Acc/Dmg/Rchg(A), Obl-Dmg/Rchg(40), Mlt-Dmg/Rchg(40), Obl-%Dam(42), Mlt-Acc/EndRdx(43)

Level 26: Shield Charge Obl-Dmg(A), Obl-Dmg/Rchg(39), MckBrt-Taunt/Rchg(39), MckBrt-Taunt/Rchg/Rng(40), MckBrt-Taunt/Rng(43)

Level 28: Kick CrsImp-Dmg/EndRdx/Rchg(A), CrsImp-Acc/Dmg/EndRdx(42)

Level 30: Tough StdPrt-ResDam/Def+(A), StdPrt-ResKB(31), GldArm-3defTpProc(31), GldArm-ResDam(31), StdPrt-ResDam/EndRdx(33)

Level 32: Weave LucoftheG-Rchg+(A), Rct-Def(33), Rct-Def/EndRdx(33), LucoftheG-Def/EndRdx(42)

Level 35: Hurl Tmp-Acc/Dmg(A), Tmp-EndDrn%(37), Tmp-Dmg/EndRdx(48), Tmp-Dmg/Rchg(48)

Level 38: Foot Stomp Obl-Dmg(A), Obl-Dmg/Rchg(43), MckBrt-Taunt/Rchg(45), MckBrt-Taunt/Rchg/Rng(46), MckBrt-Taunt/Rng(46), Obl-%Dam(46)

Level 41: Conserve Power RechRdx-I(A)

Level 44: Laser Beam Eyes ShlBrk-DefDeb(A), ShlBrk-DefDeb/EndRdx/Rchg(45), ShlBrk-%Dam(45)

Level 47: Physical Perfection Prv-Heal(A), Prv-Heal/EndRdx(48), EffAdp-EndMod(50), EffAdp-EndMod/EndRdx(50)

Level 49: Hasten RechRdx-I(A), RechRdx-I(50)

Level 1: Brawl Empty(A)

Level 1: Gauntlet

Level 1: Prestige Power Dash Empty(A)

Level 1: Prestige Power Slide Empty(A)

Level 1: Prestige Power Quick Empty(A)

Level 1: Prestige Power Rush Empty(A)

Level 1: Prestige Power Surge Empty(A)

Level 1: Sprint Empty(A)

Level 2: Rest Empty(A)

Level 4: Ninja Run

Level 2: Swift Empty(A)

Level 2: Health NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(23)

Level 2: Hurdle Empty(A)

Level 2: Stamina PrfShf-End%(A), PrfShf-EndMod(25)

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

 

 

| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|

 

thanks

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You can get the newer version (under Homecoming Hero Designer) in the Tools & Utilities section of this forum.

 

Thanks! I got the newer version and found the KB->KD IOs.

 

The newer version is still preventing me from raising my resistances. Even though I tack on more bonuses, it's sticking at 76% now (was 78% before). Anyone ever heard of this? Am I doing something wrong?

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