It all got started for me one day back in Atlas Park. There I was, just a little level 6 noob, running around in that parking lot area off to the... east? from lady liberty. Suddenly this level 30-something dude superjumps down and punches some mobs with super strangth, and they just went AWAY. I was like "O_O dude!" They sailed outta sight.
Soooo... Just wondering... which abilities knock the farthest?
Like, if I wanted to just knock a mob all the way from Kodiak to Rid Len over in that basketball court (like we could do on CoX), what would be my best shot at doing so?
My understanding is that ranged stuff, mostly from Force, would be the most likely culprits. Which would mean using Ego. I wonder if there are any advantages / masteries that could also add on some extra... elevation to those sailing mobs? I would really like to see 'em SOARING the the skies.
I know, on teams that would make people probably freak out, just let me worry about that part. Personally, I think it's hilarious, just soloing and *POOM!* >=>D: (flying mob)
Also, I would probly have to just go with Concentration, as I doubt ranged Enrage would be any good, and Manipulator doesn't specifically SAY it affects all CC, just Stun, Incapacitate, Paralyze, Root, Sleep, or Confuse.
Anyway, thanks for any advice you could give to a maniac, lol.
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Comments
* Full charge Haymaker.
* Punch things into orbit.
As an aside, it's quite possible to use Haymaker (or Annihilate) without tossing enemies around - you just need to make sure to put three stacks of knock resist on your target first. (This is also important if you're trying to optimize damage output; some attacks with knocks will, against knock-immune targets, convert the knock effect into bonus damage; this is particularly notable for Haymaker.)
Ego with Force Cascade isn't bad for throwing enemies around, either, but Force Cascade is super-expensive and rather more annoying to build around.
(Unnamed Build) - Freeform
Super Stats
Level 6: Strength (Primary)
Level 10: Constitution (Secondary)
Level 15: Recovery (Secondary)
Talents
Level 1: The Behemoth (Con: 10, End: 8, Str: 10, Rec: 10)
Level 6: Paramilitary Training (Str: 3, Con: 3, Rec: 3, End: 3)
Level 9: Physical Conditioning (Str: 5, Con: 5)
Level 12: Quick Recovery (Con: 5, Rec: 5)
Level 15: Relentless (Str: 5, Rec: 5)
Level 18: Boundless Reserves (Con: 5, End: 5)
Level 21: Bodybuilder (Str: 5, End: 5)
Powers
Level 1: Clobber
Level 1: Roomsweeper (Rank 2, Rank 3)
Level 6: Enrage (Endorphin Rush)
Level 8: Unstoppable (Rank 2, Rank 3)
Level 11: Conviction (Rank 2, Rank 3)
Level 14: Molecular Self-Assembly
Level 17: Mighty Leap
Level 20: Haymaker (Rank 2, Rank 3)
Level 23: Demolish (Rank 2, Below the Belt)
Level 26: Resurgence (Rank 2)
Level 29: Energy Wave (Reverse Polarity, Recharge)
Level 32: Aggressor (Rank 2, Rank 3)
Level 35: Retaliation (Rank 2)
Level 38: Rebirth
Adv. Points: 34/36
Travel Powers
Level 6:
Level 35:
Specializations
Strength: Swole (3/3)
Strength: Physical Peak (2/3)
Strength: Brutality (2/2)
Strength: Juggernaut (2/3)
Strength: Overpower (1/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Mass Destruction (2/3)
Mastery: Strength Mastery (1/1)
Stack Str to the moon. This is also, coincidentally, a very strong boss-killer build.
- Be safe and have fun, champs - for science!
I will give it a try Flow! I've been thinking about making another Tankery - Melee - Super Strength type toon lately. Maybe even recreate Bolt Cutter, my old WP / EM tanker lol. (that's her pic in my avatar, just off the ferry to St. Martial island, wanted to grab a screenie of her)
Epic Stronghold
Block timing explained
- Be safe and have fun, champs - for science!
Epic Stronghold
Block timing explained