Hand Clap as soft control
[ QUOTE ]
Is Hand Clap worth taking as a soft control power to improve survivability?
Does it do Knockback, Knockdown or Knockup? How often does it disorient?
[/ QUOTE ]
I tried it on test with my Ice/SS tank. It does massive Knockback to anything it hits, the stun is supposed to be 50% Mag2. The problem I had with it is that it throws anything around you out of Chilling Embrace/Icicles - so I didn't take it. It's probably best used with an Inv tank or as a panic power, I would take it as an Inv.
I've found Air Superiority to be a useful knockdown tool, I have it on Halo and have it set as an auto-fire power so that when enemies close to melee range it gives me an extra couple of seconds to fire off an attack. I have it on Pyrius but sometimes find it annoying when trying to fire off an attack chain (I might have to unselect it as an auto-fire power on him)
When I'm waiting in Brickstown for team members to arrive at a mish I normally amuse my self by keeping a freak tank in near-perma-knockdown That's with 1 acc SO and no hasten. For guaranteed perma-knockdown you'll probably want something like 2 acc SO and 1 rechred SO. I started using it to increase my survivability in PvP and as Deluge said, a PvP build will also be good against PvE.
I think hand clap to aid self is probably a great combo although I have never tried it. I would take handclap if i had one more power choice on my invuln maybe as a time buyer. My problem and this is with only seeing it is the amount of knockback i saw.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Hand Clap does knockback and the others, it has a 50% chanc it disorients but to me i hated hand clap cause its slow recharge and it doesn't hurt. DONE !!!
I have handclap slotted thus:
1 acc
1 recharge
1 taunt
handclaps is great for:
opening move on a big group: immediate quick taunt on the group, scattering minions which are disoriented and taunted on you, easy for team to kill off quick.
it also thins out the crowd so that anything that it misses or resists it (bosses) are left standing and its easy to next target and then start punchvoking the boss
Great for doorways and corridors where the mobs block the escape or route to help squishies
great for quickly dispensing with a lot of aggro and giving you a bit of breathing space.
not so hot for:
higher level mobs
scattering a mob before any aoes from the rest of the team - need to time it well with fulcrum and other stuff like that
needs a bit of slotting to really make it worth while.
it is one of the most fun powers to use and its so addictive
@ExtraGonk
[ QUOTE ]
Is Hand Clap worth taking as a soft control power to improve survivability?
[/ QUOTE ]
Take the damage like a man, you're a tank!
A Paragon Defender
I haven't got this power yet, but I'm toying about getting it for the occasional PVP game. I was wondering if it was a good pwer to stop Stalkers from running off after they fire off their AS. Anyone tryed this out?? is it good for this purpose?
[ QUOTE ]
I haven't got this power yet, but I'm toying about getting it for the occasional PVP game. I was wondering if it was a good pwer to stop Stalkers from running off after they fire off their AS. Anyone tryed this out?? is it good for this purpose?
[/ QUOTE ]
No, all Stalkers have a mezz resist power which includes Stun and Knockback res.
Is Hand Clap worth taking as a soft control power to improve survivability?
Does it do Knockback, Knockdown or Knockup? How often does it disorient?
@Unthing ... Mostly on Union.