Basic fire tank KB question


Acemace

 

Posted

I have a fire/mace tank, but I'm pretty new to tanking. I was wondering what is generally considered the best way(s) to deal with knockback on a fire tank? I have an IO slotted (Steadfast Protection, I think it was), and although that helped a great deal in the 20s, I'm starting to get tossed around a bit again now that I'm in the 30s.

Am I doomed to taking Acrobatics (or Hover)? Is there an IO solution that I haven't found? I'll admit to not being all that well-versed in all the IOs out there...

Any other advice to a long-time player fairly new to tanking?

Thanks, o forum gurus!


Tam Lyn Carter, Ialuine, Propitious Puma, Seraf Berylwing, Snowsprite, Damian Newmoon

Chibi Dark Tam, Mr. MacStabbity, Turlin, Frostsprite

And many many more across all servers.

 

Posted

steadfast protection: knockback protection (slots in resistence powers)
karma: knockback protection (slots in defensive powers)
blessing of the zephyr: knobkback protection (slots in travel powers)

The BoZ's are expensive.

I think you can also get KB protection from 3 or so Kinetic Crash IOs if you have any knockback powers.

8 or 12 points (2 or 3 of the above listed IOs) is generally enough for PVE.

Good luck.


 

Posted

I think the set bonus from Kinetic Crash is the cheapest way to go in todays market.


Personally I stacked Acro and one steadfast in Temp Protection. Can not remember the last time anything knocked me back.


 

Posted

Thanks guys!


Tam Lyn Carter, Ialuine, Propitious Puma, Seraf Berylwing, Snowsprite, Damian Newmoon

Chibi Dark Tam, Mr. MacStabbity, Turlin, Frostsprite

And many many more across all servers.

 

Posted

just been using one steadfast prot on my DA and my FA, only thing generally knocking me down is AVs. Would grab one of the other kb prot IOs for good measure tho.


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.

 

Posted

IMO, Since you've got one Steadfast already, another Steadfast or a Karma is probably the best way to go. The BotZ -KB is *very* expensive and the Kinetic Crash slotting would come with additional KB in one of your attacks. Ick.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

47 Fire/Mace here. I have 8 KB resist points. I have the Karma in Combat Jumping, and the Steadfast in Plasma Shield. I recommend getting acrobatics at first, until you can afford the special recipes, then respec out.


-Largo

Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian

 

Posted

Personally, I would slot a karma and a steadfast. that should be enough for virtually all PvE. If i remember correctly, war mace has lots of powers with knockdown so you can slot the kinetic crash without getting extra icky KB. also, you can slot a force feedback: +rech proc into the power and it helps a lot with recharge (especially in an AoE)


 

Posted

temp protection( if you get it) can house steadfast too...just another option if you got a free power pick


 

Posted

Your question has already been answered, but here's my f/m's current build to give you some k/b io slotting ideas if you're interested. Have fun. :]

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/


ACEMACE: Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Blazing Aura -- Sciroc-Dmg/EndRdx:50(A), Sciroc-Dam%:50(3), C'ngBlow-Acc/Rchg:50(3), C'ngBlow-Acc/Dmg:50(5), C'ngBlow-Dmg/EndRdx:50(5)
Level 1: Bash -- Acc(A)
Level 2: Fire Shield -- HO:Ribo(A), HO:Ribo(7), HO:Ribo(7), ResDam-I:50(9), S'fstPrt-ResKB:30(9)
Level 4: Healing Flames -- Numna-EndRdx/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(11), Numna-Heal:50(11), Dct'dW-Heal/Rchg:50(13), RechRdx-I:50(13), RechRdx-I:50(15)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Combat Jumping -- ULeap-Stlth:50(A)
Level 10: Super Jump -- Jump-I:50(A)
Level 12: Plasma Shield -- HO:Ribo(A), HO:Ribo(15), HO:Ribo(17), S'fstPrt-ResDam/Def+:30(17), S'fstPrt-ResKB:30(19)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(19), RgnTis-Regen+:30(21), Mrcl-Heal:40(21), Mrcl-Heal/EndRdx/Rchg:40(23), Mrcl-Rcvry+:40(23)
Level 16: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(25), AdjTgt-ToHit/EndRdx/Rchg:50(25)
Level 18: Consume -- Efficacy-Acc/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(27), Efficacy-EndMod/Rchg:50(27)
Level 20: Clobber -- HO:Nucle(A), C'ngImp-Acc/Dmg:50(29), C'ngImp-Acc/Dmg/Rchg:50(29), C'ngImp-Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(31), C'ngImp-Dmg/EndRdx/Rchg:50(31)
Level 22: Burn -- Sciroc-Acc/Rchg:50(A), Sciroc-Dmg/Rchg:50(33)
Level 24: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(33), Efficacy-EndMod/Acc/Rchg:50(33), Efficacy-Acc/Rchg:50(34), Efficacy-EndMod/Acc:50(34), Efficacy-EndMod/EndRdx:50(34)
Level 26: Boxing -- Acc(A)
Level 28: Whirling Mace -- HO:Nucle(A), HO:Nucle(36), Stpfy-Acc/Rchg:50(36), Stpfy-Acc/Stun/Rchg:50(36), C'ngBlow-Acc/Dmg:50(37), C'ngBlow-Dmg/Rchg:50(37)
Level 30: Tough -- HO:Ribo(A), HO:Ribo(37), Aegis-Psi/Status:50(39), Aegis-ResDam/EndRdx:50(39)
Level 32: Weave -- HO:Cyto(A), HO:Cyto(39), LkGmblr-Rchg+:50(40), LkGmblr-Def:50(40), LkGmblr-Def/Rchg:50(40), LkGmblr-Def/EndRdx:50(42)
Level 35: Shatter -- HO:Nucle(A), HO:Nucle(42), HO:Nucle(42), C'ngBlow-Acc/Dmg:50(43), C'ngBlow-Dmg/Rchg:50(43)
Level 38: Crowd Control -- HO:Nucle(A), Sciroc-Acc/Dmg/EndRdx:50(43), Sciroc-Acc/Rchg:50(45), Sciroc-Dmg/Rchg:50(45), Sciroc-Dmg/EndRdx:50(45), Sciroc-Acc/Dmg:50(46)
Level 41: Char -- HO:Endo(A)
Level 44: Fire Blast -- Dev'n-Dmg/Rchg:50(A), Dev'n-Dmg/EndRdx:50(46), Dev'n-Acc/Dmg:50(46), Dev'n-Acc/Dmg/EndRdx/Rchg:50(48)
Level 47: Fire Ball -- HO:Nucle(A), Posi-Dam%:50(48), Posi-Dmg/Rng:50(48), Posi-Dmg/Rchg:50(50), Posi-Dmg/EndRdx:50(50), Posi-Acc/Dmg:50(50)
Level 49: Taunt -- Zinger-Taunt/Rng:50(A)
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet






 

Posted

Quote:
Originally Posted by DaveMebs View Post
Personally, I would slot a karma and a steadfast. that should be enough for virtually all PvE. If i remember correctly, war mace has lots of powers with knockdown so you can slot the kinetic crash without getting extra icky KB. also, you can slot a force feedback: +rech proc into the power and it helps a lot with recharge (especially in an AoE)
I don't believe that's correct. (About Kinetic Crash, not the Force Feedback proc.) Since you'd have to slot four KCs to get the bonus, the KB enhancement would almost certainly increase the mag of the KD until it becomes KB.

Not a good thing, IMO.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Yeah i didnt think of that but i dont think it would enhance it so much that it would be bad. Besides, KB is a great way to mitigate dmg which is especially helpfull for a fire tank. You just need to know how to angle the attacks (i.e. into walls, corners, etc.). I have not looked at the numbers but I am almost certain that it would not KB them particularly far, maybe just back a few feet. Oh, using the enhances with the least amount of KB enhancing would certainly help as well


 

Posted

Quote:
Originally Posted by Finduilas View Post
IMO, Since you've got one Steadfast already, another Steadfast or a Karma is probably the best way to go. The BotZ -KB is *very* expensive and the Kinetic Crash slotting would come with additional KB in one of your attacks. Ick.
Doesn't Axe have one Knockup power? Slotting for KB in a KU power is awesome. They just fly higher.


@Roderick

 

Posted

Quote:
Originally Posted by Roderick View Post
Doesn't Axe have one Knockup power? Slotting for KB in a KU power is awesome. They just fly higher.

Jawbreaker for mace does k/u, six slotted with all k/b SO back before ED, used to go around lowbie zones to see what would catch the most hang time. Hellions in perez, something like a 80 foot vertical, funny as hell.






 

Posted

Quote:
Originally Posted by DaveMebs View Post
Yeah i didnt think of that but i dont think it would enhance it so much that it would be bad. Besides, KB is a great way to mitigate dmg which is especially helpfull for a fire tank. You just need to know how to angle the attacks (i.e. into walls, corners, etc.). I have not looked at the numbers but I am almost certain that it would not KB them particularly far, maybe just back a few feet. Oh, using the enhances with the least amount of KB enhancing would certainly help as well
IIRC, KD attacks have a magnitude of .67 KB; anything above 1.0 KB mag becomes KB. Since only one of the 6 KC enhancements *doesn't* increase KB mag, I'm guessing it would be difficult, if not impossible, to slot four of them and not bump the mag over 1.0.

I leveled my Invul/Mace to 50 before they took the KB out of Shatter and Crowd Control, so I know that it can be managed. But that doesn't mean that I *want* to, especially since KD/KU is just as effective at damage mitigation and doesn't have the drawbacks. Judging from the posts urging the devs to take the KB out of WM, I know a lot of other tanks feel the same way.

The other issue I have with slotting for secondary effects in attacks is that it is more difficult to fully slot your attacks for the other things you want (Acc, Dam, End Red, Rchg) if you use more than one or two enhancements from a non-attack set. KB sets do have Damage, which is better than some of the others, (Taunt, Stun, etc.) but I still consider that a drawback, especially if you're talking about slotting a high-damage attack.

Though slotting for KB in Jawbreaker *does* sound entertaining.

EDIT: Meant to add that if the OP decides to go for the Kinetic Crash option for cost reasons, (certainly a legitimate concern) slotting them in Jawbreaker is by far the best choice, IMO. Not only do you avoid the 'knocking away' problem, but underslotting a T3 attack is less of an issue than underslotting a T8 or T9 attack.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

I have a fire/axe tank and have fully slotted 3 attacks with kinetic crash (currently 49). I will respec out of one or two when I have the money, but it has really helped in my rise to 50.
I fully slotted 3 attacks with kinetic crash for less than 3 million. Very cheap and it gives some very good ROI for a fire tank.

Kinetic crash
Two enhancements improves your Run Speed by 3%.
Three enhancements increases Smashing Resistance by 2.5%.
Four enhancements provides 3 points of protection against Knockback effects on you.
Five enhancements improves your Regeneration by 6%.
Six enhancements improves the Recharge of all your powers by 7.5%.

Fire tanks love KB protection, Regen and recharge. This set has all 3, plus some more smashing resistance. The damage output is less, but your also on fire burning all that get close.

Fire tanks are not the best at taking damage. KB really helps with that, you sling half of your targets out of melee range with one hit. Most INV or WP would balk at this due to their bonus, but a fire tank is different. You need to keep people off of you, but keep them coming back. KB and Burn work very well together, I like to knock a bunch down, burn, watch them scramble, healing flames, knock a few out of range, and then repeat.

When I hit 50 I will get a few other more pricy enhancements, and trade out for some harder hitting attacks. I want to softcap defence eventually, but I will keep some KB in my attacks.

Oh one more thing, its very very very fun to knock your enemies around. BOOM! bodies skid across the floor, on fire, ah now that is nice.


 

Posted

Quote:
Originally Posted by Largo View Post
47 Fire/Mace here. I have 8 KB resist points. I have the Karma in Combat Jumping, and the Steadfast in Plasma Shield. I recommend getting acrobatics at first, until you can afford the special recipes, then respec out.
QFT, this is what I did, although I used 2 steadfasts one in Plasma and the other in Fire Shield, and thanks to merits, managed to do it without buying the recipe with inf.


GIVE TANKS DARKNESS/ELECTRICAL MASTERY! =3
Level 50's: Komrade Kommunism (T); King Darksource (T); Burning Red Star (T); Komrade Kosmonaut (WS); Vredesbyrd (Br); Anarchery (Bl)