View Full Version : Superstrength Combos
Xanatos
04-12-2005, 11:47 PM
I know the tendency is to focus on the primary powerset for tanks - but I thought some discussion into secondaries couldn't hurt.
Anyway my question is thus; Does anyone have any preferred 'combos' (attack chains) for superstrength. I'm more of an invauln tank than a superstrength tank - so i just use the most damaging attack available most of the time.
Some of the discussions on Martial arts and their 'optimal' combos got me thinking if it could be applied to tankers too...
Noble
04-13-2005, 12:22 AM
generally I start with Knockout blow to hit the guy in the air and knock em down. Then use haymaker. Then once they are up I hit them with air superiority power pool to knock em down again. Then hurl. Then air superiority. Then haymaker, and now we're back to knockout blow. Keeps a foe like a boss on the ground throughout a battle and unable to fight back.
I'm just not starting to play with foot stomp so I'm working that one in.
Lorash
04-13-2005, 12:53 AM
With Brick Samson I just use Jab and Punch and now have Knockout Blow, but that's END heavy, so I only usually use it to finish someone off.
The only other attack I plan on adding in (probably) is Footstomp. I might take Hurl and Rage, but later on. Not many attacks, but they do the job...slowly..but it gets done.
Impact
04-13-2005, 03:55 AM
For me it's KO Blow, Haymaker, Punch, Jab, Brawl, (if in a group now) Footstomp.......find a new target, rinse, and repeat.
Remianen
04-13-2005, 04:30 PM
Brawl, jab, punch...wait for all 3 to be refreshed, then repeat. I find that the wait allows me to regen END consistently, just in case I get more than I originally bargained for. Looks like this'll be my combo for some time too since the next few even levels are spoken for (Unyielding at 8, TI at 10, Hasten at 12, Super Jump at 14, Swift at 16, Health at 18, Stamina at 20 tentatively). I may break down and knock Hasten out of 12 and push it back to the 20s (since it seems to be more harm than help pre-Stamina) but I dunno.
Esbat
04-13-2005, 04:55 PM
Okay, with Dog Fight, I usually jump into the middle of about 4+ mobs (usually with a Boss or Orange/Red Lt.) hit Consume to taunt them + do some damage, drop Burn, then target the Boss and Cycle through Flurry, Punch, Jab, Brawl, and repeat... I usually save kick to finish the last few HP they have as my finishing move. I save endurance like crazy and usually by the time I need some Endurance, say I'm fighting Clockwork or something, I just hit Consume and drop Burn again.
ThunderMace
04-13-2005, 09:32 PM
SuperAmerican - pop Rage, KO blow, Haymaker, Air Superiority, Jab or Hurl
next cycle: Haymaker, AS , KO blow.
SuperSolar - Pop Rage (which affects Blazing aura BTW) Drop Burn, KO blow, haymaker, Then rifle through the wallets of all the dead mobs :baseball:
Graphite
04-14-2005, 09:47 PM
At one point and time, I've had every single SuperStrength power (except for Footstop). For quite a while, Graphite was built like a scrapper or squshy tank if you well. As for combos, thats really going to depend on your level and what powers are available to you. In general, I always start with my most damaging attack and progress downward while waiting for the longer recharges. Is there any specific level range your more interested in?
Right now, Graphite has PermaRage and PermaHasten but using them is very conditional. My recharge is also highly dependent on if Granite Armor is up. My current combo is: KOblow, Haymaker, Hurl. KO has two recharges in it and matches perfectly with the animation times of Haymaker and Hurl together.
No matter how hard I tryed with slots, Jab Punch Brawl and Boxing (yes I have the fighting pool) do crap for damage, so I no longer use them unless I'm trying to tank a boss.
Dynamo-Man
04-21-2005, 04:07 PM
I basically just use the attacks in the order I received them (Brawl, Jab, Punch, etc...). By the time I get all the way through them, the first one's are already recharged. Most of them knock an opponent down/back, so it give's me a moment to recharge if I need it. I also have 3 enhancement slots in each, with level 15 Damage, End Reduction and Accuracy. That helps a lot. And at the end, I have Jump Kick, but I rarely use it. When I get a respec (looong ways away, as I'm barely almost 13th) I'll prbably ditch the JK, and get Resist Elements.
suburbanhell
04-21-2005, 06:49 PM
Haymaker-Knockout Blow-Haymaker is pretty nice if you have Hasten.
Greblaja
05-10-2005, 11:10 AM
I forget the exact sequence, but it centers around Jab, Air Superiority, and Jump Kick: one of those it almost always up. I throw in Haymaker and Knockout Blow as soon as they are up - though I might hold off on Knockout Blow if the villian I am fighting is near defeat (why waste the extra damage on that fool when you can take it to the next one for full effect ... unless he pissed me off in fight, of course). As a rule of thumb, I throw my best power currently up, and a certain rhythm seems to work itself out, though I can't remember it out of game (I think every other Jump Kick is replaced by Haymaker, if I'm not mistaken).
As for Jump Kick, I just can't part with it (had it since, well, I first read about the power back when they were leaking power set information way back when). I consider it BH's "style power", which I think every hero should be afforded at least one of. Aside from style, though, I do find it useful. Of course, if MOB positioning is an issue (ie, working with a Fire tanker, or if a villian is precariously close to an edge I'd rather not see him fall off), I will take Jump Kick out of the rotation. But, likewise, if I want to knock a baddie back into the mix, I've gotten good at that jumping-over-the-MOB-using-follow trick that puts you squarely on the other side of him, so you then at least have the opportunity to knock the bad guy back into play, which can be handy. In normal sequences, sure, the animation is a bit slow, but if it is the only power you have up at the time, you're happy you have it.
I also use Footstomp, but not in my normal sequence if I am only fighting one MOB (too expensive Endurance wise for that), but I sure make liberal use of it in groups. :)
Extractor
05-13-2005, 05:46 PM
I couldn't tell you the best DPS for super strength (what's the point, I'm an invulnerable tank!) but for the best continued damage output while protecting my team and for looking sooo cool while smashing baddies: Taunt, KnockoutBlow, Haymaker, FootStomp, Air Superiority, Haymaker, repeat...
Charon
05-15-2005, 06:29 PM
Usually haymaker to go in, and haymaker to finish them off, but in the middle, I use any combination of Jab, Punch, Boxing and Kick. Depends what's recharged at the time.
jose1011
05-16-2005, 06:15 PM
I know this might be a bad combo but my new project is a tanker. Im working with Stone Armor/ Super Strength
Sword
05-16-2005, 10:16 PM
Allmost all tanker combos are good. Onlyones to pay attention to are:
Ice Melee: More controllerish. Not good on damage dealing.
Mace: A bit subpar damage dealing and no real redeeming qualities.
Ice Armour: Generally hald to be harder to play and not as good as the other sets.
So, Stone/SS is nothing to scoff at. Hell, Stone/anything is a badass tank.
Greblaja
05-17-2005, 11:44 AM
I agree - it sounds like an interesting combo.
ThunderMace
05-17-2005, 01:24 PM
Allmost all tanker combos are good. Onlyones to pay attention to are:
Mace: A bit subpar damage dealing and no real redeeming qualities.
I disagree, It's the coolest looking weapon in the game. :) Oh. no functional qualities. Yea, you're right. :(
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