Karma IO with +4 mag


Coldmed

 

Posted

I can put this in steamy mist or if I spec into hover, I can put it there.

I am guessing though its only active when the power is active?


 

Posted

[ QUOTE ]
I can put this in steamy mist or if I spec into hover, I can put it there.

I am guessing though its only active when the power is active?

[/ QUOTE ]

No, the Mag 4 -knockback protection is always on once the IO is slotted. So, that's good news for you.

Both the Karma and the Steadfast Protection -knockback IOs can go in Steamy Mist -- I would't spec into Hover unless you really want Hover.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

That said, Hover + Lightning Storm can be quite a bit of fun


 

Posted

yeah i use it in c.j. alot


 

Posted

Karma in CJ used to be the default slotting, but I've switched all mine over to BotZs. Of course Karma's are going for like 1M on Went's.


An Offensive Guide to Ice Melee

 

Posted

One question. Can you slot a karma in both hover and steamy mist for +8 KB protection? I don't recall ever seeing UNIQUE listed on karma. So I think the answer is yes but want to be sure.


 

Posted

[ QUOTE ]
One question. Can you slot a karma in both hover and steamy mist for +8 KB protection? I don't recall ever seeing UNIQUE listed on karma. So I think the answer is yes but want to be sure.

[/ QUOTE ]

Yes, you can mix and match knockback protection. Two Karmas, a Karma and a Steadfast Protection, or a Zepher or mix in the knockback set with Mag 3 protection.

One -4 mag knockback protection will stop about 95% of the knockback in the game -- but there is a LOT of knockback. Every now and then, more than one foe will stack enough knockback to still knock you on your tail. A few foes have massive knockback that will exceed that Mag 4.

Getting your knockback protection to Mag 7 or 8 will stop about 98% of the knockback. It is up to you whether that extra amount is worth it. Personally, I would only consider it for Tanks or Scrappers who don't have knockback protection in their sets.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Yeah, my spines/fire has +8 but a controller? You are normally able to lock down enough of them to not worry about needing 2.


Devs would post more if they could say "hi!" without people whining because they wanted them to say "hello".
-Nethergoat