Slotting KB for Energy Blast/Energy Manipulation


BindW

 

Posted

Hello blasters,

I'll soon be creating my first blaster char. Until now I've mainly played support roles but am recently trying other builds. I've done some searching in this forum and the Guides section, but there doesn't seem to be much info on my specific questions. Your input would be welcome.

Some friends and I will be starting an experimental PvE team of eb/em blasters. The focus here will be on entertainment value rather than high rate of xp gain, and therefore we will be teaming only with ATs that have a good deal of knockback in their sets. The basic idea is to get as many mobs flying around as we can, simply because we find this incredibly funny. We are going to follow some basic guidelines in our builds, such as to always slot KB enhancements before slotting DMG where possible.

My question to you is: Is there an actual benefit to slotting KB on each eb/em power that takes it, or is the actual gain negligible compared to the base KB of the power itself? Also, what's the recommended KB slotting? 1? 2? 3 where possible?

Perhaps the answer will change from power to power, and I've already read a couple of threads where people seem to disagree on this general point. It would be nice to hear a few more opinions from experienced energy blasters.

I once made the mistake of slotting my Earth troller with KB enhancements on EarthQuake. The effect was quite marked, and I'd say that if this also applied to eb/em I'd do the same there.

Thanks very much.


 

Posted

AFAIK, each enhancement enhances knockback distance by 60%. Which means you'd send them flying almost 3 times as far with 3 KB SO.

If your team get up there, remember Power Boost boosts knockback too.


 

Posted

Oh yes, Power Boost! Been playing with Hero Builder and that's a definite choice!

So is there a knockback distance cap?


 

Posted

I personally think ya mad!


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.

 

Posted

Mad as in, slotting KB won't really have much significant effect?

Or mad as in, you crazy fool, what sort of team idea is that!?



This is part experimentation and part fun, mainly just having a laugh and see how far we get. Did you want to join us, Shannon?

Besides, you've said it yourself in other tank-related threads. For some people it's not about xp, it's about the journey... you play as you like or you don't need to play at all


 

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Mad as in you can knock minions to interplanetary trajectory with power boost and KB enhancements but why would you want to do that?

.. would be funny if the first human on Mars would be a skull though.


 

Posted

right, now this is just my opinion after playing about 800 hours both PvE/PvP with an energy/energy force blaster:

Slotting Kb- I personally havent in any of my attacks, except for power thrust which I left with 1 slot and just shoved a Kb in there (it's my 1 power i just don't use). people have been sceptical about knockback, but if you take it into a PvP aspect, fighting against an En/En blaster with no Kb protection can prove tricky. Once you're knocked back no break free will save you, those few seconds give the blaster a chance 2 unleash a final payload. For example, my tactic for fighting someone with absolutely no knockback protection: Activate build up + aim + power boost and any dmg/acc insps i have lying in my tray; power burst which dishes out a nice payload of knockback even when it hasn't been slotted with any kb enhancements, then while they're taking a nice trip helplessly through the air, slam on total focus which will stun your target for a fair time, even better if your target has no break frees, even better if you've got vanguard medal activated and mez slotted . Bone smasher and Energy punch should finish your target off, depending on what AT (this was based on a fight i recall against a dark/dark/dark defender, so this is a very rough insight). Imo this would go vise versa if you were taking on, for example an invun tanker who had unyielding and acrobatics, combined almost impossible to knock back: Activate your build up, aim and power boost as per usual but slam in your total focus first, on the more armoured targets detoggling needs to be your priority, at the higher levels it can prove tricky. Vanguard medal again buys you more mez affection time and knockback distance so if it's available in a cruicial situation, use it along with power boost.

Ok ive strayed completely from your original question! Now slotting Kb in all your energy powersets, I don't think ED affects multiple Kb slotting much, so 2 or 3 in your attacks should be fine. But it's a unique idea on putting knockback over damage and accuracy, knockback has it's advantages and disadvantages in PvE. For example as i mentioned earlier once your target has been knocked back you have a few seconds, maybe more depending if you activated power boost/vanguard or slotted more kb enhancements, to finish off your target with more attacks. However from a more efficient point of view for a balanced team, too much knockback can mean your targets splitting, which evidentally can lead to more mobs being aggro'd, and AoE's affecting less targets in the group as they are more spread out.

Ok thats just a few things to bear in mind from what I have experienced over 50 levels of energy blasting. Hope that helps and good luck on that experimental team!

Capt A


 

Posted

I admire you for coming up with this, and if there's room left on the team I will have to join you.

I would suggest slotted attacks with 2 knockback, 2 damage, 2 accuracy, just so you have the knockback and damage output to go with it.

If I can join I'll have to make a kin/en defender and keep Repel on all the time


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

I love knockback heavy teams, have you got any room for a stormie? Which server are you on? What lvl have you got to? I want to see the chaos!

Begging aside, there is another advantage to slotting knockback: it increases 'magnitude' not just distance, so you can knock over things that would otherwise not be affected. For example, carnie strongmen can resist gale slotted only for accuracy, but stick a KB SO in there and they go flying.

I think it's a shame that KB doesn't stack like mezzes though. 8 simultaneous torrents should knock anything over


 

Posted

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Mad as in you can knock minions to interplanetary trajectory with power boost and KB enhancements but why would you want to do that?

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As I said, purely to see if we can . It's entirely for fun. It may work out, or it may not. It might even turn out that we are incapable of beating anything more than equal lvl mobs in this group. But we are certainly going to enjoy finding out . I can appreciate how many other players will find this a pointless exercise, but after having spent several hours last night in a team of 3 blasting our way to lvl7, I can safely say it will be a hell of a ride to nowhere



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.. would be funny if the first human on Mars would be a skull though.

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Heheheh, got chatting to a 50 Elect blaster last night called Plight Trawler. He was curious about my search comment and we got talking about the whole KB thing. He showed me some serious PBAoE KB power he had and told me energy blasters could do 3 maybe 4 times that distance. So I have high hopes for sending Skulls into orbit



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Ok ive strayed completely from your original question!

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Not a problem at all! It was both a very interesting and very encouraging read.



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I don't think ED affects multiple Kb slotting much, so 2 or 3 in your attacks should be fine. But it's a unique idea on putting knockback over damage and accuracy, knockback has it's advantages and disadvantages in PvE. For example as i mentioned earlier once your target has been knocked back you have a few seconds, maybe more depending if you activated power boost/vanguard or slotted more kb enhancements, to finish off your target with more attacks. However from a more efficient point of view for a balanced team, too much knockback can mean your targets splitting, which evidentally can lead to more mobs being aggro'd, and AoE's affecting less targets in the group as they are more spread out.

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Definitely a good point for consideration, and something we'll need to play around with I think. The team is just starting to get a feel for the powersets and each other, but we're trying to coordinate all the KB so it isn't too disruptive (to us). There were a few occasions last night when the mob completely split and was a little unmanageable afterwards.



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I admire you for coming up with this, and if there's room left on the team I will have to join you. ... If I can join I'll have to make a kin/en defender and keep Repel on all the time

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Heheh, thank you kind sir. And certainly there is lots of room! We'd love more people to join, as long as they understand this is for fun and not xp, and certainly not to be taken seriously. I'd be interested to see how storm/en, ff/en, rad/en defenders would do in the team, but I'm sure a kin will also be very tasty. Mmmmm, siphon POWAH! I might be rolling a defender myself and switching now and then depending on what the team will need at the time.

We launched the group last night, with much laughs and giggles. We're currently lvl 7, first base mishes from Lt. Wincott. We play on Defiant, and will hopefully be able to team for this 2-3 nights a week, but at least once, from 20:00 - 22:00 UK time. This is to accomodate one team member who doesn't have a whole lot of time available for gaming, and we don't want to outlvl him.



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I would suggest slotted attacks with 2 knockback, 2 damage, 2 accuracy, just so you have the knockback and damage output to go with it.

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Seems wise, I'm certainly slotting 2 accuracy as I HATE to miss, but I'll be juggling the knockback and damage depending on how things go.

My global is below, send me an ingame message and we can hook up


 

Posted

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I love knockback heavy teams, have you got any room for a stormie? Which server are you on? What lvl have you got to? I want to see the chaos!

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Woo! Only noticed your post after I had submitted mine, but I seem to have answered most your questions already. Would love to have a stormie on-board. If I'm honest, I don't usually enjoy teaming with them because of the chaos control. My main is Earth and likes things tightly packed and held around the tank, Storm always seems to scatter things all over and I find it frustrating. But for that same reason, I'd love to have one on our team

[ QUOTE ]
there is another advantage to slotting knockback: it increases 'magnitude' not just distance, so you can knock over things that would otherwise not be affected. For example, carnie strongmen can resist gale slotted only for accuracy, but stick a KB SO in there and they go flying.

I think it's a shame that KB doesn't stack like mezzes though. 8 simultaneous torrents should knock anything over

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I've been wondering about breaking KB resistance. So KB enhancements in a power do go towards breaking any res, but stacking two KB powers from several blasters won't accumulate?


 

Posted

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Storm always seems to scatter things all over

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They dont always have to and neither do energy blasters so i am guessing they do that to have fun even if it annoys people.


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.

 

Posted

On the other hand.

Weasel got to 50 and solo'ed a long way on Invincible.

KB is great if
a) You're not in a team
b) You can rely on it
c) You use it sparingly.

Being Energy/Energy/Force; here's my tips.

Only use it for attacks that are almost guaranteed hits (Torrent/Nova/Explosive Blast/Power Push); Power Bolt/Blast/Burst/Snipe don't give it enough chance to be worthwhile.

Hit those people against objects if you can; your Defender/Controller will love you; Tanks & Scrappers hate you for this.

Learn that KB from above means KD. Very useful for all.

Don't slot more than one KB to a power; unless punting cogs [Even without ED, the increase is minimal over the initial; think it's something like half a second extra per slot]

Whilst you may LOVE the KB, others don't; so use it sparingly.

The other thing is that KB is one of the few secondaries that don't work at ALL against a number of higher mobs; so over-reliance on it will get you dead.

If you're up against something really hard; Powerpush (Knockback), Airsup (Knockdown), Total Focus (Disorient), Torrent (Knock back), Punch, Power Bolt will finish most opponents with almost no chance of them hitting you back.

I'd keep Brawl on auto though, as it's rapid speed means that if you do KB from PB range, you automatically score a Brawl against them as well.

[BTW, beat my record of 400 yards for a Cog punt ...No verticals allowed .]


 

Posted

Hey all, and happy new year

Thanks for the tips, Silver Weasel.

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Only use it for attacks that are almost guaranteed hits (Torrent/Nova/Explosive Blast/Power Push); Power Bolt/Blast/Burst/Snipe don't give it enough chance to be worthwhile.

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So how come the powers in the first list have an almost guaranteed chance to hit whereas the others don't? Is there an accuracy penalty for the second list? I didn't notice anything like this in the in-game descriptions, though hero builder does mention an accuracy buff for Sniper Blast (20%), Power Push (30%) and Nova (30%). In contrast, I take it the 'Status: Knockback x%' in the power description is how much KB is applied once you get a successful hit? It would be great to know more details


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Learn that KB from above means KD. Very useful for all.

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Never tried this before. Interesting. Might be going for hover/flight but more likely hasten/superspeed.

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Don't slot more than one KB to a power; unless punting cogs [Even without ED, the increase is minimal over the initial; think it's something like half a second extra per slot]

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Hmm, is that from a source I can read up on, or from experience?


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Whilst you may LOVE the KB, others don't; so use it sparingly.

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Heh heh, I think everyone in this particular team will LOVE it.

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The other thing is that KB is one of the few secondaries that don't work at ALL against a number of higher mobs; so over-reliance on it will get you dead.

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Ok, do you mean that certain types of mobs I'll encounter at higher levels will be 100% resistant to KB, or do you mean that mobs that con higher to me will be resistant, at any level I am? I reckon you ment the former, but I'd like to be sure .

I've been checking out that guide linked from the 'Know Your Enemy' thread, but it isn't entirely clear to me yet which are 100% resistant.


Something we discovered on the first night was that Lt's and Bosses sometimes withstand the KB on certain powers even if you get the hit and they take damage. This often worked to our advantage: in slightly larger spawns we'd use a couple of torrent waves to KB and clear away the minions to a safer distance, leaving the Lt's/Bosses standing for a more focused pummelling by the three of us. Once they were down we could clean up the minions.

Haven't come across many flying mobs yet, so not entirely sure about this one, but are flying enemies also resistan to KB? Or do they just have the faster-to-recover-from animation that people sometimes take hover for? Or do they just get knocked out of the sky, Air Superiority style? Perhaps I'd have to use your 'KB from above = KD' tip.

Thanks for sharing

To the others that have expressed an interest in joining in - haven't been on recently in light of other festivities. I will however be on this evening, and tomorrow night (tuesday) is a guaranteed session from 20:00 onwards.


 

Posted

Please remember this is only my way of doing it. I'm slightly manic in my way of play.

The lower level powers are very accurate but only have a (?) 50% chance of causing KB; different effects.

You can also cause the KD effect by firing down from a balcony and possibly even mid jump; though I'm not too sure on that. Hover alone is quite useful for forcing enemies to missile instead of a lot of damaging melee.

The KB bits are largely from experience; any strong KB will force them almost to snipe distance. Weak KB or resisted will only go a short distance. So those slots can be better used elsewhere. KB on powerpunch can probably take 2 coz the damage is a bit naff.

For KB resistance it's a little of both, Purple mobs will be more resistant and certain enemies are totally resistant (AV/EB's mostly). Bladegrass (DE) and Snaptooth(Redcaps) are very unresistant though. Even Kronos Titans can be slapped down.

Taking damage doesn't automatically mean KB will kick in; I think only Powerpunch will automatically KB, but it can still be resisted by shields. Other powers basically have a chance of KB'ing if they cause damage, and usually LTs/Bosses have a better chance of absorbing KB.

KB striking Aerial foes will usually cause them to backflip in the air; slightly less animation and thus 'stun' times. It won't however KD or knock out of the sky though, unfortunately, hence Airsup being the best for that.

If I'm on at anytime, try @Silver Weasel and I might be free to come along and show you


 

Posted

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So how come the powers in the first list have an almost guaranteed chance to hit whereas the others don't? Is there an accuracy penalty for the second list? I didn't notice anything like this in the in-game descriptions, though hero builder does mention an accuracy buff for Sniper Blast (20%), Power Push (30%) and Nova (30%). In contrast, I take it the 'Status: Knockback x%' in the power description is how much KB is applied once you get a successful hit? It would be great to know more details

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Weasel forgot power thrust, which has 100% chance for KB just like power push.


 

Posted

RE the point on not slotting more than 1 KB, i would say a few things. firstly that if the base distance is small, dont bother with KB, KB only enhances distance not chance to KB or mag of KB. Although fair points about slotting 2/2/2 acc/dmg/kb i would recommend something like 2/2/1/1 acc/dmg/kb/range or variations of dependiong on what you can hit at what range. remember that KB SOs are 60% whilst range are only 20%, on the same topic remember that as you get higher up the levels mobs outrange you, totally and utterly. a level 50 mob will easily hit you at about 130%of base blaster range for average attacks (IMO i think you're gonna get hit at about 110 feet +). I wouldnt want to KB sometihng, get its aggro then have it hit me before I could KB it again out of range (why FF is so good at low levels, nothing gets near you).

forei forget, KB does stack, it has a duration, although said durations are nigh on impossible to monitor, I know that I have KBed things I didnt think I could when I have had geas and SB running, the KB buff doesnt seem to register on players in PvP so u cant mieasure it that way. best way is to wack it all on a mob at once and pray. KBs also have mags, but i thikn that got covered.

the hover/KD trick is nice, explosive blast is bonkers though, far too rare to see it.

phear me etc, i am not dead, have just been RLing it up and away from this board a fair bit, the power referred to earlier was Thunder Strike, a PBAoE version of Total Focus for the uninitiated, it does about the same damage but is typed differently, has a % chance to KB anytihng near you, is guaranteed to KB any non special mobs back up to bosses and standard EBs, always does low-med splash dmg and generally makes a mess of things (50% or more chance to mag 2 stun too ).

P.S. i pwn jo0

Plight


 

Posted

TF does more than TS.


 

Posted

Greetings all you chaos freaks and KB lovers

My thanks to all recent contributors in the thread, haven't had a chance to catch up till now. Lots of useful info here, though I'm still unclear on one point:

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I take it the 'Status: Knockback x%' in the power description [in hero builder] is how much KB is applied once you get a successful hit?

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Can any of you help confirm or correct that assumption please?

So I think an update is probably overdue for those interested in how this little experiment is turning out. Our team is currently made up of three en/en blasters and a single storm/en defender. We play regularly together, usually for a couple of hours at least 2-3 nights a week - and let me tell you: this is so much more fun than I ever expected!! I've always avoided KB-heavy teams in the past but, baby, this is simply hilarious fun! I can tell we must be developing a potentially unhealthy love for all the chaos... Even now I feel strongly compelled to hurl a mighty torrent wave at that bank of desks I can see opposite me, just to watch the KB! I wouldn't want to be a scrapper in our team, though I might try it out one night just to see what it feels like. Having said that, we've had three different scrappers join us on separate occassions and they all 'had to go' after a single mish. Oh well.

We're currently around lvl 12 and imho doing pretty well for a team lacking variety in AT and powersets. Initially, the KB was a little too much to handle safely, with mobs splitting all over the place and multiple mobs closing in. But after a short while I think everyone has developed a good feel for their own powers and each others', and we seem to be coordinating our KB much better now to tightly pack mobs into corners or up against walls where we can pummel them to death. All of this was made much more efficient by _Norton_ on his stormy, and I've seen a distinct change in the team's play-style once we all got used to the storm powers and how best to exploit them. I must say, I am seeing storm/ in a whole new light - perhaps because it is at the hands of an experienced user, but most probably also because it suits our type of play.

I've had so much fun in this team so far, and can't be more satisfied with how it turned out. I urge more of you to join us! Commander_Beet, your kin/en is still very welcome to partake in the KB

KERBLAMO!!!


 

Posted

Nopers, KB % is actually the % chance of causing a Knockback effect. The Knockback caused is based on the Enemy Type usually. Cogs fly, Humans move, Big Stompy Robots fall over.


 

Posted

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Nopers, KB % is actually the % chance of causing a Knockback effect. The Knockback caused is based on the Enemy Type usually. Cogs fly, Humans move, Big Stompy Robots fall over.

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Doesn't it also depend on level? I mean I've done Knockdown with Energy Punch on a +2 Clockwork Boss, but that turns into Knockback on the same boss at -1.


"Idealism is such a wonderful thing. All you really need is someone rational to put it to proper use." - Kerr Avon

Myopic Aardvark on Twitter

 

Posted

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Nopers, KB % is actually the % chance of causing a Knockback effect. The Knockback caused is based on the Enemy Type usually. Cogs fly, Humans move, Big Stompy Robots fall over.

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Doesn't it also depend on level? I mean I've done Knockdown with Energy Punch on a +2 Clockwork Boss, but that turns into Knockback on the same boss at -1.

[/ QUOTE ]Every KB power has a base magnitude. This magnitude is boosted or reduced according to purple patch rules when attacking lower/higher conning foes. Different foe types also have different magnitudes of KB protection, which means that some will be KB'd easier (Even with attacks that normally only do KD, which is actually low magnitude KB), while some will can take normal KD/KB attack without falling down.


 

Posted

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Nopers, KB % is actually the % chance of causing a Knockback effect. The Knockback caused is based on the Enemy Type usually. Cogs fly, Humans move, Big Stompy Robots fall over.

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However, KB enhancements only boost KB distance, in case someone was wondering. Propability to cause KB cannot be enhanced.


 

Posted

Ok, I got you. Thanks all.