Knockback. How to avoid it?


Archie Gremlin

 

Posted

I'm finding for almost the first time in game that Knockback is becoming a problem for me.

Mostly I take fly as a travel power and Hover's pretty good for resisting KB. When I've not taken fly, it's been SJ, and so I take Acro.

However on my SoA, I've taken teleport which I feel fits the character thematically, and I've been finding that he's pretty resistant to most things but KB - it's proving to be a pain.

I know there's some IOs and sets which have resist but not sure how good they are, or if that's the best route, so any tips would be appreciated.



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Thelonious Monk

 

Posted

I stand to be corrected but in my experience a single knockback resistance IO is great for regular mobs. However if you want to go up against the AVs & GMs that specialise in KB then you'll need a couple of IOs or an IO and a -KB power (like Acrobatics).


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Posted

Two KB resist IOs are pretty much as good as Acro when it comes to negating Knockback.
A Single KB IO will get you past the vast, vast majority of PvE without any bother.

There's one in the Defence and Resistance sets, and they'll slot into loads of SoA powers. There's also one in the new Universal Travel IO set, but they're very hard to come by below level 50 (unless you save up a lot of merits - It's 240 Merits for a 'Blessing of the Zephyr' KB IO compared to 50 for a Karma/Steadfast KB IO).

Or if you've slots to spare you can just slot three Kinetic Crash IOs into something like "Kick".


 

Posted

isn't it 4 kinetic crash?


 

Posted

Kinetic Crash is 3.


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Posted

I find when trying to resist knockback, the fastest temporary solution is to craft 'Knockback Protection' from the power buff stations in base.


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Posted

I think there's a bit of confusion about Kinetic Crash here. To clarify, slotting 4 items of KC in a single power gets you magnitude 3 knockback protection as a set bonus.

The global IOs all give magnitude 4 protection. (And can be slotted on their own.)

Ranged damage toons like my blaster do just fine with mag 3 or 4 protection. Toons that get into melee a lot will need more because the KBs can stack. Just keep adding more IOs until you get it under control.


 

Posted

Best solution on a VEAT is slotting a Steadfast Protection -4 KB IO into Wolf Armor, Crab Armor or Bane Armor, since you probably won't be slotting anything better into those anyway.

Even on a melee toon (Fire Armor Scrapper) I find that KB stacking happens once every full moon at the most. Mag 4 is fine against everything besides Cabal, Fake Nemesis, and some AVs.

[Edit] First paragraph obviously doesn't apply to Widows, forgot about those while typing it.


 

Posted

Well widows will probably find the Karma -4KB easier to slot.
Both are possible though.

In practice 1 KB protection IO is sufficient for the majority of cases, 2 will protect you from 99% and the rest - don't bother trying.


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