NRG/NRG - Can it be done w/o being loathed?


Adeon Hawkwood

 

Posted

I don't think it was mentioned, but you can create 2 builds for every character you have.

What I suggest is that you could create a "kb extreme" build that has extra slots and enh for KB and maybe even a few other powers. I would probably use this as a default build, but then have a "team friendly" build, even if it has most of the same powers, your slotting might be different. As a plus, you can always consider a few more team friendly powers in the team build, like Assault or Recall Friend.

As for criticism on teams, I used to play a Nrg/Fire that I liked a lot. Never got complaints for teams that the KB was annoying.

Good luck and have fun!


 

Posted

It really can be done without being loathed. My oldest alt from issue...2? Three? Is an eng/eng blaster. She sat on the shelf for a bit, mostly because I fell in love with controllers. Since I dusted her off a bit ago, I've been having a ton of fun.

Yes, you can control the KB. As mentioned, walls are great. You can also KB a baddie back into melee range of the tank or scrapper if it runs out for some reason. I frequently duo with a tank, and we have the herding and blasting down to an art. We were feeling sorry for the Rikti at one point.

Don't worry so much about those who say "you must play this way, you must only play the AT in this fashion, with these powersets". He's off having fun his way, you have fun yours. If you are ever on Victory, look me up. I have lots of alts who would be more than happy to team with your eng/eng.


 

Posted

lol. There are about 30 posts in this thread that all say the exact same thing, so I'll make it 31 as my first and favorite toon has always been my Energy/Energy blaster.

I've been kicked for my knockback depending on the team makeup, and over the years I've perfected my use and I don't really hear any complaints. People don't care if they don't notice that you're scattering the mobs. So just don't scatter them. Use your knockback to make the groups tighter, or wait for the troller to hold em.

Every once in a while I'll get somebody who says "No knockback attacks guys!!" to which I always respond "You play your class, and I'll play mine. I'm an Energy Blaster, 4 out of every 5 of my attacks do knockback. Find a 'troller or shut it."

It's a great powerset, if you want to play it, you do it. There are more people who don't care about your knockback then there are people who would spaz. And if you get kicked off a team for your knockback, then that just means you got to avoid one of those spazs and can find someone who appreciates the fact that most of the baddies spend their time on their backs.


 

Posted

All of these posts explain it just fine. Fact is, Knockback is your friend. On an Energy/Energy, just be sure to clean up your messes. KB a couple targets? THen move into melee and finish them quickly. I will admit that I think Energy blast deserves a small overall damage boost, but it's a good set overall. Everything else was well stated by everyone else.


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Originally Posted by BackAlleyBrawler View Post
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Posted

Heh. Adding another one to the pile...

There are actually two problems I see people having with knockback (especially of the AoE type) primarily: controlling where they send the enemies and chaining AoE on the entire group. The first is a simple matter of experience and range; the farther you are from the group, the tighter the angle is on the enemies on the edge of the group on the knockback. You can easily keep an entire group of enemies in one large bunch, and move the whole bunch about, if you practice at it. Hell, if you're fast enough, you can move to the other side of the group in an open area and bounce them back to the original spot with your next wave of attacks.

As for chaining your AoE: if you queue an attack on an enemy or group of enemies before they are knocked back, even if they are scattered out of the normal radius of your attack, the queued attack will consider the positions they were in when you queued it, not where they are when the attack fires. This allows you to easily chain Energy Torrent > Explosive Blast, and that'll wipe entire spawns of minions out as easily as most "AoE" sets by itself while providing mitigation against the LTs and Bosses at the same time. Try doing that with a Fire blaster.


@Shenalia
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Posted

Quote:
Originally Posted by Shenalia View Post
Heh. Adding another one to the pile...

There are actually two problems I see people having with knockback (especially of the AoE type) primarily: controlling where they send the enemies and chaining AoE on the entire group. The first is a simple matter of experience and range; the farther you are from the group, the tighter the angle is on the enemies on the edge of the group on the knockback. You can easily keep an entire group of enemies in one large bunch, and move the whole bunch about, if you practice at it. Hell, if you're fast enough, you can move to the other side of the group in an open area and bounce them back to the original spot with your next wave of attacks.

As for chaining your AoE: if you queue an attack on an enemy or group of enemies before they are knocked back, even if they are scattered out of the normal radius of your attack, the queued attack will consider the positions they were in when you queued it, not where they are when the attack fires. This allows you to easily chain Energy Torrent > Explosive Blast, and that'll wipe entire spawns of minions out as easily as most "AoE" sets by itself while providing mitigation against the LTs and Bosses at the same time. Try doing that with a Fire blaster.
That's not "quite" right. The attack does consider the positions for rolling hits when the power is queued but the knockback occurs from the position of the caster when the knocback resolves. This makes for some interesting effects of what gets hits and where it goes if you are kiting.


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Posted

I use to group with a blaster who did tons of KB while playing my tanker, most of the time he would blast them to me and i would pick em up which made me happy to no end. If you can control where you do you knock back and how you do it you will be a great asset to any group. Only people who have no idea that KB can be GOOD boot them out. Most of the time I have more problems with MM's robots than I would a blasters KB. Normally i give them a chance, but if they DO keep blasting my groups every which way and aggroing the next group constantly I will boot them.


 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
That's not "quite" right. The attack does consider the positions for rolling hits when the power is queued but the knockback occurs from the position of the caster when the knocback resolves. This makes for some interesting effects of what gets hits and where it goes if you are kiting.
I meant that towards what gets hit - what targets are still in the radius of your attack... not how the knockback affects them further. Thank you for bringing that up, though, because it's a good point; something very useful for sweeping enemies further into a corner or hillside.


@Shenalia
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Proud member of the Triumphant Defenders Coalition.

 

Posted

One way to make knockback team friendly I find is is to keep an eye on any squishy types, A scrapper won't like it if you knock his target away; but a Defender or Controller generally won't mind if you knock away the unmezzed Boss that's aggroed on him.


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Posted

So after all of these replies the answer is yes. Or, more importantly, who cares. try it out and have fun. Since I started this game on of my favorite time killing past times is getting to a rooftop with baddies in range. TP Foe + Power Thrust = good times.


 

Posted

Keys to knockback on a team:

- Use it well (from above, into walls, etc.), and
- Form your own teams. Your star, your rules...and you might even be able to use the opportunity to convert a few nonbelievers.


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Posted

At one point I had a Storm/Energy Defender (thinking of rerolling it now) who relied on the KB to solo since damage output was lacking for many levels. That character used Gale liberally solo but on teams it was used only if I had a handy corner to blast them into since as one who mainly plays Tanks I know all too well how a melee character feels when someone gets careless with AoE KB (or AoE Immobs for that matter, but that's a different thread).

I also have a 50 PB, almost all of whose attacks do KB, and when teaming with him I have to be careful to hover over the pile on the Tank while in squid mode so I don't blast them all over the map. Said character has almost never gotten a KB complaint, although that may be at least partially due to the fact he's a tri-former and will swap to Dwarf to pull mobs off the squishies on the team.


 

Posted

With Energy Manipulation having the secondary effect of "Foe Disorient" for some powers, how about this for an idea.

Power Bolt (chance of Foe Disorient)
Power Blast (chance of KD)
Energy Torrent (chance of Foe Disorient)
Power Bolt (chance of KB)
Sniper Blast (chance of KB & Foe Disorient)
Power Push (chance of KB)
Exsplosive Blast (chance of KD or Foe Disorient)
Nova (KB and Foe Disorient)

I feel this here would help with the resists found late game and add a bit more control over powers and give it a bit of mitigation without losing its roots. Take into consideration with long casting times and not hitting the hardest I feel above would work wonders for EB

OR even a better yet, Have the KB do bounus Damage! Depending on the range and if they fell off a cliff or hit a wall


 

Posted

Quote:
Originally Posted by Seraphael View Post
From a pure game mechanics point of view, the only reason to pick a blaster over any other AT is to deal massive AoE damage. And only Fire and Archery need apply. Both can melt most spawns in a single alpha strike.

Fire: BU+Aim, Breath of Fire, Fireball (Rain of Fire+Shiver if you're Fire/Ice or Psychic Scream/Shockwave if Fire/MM)
Archery: BU+Aim, Rain of Arrows, Exploding Arrow, Fistfull of Arrows (The Prickly Trifecta)

Other Combos just can't deal out that sort of large scale punishment and even fall short of a few other combos from other ATs.
um....wouldn't these statements depend on a whole host of factors? 3 immediately comes to mind.

1) build
2) enhancements
3) player skill

My blaster is an energy/energy/electric. The enhancements in the toon are currently worth at least 6 billion inf, with set bonuses primarily focused on dmg, recharge, and acc. My alpha strike consists of BU+AIM -> Static Discharge -> Energy Torrent -> Explosive Blast. I would put my "need not apply" energy blaster's AoE dmg against any fire and archery blaster any day of the week.


 

Posted

Quote:
Originally Posted by Ravenous33 View Post
With Energy Manipulation having the secondary effect of "Foe Disorient" for some powers, how about this for an idea.

Power Bolt (chance of Foe Disorient)
Power Blast (chance of KD)
Energy Torrent (chance of Foe Disorient)
Power Bolt (chance of KB)
Sniper Blast (chance of KB & Foe Disorient)
Power Push (chance of KB)
Exsplosive Blast (chance of KD or Foe Disorient)
Nova (KB and Foe Disorient)

I feel this here would help with the resists found late game and add a bit more control over powers and give it a bit of mitigation without losing its roots.
No thank you.

Knockback is a greatly underestimated mitigation tool. Think about it. To even come close to matching current Energy's mitigation value, all those Stun chances you put in? They would need to be at least Mag 4. Anything less would not provide the same benefit as the KB.

Also, Power Push? Chance of KB? No.


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Posted

Quote:
Originally Posted by Rush_Bolt View Post
Knockback is a greatly underestimated mitigation tool.
Absolutely true. KB's problem is that it requires some judgment and finesse to use, which is too much for some people to want to bother with. Then they go out and bad-mouth KB to whoever will listen or kick people off teams for using it, which results in new players thinking that KB is pointless or "teh suxx0rz"...those new players then grow up into KB-hating veterans, who pass the hate onto the next generation of new players...


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Posted

I've read through the first page of this thread and IMO it seems that most pple are referring to farming teams. I could very well be wrong though. Reason I say this is it seems like everybody wants to kill fast and get things over with quickly. My playstyle flys in the face of all this. I enjoy a LONG fight with a baddie or mobs. My eng/eng blaster knocks pple all over the place and I use it like there is no tommorrow. I've been kicked from teams before because of this, but I've also been thanked for doing this just as many times. So it all really depends on who ur teaming with, also it helps to let the team leader know about ur playstyle as soon as u get on a team. That way he can decide before starting anything if ur playstyle is gonna click with the rest of the team or what there going to be doing. Farming teams don't usually like knockback, but real mish teams mostly appreciate it.


 

Posted

Quote:
Originally Posted by The_Alt_oholic View Post
For example::
If there is a controller on the team, wait until they hold/immobilize the enemy before you attack.
If there is an ice slice down or freezing rain, use your knock back to knock enemies back onto/into it versus off/out of it.
...


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Posted

I also have a lvl 47 PB who has some killer KB. I recently had a lil spat with the leader of a ITF team due to my constant use of KB. He/she starting cussing and "yelling" at me because everytime he/she got aggro I would "take it away". IMO.... if u can't deal with KB then u shouldn't invite a toon onto a team whose has KB on a majority of their powers. Everybody knows that PB's in general produce a major amount of KB. (We also put on one hell of a light show......can't wait for issue 16 to go live LOL). I know this thread isn't about PB's, but it seems to have turned in the direction of KB in general so I feel PB's are revelant here. Eng/Eng blasters along with PB's can be a nuisance if used improperly,BUT if used in the right way (according to the mission) they can be the teams greatest asset.


 

Posted

Quote:
Originally Posted by Haruu View Post
Gale from storm should never ever be used past lvl 3.
You really should say that it shouldn't be used as an attack in an open area when melee characters or AoEs are involved.

You're right in that you don't generally want KB powers to scatter mobs. Nothing is worse than someone running and using Hurricane or Explosive Blast to scatter all the mobs the tanker just herded.

But Gale is great in particular circumstances, as when a large group is in a dead-end corridor, or the inside corner of a room. Gale and Hurricane can be used to great effect to collect them in corners and keep them knocked down permanently and totally to-hit debuffed. Energy Torrent is useful in those same circumstances.

Knockback can be used to scatter, but it can also be used to collect mobs for Tankers and Scrappers. Got a runner or a ranged attacker that refuses to move to the tanker (say, a Nemesis sniper)? Knockback can put that sniper in the WP tanker's debuff aura.

The key point for Energy Blast: don't attack the melee characters' targets unless you're going to finish them in one shot or the KB will leave them in the melee character's range (i.e., KB into a wall). Better yet, let the melee fighter get the kill if they can do it in one shot. You get the same experience and it will make the Scrappers happy.


 

Posted

Quote:
But Gale is great in particular circumstances, as when a large group is in a dead-end corridor, or the inside corner of a room. Gale and Hurricane can be used to great effect to collect them in corners and keep them knocked down permanently and totally to-hit debuffed. Energy Torrent is useful in those same circumstances.
Or when I want to play ping-pong with my own lightning storms.


 

Posted

I love KB when my hero has it.

I hate it when I'm on a melee hero and someone on the team is constantly knocking my targets out of range. When this happens, I don't chase the knocked away target. If they want it away from me, they can deal with it. Pretty simple philosophy and avoids confrontation.

I don't chase after knock backed mobs. It is your mess, clean it up.


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Posted

Quote:
Originally Posted by OmniSurge View Post
I also have a lvl 47 PB who has some killer KB. I recently had a lil spat with the leader of a ITF team due to my constant use of KB. He/she starting cussing and "yelling" at me because everytime he/she got aggro I would "take it away". IMO.... if u can't deal with KB then u shouldn't invite a toon onto a team whose has KB on a majority of their powers. Everybody knows that PB's in general produce a major amount of KB. (We also put on one hell of a light show......can't wait for issue 16 to go live LOL). I know this thread isn't about PB's, but it seems to have turned in the direction of KB in general so I feel PB's are revelant here. Eng/Eng blasters along with PB's can be a nuisance if used improperly,BUT if used in the right way (according to the mission) they can be the teams greatest asset.
And there in lies the problem. I was on a PUG with a PB once who insisted on wading into the middle of my Oil Slick and using Solar Flare. The end result was a huge scattering of enemies with 30%-50% health instead of a nice cluster of enemies burning to death while tripping over with their defense debuffed. Personally I love knockback as a form of damage mitigation but unlike most forms of mitigation the player has to be able to recognize situations where it will do more harm than good. The other good example of this is AoE immobilization powers, if you let them go to early then the enemies end up outside of the Tanks auras meaning that they are likely to used ranged attacks against the squishy characters rather than attacking the Tank.