Diminishing Knockback
In a DR environment (zone and DR enabled arena) come i16 Acrobatics will not get shut off when mezed (just throwing that out there so baiscly all those SS brutes and tanks would be knocking anyone with just acro anymore).
As far as the big 3(4ish) knockers go heres the breakdown:
Power---- Needed protection
Levitate - 35
Powerpush/thrust - 40
Force Bolt - 45
Outside of DR works differently but I doubt anyone will be playing that much until they give a No Global Resist button in the arena...
i'd shoot higher. my scrap hits around 30. Still gets KBed by those who enhanced theirs.
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.
In a DR environment (zone and DR enabled arena) come i16 Acrobatics will not get shut off when mezed (just throwing that out there so baiscly all those SS brutes and tanks would be knocking anyone with just acro anymore).
As far as the big 3(4ish) knockers go heres the breakdown: Power---- Needed protection Levitate - 35 Powerpush/thrust - 40 Force Bolt - 45 Outside of DR works differently but I doubt anyone will be playing that much until they give a No Global Resist button in the arena... |
I have
2 x Zephyr
3 x Karma
1 x Gladiator Armour Set.
Yet Forcebolt would still knock me back o.O is this right??
Consciousness: that annoying time between naps.
For whatever reason (may be bug or some strange formula for KB mag DR) you dont need mag 35 to stop levitate and lift. We've tested this, you need a minimum of mag 31 protection without acro to stop those. We tested with them slotted with 6 KB IO's only for mag increase and target stood firmly on the ground without getting KB. Its best not to bother trying to slot to resist Powerpush and Force Bolt and just accept that they will knock you around. You should be able to achieve this with 7 mag 4's and say a PvP +3, or any other combo that can get you to mag 31.
In a DR environment (zone and DR enabled arena) come i16 Acrobatics will not get shut off when mezed (just throwing that out there so baiscly all those SS brutes and tanks would be knocking anyone with just acro anymore).
As far as the big 3(4ish) knockers go heres the breakdown: Power---- Needed protection Levitate - 35 Powerpush/thrust - 40 Force Bolt - 45 Outside of DR works differently but I doubt anyone will be playing that much until they give a No Global Resist button in the arena... |
If I'm not mistaken, Power Thrust can get up to around 46/47, and Force Bolt caps out in the lower/mid 50s.
Time to respec my bubbler maybe :P
Consciousness: that annoying time between naps.
DR does wonky things to slotted KB mag and KB protection, but here's how it works in a DR off environment, assuming roughly ED-capped slotting:
* Lift/Levitate: mag 35
* Power Push (all versions): mag 45
* Force Bolt (all versions): mag 54
Some powers, like TK Blast or KO Blow, can be slotted for knockback and overcome 12 points of protection, but why anyone would slot strong-damage attacks primarily for KB is beyond me.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
What Mag is Nemesis staff ?
Consciousness: that annoying time between naps.
Hey guys I am making a fender for Zonal PvP, now KB in zones is a killer.
Can anyone tell me how much Kb Res I will need to be protected from it before DR takes affect so that I have enough after DR... If that makes sense....
For example at the moment my build has -23Mag Kb res, what will this protect me from when in RV ?
any more info Re: this that you think can help pls post
Consciousness: that annoying time between naps.