What's the deal on Knockback?
I noticed a recent patch saying something along the lines of "Knockback no longer suppresses when mezzed" or something like that, I don't feel like looking it up.
At first I thought that if you say, cast a hold on someone, and then say (for a mind dom) levitate. The hold would somehow make their normal protection to Levitates levitate not as great, so they still get thrown into the air. Now, after hearing people chatting, it makes me think that you no longer need a normal 32 mag protection to = a 12 mag protection due to DR. But, what's the deal? Should I still build for 32 mag protection? Or can I save the slots on -kb to say Winter's Gift: 20% Slow resist, you know, something that would help me more if only 2% of people I encounter will be able to pass a 12 mag attack...? |
Previously, getting mezzed would suppress knockback protection toggles - that includes just about every in-set mez protection toggle as well as Acrobatics. What'd end up happening would be the Dom would mez the target, effectively disabling their KB protection, and then use Levitate to KB them. Now that's fixed so you shouldn't be able to KB a melee character through their mez protection toggle at any time (as it should be). Acrobatics no longer suppresses (previously, you might have 35 points of protection, but Acro made up 9 or so of those, so if you were mezzed you wouldn't have enough to stop Levitate) so the issue is the same there.
Building for enough mag to stop Levitate in a DR-off environment will ensure you won't get KB'd by it in a DR-on environment, since KB mag slotting and KB protection DR at roughly the same rate.
"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."
Here's what that patch note is talking about:
Previously, getting mezzed would suppress knockback protection toggles - that includes just about every in-set mez protection toggle as well as Acrobatics. What'd end up happening would be the Dom would mez the target, effectively disabling their KB protection, and then use Levitate to KB them. Now that's fixed so you shouldn't be able to KB a melee character through their mez protection toggle at any time (as it should be). Acrobatics no longer suppresses (previously, you might have 35 points of protection, but Acro made up 9 or so of those, so if you were mezzed you wouldn't have enough to stop Levitate) so the issue is the same there. Building for enough mag to stop Levitate in a DR-off environment will ensure you won't get KB'd by it in a DR-on environment, since KB mag slotting and KB protection DR at roughly the same rate. |
Oh, ok so that only effects toggle mez.
I guess this is a different question, but it's still about knockback:
So, how hard of a KB mag does Levitate hit for? Maybe it's mids, but on that it says with a full set of Kinetic crash it gets 12, but why then do people say 32 is needed to effectively block it?
Mids is bug'd with displaying knockup numbers with a knockback set. In other words because levitate is knockup, if you put a kinetic crash set in there it wont increase the mag on mids because its is knockup. This is not the same in the game though. The set will increase the knockup. About 3 knockback IO's equal the same 175% knockup increase which would effectively show you the mag increase on levitate, Which is roughly 34 mag.
But levitate isnt the only high knockback move. I have seen more energy blasts in zones since I got back and power push can get to 36. My power thrust on mids shows that it is at 45 mag. So the numbers will very, I always find that shooting for 40 protection will protect you from most.
Oh, ok so that only effects toggle mez.
I guess this is a different question, but it's still about knockback: So, how hard of a KB mag does Levitate hit for? Maybe it's mids, but on that it says with a full set of Kinetic crash it gets 12, but why then do people say 32 is needed to effectively block it? |
* Lift/Levitate: 35
* Power Push: 45
* Power Thrust: 45
* Telekinetic Thrust: 45
* Force Bolt: 54
"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."
hmmm power push 45 huh, my mids shows it to be 36, but thats on a blaster. Is it 45 on a dominator in domination or something?
Doms and Fenders get a base 16 Mag power push. Corrs and Blasters get a mag 13 base.
that explains it, thx
Does KB resist if it was used in quick succession? I think opponents will resist same type holds if they are used within a certain amount of time, does that apply for KB as well? IE if I use Power Push to knock someone down and it recharges in four seconds, can I use it to knock them down again?
It seems like you really have to build for it in order to protect yourself from this sort of abuse. Has anyone been on the short/long end of this yet?
I was thinking of creating NRG toon just to go into RV and push people around. Do you think it will work?
Does KB resist if it was used in quick succession? I think opponents will resist same type holds if they are used within a certain amount of time, does that apply for KB as well? IE if I use Power Push to knock someone down and it recharges in four seconds, can I use it to knock them down again?
It seems like you really have to build for it in order to protect yourself from this sort of abuse. Has anyone been on the short/long end of this yet? I was thinking of creating NRG toon just to go into RV and push people around. Do you think it will work? |
"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."
I noticed a recent patch saying something along the lines of "Knockback no longer suppresses when mezzed" or something like that, I don't feel like looking it up.
At first I thought that if you say, cast a hold on someone, and then say (for a mind dom) levitate. The hold would somehow make their normal protection to Levitates levitate not as great, so they still get thrown into the air.
Now, after hearing people chatting, it makes me think that you no longer need a normal 32 mag protection to = a 12 mag protection due to DR.
But, what's the deal? Should I still build for 32 mag protection? Or can I save the slots on -kb to say Winter's Gift: 20% Slow resist, you know, something that would help me more if only 2% of people I encounter will be able to pass a 12 mag attack...?