Lift and Levitate KB?


Donna_

 

Posted

I know that lift and Levitate powers are KnockDown/Up etc... but can anyone tell me if they accept Knockback IO's? On mids you can place Common lvl 50 KB IO's but sets like Kinetic Crash don't effect the Mag as the Common ones do...

I'm after the correct info on the powers please.


Consciousness: that annoying time between naps.

 

Posted

Levitate, and I assume Lift, are Knockup powers that will take both Common Knockback IOs and Knockback sets. Both will affect the magnitude (distance) of the Knockup effect, at least according to the info on effects when I hover the IO over the power in the enhancement screen.


"I wish my life was a non-stop Hollywood movie show,
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Posted

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Originally Posted by Donna_ View Post
I know that lift and Levitate powers are KnockDown/Up etc... but can anyone tell me if they accept Knockback IO's?
I've got Kinetic Crash slotted on my Mind Controller and Gravity Controller. Works great. Increases the "hang time" which in turn allows you to "juggle" more safely.


It's the end. But the moment has been prepared for ...

 

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Originally Posted by Redlynne View Post
I've got Kinetic Crash slotted on my Mind Controller and Gravity Controller. Works great. Increases the "hang time" which in turn allows you to "juggle" more safely.
Not to mention, Kinetic Crash has some very impressive set bonuses for such an inexpensive set. You do lose out on some damage enhancement if you want that 7.5% rech, though.


 

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Originally Posted by Redlynne View Post
I've got Kinetic Crash slotted on my Mind Controller and Gravity Controller. Works great. Increases the "hang time" which in turn allows you to "juggle" more safely.
Same but for my Gravity Dom. One of the few powers on any build that I have 6 slotted.


 

Posted

Speaking of Levitate...

I'm running a Mind/Elec Dominator right now and so far I just haven't seen the need for Levitate. I've tried the power, I know what it does. Does anybody have strong feelings about it? There's already so many single target controls a Mind Dominator can throw down on a boss, I don't really see much about Levitate that really compels me.


 

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Originally Posted by sprintstnyc View Post
Speaking of Levitate...

I'm running a Mind/Elec Dominator right now and so far I just haven't seen the need for Levitate. I've tried the power, I know what it does. Does anybody have strong feelings about it? There's already so many single target controls a Mind Dominator can throw down on a boss, I don't really see much about Levitate that really compels me.
There are certain enemies that even a perma-dom can't mez in a single application of Hold/Confuse. There are very few non-AV foes that are immune to a mag 30 knockup.

This skill also has very good DPA (the actual animation for Levitate is equal to Lift at 1.03 seconds). Levitate does smashing damage but is typed as psi only, with no ranged component, which grants a wider variety of damage types to your Mind/Elec and helps against robots. Because most robots lack psi defense, it cuts through their armor like butter while often doing bonus damage.


 

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Quote:
Originally Posted by Redlynne View Post
Increases the "hang time" which in turn allows you to "juggle" more safely.
I've heard this a few times. Has anybody ever figured out just how much you can increase the base time by with enhancements?


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

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Quote:
Originally Posted by sprintstnyc View Post
Speaking of Levitate...

I'm running a Mind/Elec Dominator right now and so far I just haven't seen the need for Levitate. I've tried the power, I know what it does. Does anybody have strong feelings about it? There's already so many single target controls a Mind Dominator can throw down on a boss, I don't really see much about Levitate that really compels me.
Levitate isn't just a mez - it's a combo mitigation/ST damage power. Given that /elec doesn't have a 3rd ST blast, I'd definitely grab either lev or mesmerize and slot as an attack.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

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Posted

Quote:
Originally Posted by sprintstnyc View Post
Speaking of Levitate...

I'm running a Mind/Elec Dominator right now and so far I just haven't seen the need for Levitate. I've tried the power, I know what it does. Does anybody have strong feelings about it? There's already so many single target controls a Mind Dominator can throw down on a boss, I don't really see much about Levitate that really compels me.
I take it for the knockup and damage, and most importantly, because it's fun. I love slamming enemies into the roof and letting them fall, or just throwing them up so high they go off the edge of the screen. By they way, 4 level 21 kinetic crashes, gives enough height on even con enemies to almost hit a warehouse map roof.

I usually slot 4 kinetic crash for the kb protection and then frankenslot the last two to improve the damage. The 7.5% recharge is tempting, but I like maxing my damage.


 

Posted

Gosh, I remember the days when Power Boost affected Knock. I took a partially-slotted-for-KU Lift on my Grav/Ice dom, zoom as far out as possible and fling grey NPCs in Cap near the skyscrappers to 'measure' just how high they went. Some of the heights I saw would result in fall damage if I jumped from the peak of their Lift.

Not sure if you'd take extra fall damage from Lift or not. Anyone know?


 

Posted

I thought Levitate activates longer....

Lift is one of the better Damage Per Activation range attacks for Dominator. The only downside is damage comes 2s later. Other than that, it is a very respectable range attack. I don't find the knockup distance matters that much. It is a good place for both knockback protection and 7.5 Recharge.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

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Originally Posted by Jibikao View Post
I thought Levitate activates longer....
\
They actually have the exact same animation at 1.03 seconds, despite what the detailed info says in game. It's really easy to test.


 

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Originally Posted by Leo_G View Post
Gosh, I remember the days when Power Boost affected Knock. I took a partially-slotted-for-KU Lift on my Grav/Ice dom, zoom as far out as possible and fling grey NPCs in Cap near the skyscrappers to 'measure' just how high they went. Some of the heights I saw would result in fall damage if I jumped from the peak of their Lift.

Not sure if you'd take extra fall damage from Lift or not. Anyone know?
I believe fall damage calculates based on your Z coordinate when you left the ground compared to your Z when you hit the ground. So, if they land where you knocked them up they shouldn't (and I've never seen them) take damage. However, the hang does float them to the side a little, so it's very possible to have them just inch off the side of a building and then fall straight down.


I'm also not convinced that enhancing the knockback adds much mitigation. I've had Lift maxed out ED-wise on Knockup and most of the time, the mobs stand straight up while still up in the air. They will often fire back before they hit the ground. On the other hand, I've used Air Superiority with Vanguard Medal and they clearly take more time to recover. It's consistent, whatever is going on there.


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

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Originally Posted by Gilia View Post
I'm also not convinced that enhancing the knockback adds much mitigation. I've had Lift maxed out ED-wise on Knockup and most of the time, the mobs stand straight up while still up in the air. They will often fire back before they hit the ground. On the other hand, I've used Air Superiority with Vanguard Medal and they clearly take more time to recover. It's consistent, whatever is going on there.
I feel it's worth socketing Lift/Levitate for knock so that you can penetrate the -KB protection of some bosses. It's been a while, by my MC Dominator couldn't lift a Zeus titan before socketing, and can just barely toss them in the air at current socketing (if I recall correctly, it's been quite some time since I tested any of this).

I agree though that there isn't that much mitigation gained by increasing the knock up.