Question about Knockback IO's
No. Any KB Protection/Reduction simply improves your resistance to being knocked back.
One "tip" that was given to me a long time ago, and I do not even know if it is true, is that if you are playing a ranged AT with KB powers a way to "reduce" KB is to hover blast. The theory is to knock the mobs in to the ground and thus limiting how far they travel.
Nuclear Annihilation: 50. (Rad/Rad) Corruptor.
Quasar Eclipse: 50 Warshade.
Humanoid No. 7: 50 (Invuln/SS) Tank.
faces.cohtitan.com/profile/chefinferno
Why on earth would you want to reduce your KB? I always try to fit at least one set of Air Burst into my KB heavy toons.
BK, Lets say you on a team with lots of AoE damage, fighting +4 mobs, and the main tank has a power like Invulnerability.Invincibility, then do you want lots of KB?
edit: oh frak, should have read your sig before replying, disregard
Nuclear Annihilation: 50. (Rad/Rad) Corruptor.
Quasar Eclipse: 50 Warshade.
Humanoid No. 7: 50 (Invuln/SS) Tank.
faces.cohtitan.com/profile/chefinferno
Everybody LOVES Knock back!
Sadly, no, there isn't any slotting you can do to reduce or remove certain effects from any of your powers.
I guess I am one of the few who actually slots for knockback. My Energy/Energy blaster has 2 of the Air Burst sets in. I have Stupefy, chance for knockback slotted into Stun. Earlier I was knocking Trapdoor all over the map. AND IT WAS FUN!
No one pays attention to me, cause I listen to the voices in my head.
I was wondering is there any way to reduce the amount of knockback that you cause?
I thought that Blessing of the Zephyr: Knockback REDUCTION might do this, but I know that the dev's are bad with naming consistency so I was hoping someone knows whether Knockback Protection and Knockback Reduction are the same thing or are they the opposite of each other, one making you harder to knockback and the other making your knockback powers less effective?