Electric Armor question
Holds are different then fear, and static field gives 0 fear protection. Break frees are probably your best bet.
Grounded also only works when you are well, on the ground so mid jump, and while flying you can be affected by KB as though you had no KB protection. Best bet would be to grab a KB IO or 2 (BoTZ is pretty useful, as you can slot it in any travel power..)
Most typical KB Protection powers are Mag 4, the Incarnate trials(even apex and Tin Mage I think) have enemies with powers that do a higher mag than that, so it beats your protection and you go flying. PG gets knocked around a lot on them too, and he has a mag4 proc.
Hm, just checked the KB protection of Grounded on a scrapper in mids and it's 12.6, but I didn't know about the jumping circumstance, if that's true it makes sense.
(I figured "Grounded" was an electricity term, not actually an * of the power's protection lol)
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In electrical terms, there is "chassis ground", which uses a freefloating object's structure to return electrons to the power source, and "earth ground", which bonds a power source to the earth itself to set the no-voltage level. I always assumed the power referred to earth ground since it requires you to touch the ground to receive its benefits.
/e geek rant
It isn't your imagination - in addition to the 'needing to be on the ground' thing, grounded is indeed not quite as strong as most knockback protection powers. For an example, let's compare it with ice's 'wet ice'.
For knockback, wet ice has the following effects:
-10 Knockback, Knockup for 0.75s If NOT on a PvP map
RES(Knockback, Knockup) +10000% for 0.75s If NOT on a PvP map [Ignores Enhancements & Buffs]
Meanwhile, grounded has the effect:
-15.578 Knockback, Knockup for 10.25s
So, grounded actually has higher magnitude knockback *protection* than wet ice does. However, it's lacking the 10000% *resistance* that wet ice, and most mez protection powers, have. This resistance reduces the magnitude of almost any KB power you're hit with to a very small number, which the mag 10 protection is more than sufficient to cover, so only unresistable KB would be able to breach that protection. Meanwhile, while grounded has (at level 50, anyway) mag ~15 KB protection, it has no resistance and thus any KB over mag 15 sends you flying. Since KB mag scales up with level due to the purple patch, +4 enemies in trials could easily be packing enough KB to put you on your butt.
You could try slotting a -KB io or two and seeing if it helps - I don't know exactly what magnitude KB the enemies are packing, but if it's somewhere south of 20 then a couple of -KB might be able to get you over that. Similarly, since the purple patch scales up KB mag, if you don't already have your level shifts then those would help.
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fear/terror is a hole in most builds, perfect example is one of the Riders in LGTF. The Fear attack is a problem for most tanks and brutes.
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The biggest factor is that you must be on the ground... if you hop over a curb you're subject to KB. Personally I'd snag a KB IO to cover those situations.
I've had no KB problems with my Spine/Elec scrapper although I have slotted one KB IO in addition to grounded.
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Thanks all - I've slotted 2 KB IOs for an additional 8 points. Hopefully that'll help out.
WEI you goof, I am pretty sure I told you about the grounded thing when you were considering your choices. Either way, I usually just slot one KB Protection IO so when I do need to jump over something I don't get sent flying by anything and everything.
To clarify something Status Resistances, such as knockback resistance have nothing to do with preventing a status effect from occurring, that is Status Protection. Resistance decreases the effect such as, duration, distance, or debuff amount. So if you have mag 10 knockback protection and 10,000% KB resistance and you are hit by mag 12 KB KB the distance will be reduced by 0.99%. Grounded's Protection of 15.58 is pretty high as most tanks have 10 from powerset toggles. Stone Armor can get 20 from Rooted and Granite Armor; a +4 KB reduction brings you up to 19.58 nearly on par with Stone Armor. I cannot recall a time that Krag has ever been knocked down with Rooted and Granite Armor on. The lack of Repel Protection can be rather amusing. Hopefully that makes sense?
Any further reading about this can be found at the Paragon Wiki, just search Resistance and it details it further. You can consult Mid's as well.
As far as Fear and Confuse go, I sometimes get Tactics and Aegis: Psy/Status Resist for those. Tactics provides roughly 42.4% Confuse and Fear resistance (reducing their duration) and Mag 3.6 Confuse protection. Aegis: Psy/Status Resist provides 20% resistance to those as well bumping your resistance up to about 62.4%. Not the best, but much better than nothing.
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OK, is it just me or does the Electric Armor "Grounded" power not provide as good knockback resistance as other Tanker KB res powers? I'm being slammed on my a$$ all over the place during the Lambda trial and it's freakin' me out! LOL
Also, "Static Shield" is supposed to give resistance to holds, but I keep getting Terrorized during Lambda as well. Anyone know what's up with this?
And more importantly - how/what do I need to slot to compensate for these and eliminate them?
Thanks