KB protection question and a vengence one two


Amy_Amp

 

Posted

It's often said that +8 kb protection(2 IOs) offers no more benefit than +4, and that +12(3 ios) does protect you from a greater amount of KB powers but what I want to know is does that hold true for + 11 protection as well or is it +12 or bust?

Can vengeance be used on league mates not on your team?


 

Posted

No veng only works for dead team mate


 

Posted

Quote:
Originally Posted by Cheetatron View Post
It's often said that +8 kb protection(2 IOs) offers no more benefit than +4, and that +12(3 ios) does protect you from a greater amount of KB powers but what I want to know is does that hold true for + 11 protection as well or is it +12 or bust?
I believe most of the KB that blows through a single IO is around mag 10, so +11 protection should work fine.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

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Posted

Quote:
Originally Posted by Darkness3221 View Post
No veng only works for dead team mate
Which is really annoying for those trials. Some poor blaster gets blasted and no one cares ;(


 

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Quote:
Originally Posted by StrykerX View Post
I believe most of the KB that blows through a single IO is around mag 10, so +11 protection should work fine.
Thx for the reply do you know off hand any powers that are of that magnitude?


 

Posted

Quote:
Originally Posted by Cheetatron View Post
Thx for the reply do you know off hand any powers that are of that magnitude?
Acro would be the answer, but it only provides -7/-9 KB protection. Even a mez toggle on a melee is -10. Offhand, the amount of times a melee character is going to be KBed with their protection on can be counted on one hand.


 

Posted

Quote:
Originally Posted by Amy_Amp View Post
Acro would be the answer, but it only provides -7/-9 KB protection. Even a mez toggle on a melee is -10. Offhand, the amount of times a melee character is going to be KBed with their protection on can be counted on one hand.
Anyone with a mez toggle gets mag 10 knockback protection and 10,000% resistance to knockback. This essentially means any knock applied gets reduced to 1/1000th of its value, then protection applied.

Acrobatics does not have this resistance.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Anyone with a mez toggle gets mag 10 knockback protection and 10,000% resistance to knockback. This essentially means any knock applied gets reduced to 1/1000th of its value, then protection applied.

Acrobatics does not have this resistance.
Heh. I skipped right past that info on CoD. I know Acro got changed, but it still does cover the vast majority of times one would get KBed.


 

Posted

I actually went with 4 IOs for KB protection.... thats 16 points of it. And in certain situations (multiple fissures) I watch the majority of my teams bouncing around and I often find myself wondering why my troller isnt.

It may be overkill, but in some situations, I've enjoyed it immensely.


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Posted

the few things i know that will ignore kb regardless of how much you have is one attack from both BABs and sister p

BABs has a power called [back alley power punch] which is a special version of energy transfer which does unresistable mag 28 KB

sister psyche just has a version of levitate with unresistable knockup


off top of my head i do not really know of much which passes the mag 12 mark aside from AV very high mag stuff or AV unresistable kb as in the examples above


 

Posted

Quote:
Originally Posted by Cheetatron View Post
Thx for the reply do you know off hand any powers that are of that magnitude?
If remember right in apex clocks do 10.5


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Posted

Do not forget that you can put a knockback I/O in acrobatics, that will increase the value to just over 10.


 

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Quote:
Originally Posted by ultrawatt View Post
If remember right in apex clocks do 10.5
Good to know thx


 

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Originally Posted by Necrotech_Master View Post
off top of my head i do not really know of much which passes the mag 12 mark aside from AV very high mag stuff or AV unresistable kb as in the examples above
Force Bolt and the AV level Nemesis Staff blasts can be over mag 12, and I think there are a couple of other attacks too. It's very rare though... three KB IOs or Acrobatics plus one IO will make you immune to almost all knockback and a single IO will stop 95% of it or more.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

Quote:
Originally Posted by StrykerX View Post
Force Bolt and the AV level Nemesis Staff blasts can be over mag 12, and I think there are a couple of other attacks too. It's very rare though... three KB IOs or Acrobatics plus one IO will make you immune to almost all knockback and a single IO will stop 95% of it or more.
I always find it worthwhile to pile at least the Zephyr's -KB into a squishy. For a melee with no KB protection I'd slip in 3.