Knockback Protection?
A single -KB proc should take care of around 90% knockback powers you'll run into.
thanks that saves me a slot for something else
Agreed. -3 KB protection is enough to deal with most problems you'll encounter. Sure, there will be days when three shotguns hit you at once, and you flop on your backside, or you tick off a half dozen Earth Thorn Casters, and discover the frustration of stacked Earthquake patches, but that's not going to be the majority of your game play.
Now if you're's serious about KB immunity, you'll want -12, because Tornado is Mag 11 or so, right out of the box, and any NPC mob that actually has it (Thankfully not that many, really. The Sea Witch mission in Sharkhead comes to mind.) loves to spam it.
In general, sets with comprehensive status protection that includes knockback protection tend to give about 10 mag protection. If you absolutely want to meet that level (well actually you'd exceed it) I'd say slot 3 -KB IOs but as others have stated 1 will cover most things. If you want to meet in the middle 2 would give you 8 mag protection which is close to the basic 10 mag most sets that provide status protection have.
If you have slots to spare and have powers to accommodate them, using 4 pieces of the kinetic crash set gets you 3 mag protection. If you can do that in 2 powers and toss in a BotZ 4 mag kb protection IO you'd have exactly 10 mag protection passively even if stunned or held somehow.
From my personal experience I like having at least 4 mag of -KB passively and occasionally supplementing it with more when circumstances of the build allow for it with some additional benefit (such as a favorable set bonus), or as a basic protection when other forms of KB protection might be down. An example would be my mind/psi dom. Domination provides 5 mag KB protection but I still have a BotZ -KB in my fly just to make sure that even if dom isn't up I have some measure of -kb and when dom is up I am almost as difficult to knock around as other characters with status protection vs knockback in their primary or secondary powersets.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
[QUOTE=Kyriani;3769241]In general, sets with comprehensive status protection that includes knockback protection tend to give about 10 mag protection. If you absolutely want to meet that level (well actually you'd exceed it) I'd say slot 3 -KB IOs but as others have stated 1 will cover most things. If you want to meet in the middle 2 would give you 8 mag protection which is close to the basic 10 mag most sets that provide status protection have.QUOTE]
8 points actually doesn't cover anything that 4 points wouldn't cover. The best route is to get 12 and if you can't fit 12 just stop at 4. If you PVP, I think you need 27 points to stop everything.
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I'll agree with this. I went with 8 points on my fire tank and didn't notice any difference between this and the 4 points I had on my squishies. I upped it to 12 after a respec and the very few KB attacks that did affect him (RWZ Pylons, Jack in Irons, Nemesis Staff blasts) stopped doing so.
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The way KB mag works is a bit different that most other mez in that it doesn't have any duration... in order for two attacks to stack KB on you they'd have to connect within a fraction of a second of each other. Yeah, it's possible but it won't happen very often.
My thumb rule is MAG 3-4 (set bonus or KB IO) protection is plenty for anything that isn't intending to gather large amounts of aggro. For a Tank or a Brute looking to fill that role I'd go with MAG 12.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Since I didn't see it mentioned, you can always add a few more points of protection when needed by using an Empowerment Station in a base. ( IIRC it gives 5 points? )
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Global @StarGeek
ParagonWiki.com-The original is still the best!
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I just checked and it is 10 points from the Empowerment Station, so I went into Bloody Bay and it gets reduced to 3.5 there.
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What were they thinking?
"Let's stop the PvP complaining by making everyone suck the same. Then we can stop caring about PvP and have the whole PvP community rage quit."
Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
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ok i been messing with mid's working on my Fire/Claws Brute trying to figure out how much knockback protection is needed. do i need to take acrobatics or can i get plenty of protection with steadfast enhancement?