Knockback Protection?


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Posted

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?


 

Posted

thanks that saves me a slot for something else


 

Posted

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.


 

Posted

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.


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Posted

Quote:
Originally Posted by Kyriani View Post
In general, sets with comprehensive status protection that includes knockback protection tend to give about 10 mag protection.
They also get 10,000% knockback resistance, which makes them more or less immune to any KB that is not flagged unresistable.


 

Posted

[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.


 

Posted

Quote:
Originally Posted by MajorTractor View Post

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.
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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Posted

Quote:
Originally Posted by StarGeek View Post
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.
A big endorsement on this. For KB protection either stop at -4 (1 KB IO) or take it all the way to -12 (3 KB IO's)... I don't think there's anything in the game with a KB MAG between 4 and 8 so two IO's is no more useful than one. Three IO's will cover 99% of all KB in the game.

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.


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Posted

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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Posted

Quote:
Originally Posted by Katze View Post
( IIRC it gives 5 points? )
I think it's 10 points. It lasts for an hour and doesn't go away even if you die. And you can get it pretty cheaply as well, just need a Fortune and a Mathematic Proof.


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Posted

Quote:
Originally Posted by StarGeek View Post
I think it's 10 points. It lasts for an hour and doesn't go away even if you die. And you can get it pretty cheaply as well, just need a Fortune and a Mathematic Proof.
Hmm... does it still work in PVP? That would be occasionally helpful.


 

Posted

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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Posted

Quote:
Originally Posted by Katze View Post
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.
Well, thats much less usefull isn't it. Stupid DR, what were they thinking?


 

Posted

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.