The Generic Giant Monster Foot Stomp is a fairly common, and annoying, magnitude 10 knockback attack. If you're going to be in melee with a GM much, you want at least 10 knockback protection. Otherwise, the bare minimum of knockback protection is good enough to deal with the 0.67 knockback attacks just about every NPC in the game has.
Acrobatics for knockback protection is a trap. If you're not a super jumper, you have to expend two power choices to get it. More than one slot in Acrobatics is a huge trap. Not much of Acro's knock protection is enhanceable, so enhancing Acro gives you 1.5 per slot, compared to Karma, Steadfast, or Zephyr, which give you 4 per slot. At the ED cap, Acro gives about 12 protection.
Well, for many free and premium players it will be the only option.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
Acrobatics for knockback protection is a trap. If you're not a super jumper, you have to expend two power choices to get it. More than one slot in Acrobatics is a huge trap. Not much of Acro's knock protection is enhanceable, so enhancing Acro gives you 1.5 per slot, compared to Karma, Steadfast, or Zephyr, which give you 4 per slot. At the ED cap, Acro gives about 12 protection.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.