quick question about kb protection
No. You don't need to have the travel power active.
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So I slotted one of my lower lvl toons w/ karma last night but he was still get getting knocked around.
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The Karma -KB protection acts like a set bonus. If you exemp more than 3 levels below the level of the IO it will no longer work.
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The Blessing of the Zephyr KB protection (the one that goes in a travel power) will also disable if you exempt more than the levels below the level of that IO, too.
Piggy backing off of this, what levels of -KB matter. I've seen some people say that -4 is ok for most things, -8 is useless unless you're on your way to -12. What about -11? Just curious sine that's the goal on my DA tank.
Piggy backing off of this, what levels of -KB matter. I've seen some people say that -4 is ok for most things, -8 is useless unless you're on your way to -12. What about -11? Just curious sine that's the goal on my DA tank.
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4-8 is usually the best for squishies since they shouldnt be the main targets of the enemies
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
I normally shoot for 4 kb on a squishie.
If you get hit by 3 or 4 council grenages you can get ragdolled but otherwise you are fine.
I usually go for 12. Its usually not that hard to achieve. The few things that can still knock you back at that point are nearly impossible to protect against anyways.
4 seems fine for most squishies. The extra slots I could spend trying to mitigate those oh so rare higher mag KB would be better spent (in my opinion) trying to mitigate damage.. Like by boosting my def (which inadvertently also protects my from KB) or boosting my Res, or my mez resist, or my HP total, or my regen, etc, etc.. You get the point.
My rule is 1 kb IO for squishies and 3 for melee toons (unless they have inherent protection).
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You can also consider getting the KB prot toggle from the Super Jump set. Otherwise, Hover is a good alternative.
You can also consider getting the KB prot toggle from the Super Jump set. Otherwise, Hover is a good alternative.
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This comes down to the problem that, mechanically speaking, Speed is so much more powerful than the other Travel sets since it includes Hasten and a 35ft stealth that stacks with other sources.
Also, for two slots (counting the inherent one), you can give Hover or Combat Jumping 8 points of KB protection, via BotZ and Karma -KB IOs.
@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30)) Single Target Radius = 0. AoE Non-Cone Arc = 360.
For my /fire scrapper, two KB IO's is enough. I tried using just one for a bit, and found I was getting knocked down in itrials more than I liked even at 50 +3. With two, the only time I get knocked down with any frequency is during Hami raids, but that's such a unique situation that I prefer to solve it with break-frees instead.
For my /fire scrapper, two KB IO's is enough. I tried using just one for a bit, and found I was getting knocked down in itrials more than I liked even at 50 +3. With two, the only time I get knocked down with any frequency is during Hami raids, but that's such a unique situation that I prefer to solve it with break-frees instead.
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I believe their staff is mag 9.5-mag 11 or so. 12 points will stop it, less than that they'll still play ping pong with you.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
It is common forum knowledge that fakes take three IOs, but that just hasn't been my experience. I never slot more than one KB IO because I can always think of something I'd rather do with a slot than provide redundancy there. It could be in part because by the time I'm fighting fakes all of my characters are going to be close to the softcap for either s/l or ranged defense, but it's not like I never get hit. Actually getting knocked back is incredibly rare though. I assume fakes have only a chance for KB, but how low can it be? The thing I notice causing KB is the alpha from a x8 spawn full of grenade-throwing council or tons of nemesis sergeants and warhulks, and even then it isn't common.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
One other option if *usually* X knockback protection is enough for you but once in awhile (say, running the Katie TF) you really want a bit more is the base enhancement station buff. It lasts 60 minutes (last I knew the text saying 15 minutes was wrong), and I think adds Mag 4? You just need a base with the right equipment and a couple of pieces of common salvage.
I am of the personal opinion that Acrobatics is not worth 3 power picks unless you really, really want Super Jump in your build.
This comes down to the problem that, mechanically speaking, Speed is so much more powerful than the other Travel sets since it includes Hasten and a 35ft stealth that stacks with other sources. Also, for two slots (counting the inherent one), you can give Hover or Combat Jumping 8 points of KB protection, via BotZ and Karma -KB IOs. |
But, all that aside, Acrobatics is a great option mostly to squishies, as not only does it provide KU/KB protection, but also Hold Protection and Resistance. That added value really can't be overlooked, because outside of sonic, ff, and devices, I can't think of any way prior to epics or in some cases Incarnate Destiny slot for some squishies to pick up any mez protection.
So I slotted one of my lower lvl toons w/ karma last night but he was still get getting knocked around. I also got a drop for a recipe kb IO that can be slotted to any travel power (can't remeber the name). Does the travel power I slot it to have to be active for the kb protection?
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