Why Knockback?


Adeon Hawkwood

 

Posted

I apologize if this has been covered already, but does anyone else think A Dom/Trollers powers should be "Knockdown" and NOT Knockback?

The whole concept for a Dom/Troller is "Crowd Control". It even says Crowd Control in big letters when you make a new toon.

- Look at Ice Slick, a nice big patch of Ice. Guys run across it, they fall down. It's useful, and allows you to maintain control over your battlefield.

- Now lets look at Earthquake. Same basic concept, except that instead of falling down, they scattered to the 4 winds. This power is pretty much never used by me, simply because it seems to be counter productive to crowd control.

I have used it, usually around myself to keep baddies away while I work, but it's few and far between. On a side note, I would like to say that the last large Earthquake I was in, I wasn't thrown 20 feet in a random direction. I did however, fall down

So what do you all think? Is knockback useful, or would Knockdown be better and more in tune with our job description?


 

Posted

Quote:
Originally Posted by Patriot_Prime View Post
- Now lets look at Earthquake. Same basic concept, except that instead of falling down, they scattered to the 4 winds. This power is pretty much never used by me, simply because it seems to be counter productive to crowd control.
I don't know what power you're using but Earthquake is a knockdown power, not knockback. Are you using it on Clockwork or enemies much lower level than you? In both cases knockdown will get converted to knockback but agaisnt most even level enemies Earthquake knocks them down, not back.


 

Posted

Quote:
Originally Posted by Patriot_Prime View Post
I apologize if this has been covered already, but does anyone else think A Dom/Trollers powers should be "Knockdown" and NOT Knockback?

The whole concept for a Dom/Troller is "Crowd Control". It even says Crowd Control in big letters when you make a new toon.

- Look at Ice Slick, a nice big patch of Ice. Guys run across it, they fall down. It's useful, and allows you to maintain control over your battlefield.

- Now lets look at Earthquake. Same basic concept, except that instead of falling down, they scattered to the 4 winds. This power is pretty much never used by me, simply because it seems to be counter productive to crowd control.

I have used it, usually around myself to keep baddies away while I work, but it's few and far between. On a side note, I would like to say that the last large Earthquake I was in, I wasn't thrown 20 feet in a random direction. I did however, fall down

So what do you all think? Is knockback useful, or would Knockdown be better and more in tune with our job description?
Did you slot Knockback Enhancements or sets into Earthquake? They increase the Magnitude of the Knockdown that Earthquake does (out of the box is .67 KB). If the enhanced value goes above 1.0, the KnockDOWN that Earthquake does turns into KnockBACK, which would account for flying mobs.

Alternately, if you are using it on lower level mobs, and or a mob group weak to Knock* effects (e.g. Primal Clockwork), that will also magnify the effect, and again, once it breaks the 1.0 threshold, mobs go flying.

However, out of the box, Earthquake does only Knockdown, and as a psuedopet, it's unaffected by Domination or Power Boost.


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Posted

Quote:
Originally Posted by Patriot_Prime View Post
So what do you all think? Is knockback useful, or would Knockdown be better and more in tune with our job description?
The ability to control where an opponent fights is a form of control.

I don't like knockback myself, but I think it should remain.


 

Posted

Good info on the slotting. Aside from knockback, what else would be a good set for it? I already have all my purples loaded, so it doesn't need to be any particular epic set. Just whatever works best, lol.


 

Posted

Earthquake doesn't need all that many slots to be effective. You could probably just put a recharge IO and be good, if you don't have the slots to spare.

However, if you have three slots to put in it, my favorite is:

Undermined Defenses: Recharge, Recharge/Endurance, and Defense Debuff/Recharge. And an Achilles' Heel proc.

This gives you 91.78% recharge, 26.5% to Endurance and Defense Debuff, and a 20% chance for -Resistance. As well as a 2% global damage bonus and a 1.8% global max endurance bonus.


 

Posted

Quote:
Originally Posted by Patriot_Prime View Post
Good info on the slotting. Aside from knockback, what else would be a good set for it? I already have all my purples loaded, so it doesn't need to be any particular epic set. Just whatever works best, lol.
It depends a lot on the rest of your build. As Wyatt_Earp mentioned your best bet might be to just stick a couple of IOs in there and use excess slots for other things (although I'd probably use a To Hit Debuff/Rech instead of the Defense/Rech one). In terms of sets the most useful non-knockback one is probably Dark Watcher's Despair. It enhances the to hit debuff in Earthquake (which is generally more useful than defense debuff if you have Quicksand) and it has a 5% recharge bonus for four slots.


 

Posted

Quote:
Originally Posted by Errant View Post
Did you slot Knockback Enhancements or sets into Earthquake? They increase the Magnitude of the Knockdown that Earthquake does (out of the box is .67 KB). If the enhanced value goes above 1.0, the KnockDOWN that Earthquake does turns into KnockBACK, which would account for flying mobs.
As a side-note, Ice Slick behaves the same way if the KD is boosted in any way. In general, ALL Knockdown is merely Knockback with a base value of <1.0


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Posted

Side-side-note: I've always felt that deliberate, AoE KnockDOWN powers should be built as low-magnitude KnockUP, rather than KnockBACK. That way, (I'm assuming*) any KB enhancements slotted to them might bounce them HIGHER, without actually bouncing them AWAY. Might look a little odd, but it would (presumably*) maintain the functional integrity of the power.

*I don't actually know how Knockup powers are built. This might work very differently from my expectations.


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The Secret World - Arcadia - Shinzo
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Posted

I understand your pain. Personally though, I have always find it substantially more annoying to have melee ATs with powersets that focus on Knockback instead of knockdown, and we are talking straight out of the box. Continuously knocking your own target away from you so that you have to chase after them seems a bit counterproductive.


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Posted

In terms of earth control...

I'd slot earthquake for -to hit and recharge (I'm a fan of dark watcher). -def is going to come to fast it's practically not worth slotting for this particular power.

The knockdown portion of it is nice, not only are they on their back, they also have -to hit when they actually get up. Turning the KD into KB is a very bad idea for teams, you might be keeping them from attacking just as you could with KD, but you are completely destroying AoE dmg since everything is so far apart.

Another thing about making use of it... If one of your teammates has KB, you can still use the power in junction with your AoE Immob, that way you still get the debuffs, control, and damage -- without making the mob scatter to the four winds. Granted you do not get the KD, I think it's a nice pay off for being able to still kill them quickly.



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