Newbie and Brutes


Android_5Point9

 

Posted

Hey everyone,

I'm new to the game, started playing since Christmas, and I've taken a liking to Brutes.

I now have 5 toons over 20, 3 of them Brutes. One SuperStrength/Regeneration, one Fiery Melee/Fiery Aura, one StreetJustice/Regeneration.

I first made the third one as StreetJustice/Invulnerability, but found that didn't work so well.

I'm a new player, so I don't have much Infamy and no knowledge of higher level content beyond what the Paragon Wiki tells me.

I've been reading some of the threads in this forum, but find a lot of them confusing as a lot of them discuss Scrappers instead of Brutes. Others focus a lot on content that is out of my reach for the foreseeable future.

---------------

I'd appreciate some advice on what to focus on for the above three characters as they go 20-40 and beyond.

I've not really been worrying a lot about the exact combination of powers and enhancement slots and enhancements. I've noticed some general things:
- SuperStrength likes Knockback.
- Fiery Aura needs a lot of Endurance, I often run out.
- StreetJustice needs a lot of Accuracy, otherwise I miss all the time.

I would appreciate advice on the following:
- Numbers to aim for.
- Certain Invention Enhancement Sets that works really well for these. I see a lot of people who focus on these for their high level characters, when does this start to become important?
- Certain powers that work really well if slotted a certain way. Also if I should pick up things like Air Superiority, Spring Attack, Combat Jumping. (I have those on some of my characters).

As a new player my resources are limited. I'm specifically interested in solutions that require little Inf. and/or Prestige. For example quite a few of the Invention Sets I've come across, need Rare Salvage that is too expensive for me to buy, and I'd rather sell on the Black Market than use if, I do have it. I mostly try to use the Recipes I get as drops, and the Dual and Single Origin Enhancements. I don't want to go into advice on getting more Inf. here though, but focus on advice that works on a limited budget.

I'm looking for beginner advice, the obvious things to most of you. Remember I'm a complete noob, I only discovered last week that putting an Endurance Modification into Stamina helps quite a bit on Endurance starved characters. I mostly ignored the "gray powers" (Inherent powers?) until now.

Thanks. Any reply is appreciated.


 

Posted

Hello, I'm going to talk about 2 things in this post: slotting to get your endurance use under control, and using the MA to get salvage you want/need.


>>
>>I would appreciate advice on the following:
>>- Numbers to aim for.
>>

When slotting attacks, you want to enhance Accuracy (ACC), Endurance Reduction
(END), and Damage (DAM). Often you will see folks on the forums discuss
enhancements in terms of even level Single Origin Enhancements (SOs). For a
power like Scorch, "typical" SO slotting would be:
1 x ACC: 33% Enhancement to accuracy
1 x END: 33% Enhancement to endurance reduction
3 x DAM: 95% Enhancement to damage

Note: An even level "schedule A" SO = 33.3%. Three even level "schedule A"
enhancements should equal: 33.3% + 33.3% + 33.3% = 99.9%. The actual value
turns out to be closer to 95% due to a diminishing returns system called
Enhancement Diversification (ED).

http://paragonwiki.com/wiki/Enhancement_Diversification

Your attacks should have at the very minimum 1 even level ACC SO and 1 even
level END SO. In my opinion these are the numbers you want to aim for 1st.
Slotting for damage on a Brute is a low priority, *especially* at low levels
because of how Fury works.

Your "armors" (toggles like fire shield and plasma shield) should have at the
very minimum 1 even level END SO. I will have 2 END SOs if my build has several
toggles. Then add your resistance/defense SOs.

For Damage auras (like Blazing Aura) I always slot 2 END SOs. Then add your damage SOs.

Your inherent power Stamina is wonderful. Three slot this power with endurance
modifications (ENDMODs) ASAP.

I glossed over many details but you mentioned ParagonWiki, so you know where to
find answers (and of course ask more questions here). If you follow the general
slotting outlined above (at least one SO of END in each attack) then you'll keep more
blue in your end bar. One random thought..make sure to turn off travel powers and
sprint during combat.

I also didn't mention Invention Origin Enhancements (IOs). They are better than
SOs because they don't weaken as you level up (and in many cases they have set
bonuses). I think there are others who could do a better job of explaining the
IO system and recommending IOs for your builds. If you can understand how ED
works with SOs, then understanding IOs will be easy.


>>
>>As a new player my resources are limited. I'm specifically interested in
>>solutions that require little Inf. and/or Prestige. For example quite a few
>>of the Invention Sets I've come across, need Rare Salvage that is too
>>expensive for me to buy, and I'd rather sell on the Black Market than use if,
>>I do have it.
>>

I know that you don't want advise on how to make money. But I have to mention
that you don't ever have to buy salvage. Any piece of salvage you need to craft
IOs can be purchased with Mission Architect (MA) tickets. I have a
Claws/Electric Brute level locked at 30. I use that brute to run MA missions.
After I reach the ticket cap (9,999) I generate "bronze roll" recipes and the
salvage I need to create these IOs.

http://paragonwiki.com/wiki/Ticket

Anytime you need salvage for a recipe and you don't want to pay market prices
then use the MA. You will need three pieces of information to get the salvage
you want using MA tickets:
1) The type of salvage (Tech or Arcane).
2) The level range of the salvage (low-level, mid-level, and high-level)
3) The rarity (common, uncommon, rare)

http://paragonwiki.com/wiki/Invention_Salvage

You can run farms or you can check out the MA section of the forums and find
some player generated stories.

Hope this is helpful.


 

Posted

Well, first of all: Welcome to the game! : D

For your game mechanics questions, my very first advice would be to download Mids Hero Planner. There, you will find an extensive description of all your sets' powers, effects, base accuracy, endurance cost, etc. You'll also see how exactly these values will be affected by enhancements.


If you'll look at any given attack in mids, you will see that the accuracy in most attacks has (75) in brackets as base tohit. Now, a little tanget about how accuracy, defense and tohit works.

Defense is subtracted from your tohit, which is multiplied by accuracy. So, the average mob has 0% defense, while the player's base tohit is 75. This means the player's attack will hit 3 out of 4 times. Now, if the player slots let's say 20% accuracy, that will multiply the player's tohit by 1,2, meaning they now have a 90% chance to hit. No matter how high your accuracy and tohit, the mob will always have a 5% chance to evade; so getting to a 95% hit chance is the goal. So slotting one SO worth of accuracy (33%) is usually enough accuracy.

However, this is against enemies your level. Mobs who con red or purple to you are affected by the so-called purple patch, which raises their defense against you (consequently, you get this boost against enemies who are lowerlevel to you). Against mobs who are +4 to your level, you only have a 49% base hit chance.

To go on a complete tangent, this is also why you will often hear about the desirability of 'softcapping' your defense. Enemies have base 50% tohit against you, meaning that if you get your defense to 45% only 1 in 20 attacks will actually land. Since that 5% floor is always there, getting more defense than that is not necessary, hence it being called the softcap. Again, this is against even-level mobs, so if you like fighting higher than that, more defense is desirable.

So 45% defense is a number to watch out for. Now, regeneration and Fiery Aura are a heal and resist set respectively, so they get no inherent boost to defense, but you can build for it. But... that's really something to get into in the later levels, so I'll put this aside for now.

Long story short: Put 1 accuracy into every attack, unless you intend to fight higherlevel enemies, in which case, put 2 in.

The exception to this would be your Superstrength/Regen character, because SS gets an easily perma-able power called Rage, which includes a 20% buff to tohit, so that character's base tohit when Rage is active is 95%. So you can get away with less accuracy.

Which brings me to one of your questions...

Quote:
- Certain powers that work really well if slotted a certain way. Also if I should pick up things like Air Superiority, Spring Attack, Combat Jumping. (I have those on some of my characters).
As I brought up, Rage should be slotted for recharge, so it becomes permanent. Getting Hasten from the speed pool for that purpose (Cuts the recharge of all your powers by 70% for a while; with investment, this is also perma-able) may be a good idea - generally, most characters benefit from getting hasten. /Regen does especially, as does Fiery Aura and Superstrength. It's less critical on Fiery Meelee and Street Justice.

Combat Jumping is a good power, brings lots of mobility and a slight boost to defense. Great place for certain desirable IOs such as Luck of the Gambler +global recharge or a knockback protection IO. If you are concerned with accuracy, it also takes the kismet +accuracy proc, which adds 6% tohit.

Air Superiority and Spring Attack are... very meh. Generally, I'd advise against picking up attacks in pool powers, you'll find the attacks from your primary much stronger. The exception here are epic pools, but those unlock only with later levels, so don't worry about them just yet.

As far as your endurance woes go... I'd second FallenHero, your toggles need endurance reduction, especially Blazing Aura, as do your attacks. Also always keep Stamina 3-slotted. If you can get your hands on a Miracle + Recovery to slot into Health, you'll find it'll make a huge difference.

Quote:
Certain Invention Enhancement Sets that works really well for these. I see a lot of people who focus on these for their high level characters, when does this start to become important?
Generally, there is no one right set for a single power because the beauty of the invention system is that it's the sum of its parts that makes it powerful. It depends on the context of the build as a whole.
For example, there are Invention sets that boost a specific defense type. A +3% enhancement to smashing/lethal defense by itself is barely noticeable. It's only when you start stacking such bonuses over several powers that it starts making a difference.

So slotting really isn't about individual powers, but the build as a whole.

However, I would not start worrying about sets until you're well past Level 30. Just stick to Single Origin enhancements until you've made some more inf, and then you can slowly start working on a full IO build. Again, mids is very helpful here. If you make a build you can post it at the Build Workshop or here in the brute forum for critique, improvement and specific things unique to that power combination which is a little hard to get into when talking generally.

I know you didn't ask for advice on how to make more inf, but you still may want to take a look at the Market forums. There's a few guides to how to profit off the tears of other players- I mean, how to make more inf using the market.

If you've gotten to level 20, this means you've unlocked the tip mission system, and hero merits. Hero Merits are a great way to get rare, valuable recipes that can sell for up to 100+ million inf. If you are dilligent about it, you can get 1 hero merit every 2 days.

And...I think I've rambled enough. Hopefully, you found something helpful in this mess *laughs*


 

Posted

Wow, thanks for the nice replies.

I did get some of this info from the Paragon Wiki, but a lot of it is new to me as well.

I will follow FallenHero's advice for the endurance a.s.a.p. on my Fiery/Fiery Brute, my Regeneration Brutes seem to have a solid blue bar most of the time, so I think they need less.

As for enhancements, I mostly use what I get in the loot, and focus my crafting on the level 15 and level 25 recepies as those seem to give the most bang for the buck.

I haven't run out of salvage yet, but I have run out of Infamy, until I discovered some stuff sells for 100k-2M on the Black Market. I'm working on getting richer but want to keep that discussion to other sub-forums.

I make sure I get the Invention:Accuracy on as many powers as I can afford, first the +19.2%, then the +32% at levels 12 and 22. Beyond that it's mostly whatever recepies, SO and DO enhancements I find.

Thanks for the advice on how to slot powers. Until now I had mostly been doing 1x damage, 1x accuracy, 1x recharge reduction. And one more slot if the power has knockback, disorient or some other nifty ability.

That brings me to a question. If a power has Knockback, disorient, stun or -tohit, or something like that, is it advisable to put an enhancement in for it?

I've read about the basic 75% to hit and the purple patch on the wiki, but I had the feeling that my Street Justice character missed a lot more. Is this possible? Or are maybe a lot of mobs in Praetoria harder to hit? I had the feeling it was closer to 50% before I put a lot of accuracy (~+40%) into most powers. Now it feels similar to my other characters.

I just did Snaptooth for the first time, on my StreetJustice/Regeneration character, and it was cool, I felt really powerful, but it was a tough fight. I did it 5 times to get all the rewards and in the end I really got the hang of it.


 

Posted

I'll add that, in general, Global Recharge is less of a concern on melee classes. The exception is Regen, as you need those heals up as much as possible.

For the other sets defense tends to trump recharge because you want survivability over faster recharge. IE you want to live long enough to see it recharge and very few attacks/abilities melee classes are on real long timers.

That isn't to say you shouldn't jam in as much recharge as you can anyway, as it means your big attacks are up sooner and more often.


 

Posted


>>
>>my Regeneration Brutes seem to have a solid blue bar most of the time, so I
>>think they need less.
>>

I failed to mention that that the Regen powerset (as well as Willpower) gets a
great ability called "Quick Recovery". This power is *superior* to Stamina. You
will want to slot Quick Recovery with 3 x ENDMODs. One even level ENDMOD SO
will have a value of 33.3% and three will have a value of ~95% after ED.

Fully slotted Quick Recovery + 1 slot in Stamina + Slotting END in your attacks
and "Armors" will eliminate any endurance issues you might have during normal
gameplay. For more *extreme* builds and gameplay, you'll probably want/need
more end.

>>
>>I make sure I get the Invention:Accuracy on as many powers as I can afford,
>>first the +19.2%, then the +32% at levels 12 and 22. Beyond that it's mostly
>>whatever recipes, SO and DO enhancements I find.
>>

I would like to clarify one thing (and forgive me if you are already aware of
this information). Common IO recipes can be purchased directly from
Universities. There is a tutorial you can run which will give you one free
Common IO.

http://paragonwiki.com/wiki/University

The price of the Common IO recipe will depend on its level and whether or not
you have the recipe memorized. The salvage you can get from drops or the
market, or MA tickets.

http://paragonwiki.com/wiki/Common_Invention_Recipes

I believe that you can also use Reward Merits to purchase Common IO recipes. In
my opinion, you should save those merits for better things.

MA tickets can also be used to purchase Common IO recipes.

http://paragonwiki.com/wiki/Ticket_Vendor


>>
>>If a power has Knockback, disorient, stun or -tohit, or something like that,
>>is it advisable to put an enhancement in for it?
>>

In my opinion, as a Brute your slotting priorities should be:
1) Accuracy: You need to be able to hit the enemies.
2) Endurance: You need the energy to finish the fight.
3) "Armors": Resistance/Defense/Regen - the stuff that makes you hard to kill.
4) Damage: "Debuff" your enemies hitpoints faster.

Knockback (KB), knockdown (KD), and knockup (KU) can be useful. But I wouldn't
use a slot for it. At least not initially. Note that KB and KD are really the
same mechanic. If the magnitude of KB is less than one it becomes Knockdown and
the enemy stays in one place. When the magnitude of KB is greater than one then
the enemy position changes...it flies backward. The level 32 power pick in
Super Strength is Foot Stomp...a wonderful power. It is a Player Based Area of
Effect (PBAoE) that does good damage and has an 80% chance to do knockdown. If
you slot KB enhancements into that power then you would turn that KD into KB. I
think many folks would advise against slotting KB into Foot Stomp because it
would cause many critters to scatter. There are probably some situations where
you would want to slot for KB as a Brute, but it is not a priority. The level 8
power in the Super Strength powerset is called Knockout Blow. It does great
damage and *KU*. Knockup causes enemies to go flying up into the air. My
understanding is that slotting KB enhancements into Knockout Blow will cause
enemies to fly higher up into the air. Fun to watch, but not a priority...and
there are better "extras" you can slot.

Disorients/Stuns, toHit Debuffs, mezzes in general I recommend not slotting, at
least initially. You will probably find that as you are leveling up you will be
starved for slots. Stick with the basic stuff first. When you hit your late 30s
and early 40s you will have a lot more slots to play with. At that point it is
easier to add things...of course at that point you will probably be focused on
stacking set bonuses.

One last link: http://tomax.cohtitan.com/data/powers/

Great site for getting real numbers for powersets.


One last thought...if you feel overwhelmed with the all of the websites and
numbers then I suggest just IGNORING ALL OF IT. I started playing this game
a long time ago. It took me 1-2 years before I had my 1st level 50. I had some
really horrible builds. I would 6 slot brawl (this was before IOs). This game
is very forgiving to those with bad builds, especially if you team a lot. I
learned about how to slot my toons by teaming with other and asking questions.
I also spent time, reading the forums. Don't get too hardcore with your builds,
at least not in the beginning (unless that is what you enjoy doing).

Good luck.


 

Posted

Quote:
Originally Posted by Riora View Post

Defense is subtracted from your tohit, which is multiplied by accuracy. So, the average mob has 0% defense, while the player's base tohit is 75. This means the player's attack will hit 3 out of 4 times. Now, if the player slots let's say 20% accuracy, that will multiply the player's tohit by 1,2, meaning they now have a 90% chance to hit. No matter how high your accuracy and tohit, the mob will always have a 5% chance to evade; so getting to a 95% hit chance is the goal.
I could use a refresher here. I am having a problem on my StJ/WP scrapper. His "last hit chance" in combat attributes is frequently falling to 83% or 75% or even lower, when fighting +3 mobs (lowest for bosses). If they toss in to-hit debuffs, it drops to 40%.

I'm surprised as this hasn't happened to me before on other toons. MIDS shows most of my StJ's attacks at the 40%+ accuracy level and also he has the Kismet +to-hit IO slotted.

What accuracy do I need to maintain my 95% to-hit chance against +3s and +4s?


 

Posted

Quote:
Originally Posted by Granite Agent View Post
What accuracy do I need to maintain my 95% to-hit chance against +3s and +4s?
Mids can calculate this for you, actually: go to Options -> Configuration -> Exemping & Base Values -> Base ToHit. It should be set to 75 by default, your base hit chance against a +0 enemy. You can change that to anything you want, but against a +3 enemy it should be 48, or a +4 would be 37.

Once you've changed that value, your powers should display your chance to hit an enemy of the appropriate level. You can just as easily plug in any other value, too - 28 would tell you "what is my hit chance against a +3 with -20% of tohit debuffs", for example.

To answer the question directly, assuming a Kismet proc but no other tohit bonuses, you need (95/54) = 1.76 = +76% accuracy against +3s, or (95/43) = 2.21 = +121% accuracy against +4s. That means from slotting and set bonuses combined.

In practice, I find that ~40% acc slotting, and any acc set bonuses I can easily grab, are almost always enough to cap hit against +3s. I don't usually worry about +4s, since they basically don't exist once you have an alpha shift.


 

Posted

Quote:
Originally Posted by Granite Agent View Post
What accuracy do I need to maintain my 95% to-hit chance against +3s and +4s?
It's really a tricky question, because it depends completely on what mobs you're fighting.

In particular, Nemesis LTs have Vengeance. When they're defeated you'll see your last hit chance plummet, and if enough Vengeance is stacked your to-hit will be floored.

I find the best tactic with them is to save the LTs for last, and then use Build Up or Aim to buff my to-hit for the last few hits needed to take them down.


 

Posted

Quote:
Originally Posted by RogerWilco View Post
I haven't run out of salvage yet, but I have run out of Infamy, until I discovered some stuff sells for 100k-2M on the Black Market. I'm working on getting richer but want to keep that discussion to other sub-forums.
It sounds like you're on the right path with using common IOs and salvage.

One thing I'll mention: characters are always very cash poor until level 30-35. Even if you only use IOs, if you depend solely on drops you'll have a hard time keeping your SOs out of the red.

The best way I've found to generate cash (in a way that entertains me) is to run a Fire/Fire brute in one of the fire farms in AE on high difficulty (be sure to use lots of purple inspirations -- as long as your insp tray has empty slots they'll fill up almost instantly). When you get your Fire brute to 30 or so, make many bronze rolls. Keep the recipes that interest you, but check out the sale price for ones that you don't want. Many of them sell for tens of millions each. Most you will just want to sell to the vendor, however.

This won't make you a billionaire, but it can get you 50 million relatively quickly, plus give you recipes you can use yourself.

Once you get a character to level 50 you'll be able to make inf very quickly.


 

Posted

I know it's a bit off topic but with that many alts if you're doing tip missions and have done one alignment just run all melee through who will die part 1 twice, buy a lotg +rech on each sell for about 100 million a piece and you have some working money.


 

Posted

@FallenHero: Yeah, I figured that Quick Recovery is better than Stamina. I also bring all my characters to university at level 12 to get the free recipe from the tutorial.

Until yesterday, the thing preventing me from buying recipes was a lack of infamy, but I got some great donations from some generous people. My inf. problems are solved for the forseeable future

All your other advice and links are very useful. CoHTitan is a bit too heavy on the numbers for me though, I'll follow your last line of advice there.

I'm slowly trying to gain knowledge as I gain levels.

Thanks for the advice on Knockup/out/down/back. I'll ignore some of it though, I know enemies flying all over the place is terribly annoying, but the ragdoll mechanics of it is one of the things that makes CoH fun. It just brings a smile to my face. I also use Gale a lot on my Storm summoning Corruptor.

The graphics of this game are mediocre, but seeing your enemies fly through the air after you punch them, is just a lot of fun. A lot of the animations are quite good, even if they're not always efficient, like on Dual Pistols.

Everyone else, also thanks for the advice!

Quote:
Originally Posted by slythetic View Post
I know it's a bit off topic but with that many alts if you're doing tip missions and have done one alignment just run all melee through who will die part 1 twice, buy a lotg +rech on each sell for about 100 million a piece and you have some working money.
I don't understand what you're saying here.


 

Posted

Quote:
Originally Posted by RogerWilco View Post
I don't understand what you're saying here.
There's a recipe/Invention Origin called 'Luck of the Gambler'. It's a defense set, and one of its member IOs is a +global recharge/defense IO. It goes for an awful lot of money (since global recharge basically affects the recharge of all of your powers). If you do the Signature Story Arcs, and you're aligned to either Hero or Villain morality, then you're given the choice to choose an Alignment Merit, two of which can be traded for Luck of the Gambler: Global Recharge/Defense (commonly referred to as 'lotg +rech'). Alternatively, running 10 tip missions for your alignment and then running a morality mission will also grant you one Alignment Merit (this can get a bit confusing, because A Merit also means 'Astral Merit', which is something totally different -- yeah, the game has too many currencies, and the developers have already agreed that's a problem).

For bluesiders (Heroes and Vigilantes), Fort Trident in Atlas Park is where you trade your Alignment Merits. I'm not sure where it is on redside (Villains and Rogues), but I'm sure PW or some other game wiki says.


 

Posted

Quote:
Originally Posted by Aneurysmo View Post
There's a recipe/Invention Origin called 'Luck of the Gambler'. It's a defense set, and one of its member IOs is a +global recharge/defense IO. It goes for an awful lot of money (since global recharge basically affects the recharge of all of your powers). If you do the Signature Story Arcs, and you're aligned to either Hero or Villain morality, then you're given the choice to choose an Alignment Merit, two of which can be traded for Luck of the Gambler: Global Recharge/Defense (commonly referred to as 'lotg +rech'). Alternatively, running 10 tip missions for your alignment and then running a morality mission will also grant you one Alignment Merit (this can get a bit confusing, because A Merit also means 'Astral Merit', which is something totally different -- yeah, the game has too many currencies, and the developers have already agreed that's a problem).

For bluesiders (Heroes and Vigilantes), Fort Trident in Atlas Park is where you trade your Alignment Merits. I'm not sure where it is on redside (Villains and Rogues), but I'm sure PW or some other game wiki says.
Ah. Thanks for the explanation.

I've gone Rogue with all my characters over level 20 until now, as I find that the Villain side has much less activity, and I can then also join some stuff on the Hero side. I understand that that means I can't get the Alignment Merits you talk about? You need to be a Hero or a Villain if I read the Paragon Wiki correctly?


 

Posted

Quote:
Originally Posted by RogerWilco View Post
Ah. Thanks for the explanation.

I've gone Rogue with all my characters over level 20 until now, as I find that the Villain side has much less activity, and I can then also join some stuff on the Hero side. I understand that that means I can't get the Alignment Merits you talk about? You need to be a Hero or a Villain if I read the Paragon Wiki correctly?
Correct, yes.

I'd personally try to go Hero if I were you. Unless you particularly like redside, it's basically a dead zone on every server I've played on.


 

Posted

Quote:
Originally Posted by Aneurysmo View Post
Correct, yes.

I'd personally try to go Hero if I were you. Unless you particularly like redside, it's basically a dead zone on every server I've played on.
My problem is that some of the friends I've started with really want to play Villains and we've started a supergroup villain side.


 

Posted

Quote:
Originally Posted by RogerWilco View Post
My problem is that some of the friends I've started with really want to play Villains and we've started a supergroup villain side.
Good to hear! Glad to see redside getting some attention in any capacity. As a Rogue, you can cross over to blueside through the appropriate zones - Pocket D, Underground Imperial, Rikti War Zone, Midnighter Club... maybe some others? Instead of alignment merits, you'll get a bunch of Reward Merits from doing 10 tip missions and then a morality mission (somewhere around 90, I think). The same recipe costs about 200 or so Reward Merits, and you also get Reward Merits for just doing stuff: story arcs, Strike Forces, Task Forces, Giant Monster kills, etc.

As for the knockback concerns. Depending on the power, you get different levels of what's typically accounted for as the same effect. There's knockback, knockdown, and knockup.

A knockdown, like in Foot Stomp or Spinning Strike, is a very low magnitude (0.75 or lower) of knockback. The enemy doesn't move anywhere, they just fall over and get back up, and can't attack during that animation. A knockback, like Hand Clap, is above the magnitude threshold (0.75) and sends them into the goofy ragdoll. The ragdoll's slightly bugged right now with some recent physics update, so enemies sometimes get stuck in the ground and can't do anything as they violently twitch everywhere. Happens.

Knockup, like in Knockout Blow or Crushing Uppercut, is still a variant of knockback, but it just tosses the enemy into the air. They ragdoll a little bit and move slightly, but they mostly stay in place. Magnitude changes don't alter the effect into something different, just increase the distance.

Thing is, if you're slotting for knockback, you can turn powers with knockdown that are generally seen as beneficial mitigation effects into powers with knockback. In the cases of Foot Stomp or Spinning Strike, two pbaoes, this will send the enemies out and away from you, rather than nicely bunched up and susceptible to more aoe attacks. Teams can sometimes find it disruptive when you do scatter enemies willy-nilly like that. On the other hand, some characters (like Storm Summoners) can use knockback as a powerful means of mitigation: when the proverbial s*** hits the also proverbial fan, turn on hurricane, hit tornado, and go full on panic mode. Subtler applications work too, like knocking enemies back into a larger group to make sure they get cleaned up by aoes.

Moooost people won't care if you're really excessive with it so long as you do it intelligently. Even then, most people won't care if the stuff ends up dead. A general mantra is that the most powerful secondary effect isn't stuns or knockbacks: its damage. If you're at the ED cap for damage in a power and can't find a better use for a slot, feel free. Most people wouldn't recommend it.

Addendum: there's an IO in the Force Feedback set that's a proc. When you craft it, it'll give you a 20% chance for every enemy hit by a knockback power to give you a short buff that gives +100% recharge to all your powers. Very handy in Foot Stomp.


 

Posted

I don't use Hand Clap a lot, just when I get surrounded by too many foes and I need some out of the fight until I can kill a few of them.

I use Spring attack mostly as an opener, to generate some initial agro if we're with a group and I want to prevent things from running to the blasters too quickly, so I use it as an AoE taunt basically.

The one time we got a mob stuck in the floor and couldn't complete the mission was with my Fire/Fire Brute and it was my Blaster friend who had the knockback.