KB>KD Proc in Trip Mine: Good or Bad?


Adeon Hawkwood

 

Posted

Anyone have any thoughts on whether an Overwhelming Force Knockback-to-Knockdown proc would improve (or hurt) Trip Mines?

I can't decide whether I like the idea of giving up true knockback in Trip Mine or not...one of my all-time favorite things in COH is blasting an enemy with one trip mine and having them land on another trip mine. It's the most interesting power in the secondary.

I don't always use Trip Mines, but when I do, I prefer a big pile of them. Stay 'splodey, my friends.


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

 

Posted

I haven't used it but a couple of nights ago while on a BaF with one of my Traps toons Madame Pistachio suggested I try it because it works awesomely. If I had one laying around I would have slotted it ASAP juts off her advice.


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Arc Name: Tsoo In Love
Arc ID: 413575

 

Posted

I would say keep the mines the way they are. I put the OF proc in Caltrops.



 

Posted

It depends a lot on how you are using Trip Mine. On my Blaster I tend to drop a trip mine before combat as a last line of defense, knocking enemies back into my caltrops. So for him the proc would make the power worse.

On the other hand I know some people who use like to drop them in the middle of a group during combat (mostly Traps users since they have high Defense) and for them the proc can be very useful for keeping foes clustered up.


 

Posted

I would have put it in there...if I didn't have to put it in the explosive grenade launcher power from my primary!


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Posted

Would have to actually slot the proc and experiment, but i imagine you'd still get some knockback when using stacked Trip Mines since each pseudopet would proc it's own chance to KD on a target and simultaneous detonation of mines can stack the KD to KB levels.


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