Calzano Posted October 13, 2020 Posted October 13, 2020 So i just made a dark/energy dom and one of my sg mates was telling me how energy will suck end game because of knockback. I didnt think this was the case with high level mobs. is there any truth to energy not being viable because of knockback? 1
Carnifax Posted October 13, 2020 Posted October 13, 2020 KB2KD in some of the attacks will help, mostly just to keep them in clobbering range. You don't need it in every attack. Also Living Shadows and Shadowy Binds both convert KB to KD as well (some immobs do, some don't). Even then a few odd KBs isn't the end of the world so long as you finish what you started. 1 My level 50 builds [Bullitt Time : DP/Kin Corruptor] [Carnifax : Ill/Dark Controller] [Kerriae : Plant/Storm Controller] [Echinoderm : Bio/Spines Tank] [Iron Brew : Mace/Rad Brute] [Snookered : Staff/NRG Brute] [iScream : Ice/Ice Scrapper] [Binman : Savage/Shield Stalker] [Modul-8 : Time/Sonic Defender] [Concussion Blast : Fire/NRG Domi] [Orblivion : Dark/Martial Domi] [Mombie : Necro/Nature MM] [Tempore : Water/Time Blaster] [Thermodynamic Flux : Ice/Fire Blaster] [Carni's Online CombatLog Parser Alpha]
brasilgringo Posted October 13, 2020 Posted October 13, 2020 3 hours ago, Carnifax said: so long as you finish what you started. Van Hagar fans everywhere thank you. 😉 1
Toxis Posted October 13, 2020 Posted October 13, 2020 Your friend is incorrect. Maybe they assume that it comes with AoE KB powers which is not the case. All of your KB powers are single target and you have 3 melee range options have chance to stun not KB. I find that there is no problem with ST knockback because you will be able to finish those mobs off yourself. I think you will find Dark/Energy to be a nice pairing :)
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