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Posted

I love knockback.  Tell us more

"The opposite of a fact is falsehood, but the opposite of one profound truth may very well be another profound truth." - Niels Bohr

 

Global Handle: @JusticeBeliever ... Home servers on Live: Guardian ... Playing on: Everlasting

Posted

like anchor debuffs?

 

That would be so much fun to watch LOL.

 

Would the anchor also be KB'd or just everyone around the anchor? XD

 

Hmm. Based on my understanding of game mechanics (which is flawless), I would expect that if the KB is an added effect to the debuff, and the debuff affects those around the anchor, then yes, those around the anchor would be KB'd as well. But the anchor would be KB'd in relation to the caster, while those affected would be KB'd in relation to the anchor.

Posted
Hmm. Based on my understanding of game mechanics (which are flawless), I would expect that if the KB is an added effect to the debuff, and the debuff affects those around the anchor, then yes, those around the anchor would be KB'd as well. But the anchor would be KB'd in relation to the caster, while those affected would be KB'd in relation to the anchor.

 

Unfortunately, using the example of M80 Grenade from the Assault Rifle powerset, knockback is broken for that. You're shooting an explosive device at a target, and it and it explodes; logically, the other mobs around the target should be knocked away from the target by the blast, but as you see in game, all of the targets in the affected area get knocked back away from the shooter. This means that doing this (and fixing how M80 Grenade does knockback) would involve coding the effect as doing ordinary KB to the target and spawning a pseudo-pet that immediately applies a repel effect. The mechanisms for doing all of this is already in the game; the problem would be coding out the ability so that it works that way. Realistically, it would be more practical to develop the code to do knockback out from the center of an explosion first, and then see what other applications there are for it.

 

One of the bits of fallout from making explosion knockback be 'out from the center' rather than 'away from the caster' is that it would be possible to make some powers like M80 Grenade into location AoE powers, rather than targeted AoE powers, allowing you to use them strategically to knock targets back in a desired direction (i.e.,the tank has mobs herded into a corner, and you could drop the grenade a bit away from the corner to push the mobs more tightly into the corner rather than just scattering them).

Posted

This is as close as you will probably get.  Sonic defender primary. Take Sonic Repulsion.  That is a toggle you put on a player and it knocks back everything near them. 3 slots endurance reduction 3 slots KB.  That gets to mag 17 knockback whenever that person gets within 10 feet of anything.  The downside is it costs endurance every time it knocks something back so you could get drained.

 

Step 2. Energy Blast.  Anywhere you would normally slot damage on a blaster, slot KB instead.  Better yet use Force Feedback sets so you can increase your recharge often and use Nova (Mag 50 KB) and Explosive blast (Mag 11) as often as possible.  Also be sure to get power boost as well.

 

This set will help you keep your friends from danger by preventing anything from getting close to them while also protecting them from damage with your shields.  Oh, in the event you run low on endurance be sure to also take Sonic Cage and cast it on the toughest target before your protection/KB toggle drops.  That way since you can no longer protect your team with your awesome KB, you can at least prevent the boss from attacking your team....or from being attacked...for 30 seconds.

 

So if that were my goal, I would do something like this.  I went with Ageless so if you have too many mobs being knocked back and you are getting drained you have a means to recover for a bit.  Also Hybrid support so half the time you are at or near defense cap.  I kinda didn't have room for disruption field but since the tanks duty on the team would be to plow through everything it seems counter productive to have this one too.  Single target attacks are just mules and not meant to be used.

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

MC Hammer: Level 50 Magic Defender

Primary Power Set: Sonic Resonance

Secondary Power Set: Energy Blast

Power Pool: Speed

Power Pool: Leaping

Power Pool: Leadership

Power Pool: Fighting

Ancillary Pool: Soul Mastery

 

Hero Profile:

Level 1: Sonic Barrier

  • (A) Reactive Armor - Resistance
  • (3) Reactive Armor - Endurance
  • (3) Reactive Armor - Resistance/Endurance
  • (5) Reactive Armor - Resistance/Endurance/Recharge
  • (5) Gladiator's Armor - TP Protection +3% Def (All)
  • (7) Steadfast Protection - Resistance/+Def 3%

Level 1: Power Bolt

  • (A) Superior Vigilant Assault - Accuracy/Damage
  • (11) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb
  • (13) Superior Vigilant Assault - Damage/RechargeTime

Level 2: Sonic Haven

  • (A) Reactive Armor - Endurance
  • (7) Reactive Armor - Resistance
  • (9) Reactive Armor - Resistance/Endurance
  • (9) Reactive Armor - Resistance/Endurance/Recharge

Level 4: Hasten

  • (A) Recharge Reduction IO
  • (11) Recharge Reduction IO

Level 6: Sonic Cage

  • (A) Accuracy IO
  • (13) Accuracy IO

Level 8: Energy Torrent

  • (A) Force Feedback - Damage/Knockback
  • (15) Force Feedback - Accuracy/Knockback
  • (15) Force Feedback - Recharge/Knockback
  • (31) Force Feedback - Recharge/Endurance
  • (31) Force Feedback - Damage/Endurance/Knockback
  • (33) Force Feedback - Chance for +Recharge

Level 10: Combat Jumping

  • (A) Luck of the Gambler - Recharge Speed
  • (33) Shield Wall - Defense
  • (33) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (34) Shield Wall - Defense/Endurance

Level 12: Sonic Dispersion

  • (A) Reactive Armor - Endurance
  • (34) Reactive Armor - Resistance
  • (34) Reactive Armor - Resistance/Endurance
  • (36) Reactive Armor - Resistance/Endurance/Recharge
  • (36) Reactive Armor - Endurance/Recharge

Level 14: Super Jump

  • (A) Empty

Level 16: Sniper Blast

  • (A) Superior Defender's Bastion - Accuracy/Damage
  • (17) Superior Defender's Bastion - Damage/Recharge
  • (17) Superior Defender's Bastion - Damage/Endurance/Recharge
  • (19) Superior Defender's Bastion - Accuracy/Damage/Endurance
  • (19) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge
  • (21) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal

Level 18: Maneuvers

  • (A) Luck of the Gambler - Recharge Speed
  • (36) Shield Wall - Defense
  • (37) Shield Wall - Defense/Endurance
  • (37) Shield Wall - Defense/Endurance/Recharge

Level 20: Tactics

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (23) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (25) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 22: Sonic Repulsion

  • (A) Endurance Reduction IO
  • (27) Endurance Reduction IO
  • (27) Endurance Reduction IO
  • (29) Knockback Distance IO
  • (29) Knockback Distance IO
  • (31) Knockback Distance IO

Level 24: Aim

  • (A) Recharge Reduction IO

Level 26: Clarity

  • (A) Endurance Reduction IO

Level 28: Vengeance

  • (A) Luck of the Gambler - Recharge Speed

Level 30: Boxing

  • (A) Empty

Level 32: Tough

  • (A) Reactive Armor - Endurance
  • (48) Reactive Armor - Resistance
  • (48) Reactive Armor - Resistance/Endurance
  • (50) Reactive Armor - Resistance/Endurance/Recharge

Level 35: Explosive Blast

  • (A) Force Feedback - Damage/Knockback
  • (37) Force Feedback - Accuracy/Knockback
  • (39) Force Feedback - Recharge/Knockback
  • (39) Force Feedback - Recharge/Endurance
  • (39) Force Feedback - Damage/Endurance/Knockback
  • (40) Force Feedback - Chance for +Recharge

Level 38: Nova

  • (A) Force Feedback - Damage/Knockback
  • (40) Force Feedback - Accuracy/Knockback
  • (40) Force Feedback - Recharge/Knockback
  • (42) Force Feedback - Recharge/Endurance
  • (42) Force Feedback - Damage/Endurance/Knockback
  • (42) Force Feedback - Chance for +Recharge

Level 41: Weave

  • (A) Luck of the Gambler - Recharge Speed
  • (43) Shield Wall - Defense
  • (43) Shield Wall - Defense/Endurance
  • (43) Shield Wall - Defense/Endurance/Recharge

Level 44: Dark Embrace

  • (A) Reactive Armor - Endurance
  • (46) Reactive Armor - Resistance
  • (46) Reactive Armor - Resistance/Endurance
  • (48) Reactive Armor - Resistance/Endurance/Recharge

Level 47: Power Boost

  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (50) Recharge Reduction IO

Level 49: [Empty]

Level 1: Brawl

  • (A) Empty

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Sprint

  • (A) Empty

Level 1: Vigilance

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run

Level 2: Swift

  • (A) Empty

Level 2: Health

  • (A) Panacea - +Hit Points/Endurance
  • (45) Numina's Convalesence - +Regeneration/+Recovery
  • (46) Miracle - +Recovery

Level 2: Hurdle

  • (A) Empty

Level 2: Stamina

  • (A) Performance Shifter - Chance for +End
  • (45) Performance Shifter - EndMod/Accuracy
  • (45) Performance Shifter - EndMod

Level 50: Agility Core Paragon

Level 50: Ageless Core Epiphany

Level 50: Support Core Embodiment

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

 

 

 

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Posted

Ok so I went to test and built that defender.  Power Boost+Nova on a group of lvl 1 Hellions launched them ....well I'm not sure how far.  I don't think they have landed yet.  They could have just melted as well.  They were there then poof, gone.

Posted

Ok so I went to test and built that defender.  Power Boost+Nova on a group of lvl 1 Hellions launched them ....well I'm not sure how far.  I don't think they have landed yet.  They could have just melted as well.  They were there then poof, gone.

 

This just gave me a great belly laugh - my family is asking what’s so funny.

 

I’ll trade you +1 inf for video

"The opposite of a fact is falsehood, but the opposite of one profound truth may very well be another profound truth." - Niels Bohr

 

Global Handle: @JusticeBeliever ... Home servers on Live: Guardian ... Playing on: Everlasting

Posted

Ok so I went to test and built that defender.  Power Boost+Nova on a group of lvl 1 Hellions launched them ....well I'm not sure how far.  I don't think they have landed yet.  They could have just melted as well.  They were there then poof, gone.

 

this is absolutely cursed and i love it

Posted

Ok so I went to test and built that defender.  Power Boost+Nova on a group of lvl 1 Hellions launched them ....well I'm not sure how far.  I don't think they have landed yet.  They could have just melted as well.  They were there then poof, gone.

 

This just gave me a great belly laugh - my family is asking what’s so funny.

 

I’ll trade you +1 inf for video

 

No idea on how to make a video and post it but I zoomed the camera out and cranked down the particle count and watched a bit better.  In the parking lot behind the capital building I managed to launch them over the grass area and over the fence into the 2nd lane of the street.

Posted
Ok so I went to test and built that defender.  Power Boost+Nova on a group of lvl 1 Hellions launched them ....well I'm not sure how far.  I don't think they have landed yet.  They could have just melted as well.  They were there then poof, gone.

 

Back before ED, "Hellion golf" involved a level 50 six-slotting Power Push for KB, then going to Atlas Park, popping Power Boost if you had it, then hitting a Hellion, preferably doing this from the east side of the zone, with spotters to see where the body landed. I don't think you could make it all the way across AP, particularly with buildings in the way, but it was possible to hit Argosy Industrial.

 

IIRC, this was one of the reasons the devs modified Power Boost to not affect knockback; it was far too easy to get insane amounts of knockback with it.

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