How the hell do you avoid enemies lockin you down in a corner due to the "Interrupt" its pissin me off and i feel like pimp slappin a hookah
Is it from the Str attribute ? the fortitude thingy? thats my only guess
PLZ HALP!
Being "Interrupted" how to avoid
Débuté par
FatjoeBRO
, mars 12 2011 07:20
#1
Posté 12 mars 2011 - 07:20
#2
Posté 12 mars 2011 - 08:27
There's another thread around here detailing the dmg to health ration that determines knockback/down. Sadly, unless you are a warrior or blood mage with a high const; you're going to have to deal with getting pimped slapped around every now and then.
Modifié par TelvanniWarlord, 12 mars 2011 - 08:28 .
#3
Posté 12 mars 2011 - 09:40
For rogues and mages , you got to use abilities like evade or mind blast unless you have a high defense.
#4
Posté 12 mars 2011 - 09:48
Run. And anticipate it. I know that sounds silly, but keeping everyone on their toes is a really easy, early way to deal with it.
#5
Posté 12 mars 2011 - 10:06
Bloodmage isn't actually going to help much unless your going heavy str for Heavy Armor. There is a passive though in Force Mage, +100 Fortitude. It'll make you basically immune to knock down that isn't %based. That I mean by that is, some skills knock down, stun, or otherwise do some kind of CC based off a %chance (often 100%) and fortitude is never considered.
Though since it was asked here, the base force calculation is pretty simple. Damage dealt = Force applied. For that force to 'interrupt', aka, cause the person to stumble back it has to exceed 10% of the units max health. So if you have 150 health, they have to do 15+ dmg to you at base to push you around. Fortitude increases this threshold directly. So if you have 10 fortitude, and 150 health, they'd have to do 25+ dmg to knock you around.
That in mind you can see how +100 fortitude passive from Force Mage makes it near impossible via normal means to throw the mage around like a ragdoll. Ultimately if your getting hit best method is a combination of good str, high HP, and solid Armor% to reduce incoming damage.
For a rogue, only real option is having an ass ton of Defense%, Duelist is good for that, along with lots of +defense runes and cunning. Course your better off just using evade when something starts going for you to make it turn around and attack something else.
Though since it was asked here, the base force calculation is pretty simple. Damage dealt = Force applied. For that force to 'interrupt', aka, cause the person to stumble back it has to exceed 10% of the units max health. So if you have 150 health, they have to do 15+ dmg to you at base to push you around. Fortitude increases this threshold directly. So if you have 10 fortitude, and 150 health, they'd have to do 25+ dmg to knock you around.
That in mind you can see how +100 fortitude passive from Force Mage makes it near impossible via normal means to throw the mage around like a ragdoll. Ultimately if your getting hit best method is a combination of good str, high HP, and solid Armor% to reduce incoming damage.
For a rogue, only real option is having an ass ton of Defense%, Duelist is good for that, along with lots of +defense runes and cunning. Course your better off just using evade when something starts going for you to make it turn around and attack something else.
#6
Posté 12 mars 2011 - 11:15
get the item (that i forget the name of) that makes you resistant to knock back.
apparently it works wonders, but its very expensive.
apparently it works wonders, but its very expensive.
#7
Posté 12 mars 2011 - 12:42
THANKS For the tips guys i really do appreciate it.





Retour en haut







