Avoiding the knock back/stagger/interrupt animation from Walking Bomb
#1
Posté 08 septembre 2013 - 03:42
#2
Posté 08 septembre 2013 - 07:27
#3
Posté 10 septembre 2013 - 03:20
SuicidialBaby wrote...
control the situation, recognise who has the effect, avoid the bomb.
In some videos I have seen people (like Arelex) walk through an explosion unscathed. Was this type of immunity changed in a patch or something?
#4
Posté 10 septembre 2013 - 04:52
#5
Posté 10 septembre 2013 - 08:46
I think most of Arelex's videos were done before that patch.
#6
Posté 10 septembre 2013 - 05:50
#7
Posté 11 septembre 2013 - 12:23
the heroes of the DA2 nerd corner!
anyhow jvaz, the patch capped elemental resistance at 95% - so runes are still useful, just not so much for wading through walking bombs. I haven't played in a while, so I can't recall the exact amount of damage/force that a walking bomb dishes out, but I vaguely remember hitting the friendly-fire damage cap last time I tried.
However, if you are currently only getting a slight interrupt, it may be possible to avoid the interrupt by increasing fortitude, hp, damage resistance, and using immunity to knockback gear. Or, like suicidalbabby said (I just wanted to say "babby"), just not walking into the explosion in the first place.
The interrupts are based on the amount of force you take relative to your max hp.
To quote myself,
Explanation to knock-back/knockdown mechanics
After getting damaged there are four possible outcomes depending on the amount of force behind it.
Force is calculated by the amount of damage done (after taking into account armour/resistance and dmg reduction) multiplied by the force multiplier of the attack - e.g. 10dmg*x3-multiplier = 30 force.
Fortitude (force resistance) is subtracted from the amount of force that is received - e.g. 10 fortitude = 30-10 = 20 force taken.
Depending on the amount of force taken relative to max health you get:
1. <10% of max health = twitch of head - no interruption of actions
2. <20% of max health = knocked back a step - interrupted actions
3. <30% of max health = knocked back several steps - interrupted actions
4. >30% of max health = knocked of down/sent flying - interrupted actions
Based on this there are several methods to reduce knockback issues.
a) Increase armour rating/damage resistance = less damage takenIncreasing fortitude = less force taken
c) Increasing constitution = less force taken relative to max health
d) Items with immunity to knockback properties = immune to knockback(2&3) but knockdown(4) still possible
e) Not getting hit via dodging (via moving away or defence) or not been targeted (threat management & CC)
If youre currently at the 2-3 knockback stage, the immunity to knockback item should prevent interruption. There's a few shields and rings with that property, and I believe one of the passive abilities in the S&S tree conveys that too.
Alternatively, increasing your fortitude (strength), max hp (con) may be enough to tip you over the threshold. Probably more an option for warriors.
Although spirit damage is particularly nasty and ignores armour and 50% damage resistance - which makes option a) less effective - abilities that convey 100% damage resistance should allow you mitigate all the damage/force from the explosion, and avoid interruption. I don't know if it's possible via tactics, but getting a mage to drop a barrier on your character after using wb (or using a stonewall on your warriors) should enable you to avoid interruption.
Anyhow, spieled on long enough.
Hope this helps
Modifié par mr_afk, 11 septembre 2013 - 12:24 .
#8
Posté 11 septembre 2013 - 10:26
Enemies have thousands upon thousands of health. Were talking 43,000 on an elite by act 3. 95% of which is still over 4000 damage you have to deal with should you be in the radial of the walking bomb's detonation.
This is another issue from having EA involved in the mix, as BIG numbers were required from that point on.
Modifié par SuicidialBaby, 11 septembre 2013 - 10:29 .
#9
Posté 12 septembre 2013 - 12:27
#10
Posté 12 septembre 2013 - 07:56
#11
Posté 13 septembre 2013 - 01:54
But if the damage you now take from Walking Bomb is too much and you die from it, then the idea fails. I'll toy around with Ander's and see if there is an alternative option. When you look at the spirit tree, you realize that 3 points had to be invested into walking bomb. To make the most out of walking bomb, you also tap into Spirit Mastery. Spirit Master requires 7 total points in the tree (these include the walking bomb). 7 points for a skill that no longer synergies with Sacrificial Frenzy that will result in your own death should you make a mistake (some of us still make those), seems like a bad idea considering the limit to resistance (95%) in the patch.
I am not saying this negates the value of AreleX's guide, but it would benefit the community to re-evaluate the guide given the latest update and the upcoming Dragon Age Inquisition game. A lot of people I suspect will re-play DA, DA:O, and DA2 in anticipation (at least that is my opinion).
I am strongly tempted to move some of the points into the arcane tree and pick up crushing/paralyzing prison for the stagger CCC. That only requires 4 points and you can still keep spirit/strike bolt as well as dispel (which makes MotA DLC slightly more manageable).
#12
Posté 13 septembre 2013 - 03:20
#13
Posté 23 septembre 2013 - 03:08
So, in an earlier post I suggest replacing Walking Bomb with Crushing Prison. I decided against this. Instead, just make sure you have maxed spirit resist and a lifeward potion before wading into mobs. The damage from walking bomb was just too good to ignore. The biggest danger is sometimes the walking bomb is put on a mob too close to my party and they wipe.
And I still disagree with you SuicidialBaby about just stepping out of the danger being easy. With the mobs spawning on the screen, and all the flashy flashy magic effects, I don't see the walking bomb glow. I either survive the explosion, or I don't. With maxed spirit resist, and high fortitude, I rarely died or seemed stunned/knocked back from the explosion. So it was not really relevant. But I did make sure my spirit resist was maxed (and being a warrior with high health/fortitude probably helped quite a bit).
I suspect a force/blood mage with high health/fortitude would do equally well, when also using high spirit resist. The rogue is the only one who really has to watch out for the walking bomb.
#14
Posté 24 septembre 2013 - 05:22
#15
Posté 24 septembre 2013 - 12:48
Chaotic fight ensues. Mobs spawn all over the place. They run towards my all ranged companions. Anders puts down a glyph of paralysis. I intercept. I use cleave and barrage and giggle. Suddenly the disorient symbol appears on multiple heads. Remembering I'm a SnS warrior who is suppose to take advantage of the CCC of disorient (with my OP scatter/disperse). I use the ability. Note at the same time, my companion mages are using all their tactics that are targeted to disorients as well (such as walking bomb, spirit strike, etc).
Normally, when I hit the disperse/scatter button, the screen explodes from the walking bomb.
So, if I'm suppose to avoid the disoriented/walking bomb/paralyzed mob (without knowing which one it is), then what is the point of scatter/disperse or assault/battery? The answer is that there isn't one. The original intent of the berserker build was to be able to withstand the blast via 100% elemental resist (which is now capped at 95%).
#16
Posté 27 septembre 2013 - 02:15





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