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Dealing with knockdowns


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9 réponses à ce sujet

#1
Mocker22

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Hey guys....perhaps a dumb question, but how can I combat getting knocked down on my tanks. The enemies that wield a large shield just spam crap that knocks my guys to the ground.



#2
ottffsse

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Your best bet early is to counterstrike with payback strike. Or combat roll with the upgrade can let your warrior recover. Later on walking fortress if you spec the tank into champion. Also just have the mage in the party disable the troublesome target by freezing it with a winters grasp or firewall to panic it. Or horror on Dorian.

#3
Mocker22

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Ok thanks. I wanted to make sure there wasn't a stat or something to help resist it.

 

 

Its extremely annoying in this game how game mechanics for enemies are different from PC. I.E. barriers not disappearing, knockdown works through guard, etc.



#4
PapaCharlie9

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Or combat roll with the upgrade can let your warrior recover. 

 

I don't believe that is true. You can recover from knock back with CR, but not knock down.

 

Its extremely annoying in this game how game mechanics for enemies are different from PC. I.E. barriers not disappearing, knockdown works through guard, etc.

 

You must have Trials enabled, particularly Walk Softly. Disable it and you will no longer have that problem. Enemies will be way weaker than your PC.

 

There are some enemies that have a resistance to physical effects like knock back/down -- no setting will change that. Consider that a good thing, otherwise combat would have no variety or challenge at all.



#5
Mocker22

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Ya I'm playing on Nightmare with most trials on. The challenge is fine, I just find it frustrating when my big beefy tank gets chain knockdowned. Truly it is on me to be more in control of CC though to prevent this. Just wanted to make sure I wasn't missing something.

 

On a slightly related note, what defensive attributes to you prioritize on armor for your tanks?



#6
CorniliuS

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My balance between appearance and practicality. You can craft better, add more armor and defensive stats with other schematics but they are all so ugly...

Untitled_5.png



#7
PapaCharlie9

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I don't put defense on armor. ;)

I pick schematics with offense and utility slots to the greatest extent possible. And yes, it tends to be true that the better the slots, the uglier the armor.

When I do use defense, it's typically elemental defense on leg upgrades. Like cold resistance vs. JoH Avaar, fire resistance vs. fire dragons, etc. It's advantageous to use upgrades for defense, since you can swap them out as needed.

When I'm stuck with defense slots or useless utility slots (like Metal Utility on a Mage) despite my best efforts, this is what I go with:

Healing buffs > Magic/Spirit Defense > Ranged Defense > Sundering/Bleeding > everything else

For useless (not aligned to class) utility slots:

Dexterity > Cunning > Willpower > Constitution > Strength > Magic*

(If using Walk Softly Trial, Magic is more valuable due to barrier damage buff, so it moves ahead of Willpower).

#8
JiaJM98

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I don't believe that is true. You can recover from knock back with CR, but not knock down.

I'm pretty sure combat roll will let you recover from just about anything, knock down included. Well, it most definitely do in MP and I think it works the same on SP.



#9
JiaJM98

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I don't put defense on armor. ;)

I pick schematics with offense and utility slots to the greatest extent possible. And yes, it tends to be true that the better the slots, the uglier the armor.

When I do use defense, it's typically elemental defense on leg upgrades. Like cold resistance vs. JoH Avaar, fire resistance vs. fire dragons, etc. It's advantageous to use upgrades for defense, since you can swap them out as needed.

When I'm stuck with defense slots or useless utility slots (like Metal Utility on a Mage) despite my best efforts, this is what I go with:

Healing buffs > Magic/Spirit Defense > Ranged Defense > Sundering/Bleeding > everything else

For useless (not aligned to class) utility slots:

Dexterity > Cunning > Willpower > Constitution > Strength > Magic*

(If using Walk Softly Trial, Magic is more valuable due to barrier damage buff, so it moves ahead of Willpower).

Agreed. Your defence doesn't scale up at the same rate as the enemies damage as difficulty increases. Damage is always the answer, just use CC abilities, passives, barrier and guard and you don't need to worry about survival.



#10
PapaCharlie9

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I'm pretty sure combat roll will let you recover from just about anything, knock down included. Well, it most definitely do in MP and I think it works the same on SP.

I tried it in SP, didn't work for me.