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Getting Knocked Around

soonergmsoonergm Member Posts: 503 Arc User
Is there any stat that I can increase to reduce the amount I get knocked around? I draw aggro fairly well, but if the adds have some kind of knock down ability it can get ridiculous. If I have enough ads around me, once I go down it's hard to get back up.
My Toons

SoonerGM - HR Trapper
Haven - Righteous Cleric
Ethereal Justice - OP Paladin

Comments

  • winters323winters323 Member Posts: 14 Arc User
    The Shift ability prevents being controlled like that. If I notice an add winding up, I hold shift and power thru it. I do now think there is a specific stat for it though. Someone can feel free to correct me if I'm wrong.
  • obsidiancran3obsidiancran3 Member Posts: 1,823 Arc User
    Strictly "Control Resist" helps with that, but Sanctuary and moving is the ultimate answer and only truly effective one.
    Obsidian Moonlight - Paladin
    Obsidian Oath - Warlock
    A whole lot of other Obsidian toons as well.
  • banaancbanaanc Member Posts: 472 Arc User
    welcome to neverwinter where game allows you to play your character only 50% of the time, its stupid design, and they dont seem to want to change it, because the evil monster with such a powerful hit that takes 0.1% of your hp would definitely knock you back/down, like you get knocked back/down every time a mosquito bites you, or a leaf falls on you

    you could run with AP cleric and keep heroism and DP up all the time

  • soonergmsoonergm Member Posts: 503 Arc User
    i should have stated in my original post, but as a point of reference i am and XB1 player and asked here because you guys have more experience.

    so here's the thing. when i am running around with my ranger, i don't experience this problem very often. in part because i have some control abilities of my own, and i also have to dodge as many hits as possible or i won't live very long. but it happens sometimes and that's ok.

    however with my paladin, my goal is to take the hits so others don't. i also want to soak up damage because some powers and companions will deal damage back based on the damage i take. when i fight a couple adds, using sanctuary is fine. if i am fighting 10+ adds, then using sanctuary is not a good method because the control attacks are coming in back to back. so i can either run with friends and never do any fighting, just activate sanctuary for each batter(boring). or if i am solo just activate sanctuary until i run out of stamina, and then be right back where i started... on the ground.

    seems silly. any tank build should have a natural ability to resist these kind of attacks, with options to improve the resistance as you level up.
    My Toons

    SoonerGM - HR Trapper
    Haven - Righteous Cleric
    Ethereal Justice - OP Paladin
  • obsidiancran3obsidiancran3 Member Posts: 1,823 Arc User
    I just take the knockback mostly.

    That said; Burning Light, Templar's Wrath and Smite all interrupt attacks from enemies and thus prevent knockback effects. That means you only need to hit Sanctuary for enemies with CC immunity (mostly giants and bosses). This also means you are adding to the party's CC effects and the party as a whole takes less damage, even if you are not sitting in a permanent Divine Protection bubble. All 3 powers also have solid AP gain. With the exception of Templar's they also have sustained damage that helps with generating agro.

    In short except for on thefew CC immune enemies with will timed powers you never need to worry about knockback.
    Obsidian Moonlight - Paladin
    Obsidian Oath - Warlock
    A whole lot of other Obsidian toons as well.
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