I wish i could turn of knockback on my skills...

"
adghar a écrit :
A passive node that converts Knockback into stun threshold reduction would make more sense to me, personally.



Best thing I've read all day.
Stormcalling 24/7.
I feel the same way about the flee effect on burning proliferation builds. It's just annoying and messes up clear speed.
"
adghar a écrit :
A passive node that converts Knockback into stun threshold reduction would make more sense to me, personally.


Yes please.
Be ready. You're not paranoid, you're PREPARED.

I quit this game every few months and so should you to continue playing it in the future.

The device is believed to have been dropped
Every time i see knockback on a melee skill in any rpp
Spoiler


Must i say i dont use these skills.
Dernière édition par Gunnars#6815, le 5 déc. 2013 à 12:39:31
"
Moasseman a écrit :

You forgot to mention the advantages of Heavy strike over other ST melee skills like Double strike. Don't look at only the bad side.


What are the positive aspects?

Yes, heavy strike penetrates more armor than double strike, but monster armor amounts are rather low so it rarely comes into play for final dps. This is mainly a PvP aspect of the skill. What the bad side about penetrating more armor is that you will reflect larger hits onto yourself against physical reflect meaning you will need much more armor to counteract that.

Yes, heavy strike hits once, while double strike hits twice: against corrupting blood you're getting 2x less stacks. But remember that you can't keep dpsing, you have to take steps while doing so: meaning you will bleed during that time for damage. Besides, both create a rather low amount of stacks so it isn't that big of a deal.

Yes, heavy strike has 150% effectiveness while double strike has 140%, but heavy strike knockback means that you are usually losing out on more than 10% dps which would put it at at least below 135%. And the higher your attack speed the more you will be losing out.

But yes, heavy strike is the stun skill - however, many people view ground slam as better, precisely BECAUSE of the knockback issue.

Just the fact that it creates a huge amount of desync is already reason enough to drop it unless your build is specifically geared to take advantage of it.
@Aelloon
I've got a golden tip for you all

Spoiler
Get some move speed


Hope this helped.
Freedom is not worth having if it does not include the freedom to make mistakes
"
JohnGrammaticus a écrit :
"
adghar a écrit :
A passive node that converts Knockback into stun threshold reduction would make more sense to me, personally.


Yes please.


+1.

Knockback SUCKS. And it's even worse in parties. Nevermind the Desync it does, it's just messing up combat. STUN makes so much sense and isn't annoying!
[3.26] ❄️⚡CantripN's Hadoken! - Lightning Conduit Permafreeze⚡❄️
www.pathofexile.com/forum/view-thread/3229590
Am I the only one that every found double-strike to be the most desynched sound effect ever? I mean get it up to speed and it is never in sync with the video.

I use heavy strike and I'm amazed at how much more I get hit when I alternate with multi-strike IB. I think you are stunning and pushing away. Even if you reach them, they are still stunned. It seems to me anyway, it is very useful. Yes, it annoys some in parties and I don't mind if you can turn off if I can leave on.
I'd rather have an option to DO IT, than NOT DO IT. Like Wands node, or the Staff Node, for example. They can do it if they want, but they aren't FORCED TO.
[3.26] ❄️⚡CantripN's Hadoken! - Lightning Conduit Permafreeze⚡❄️
www.pathofexile.com/forum/view-thread/3229590
"
Boem a écrit :
I've got a golden tip for you all

Spoiler
Get some move speed


Hope this helped.


Here's some math for you

1 > 0

Moving is always less dps then not moving, it doesn't matter how fast you move, you still move.

Hope this helped.

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