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  1. #1
    Player
    darkxero's Avatar
    Join Date
    Sep 2016
    Posts
    7
    Character
    Darkzero Strife
    World
    Diabolos
    Main Class
    Miner Lv 80

    DRK - Please add anti-knockback move

    It just feels as DRK its been trolled by the lack of a move like that, specially in fights like Sigmascape savage V1, anything like Surecast or Arm\\'s Length will do it as role no problem, just please add it, even in pvp its there "Concentrate", doesnt have to be soo much good like that one with all those effects, just anti-knock back will do it, DRK will look more professional and smooth to play on raids
    (8)

  2. #2
    Player
    Rubytoe's Avatar
    Join Date
    Sep 2015
    Posts
    113
    Character
    Wedge Ironworks
    World
    Lamia
    Main Class
    Machinist Lv 87
    Using plunge at the right time can prevent knockbacks and it is available every 30 seconds just like surecast. So its kinda like a substitute surecast that does damage, but you have to deal with timing it perfectly.
    (4)

  3. #3
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,354
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Plunge can essentially counter any knockback in the game. Just have to time it right.
    (4)

  4. #4
    Player
    Squintina's Avatar
    Join Date
    Oct 2014
    Posts
    1,054
    Character
    Squintina Nightgard
    World
    Faerie
    Main Class
    Scholar Lv 100
    Even though Plunge might be technically able to do it, it requires far more precise timing than the anti-knockbacks that are actually meant to be anti-knockbacks.

    This is unfair and makes any kind of latency spike even more dangerous to DRK compared to other jobs.

    All jobs (BRD also needs one) should have a proper anti-knockback option, whether it's via a direction job/class action or a role action.
    (12)

  5. #5
    Player
    Rathael's Avatar
    Join Date
    Jan 2018
    Posts
    73
    Character
    Arlan Knighthold
    World
    Lich
    Main Class
    Black Mage Lv 80
    I found these knockback resists to be way too available. Surecast is absolutely absurd in O5S. You can ignore every push ghost mechanic and some of the headlight pushbacks. You can ignore the Shockwave in O7S etc. It has such a short cooldown and lets you completely ignore so many critical mechanics. Paladins can even double-up.

    I'd rather see the knockback resist arms race reversed and have cooldowns increased significantly instead of adding resist actions to every class.
    (3)

  6. #6
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    Please no.
    (1)

  7. #7
    Player
    Valdegarde's Avatar
    Join Date
    Jul 2015
    Posts
    299
    Character
    Hildegarde Rosea
    World
    Lamia
    Main Class
    Red Mage Lv 90
    I would prefer if Plunge's range was increased and/or the animation lock was toned down a bit.
    (7)

  8. #8
    Player
    Daniel_Fury's Avatar
    Join Date
    Jan 2012
    Location
    Limsa Lominsa
    Posts
    177
    Character
    Daniel Fury
    World
    Sargatanas
    Main Class
    Miner Lv 70
    In some cases, TBN can be used as anti knockback if it can completely negate the damage. I find this is only useful as MT otherwise chances are the shield will not break.

    A good example of this is the 1000 tonne swing from the first boss of hells lid.
    (3)

  9. #9
    Player
    Vrosh's Avatar
    Join Date
    Jan 2018
    Posts
    7
    Character
    Vrosh Cypher
    World
    Phoenix
    Main Class
    Dark Knight Lv 90
    I think removing the potency on plunge and lowering its cd to 15s or so. Make up the damage elsewhere. At least then it can help more with this issue
    (1)

  10. #10
    Player
    kashi11's Avatar
    Join Date
    Jan 2017
    Posts
    161
    Character
    Kashi Venka
    World
    Brynhildr
    Main Class
    Paladin Lv 90
    I actually suggesting adding knock back protection in my DRK rework thread.

    Dark Mind
    • The effect “Reduces magic vulnerability by 15%” has been changed to “Reduces magic vulnerability by 15% while preventing most knockback and draw-in effects”

    You can view the rest of the suggested changes HERE
    (2)

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