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  1. #21
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Quote Originally Posted by BlackironTarkus View Post
    snip
    Just going to add two, one is unconfirmed but the other I abused all through ARR + HW as a DRG main:

    Evasive Jump is the OG knockback prevention. It's also now 30s as opposed to 60s. I've also heard that, correctly timed, Repelling Shot can negate knockbacks with the same methodology: it comes down to knowing how they script knockbacks. It's really just a string that pulls the character along the arena (one of the Stormblood hype letters talked about this, the same one that went over the meaning behind Sophia's lyrics--maybe it was fanfest?) so any ability that overwrites most/all movement takeovers with other movement will save you from knockbacks.

    EDIT: It's also why gapclosers negate them as well.
    (0)

  2. #22
    Player
    Aana's Avatar
    Join Date
    Nov 2014
    Posts
    485
    Character
    Aana Azel
    World
    Exodus
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Dualgunner View Post
    Just going to add two, one is unconfirmed but the other I abused all through ARR + HW as a DRG main:

    Evasive Jump is the OG knockback prevention. It's also now 30s as opposed to 60s. I've also heard that, correctly timed, Repelling Shot can negate knockbacks with the same methodology: it comes down to knowing how they script knockbacks. It's really just a string that pulls the character along the arena (one of the Stormblood hype letters talked about this, the same one that went over the meaning behind Sophia's lyrics--maybe it was fanfest?) so any ability that overwrites most/all movement takeovers with other movement will save you from knockbacks.

    EDIT: It's also why gapclosers negate them as well.
    Virtually any knockback mechanic can be countered by any character dash move if timed properly so long as the mechanic doesn't include a stun. Different character dashes have shorter/longer animations which affect your timing, but they all work. Jump. Onslaught, tackle, repelling shot, whatever.

    As to 'everyone' having anti knockback specific actions. They are all role skills. You have to sacrifice something to put it on your bar. Pld is the only one that has it built into their kit (Holmgang is wasted as a knockback preventer and has a strange and sorted history that landed it where it is now, and existed when war didn't have a dash.), and wouldn't you know, they are the only melee-ish class that doesn't have a dash. Drk has one. War has one. Drg/mnk/nin have ways to get back to the fray. Pld doesn't. That's why it has a way to ignore them. Drk doesn't need a pld button and tank role skills are tight enough as it is without adding an unnecessary hold your ground skill. SE has already dealt with this. War/Drk get dashes. Pld prevents knockbacks.

    Make plunge the same speed and distance as onslaught is all that's needed.
    (1)

  3. #23
    Player
    HaelseMikiro's Avatar
    Join Date
    Aug 2013
    Location
    Limsa-Lominsa
    Posts
    700
    Character
    Febreealle Goldlyonse
    World
    Gilgamesh
    Main Class
    Archer Lv 70
    Quote Originally Posted by WhyAmIHere View Post
    or just make Plunge match it's peer with Onslaught. sure WAR has holmgang, but that's just an additional effect to it's invuln skill.
    Be careful what you wish for, otherwise SE will make Plunge cost MP and be a dps loss when used cooldown, lol
    (1)

  4. #24
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,325
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    Quote Originally Posted by HaelseMikiro View Post
    Be careful what you wish for, otherwise SE will make Plunge cost MP and be a dps loss when used cooldown, lol
    sounds good for me. i don't want to use my utility skills for damage anyway.

    however, they should just increase the range already. getting pushed out of the range of plunge makes the gap closer almost useless...
    (0)

  5. #25
    Player
    Eyvhokan's Avatar
    Join Date
    Jun 2017
    Posts
    200
    Character
    Eyvhokan Poseidal
    World
    Shiva
    Main Class
    Miner Lv 70
    Can it be put on Dark Mind?

    Phantom Train (or rather Remorse') knockback is called All in the Mind or something like that.

    Quote Originally Posted by HaelseMikiro View Post
    Be careful what you wish for, otherwise SE will make Plunge cost MP and be a dps loss when used cooldown, lol
    I'd rather it be DPS neutral (or slight loss, except it is a gain when it increases uptime), to be used as a mobility tool, and the overall damage be just rolled into a potency increase of heavy slash or something. Onslaught is a really well designed ability that is a tool that has a purpose rather than 'press on cooldown for damage'.
    (0)
    Last edited by Eyvhokan; 03-22-2018 at 09:19 PM.

  6. #26
    Player
    Phileas's Avatar
    Join Date
    Aug 2013
    Posts
    229
    Character
    Dia Beetus
    World
    Behemoth
    Main Class
    Paladin Lv 80
    Quote Originally Posted by BlackironTarkus View Post

    PLD: Tempered Will + Hallowed if you really need it (180s, 420s)
    WAR: Timed charge + Holmgang (20s + 10 guage, 180s)
    DRK: Timed leap (30s
    Inner release also negates knock back for WAR.
    (1)

  7. #27
    Player
    kashi11's Avatar
    Join Date
    Jan 2017
    Posts
    161
    Character
    Kashi Venka
    World
    Brynhildr
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Phileas View Post
    Inner release also negates knock back for WAR.
    Wow. DRK should get it for delirium, although I'd be happy if it was tacked onto Dark Mind to bring it out of its magical damage only niche.
    (0)

  8. #28
    Player
    Dio_Tiferet's Avatar
    Join Date
    Feb 2016
    Posts
    52
    Character
    Dio Tiferet
    World
    Phoenix
    Main Class
    Samurai Lv 70
    Add permanent knockback immunity if you wear 5 overmelded pieces of accessory to make up for SE's dumb tank gear design.
    (0)

  9. #29
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Location
    Limsa Lominsa
    Posts
    2,192
    Character
    Leon Reddas
    World
    Masamune
    Main Class
    Scholar Lv 77
    What if Salted Earth offered a passive buff to DRK whilst they are standing in it that negates most knockback attacks? Essentially the buff should last until you suffer knockback then it would disapate even if Earth is still on going. It shouldn't cause any major issues to DPS loss or anything in theory, but it's an idea.
    (2)
    Last edited by Kurando; 03-24-2018 at 12:15 PM.

  10. #30
    Player
    kashi11's Avatar
    Join Date
    Jan 2017
    Posts
    161
    Character
    Kashi Venka
    World
    Brynhildr
    Main Class
    Paladin Lv 90
    Anti-knockback while standing in Salted Earth would be nearly 50% ultime, that's too much. Also since its part of your DPS rotation, it's used on CD or it's a DPS loss. I'd rather see it tied to Dark Mind. Or added to anticipation in tank roles, though PLD and WAR don't need anymore antiknockbacks.
    (0)

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