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 Post subject: Knockback on sanctuary
PostPosted: Wed Feb 23, 2011 11:32 am 
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Does this bug anyone else other than me? Makes it hard to hit something when it is constantly being knocked away from you.

An undead killer zeal build might be pretty fun as there is a LOT of off wpn %ED to undead available in the game, but I think the knockback would be a deal breaker.

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 Post subject: Re: Knockback on sanctuary
PostPosted: Wed Feb 23, 2011 1:21 pm 
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It's great for crowd control, but in most cases it's annoying since sometimes you want the monsters bunched up. It's like having a barb leap nonstop.. lol

I wouldn't be sad if you took it off. It is good enough with the other passive properties

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 Post subject: Re: Knockback on sanctuary
PostPosted: Wed Feb 23, 2011 4:55 pm 
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Joined: Thu Dec 24, 2009 2:55 pm
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Location: Reno, NV
Been using Holy Armor on my melee character practically the entire game. You hardly notice the knockback after awhile.

It's only truly annoying when it KB's chargers, as it's much safer to attack them from behind a wall of skeletons.

Otherwise, it doesn't proc so often as to be a real issue when attacking undead in melee range, especially since most die very quickly thanks to the pierce it gives towards them.

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 Post subject: Re: Knockback on sanctuary
PostPosted: Wed Feb 23, 2011 5:24 pm 
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Joined: Tue Sep 01, 2009 6:28 am
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i think its a nice feature, as it keeps them from over crowding you. you could always use charge to hit them.


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 Post subject: Re: Knockback on sanctuary
PostPosted: Sun Apr 03, 2011 11:15 am 

Joined: Thu Mar 31, 2011 2:31 pm
Posts: 46
We're gonna be putting it on a shield for our healer, that way if need be he and the sorc can stand off to one side and still kill things, and the tank can run ahead with me a little. We haven't tested it yet tho. Any opinions on the theory vs application?


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 Post subject: Re: Knockback on sanctuary
PostPosted: Wed Apr 13, 2011 9:03 am 

Joined: Thu Mar 31, 2011 8:06 pm
Posts: 92
I have found it annoying with chargers recently. My mercs sanc keeps knocking them back so i can get charged again. But other than that i've found it a nice way to keep the undead off me while i deal with other mobs.


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 Post subject: Re: Knockback on sanctuary
PostPosted: Wed Apr 13, 2011 11:47 am 

Joined: Mon Jan 11, 2010 10:45 am
Posts: 977
maybe increase the speed knockback pulse so that it keeps them away longer if that is doable on that skill?


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 Post subject: Re: Knockback on sanctuary
PostPosted: Wed Apr 13, 2011 12:02 pm 

Joined: Mon Feb 21, 2011 11:47 am
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Location: Stockholm, Sweden
nvm

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Last edited by Verb on Thu Apr 14, 2011 7:21 am, edited 1 time in total.

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 Post subject: Re: Knockback on sanctuary
PostPosted: Wed Apr 13, 2011 12:05 pm 
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Joined: Thu Jan 14, 2010 6:02 pm
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Won't matter, Charge cannot be interrupted, you'll end up with static undeads hitting you as they're still moving serverside.


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 Post subject: Re: Knockback on sanctuary
PostPosted: Sat Apr 16, 2011 3:08 am 

Joined: Sun Dec 19, 2010 2:54 am
Posts: 156
Wasn't there a thread for sanctuary buff ideas? Its severely underpowered. I just made it to Cleft and it doesnt affect a single thing there... Isn't the whole point of having such crap damage that you can pulse full damage to ALL undead trash?

I understand minion/uniques/champs/etc but trash is trash...

I'm apologize if I am missing something in the mechanics or reasons why its this way, but I had to get my opinion out there anyways.

To OP:
No! I think having the pulse is what makes sanctuary a viable and versatile skill. Sure I whiff zeals all day, but I'd rather KO all the undead with pulse and deal with the living that I probably have no way of tanking, than getting mobbed by the very trash im suppose to counter!


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 Post subject: Re: Knockback on sanctuary
PostPosted: Mon Apr 18, 2011 5:05 am 

Joined: Sun Dec 19, 2010 2:54 am
Posts: 156
oh and change the damage to demons/undead to +attack rating% vs undead please!! you can even leave out demons to make it more "balanced" if you think having both is a bit much. of course lower the % to reasonable amounts as well. Something slightly more useful than damage vs demons/undeads. Open to ideas...


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