Gates of Arimyth

Knockback on sanctuary
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Author:  blue_myriddn [ Wed Feb 23, 2011 11:32 am ]
Post subject:  Knockback on sanctuary

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.

Author:  slappyNuts [ Wed Feb 23, 2011 1:21 pm ]
Post subject:  Re: Knockback on sanctuary

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

Author:  Abominae [ Wed Feb 23, 2011 4:55 pm ]
Post subject:  Re: Knockback on sanctuary

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.

Author:  Hflame [ Wed Feb 23, 2011 5:24 pm ]
Post subject:  Re: Knockback on sanctuary

i think its a nice feature, as it keeps them from over crowding you. you could always use charge to hit them.

Author:  Darwins_Bane [ Sun Apr 03, 2011 11:15 am ]
Post subject:  Re: Knockback on sanctuary

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?

Author:  Convert [ Wed Apr 13, 2011 9:03 am ]
Post subject:  Re: Knockback on sanctuary

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.

Author:  blinky99 [ Wed Apr 13, 2011 11:47 am ]
Post subject:  Re: Knockback on sanctuary

maybe increase the speed knockback pulse so that it keeps them away longer if that is doable on that skill?

Author:  Verb [ Wed Apr 13, 2011 12:02 pm ]
Post subject:  Re: Knockback on sanctuary


Author:  Steel [ Wed Apr 13, 2011 12:05 pm ]
Post subject:  Re: Knockback on sanctuary

Won't matter, Charge cannot be interrupted, you'll end up with static undeads hitting you as they're still moving serverside.

Author:  Rebel [ Sat Apr 16, 2011 3:08 am ]
Post subject:  Re: Knockback on sanctuary

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!

Author:  Rebel [ Mon Apr 18, 2011 5:05 am ]
Post subject:  Re: Knockback on sanctuary

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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