How do you NOT get tripped?!!

PurpleSerpent

Monster Hunter of Moderate Renown
I don't believe this makes any difference at all. Any number of times I have seen multiple characters with dramatically different balance skills get tripped and then stand up simultaneously.

There is some difference here. If you fail your original Dexterity check against a trip effect, you then make a Balance check to see if you can get up midway through the trip. This does mean you get up after 2 seconds on the floor, not 4, so there is some merit to it.

The issue is, if you've been tripped in the first place, most of the time your Balance skill isn't high enough for you to get up again - because it's also based on Dexterity, so if you have a Balance skill high enough to get up quicker, chances are you never got tripped in the first place.

(Unless you decide to design a build with terrible Dexterity and stellar Balance, but at that point you've essentially created a character whose single notable characteristic is that they are good at standing up, and you have to ask if any of it is worth it.)

What you can do instead is pick up a source of Knockdown Immunity. This isn't 100% foolproof, as certain effects can bypass it (being hit by a boulder, the spell Command, quest-mandated Knockdown during scenery changes and the like), but it should make you immune to Trip attacks.

Here's a link to a list of effects that grant Knockdown Immunity: Knockdown Immunity.
 

DBZ

Well-known member
Lots of builds use insightful reflexes intel for there evade saves so balance skill helps
 

PurpleSerpent

Monster Hunter of Moderate Renown
Lots of builds use insightful reflexes intel for there evade saves so balance skill helps
Hmm - fair point, I had forgotten that one. If you're an INT-based class and you don't get Knockdown Immunity from any of your class/racial abilities, Balance might be worth investing in.
 

Jack Jarvis Esquire

Well-known member
With all the cc we meet our to mobs, it's fair enough they dish out a bit of payback...

"Suck it up, Adventurers - an' just be grateful we don't got no Dire Charge! 😈👍"

😂
 

kmoustakas

Scourge of Xaos
With all the cc we meet our to mobs, it's fair enough they dish out a bit of payback...

"Suck it up, Adventurers - an' just be grateful we don't got no Dire Charge! 😈👍"

😂
Technically they do, it's called overrun :D And dragons* get a different thingie with no save and no knockdown immunity can't remember the name now. I remember the deathwyrm having it.
 

The Blonde

Catalogues Bugs
Some trips (wing buffet, giant stomp) are balance checks, and you will avoid being knocked down by balance skill.

Some trips are opposed stat checks, and you have no hope of avoiding being knocked down other than blocking, immunity, or not getting hit due to how mob stat growth is set (look at a pet to see).

Some trips are knockdowns, and bypass trip immunity, and are also generally stat checks, and you have no hope of avoiding other than by blocking.

Some trips are enlightening, and some are frightening. Balance is key, so don't get tripped up too hard when tripping.
I don't think Balance can help you avoid getting knocked down, but rather only helps you get back up faster, but I might be wrong (there could be exceptions I don't know of).

The real issue, as mentioned by Tilo, is the fact that almost ALL Ability Checks in the game are scaled by the devs as if they are Saves (for example, a Trip that asks you to make a STR/DEX check to avoid it, requires you to roll enough to match a DC of an equivalent Fortitude/Reflex save at that level). This system is broken, because Ability Checks cannot reach the levels that Saves can reach, making even very high STR/DEX toons consistently fail Knockdown checks.
 
Jariliths use trip to knock you down. To avoid trip, stick and move, improve your AC and miss chances to avoid the hit, and improve your str or dex to improve your saving throws. Improve your balance to get up faster and block while you're down there getting stomped.
 
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