Not sure why they removed knock backs from DPS and WHM but I think tanks should have their own variant of rescue for pulling in ranged enemies. There's always one or two ranged enemies that drive my OCD crazy on pulls.
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Not sure why they removed knock backs from DPS and WHM but I think tanks should have their own variant of rescue for pulling in ranged enemies. There's always one or two ranged enemies that drive my OCD crazy on pulls.
There are several ways to fix this by using basic mechanics. Namely, LOS the mob. Move behind a wall and they will lose sight of you, so they'll run up to and around the scenery to get to you. Admitedly, this isn't possible 100% of the time, most notably in Anyder (lvl 80 dungeon from 5.2) between the 1st an 2nd bosses, the walls arent high enough and the mobs can see you over them, so they dont move.
But yes, i do think some jobs should get their knockbacks back again, its not like they adversely affected raids or anything like that.
True, it may not really be worth adding in for something that's just an issue with some dungeons.
You mean a vacuum, and I'd 100% welcome that, ranged units just trigger me during pulls.
Being able to yank ranged enemies into the group would be so satisfying.
If you know what you're doing grouping up even the ranged enemies with all the rest isn't too hard. I wouldn't say no to being able to do it at the press of a button though.
...I think I've just realised a use for Fluid Aura.
Can I shove things around with that? I literally haven't cast it in years at this point.
Holmgang used to have a draw-in effect back in the before-times. :(
I'd rather Rescue not be in the game at all, not have even more people be able to use it.
Because they were annoying and tended to just slow melee damage/AoE down. It was particularly egregious when Fluid Aura / Blank / etc. had damage tied to the skills, because you'd *have* to use them in order to maximize your own damage output, even if it ended up slowing down the output of your frontline.Quote:
Not sure why they removed knock backs from DPS and WHM
Even when they removed damage from those skills, it wasn't enough, because people still ended up spamming the skills anyway purely to be annoying.
If you want to hogtie a mob somewhere to be left alone for a while, there's bind/sleep skills for that. Knockbacks just aren't really needed, other than stuff like Masked Carnivale where they designed BLU content specifically around it (and it's fine there, because it's solo content)
Actually you can LoS them. Once you head up the slope going up, keep running to the left until you’re about halfway between the corridor walls (but don’t actually go into that corridor) that leads to the second boss. Then you just double back and pull the pack towards the casters who should be just about gathered near the top of the slope and running towards you but stopping at the pillar.
I think this is a great idea! It would probably work only on normal enemies anyway and not on bosses, so it wouldn't be too overpowered. It would be great for dungeons.
Yes, you can LoS the enemies, but often you have overeager DPS that just attack the ranged enemy like crazy or a healer who casts a Regen on you before pull and the enemies are all over the place, which can get infuriating.
So if the draw-in has a longer CD it wouldn't be up every time, and you wouldn't be able to use it on all pulls, so you'd still have to position yourself and the enemies.
Tanks do have a version of Rescue, it's called Shirk, lol.
So, basically Death Grip and Gorefiend's Grasp from WoW. I do miss those, they were very fun to use, although we have far less ranged caster mobs than WoW in dungeons.
But back when it WAS still a knockback, I'd occasionally run into WHMs that would use it to push ranged enemies into the group. Loved them so much!
As a tank, when I know ranged enemies are coming, I'll typically pull a bit further (rather than stop at the last cluster of mobs) so that the ranged mobs group up, and then pull the rest of the horde on top of them for aoes.
And, inevitably when I do that, the AST will wind up dropping their Earthly Star or the NIN their Doton on the horde, rather than on the smaller cluster of ranged mobs, so when I double back I wind up pulling the horde out of it. *sigh*
Give me back Blank Shot on MCH. It was great for knocking those pesky ranged enemies back into the pile.
I know this is a serious request but I came into this thread expecting joking responses and now I'm disappointed I didn't find them...
(I, for one, would love if tanks had the opposite of Rescue, so that I could yeet away stupid DPS and healers who stand in front of the boss and get themselves cleaved...)
In addition to ranged mobs being a PITA to deal with, I would also love having such an ability for situations where someone else pulls aggro (or I miss one mob in a group with my aoe) and reacts by running away (though I guess I could just refuse to shield lob until they learn to bring it closer where all my best enmity works). Another pet peeve of mine before aggro was made easier was positioning mobs. If I need to get the add to the other end of the arena to avoid a wipe but the dps was ripping damage too much for shield lob to keep up I got pissed real fast. I guess these days I don't really need vacuum that much but man, back in ARR I would have killed for that. I still get pissy doing Garuda EX or Ancients Maze preemptively.
For some reason, casts in this game require mobs to be stationary. Actions that force movement can actually cancel casts, even ones that are supposed to be interruptible. A classic example of this was using Holmgang on the Dreadwash add in Levithan Ex and jumping away from it. The mob is forced to move, and the cast is cancelled. I suspect that's why Holmgang was lowkey changed this expansion, along with a lot of the old knockback abilities. They still exist in PvP, just not in PvE. There's also a related bug in which forced movement prevents activation of boss abilities. To prevent exploits, a lot of newer bosses are simply auto-position themselves and lock themselves into place for big casts.
I think it's a legacy flaw in their coding. We should be able to have fights where mobs attack and move at the same time. This game's coding just doesn't allow it.
Maybe they can call it "Grip of Death" <_<
WAR's holmgang once pulled enemies in but apparently Holmgang also interrupted cast bars of bosses so that aspect was removed since it enabled skipping mechanics of a fight and the boss to be literally clueless about what to do.
WAR was just too smooth, pulling an enemy in and hooking them to silence them rather than using words with interjection.
Tank's don't need a draw in skill for enemies. They need a punting skill to get squishy people out of AoE's because too many of them tunnel vision on their DPS numbers.
Yeah, let tanks throw other players around. Because Rescue trolling doesn't get enough complaints.
Tanks should have their own thing, not be carbon copies of each other. I dont see this as a requirement for tanks
It would be called "Yeet".
Could give tanks a role skill that draws in all enemies within a certain range, which should be larger than their standard AoE. Screw having to target a single stray ranged. That's as useless as using provoke during trash pulls to grab a mob chomping on the healer's face.
This just makes me even more greatly want Smokescreen to have been an actual smokescreen (forcing ranged mobs into the smoke), blinds to be range-dependent and thereby force ranged enemies nearer, for virtually all attacks to be interceptable, allies hit by an enemy AoE to block those they shadow relative to the AoE's origin, etc., etc. There's a ton more nuance that could go into to the (party-wide, even) tasks of tanking that we either preemptively precluded or gutted from the game.