Oh yeah i rememberTitan hard on the European server at the time... You had to know the fight by heart to pre-dodge or you were dead.
A lot of people were stuck at that quest for quite some time... fun times...


Oh yeah i rememberTitan hard on the European server at the time... You had to know the fight by heart to pre-dodge or you were dead.
A lot of people were stuck at that quest for quite some time... fun times...
Larek Darkholme @ Ragnarok

That's because Rescue doesn't nullify knockback. It will pull them after the knockback has finished. Since the knockback slides them into the water, they're dead when they get pulled.I get your point Nocturnai, however, it does say instant cast. I will also argue that even cast ahead of time, ie. at the start of the slide in whorleater, it doesnt trigger till they are already in the water. I did some testing with it and you can get 6-8 steps in easy before it ever triggers. thats after the circle appears under you and them, which does happen nearly instantly. this makes me think theres a serious animation delay where their probably shouldnt be

If you want to save someone from sliding off, you have to pull them before the knockback registers. I'm not 100% on whether knockback cancels a rescue pull. If it does and they're only halfway to safety, it might still kill them. If not, it would either give you some wonky motion effects as the player teleports to you faster than they should, then gets pushed, or the knockback would just appear to knock them back less distance than everyone else.





Knockbacks, teleports, gap closers, disengagers, and pulls all override each other. It's just a matter of timing. You can Rescue someone as they're about to get knocked back as long as the knockback hits them before Rescue does. The timing is just unnecessarily complicated by the inconsistent activation time of Rescue and other "instant" movement abilities.If you want to save someone from sliding off, you have to pull them before the knockback registers. I'm not 100% on whether knockback cancels a rescue pull. If it does and they're only halfway to safety, it might still kill them. If not, it would either give you some wonky motion effects as the player teleports to you faster than they should, then gets pushed, or the knockback would just appear to knock them back less distance than everyone else.
Last edited by Rongway; 02-22-2019 at 06:49 AM.
Error 3102 Club, Order of the 52nd Hour
To use rescue properly you have to anticipate a bit. I use it all the time and save people a lot. But because of latency on all player ends it also happens a fair amount of the time that I rescued someone who did not need it because they just showed up as further away on my screen than they actually were. It’s the flip side.

Are you sure about this? I had the same thought for awhile, and so back when I was obsessed with ShivaEX, I would try to Rescue people who got hit by Avalanche, to test it. Every single time, it didn't work (and my timing is pretty good, having so much experience pre-healing to the microsecond, even with Benediction). If the Rescue effect triggered just after Avalanche hit the target, they would get knocked all the way back, and only then would they be pulled to me. They'd get frozen if they hit the wall, too.Knockbacks, teleports, gap closers, disengagers, and pulls all override each other. It's just a matter of timing. You can Rescue someone as they're about to get knocked back as long as the knockback hits them before Rescue does. The timing is just unnecessarily complicated by the inconsistent activation time of Rescue and other "instant" movement abilities.
It's possible that the off way that Rescue pulls start slow and speed up based on distance affects this somehow, but in my experience, Rescue does not cancel knockbacks.




Is it possible that some push effects also have a bind component to immoblize us. Rescue can't be used on bound players and most forced movement keeps you from being able to walk around. Like the tilt on Leviathan or Sophia for instance. It doesn't say you are bound or stunned but you definitely lose control of your character. I wonder if there is a hidden mechanic to some forced movement that keeps Rescue from being used until the mechanic is over entirely.
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