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.
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.
2.0 Veteran from 2013. Just looking to be helpful. DRK is Love, DRK is life.
(Ignore the levels on my character card, the tool i used to make it hasn't been updated for 4.0)
True, it may not really be worth adding in for something that's just an issue with some dungeons.
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.
Last edited by AdamFyi; 09-17-2020 at 05:45 PM.
It's enough to wait at the bottom left at the stairs leading to the second boss (stand in the corner all the way), they all come.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.
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.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.
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.
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