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View Full Version : Everyone stand on my side of the mob and push!


Pep
04-11-2016, 02:53 PM
Sometimes there's a caster mob that can't be interrupted and the only way to stop it from channeling a spell is pushing it plenty. What causes push and how do I maximize it?

1- Does STR make any difference?
2- Do more swings per minute cause more push? Does haste cause more push?
3- Is it the choice of weapons?
4- Do the stun procs of Gnoll Hide Lariats and Sarnak Warhammers cause push, even if the mob is immune to stun? The mesmerize line of spells have both a stun component, and a mesemerize component. I wonder if stuns are also made of two components: in this case a push component and a stun component.

All I know is that everyone has to stand on the same side of the mob to push it effectively, otherwise the sum of pushes tend to cancel out. Also, rooted mobs (and players) cannot be pushed no matter what.

Thanks in advance.

jolanar
04-11-2016, 03:07 PM
I believe it's more about the sheer number of hits than anything else, but I'm also curious what if any other factors contribute.

Trungep99
04-11-2016, 03:09 PM
I believe more successful hits causes more push. So slower your weapon the less push you get.
I believe successful procs that do damage add to this push.
Not sure about a basic stun, I don't think it does unless there is something in addition to the stun component .

Porky
04-11-2016, 03:58 PM
I've found that its just more hits for more push. Even casters can help with their little melee swings.

Beinen
04-11-2016, 04:00 PM
I remember on live using epic fists and the monk disc that adds haste would increase push.

Well... In my mind it felt like it did. Anyways I agree that it is every hit that causes push but other factors may increase push.

Legday
04-11-2016, 04:10 PM
The more you swing the more push you generate, so faster weapons = more push.

Also, stun and/or knockback procs can interrupt mobs, but they're too random to bank on.

The stun or knockback proc only interrupts the mob if it lands, so forget about relying on those if the mob is immune to stun, high level, and/or magic resistant.

If you have bash/slam, wait for the mob to start casting and then bash. This will interrupt most casts. Just be sure to not spam the bash key otherwise you might get out of sync with the mobs casts versus where you need to be bashing, and they'll get that spell off. Gate or CH is usually very bad news.

Doctor Jeff
04-11-2016, 04:13 PM
I've found that its just more hits for more push. Even casters can help with their little melee swings.

This is how I feel as well. I always switch to my bixie sword blade on my paladin it has 6 delay. Just in case bash misses.

Vallanor
04-11-2016, 04:34 PM
Shock of Lightning is amazing push. You should invite wizards to your groups.

Lojik
04-11-2016, 05:10 PM
This is how I feel as well. I always switch to my bixie sword blade on my paladin it has 6 delay. Just in case bash misses.

Not anymore chum, when was the last time you looked at your sword

Doctor Jeff
04-11-2016, 05:30 PM
Not anymore chum, when was the last time you looked at your sword

Haven't logged in my paladin in months, didn't know it changed. In any case, it was good before.

Xaanka
04-11-2016, 06:47 PM
I've always wondered if push is determined by successful melee swings, or if misses also count. It's really hard to tell since my rogue is a melee attack meat grinder when I have vyemm's fang in the main hand, but I seem to push a lot harder when I activate deadeye discipline. Anyone know the answer to this one?

Hyperbase-1999
04-11-2016, 07:02 PM
I read the thread as Moss...

Awsome

Varren
04-11-2016, 07:47 PM
Everytime you hit a mob/player, it moves it a little away from you. Thats the only thing thay can interrupt besides bash, stuns, mezzes. The more the pc or mob moves, the harder the channeling check.

Misses dont push. When a mob misses you, you dont need to channel. Neither does a mob.

Lojik
04-11-2016, 09:15 PM
Everytime you hit a mob/player, it moves it a little away from you. Thats the only thing thay can interrupt besides bash, stuns, mezzes. The more the pc or mob moves, the harder the channeling check.

Misses dont push. When a mob misses you, you dont need to channel. Neither does a mob.

Yep, easy way to see that misses don't push is against wizard NPCs. You were probably wondering why you didn't interrupt that jin wizards first rend cast (it's cause the rune is forcing your hits to count as misses.) Once you get a certain amount of people, it's better to have everyone on the other side of the tank to get more hits in (no dodge etc,) and for bonus points u can have the tank face off to the side for a little bit so their hits aren't working against everyone elses.

Cecily
04-11-2016, 09:29 PM
Thank you for this thread. Way too many players uneducated about this.

Doctor Jeff
04-11-2016, 09:54 PM
Also use epic fists/efreeti standard on my monk and push bitches across the moon.

Troxx
04-13-2016, 05:15 AM
It is just sheer speed and volume of hits that helps push. Str, attack buffs and relative level will help only insofar as all of these things help more swings to hit. How hard you hit does not matter.

Soloing a spectral curate on my monk:
-IFS (38/40) with worn and epic click haste the curate will complete heal 2-3x before running out and I can kill him.
-epic/SoS he will still reliably channel through compete heal at least once, but usually will still heal 2-3x
-epic/epic (double 9/16 with worn and epic click haste I will interrupt him 90% of the time. If it's a green curate or I have a good strength buff to buffer my attack, I'll interrupt him pretty much every time.

It all boils down to how many hits there are over a period of time (hits mind you ... Not just swings.

Lojik
04-24-2016, 04:06 PM
One mob that's kinda tough in a small group is gkrean prophet, since he will ch,gate, and enrage. Once he's pretty low hp i think your best bet is to get tank or who ever has aggro to turn him to the side so others can still push