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  #11  
Old 01-06-2015, 02:10 PM
Macha Macha is offline
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Originally Posted by SamwiseRed [You must be logged in to view images. Log in or Register.]
you dont have to be behind a mob to sneak pull. use con to see. u can pull them from the side.
Ah yes I am aware you only need to be "behind" the mob as in it's -180 degree field of view, but I always thought the goos were too far back to get to it's "side". I guess it is just a matter of trying it. Thanks again, I'll be sure to do it next time I get the chance.

And yes, pushing mobs is the most consistent way to interrupt. If the group has pets, be sure to keep the pets attacking on the same side and have all melees attack from that side. I have never seen a mob cast through a planned push.
You can also use a Skean or other stun weapon but that gives you aggro and isn't as consistent. If you have someone to snare and have the room, instill doubt is also an option but the load time on instill doubt means it'll be a craps shoot.
Also if you have a bard, consider Mez a GREAT interrupt tool [You must be logged in to view images. Log in or Register.]
  #12  
Old 01-06-2015, 02:42 PM
Cecily Cecily is offline
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Quote:
Originally Posted by DrKvothe [You must be logged in to view images. Log in or Register.]
Cecily, what about with 2x ranger/monk/rogue dps and a pally or sk tank? Presumably their relatively low number of swings doesn't matter much?

With a knight tank, can you have consistent and effective spell interruption from 2 melee dps attacking from behind? Seems like another advantage for hybrid tanks...
I haven't exped for a LONG time (I just KS raids hehe), but a knight will likely have to adjust by stepping back ALOT in a fight because of dps' push. That's kind of a problem in a typical grinding session more than a benefit. You end up walling mobs in weird spots and aren't able to backstab. Push control is to rogues (and other dps) as mob positioning is to tanks. Groups can get pretty frustrating if the tank can't position (Hydro, Tanken) and the dps push where ever they feel like (every ragebringer twink ever).

But yeah, it's not exclusive to rogues. Any dual wielder can and should be aware of this. I would guess constant interrupts with a knight would be practical with 3 dps pushing, semi-reliable with 2. Yeah the knight will be pushing back less, but they still double attack at a decent rate. The DPS would all have to be on the same page and facing the same direction when you want them too. Harder than it sounds.
Last edited by Cecily; 01-06-2015 at 02:53 PM..
  #13  
Old 01-06-2015, 07:27 PM
iruinedyourday iruinedyourday is offline
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Originally Posted by Cecily [You must be logged in to view images. Log in or Register.]
You have a ton of push as a dual wielder, and you have to be constantly aware of your group's net push to use it for spell interrupts. Enough push = 100% interrupt. Sooo... Front stab with the warrior if you think you can stop a gate. Brain deads in your group won't know what you're doing and hate you though.

It basically works out to more people attacking the same direction = more mob push in that direction. Closer proximity to a mob and faster weapons generate more push as well. Players attacking from opposite sides effectively cancel each other out.

It's a royal pain in the ass to use this effectively in full groups, but in smaller groups it's a necessity to keep your tank from getting ice comet blasted, slowed, or gated on. Exp mobs need at least 2 people pushing them in the same direction to reliably interrupt. If someone is canceling you out, it gets frustrating really quick. But it's a good skill to practice and learn how and when to use it.

Rog/War ->-> Mob gating <- Monk = -> x 2 - <- x1 = -> 1x = gate
Rog/War/Monk ->->-> Mob gating = interrupt
thanks! I thought you meant like a bash or some skill that interrupts heh, or like backstab during casting.
  #14  
Old 01-07-2015, 09:42 AM
drktmplr12 drktmplr12 is offline
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Quote:
Originally Posted by Cecily [You must be logged in to view images. Log in or Register.]
You have a ton of push as a dual wielder, and you have to be constantly aware of your group's net push to use it for spell interrupts. Enough push = 100% interrupt. Sooo... Front stab with the warrior if you think you can stop a gate. Brain deads in your group won't know what you're doing and hate you though.

It basically works out to more people attacking the same direction = more mob push in that direction. Closer proximity to a mob and faster weapons generate more push as well. Players attacking from opposite sides effectively cancel each other out.

It's a royal pain in the ass to use this effectively in full groups, but in smaller groups it's a necessity to keep your tank from getting ice comet blasted, slowed, or gated on. Exp mobs need at least 2 people pushing them in the same direction to reliably interrupt. If someone is canceling you out, it gets frustrating really quick. But it's a good skill to practice and learn how and when to use it.

Rog/War ->-> Mob gating <- Monk = -> x 2 - <- x1 = -> 1x = gate
Rog/War/Monk ->->-> Mob gating = interrupt
Many aren't aware of this. I tried to inform my groups when they see merbs casting heals, slows or gates to have melee stack on tank. 60% of players get it after I explain push.
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  #15  
Old 01-12-2015, 02:46 PM
Tuljin Tuljin is offline
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Paladin with Bixie Blade is OP push - Pal also bashes and stuns :-)

Clerics and Wizards should be casting stun (or Thunder Strike/Draught of Jiva line for Wiz) to stop spells, especially if they see a mob gating. These are two classes notorious for not doing a damn thing other than cast a spell every once in a while, however. Enc should also toss out a stun if he sees a mob gating, also. It shouldn't be all up to the pushers - everyone should do everything in their power to stop it.

I can say from first hand experience that Pal with Bixie, Epic Rogue, and Enc pet is insane mob push. Pal with Bixie alone is enough to scoot a mob around very nicely. I can also say from first hand experience stuns/Draught of Jiva from a Wizard is also very effective at stopping spells.

A good Rogue and really any other strong melee should be enough for push, but it takes teamwork to have near 100% interrupts, and its even too important to stop a gate to rely on it alone if there are others who have spell based stuns or bash/slam.

Apparently push to interrupt isn't classic though?
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