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#11
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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.] | |||
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#12
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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..
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#13
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#14
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__________________
[52 Disciple] Downgrade (Human) <Azure Guard>
[31 Druid] Edarg (Halfling) | |||
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#15
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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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