Currently repel both and control and dps skill, and it does control in a bad way, it moves target causing melee to dps to miss or to waste time by moving to new position of monster. Sometimes even boss-like demons from demonic bonus HE are moved outside of HE zone and reset. This makes wizard to make a choice, either bad dps or bad group play, since repel is best single target dps.
I think something should be done about Repel, I see the following options:
- the damage should nerfed and some other single-target wizard power should be buffed (on both loadouts, just pick some underused single-target skills and buff them).
- the repel should be changed to some stun or freeze skill and have the same damage, there is no big difference for solo play between few second stun and moving, but for party play there is a bit difference
Repel move mechanics might be still useful in some niche situations, like moving mobs off cliff, but in normal encounters it is big annoyance for all melee classes.
Comments
he says " doctor doctor it hurts when i do this " (use repel and anoy my group )
doctor : "Then dont do that" (only use it in solo situations/ on tab or in party on single target dps race bosses that are immune to repel anyways )
why nerf the arcane damage when it is good for single target focused boss dps // end game content .and annoys no one
or use it as a target finisher not an opener and kill the target... a dead monster cant be repelled
and to solo content to grind you boons to survive repel bother no one
not to mention a key offensive/ defensive power in a pvp Cws loadout ..you can push people off nodes to win them
To me, thats an even bigger problem to fix.
For a melee fighter, why even try to "chase them down"? My tactic is to stay put and allow the opponent to be pelted with ranged attacks as they try to return to attack the group...
Notice I said "group", any player that attempts to play group content as a solo player is on their own.
Yeah, sometimes as a melee character I find those powers that toss mobs and bosses around to be inconvenient but who am I to complain about how other players and other classes choose to play their characters - especially if I don't even bother to mention it or suggest a change of tactics during the event?
Want to change how others play their character? Try offering a friendly suggestion and explain why... It can't hurt.
Edit: though to be fair, the fault really lies with the player. With a little foresight and a modicum of energy, it could be used in meaningful ways. But if someone's only got enough mental processing power to squat in the same frozen puddle for the duration and brainlessly mash encounters, everyone would be better off if they'd just slot ice strike instead.
Born of Black Wind: SW Level 80
IMHO, they shouldn't nerf the damage of repel. They need to buff, another AOE to make it as effective as repel so wizards aren't using it in group play. I try to only use it when the enemies get close to me, and I have no where to teleport to, or when enemies are getting too close to another ranged character.
On another note, the cast time for fireball is way too long. In group play most of the mobs, are dead, before fireball finishes casting. I only run my arcanist loadout in groups now.
Born of Black Wind: SW Level 80
But you are right about it being a paradox in PvE.
It's the best choice (personal) and worst choice (party).
Tooks are mostly support, tank and heal.
So Repel is mostly a pain in Took's HAMSTER.
Ruins a tank's perfect mob placement.
But Took can understand the temptation to use it. The damage is very good.
Not a bad idea about making something else top single-target damage (disintegrate or RoE maybe?) and adding a stun to the Repel.
Then people would only use it solo or PvP (presumably).
I am Took.
"Full plate and packing steel" in NW since 2013.
> I do not use Repel just for damage, I use it for Repel.
> Unless they nerf it into oblivion-and even then-I use it to keep the mob away.
> I am a wizard that have spells that cc the mobs.
> There is no such a thing as a tank perfect mob placement. I place the mobs, you just aggro them.
> I am the cc in the party, not you.
> .
Wow. Yeah... No.
Took double-dares you to post this comment in The Citadel or The Guard Baracks.
Took will have to cast Knight's Valor or Divine Pallisade to protect you from the tank rage.
Gotta respectfully readucate you on this one @magdalena#1708 .
In party PvE, CCs should be freeze or stun.
NOT push.
Yes, wizards are great at freezing. We all appreciate that.
Good job. Keep it up.
But pushing into position is NOT your job. NO ONE wants you to push. It helps noone in the party but yourself.
You are bad at positioning mobs. You are just pissing off your teammates.
Also... NO. DPS does NOT decide mob placement.
Not in this or any other MMO.
If you are constantly running ahead of the tank to "place the mobs" you are being a nuisance.
Positioning is the tank's job and always has been.
Tanking is much more than justholding aggro.
Tank's job:
1) Get and hold aggro/take all the hits. (which is harder to do when a paingiver-seeking DPS sends the mob to the opposite side of the room).
2) Group mobs together for better AoE damage (harder when DPS scatters them).
3) Hold mobs in one position and one direction to allow DPS to get combat advantage positioning (impossible with pushing)..
On behalf of all tanks, please rethink your role.
You are important. You CC well. You kill well. Great.
You want to use repel because it is high damage? That is a reasonable argument.
But for the love of Ilmater do NOT use it to intentionally place mobs where YOU want them.
I am Took.
"Full plate and packing steel" in NW since 2013.
If the tank is getting low on HP, then it falls on the healer or the tank themselves to refill. You may not like it, you may not agree with it, but the tank does set the tempo of the dance.
A good healer makes sure everyone stays in the dance until it ends.
> One does not recognize a good thing until is gone, it seems.
> A good wizard in a party means a clean and successful run.
> The amount of time when I Repeled mobs away from tanks when I saw their hp dropping, I should just let them die and dodge away , just dodge away with my health stone...
> Repel might look as a nuisance for o.p. parties and is never a nuisance even then, as I said = enough to kill for everyone.
> If the party is not o.p. -Repel save us all.
> .
Can Took borrow a dozen people's hands?
'Cause one pair cannot facepalm through this level of cognitive dissonance.
This thread is not about the general value of Wizards.
Focus up.
We are talking about the push of Repel only.
@magdelen11235 , please PM all the grateful tanks who you condesended to "save" with your benevolent Repel.
Have all of them comment here.
Let's hear how grateful they all are that you pushed that ONE mob away from them.
Hell. Took will settle for one.
Just one, @magdalena#1708 .
How 'bout it, tanks?
Anyone run want to show their love for "I push mobs where I want them 'cause I am the CC not you"?
Let us hear about how @magdalena#1708 's "pushy push" saved your tush.
I am Took.
"Full plate and packing steel" in NW since 2013.
More than enough power and utility was taken away for the sake of groups to the detriment of solo players already, just tell your party members to use something else if the power bothers you, or come up with tactics that use it to your advantage, some of us rather enjoy it.
I too wish to be recreated, and to be loved long after my death.