Had a group with 2 CW's that were spamming this continuously. As your tank, I'd like you to know that a) chasing after mobs isn't as fun as it looks; b) wasting encounter powers on empty air as you knock away my targets make my day; and c) being guaranteed to be flanked makes me seriously question the value of taunting agro off your robe-wearing behinds.
That is all.
"Participation in PVP-related activities is so low on an hourly, daily, weekly, and monthly basis that we could in fact just completely take it out of STO and it would not impact the overall number of people [who] log in to the game and play in any significant way." -Gozer, Cryptic PvP Dev
As a wizard, this kinda bugs me as well because most often I have to tele to get in range.
I myself do not use it...but if I have a tank that cannot do his/her job, then I will most def. throw it into my rotation.
"You have a wife and kids? If so, what would happen, if we called you in at 1am, everytime something went wrong!
Be respectful, remember, you PLAY the game at your convenience, they WORK at no ones."
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rakunenMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 19Arc User
edited May 2013
No, that's fine, you keep aggro on the main enemy, I''ll keep using Repel on adds to buy time and keep them away from the cleric. If I ever use Repel on an enemy you've actually engaged in melee and are holding threat on though that's a mistake.
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited May 2013
. . . . . Yeah, I usually swap out to non-push back spells when I am in a party. I like to keep repel and shield, one or the other, not both, though for when I get too many adds. That's just about the only time I repel when in a group is when I gain aggro. Then, I usually try and position myself so that when I push them back, they are pushed back into the melee fighters' range area they are fighting other mobs in. If the meleers come to me to get the adds off me, I'll then root the mob and teleport away three times really fast to get out of their aggro range.
. . . . . I will also happily, with no regard to any other class, repel aggro off of clerics. I don't care how much a fighter complains, I am not going to let a cleric get zerged by mobs, even if the cleric may not be properly getting out of the way.
Repel with Spell Mastery does an insane amount of aoe damage. That alone makes it completely worth using time and again in groups.
Asking wizards to not use Repel is just the reverse of asking melee classes to just chase down the mobs or to wait for them to reengage you. It takes a single second for a repelled mob to reach you again in melee, and that's assuming you're standing still.
Just sounds to me that you're too lazy. I can top the dps charts if I can use all of my wizard's aoe powers, but I find time and again groups complaining about knockbacks. It isn't just a knockback, especially if it's slotted with Spell Mastery. It becomes a very fast recasting, high damage aoe attack that's also very versatile as a controlling power.
Repel with Spell Mastery does an insane amount of aoe damage. That alone makes it completely worth using time and again in groups.
Asking wizards to not use Repel is just the reverse of asking melee classes to just chase down the mobs or to wait for them to reengage you. It takes a single second for a repelled mob to reach you again in melee, and that's assuming you're standing still.
Just sounds to me that you're too lazy. I can top the dps charts if I can use all of my wizard's aoe powers, but I find time and again groups complaining about knockbacks. It isn't just a knockback, especially if it's slotted with Spell Mastery. It becomes a very fast recasting, high damage aoe attack that's also very versatile as a controlling power.
That's fine then. If I find myself in a group with you, I'll focus on collecting loot, because repel is the opposite of a control power, it's a chaos power.
"Participation in PVP-related activities is so low on an hourly, daily, weekly, and monthly basis that we could in fact just completely take it out of STO and it would not impact the overall number of people [who] log in to the game and play in any significant way." -Gozer, Cryptic PvP Dev
Had a group with 2 CW's that were spamming this continuously. As your tank, I'd like you to know that a) chasing after mobs isn't as fun as it looks; b) wasting encounter powers on empty air as you knock away my targets make my day; and c) being guaranteed to be flanked makes me seriously question the value of taunting agro off your robe-wearing behinds.
That is all.
Yeah Im guilty. This skill builds action points like mad the more mobs you hit with it...I understand your grief though. Let me apologize for all of us for this. I will personally work on it.
As a wizard, this kinda bugs me as well because most often I have to tele to get in range.
I myself do not use it...but if I have a tank that cannot do his/her job, then I will most def. throw it into my rotation.
Same.
I also play a cw and it even pisses me off when other cws do this. Those skills are great when soloing but in group play it is aggravating and many times causes more harm than good.
There are occasions where it can be useful but not near to the extent some cws appear to like using it in group PvE play.
. . . . . Yeah, I usually swap out to non-push back spells when I am in a party. I like to keep repel and shield, one or the other, not both, though for when I get too many adds. That's just about the only time I repel when in a group is when I gain aggro. Then, I usually try and position myself so that when I push them back, they are pushed back into the melee fighters' range area they are fighting other mobs in. If the meleers come to me to get the adds off me, I'll then root the mob and teleport away three times really fast to get out of their aggro range.
. . . . . I will also happily, with no regard to any other class, repel aggro off of clerics. I don't care how much a fighter complains, I am not going to let a cleric get zerged by mobs, even if the cleric may not be properly getting out of the way.
Zeb is just all over the right answer like white on rice.
I keep shield on at all times. Even if I'm not using it to get enemies off me or the cleric (who I stay within teleport range of) it still improves my survivability a little bit. Repel is just off my bar, at this point. I need room for my lightning, force choke, and ray of enfeeblement.
-Rachel-
Great Weapon Fighter tanks? Who are you kidding? Cleric tanks. They draw -all- the aggro.
i got rid of force choke when steal time became available. I go with Steal time mastery slot, sudden storm, chill strike and icy terrain. im a freeze build tho.
[SIGPIC][/SIGPIC] PVPer rocking it Solo queue style since the dawn of Neverwinter
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rakunenMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 19Arc User
Repel with Spell Mastery does an insane amount of aoe damage. That alone makes it completely worth using time and again in groups.
Asking wizards to not use Repel is just the reverse of asking melee classes to just chase down the mobs or to wait for them to reengage you. It takes a single second for a repelled mob to reach you again in melee, and that's assuming you're standing still.
Just sounds to me that you're too lazy. I can top the dps charts if I can use all of my wizard's aoe powers, but I find time and again groups complaining about knockbacks. It isn't just a knockback, especially if it's slotted with Spell Mastery. It becomes a very fast recasting, high damage aoe attack that's also very versatile as a controlling power.
Look, it's not a competition, you aren't trying to "beat" your party members in the damage race, you're trying to get through the encounter as efficiently as possible (because later it's going to matter). You know what REALLY does an insane amount of damage? The entire party attacking an enemy for a second.
Winning the damage charts because you're preventing damage to the enemies is not something to be proud of. If you can knock the enemies into a wall with one Repel it MIGHT make it worthwhile because further ones are just damage but even then it's debatable because the rogues are going to have to reposition themselves in a way that might not even be possible.
As a CW player, I also find it a little tedious when other CWs in the group use Repel or Ice Storm. I was just in a party where the other CW used both. I asked him if he'd mind choosing a different daily (e.g. Ice Knife) and an alternative Encounter, both of which would also have been a dps increase for the whole group and made the run faster (using Repel in the mastery slot will still be inferior dps to having Chill Strike in that slot), but the polite request was ignored. I felt the strong urge to apologize to the group on his behalf.
tyler23434Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
As a cleric i beg cws to not only keep this force push power but tab power it for the additional aoe effect. the current tanks in this game dont know to agro new mob spawns and **** keeps coming for me. It really helps keep the pressure off me so i can heal better.
clacksonMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 12Arc User
edited May 2013
I feel sorry for clerics every time I see one come limping past me, waving their arms and screaming like a little girl, with twenty imps and three demons all trying to eat their face. Repel is good for those situations.
ehh for a repel effect and AoE effect i go with shield for one simple reason, unlike the other AoE effects we get, Shield has no cap on targets
oh and lets not forget many Epic Dungeons have edges.... singularity all of them to a edge then Pop the shield to toss evry mob into the deep dark :P exspecially effects in the T2 Spider Dungeon
I use repel exclusively to deal with adds that target more or other ranged characters (clerics currently). I don't use it on spell mastery, though it is tempting if I was soloing. Occasionally however, I'll accidently bump the wrong key and some mob goes flying. I cannot really help that though, small keyboard and long fingers don't go so well.
I'm also still in the 30's with all three of my characters, so I don't have anythign worth slotting instead (shield or repel is the only options).
More often than not, if you have to chase down a repelled target, something was done wrong. They run right back when they've recovered. Use that time bought to handle things still around you.
Its entirely depends, Many good points here...
It does much more good for party then any possible bad for melee. Ive played a GWF and a TR; it should be no issue keeping up lol; a TR can practically tele to mob and a GWF can cover tons of ground... Now I tend to try to use it after peeling off mobs not in line with tank or another pack. The real issue for me is the freaking range on it lol. Sometimes Im sure the pack being tanked is far enough back from the group of fresh adds im about to hit. (Because fresh adds will always go for the cleric first... Not the tank or Dps... (Unless the dps help the tank and get adds as they enter battle; that densest happen to often.) Anyway it ends up going through my target pack sometimes and all the way to the pack being tanked. So the best option is make sure you position yourself right...I mean you can Tele your a CW...duh; to get a good angle.
I wont use it on a pack that the tank is currently engaged on. Or try to aim it off angle so the edge clips mobs close to him or not being focused on.
Deliberately using it on a pack that the tank is trying to hold (thats right omg; some people; CAN tank) is rude and just one trying to get up their AP. I dropped it for shield a way back; even though its nice. But shield can give similar ability and has no cap on mobs it can hit; its possible to get full AP on large pulls with shield.
If you can knock mobs off the edge of something then by all means use repel, but scattering groups all over the place makes it even harder to kill them quickly or use a real control ability like steal time. Repel is situational and should not be used in your regular rotation.
I got the Repel spell just for when I'm soloing and in dire situations, then Noticed that the shield is just better in terms of utility.
Anyway I don't understand why would a CW use Repel and Shield Repel in a dungeon. As any1 sane in his mind I focused on keeping enemies on one spot so that at least they would easy to catch even if I mess up with their position.
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kerlaaMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
I will also happily, with no regard to any other class, repel aggro off of clerics. I don't care how much a fighter complains, I am not going to let a cleric get zerged by mobs, even if the cleric may not be properly getting out of the way.
And we DC thank you for your efforts. Now if we can only convince the TR to grab the adds we would be one happy camping healer.
I, as many other have stated, only use repel to keep mobs of clerics, I've found clerics are often ignored in this game.
Not often I see the tank trying to peel off enemies from clerics, so what I have to do is use the time it takes to kill the mob the tank is currently on, to CC with Repel and whatever else I have at the time whatever mobs are on the clerics.
I'll take Repel off my bar when tanks learn to take aggro of mobs attacking our clerics.
And we DC thank you for your efforts. Now if we can only convince the TR to grab the adds we would be one happy camping healer.
Wait, you want the single target dps specialist (who should be focused on taking out enemy healers/control/bosses) to grab the attention of many targets?
You should be asking the GWF to do that instead, they're the AoE melee guys.
And Clerics in Epic dungeons should learn to Heal & Kite, as they will have the main aggro from adds due to heal aggro affecting everything.
I use Steal Time to give Clerics with add problems a break, or tabbed Chill Strike, though usually the Clerics I'm grouped with have no problem tanking adds!
piklenMember, Neverwinter Beta UsersPosts: 1Arc User
edited May 2013
I have no problem with using repel on adds but please don't spam repel on bosses. Its hard to position myself at his back with him jumping all around the place. Also please avoid repel if you see somebody killing off the adds on a cleric (unless of course if the add killer is hopeless).
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kerlaaMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Wait, you want the single target dps specialist (who should be focused on taking out enemy healers/control/bosses) to grab the attention of many targets?
You should be asking the GWF to do that instead, they're the AoE melee guys.
And Clerics in Epic dungeons should learn to Heal & Kite, as they will have the main aggro from adds due to heal aggro affecting everything.
1) The quicker the adds are killed the quicker the entire team can get to killing the big bad boss. The best dungeon run videos/exp I have seen is when the tank stays on the boss and everyone else takes out adds. But I guess that is to much to ask the DPS, guess it takes away from trying to climb the DPS board.
2) Trust me we DC learn at an early add to Heal/kite as we pretty much learn on the run, literally.
1) The quicker the adds are killed the quicker the entire team can get to killing the big bad boss. The best dungeon run videos/exp I have seen is when the tank stays on the boss and everyone else takes out adds. But I guess that is to much to ask the DPS, guess it takes away from trying to climb the DPS board.
Epic Dungeon Bosses have a constant swarm of lesser adds, killing those will only make new ones spawn almost instantly. If a heal/control mob is part of this, you'll want the TR to focus on them exclusively (their high single target dps should be able to handle them), since they can make the fight otherwise unwinnable. The 2/3 Boss HP and 1/3 Boss HP waves should be the focus of the AoE guys, again with the TR handling any heal/control mobs running around.
Not sure why anyone would use repel in a dungeon. Shield blast on the other hand is downright insane. Lvl 34 it crits for ~2k and can oneshot as many imps as are in range. With 15-20 enemies that means a single shield blast does upwards of 30-40k and only really gives a 1s breather. On top of this it gives an amazing about of AP (about half) so you can lead/follow with singularity. I will say that it is not something that should be used fighting a few medium mobs (abyssal demons, Erynees(sp), summoners etc).
2 CW with shield can make the 2nd big wave of the dragon a joke. Main dps on the big lord and shield blast + singularity will handle the other adds fairly well. A CW shield wiz is a cleric's best **** friend. Swarmed by adds? Run onto the wiz and see the weak enemies all die and the big ones pushed away. No one keeps mobs off you like an AE wiz
If you don't want the mobs blown away as a tank you could always go sit in a corner?
Repel is situational as you can use the power to knock mobs away from you - or even knock them out of the map to speed up clear times at a loss of loot. It actually helps speed up clear times significantly in dungeons especially when your delving and you need to get to the boss as many times as possible in order to maximize loot.
Nessa@gwas - 10,500 Gearscore Control Wizard on Dragon Shard.
4/4 Castle Never legit. 4/4 Shadow Weaver set. 1/2 Ancient Court Magister.
Repelling enemies into traps is also quite enjoyable. Use the terrain to your advantage and hurl one of the bigger mobs into that burning pile of refuse. Huge chunk of their health out of the way as the mobs seem especially weak against what just happens to be lying around.
Comments
I myself do not use it...but if I have a tank that cannot do his/her job, then I will most def. throw it into my rotation.
Be respectful, remember, you PLAY the game at your convenience, they WORK at no ones."
. . . . . I will also happily, with no regard to any other class, repel aggro off of clerics. I don't care how much a fighter complains, I am not going to let a cleric get zerged by mobs, even if the cleric may not be properly getting out of the way.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
Asking wizards to not use Repel is just the reverse of asking melee classes to just chase down the mobs or to wait for them to reengage you. It takes a single second for a repelled mob to reach you again in melee, and that's assuming you're standing still.
Just sounds to me that you're too lazy. I can top the dps charts if I can use all of my wizard's aoe powers, but I find time and again groups complaining about knockbacks. It isn't just a knockback, especially if it's slotted with Spell Mastery. It becomes a very fast recasting, high damage aoe attack that's also very versatile as a controlling power.
That's fine then. If I find myself in a group with you, I'll focus on collecting loot, because repel is the opposite of a control power, it's a chaos power.
Yeah Im guilty. This skill builds action points like mad the more mobs you hit with it...I understand your grief though. Let me apologize for all of us for this. I will personally work on it.
Same.
I also play a cw and it even pisses me off when other cws do this. Those skills are great when soloing but in group play it is aggravating and many times causes more harm than good.
There are occasions where it can be useful but not near to the extent some cws appear to like using it in group PvE play.
On a side note: Yay, to class forums being back!
Zeb is just all over the right answer like white on rice.
I keep shield on at all times. Even if I'm not using it to get enemies off me or the cleric (who I stay within teleport range of) it still improves my survivability a little bit. Repel is just off my bar, at this point. I need room for my lightning, force choke, and ray of enfeeblement.
-Rachel-
PVPer rocking it Solo queue style since the dawn of Neverwinter
Look, it's not a competition, you aren't trying to "beat" your party members in the damage race, you're trying to get through the encounter as efficiently as possible (because later it's going to matter). You know what REALLY does an insane amount of damage? The entire party attacking an enemy for a second.
Winning the damage charts because you're preventing damage to the enemies is not something to be proud of. If you can knock the enemies into a wall with one Repel it MIGHT make it worthwhile because further ones are just damage but even then it's debatable because the rogues are going to have to reposition themselves in a way that might not even be possible.
oh and lets not forget many Epic Dungeons have edges.... singularity all of them to a edge then Pop the shield to toss evry mob into the deep dark :P exspecially effects in the T2 Spider Dungeon
I'm also still in the 30's with all three of my characters, so I don't have anythign worth slotting instead (shield or repel is the only options).
It does much more good for party then any possible bad for melee. Ive played a GWF and a TR; it should be no issue keeping up lol; a TR can practically tele to mob and a GWF can cover tons of ground... Now I tend to try to use it after peeling off mobs not in line with tank or another pack. The real issue for me is the freaking range on it lol. Sometimes Im sure the pack being tanked is far enough back from the group of fresh adds im about to hit. (Because fresh adds will always go for the cleric first... Not the tank or Dps... (Unless the dps help the tank and get adds as they enter battle; that densest happen to often.) Anyway it ends up going through my target pack sometimes and all the way to the pack being tanked. So the best option is make sure you position yourself right...I mean you can Tele your a CW...duh; to get a good angle.
I wont use it on a pack that the tank is currently engaged on. Or try to aim it off angle so the edge clips mobs close to him or not being focused on.
Deliberately using it on a pack that the tank is trying to hold (thats right omg; some people; CAN tank) is rude and just one trying to get up their AP. I dropped it for shield a way back; even though its nice. But shield can give similar ability and has no cap on mobs it can hit; its possible to get full AP on large pulls with shield.
Anyway I don't understand why would a CW use Repel and Shield Repel in a dungeon. As any1 sane in his mind I focused on keeping enemies on one spot so that at least they would easy to catch even if I mess up with their position.
And we DC thank you for your efforts. Now if we can only convince the TR to grab the adds we would be one happy camping healer.
Not often I see the tank trying to peel off enemies from clerics, so what I have to do is use the time it takes to kill the mob the tank is currently on, to CC with Repel and whatever else I have at the time whatever mobs are on the clerics.
I'll take Repel off my bar when tanks learn to take aggro of mobs attacking our clerics.
You should be asking the GWF to do that instead, they're the AoE melee guys.
And Clerics in Epic dungeons should learn to Heal & Kite, as they will have the main aggro from adds due to heal aggro affecting everything.
1) The quicker the adds are killed the quicker the entire team can get to killing the big bad boss. The best dungeon run videos/exp I have seen is when the tank stays on the boss and everyone else takes out adds. But I guess that is to much to ask the DPS, guess it takes away from trying to climb the DPS board.
2) Trust me we DC learn at an early add to Heal/kite as we pretty much learn on the run, literally.
2 CW with shield can make the 2nd big wave of the dragon a joke. Main dps on the big lord and shield blast + singularity will handle the other adds fairly well. A CW shield wiz is a cleric's best **** friend. Swarmed by adds? Run onto the wiz and see the weak enemies all die and the big ones pushed away. No one keeps mobs off you like an AE wiz
If you don't want the mobs blown away as a tank you could always go sit in a corner?
4/4 Castle Never legit. 4/4 Shadow Weaver set. 1/2 Ancient Court Magister.