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Tanking vs Knockback spellsFollow

#1 Jan 04 2009 at 10:43 PM Rating: Good
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They are 98% of the time annoying. They scatter mobs and make it harder to regain or gain control of a pull.

That being said I have had a few occasions when DPS has used these effects to knock mobs back to me. Just wanted to say that it was sweet when that happened.

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#2 Jan 05 2009 at 1:35 AM Rating: Decent
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I hate them, especially when the shammy, uses it because he thinks the mobs are to close to the healer, and ive just used berserk, and it would be easier for the casters to backup, I also enjoy a good DK who does GOOD dps, and isn't a moron, pulling casters to me with death grip, aside from that DKs are a horrible.
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#3 Jan 05 2009 at 1:45 AM Rating: Decent
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I agree with the annoying part. I've had someone use knockback effectively once (the knockback pushed all the mobs into a corner closer together). Usually I just grumble to myself and go on tanking. I won't bring it up in party chat unless they repeatedly pull extra groups with it.

I won't get started though, I could go on a page-long rant about the annoying things that dps like to do in pugs.
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#4 Jan 05 2009 at 1:48 AM Rating: Good
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I have to agree. I use Frost Nova more than Blast Wave to control out of control mobs. The knockback annoys me a bit soemtimes, but it some cases, it's been a lifesaver. It's all about knowing when and where to use them.
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#5 Jan 05 2009 at 3:14 AM Rating: Good
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i use it on my moonkin as a ghetto interrupt, since they dont have a normal interrupt. its also good for dealing with adds for a moment, gives the tank an extra moment to pick them up.

but yes, knockbacks are annoying to tank with. i ususall just wait till the mobs come back to me after anything like that is used.
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#6 Jan 05 2009 at 5:21 AM Rating: Decent
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I don't know about tanking, but they are really effing annoying in solo play.

I hate how Blizzard gave most elites knockbacks with ridiculously short cooldowns. It is a basic "spellcasters need not apply" thing, as you just can't cast anything when the mob is throwing you all over the place with his stupid knockbacks.

I honestly think they should have toned down the sheer number of knockbacks on 2- and 3-man elites in Northrend. Seems like every mob can knock back every 5 seconds, making it impossible to heal yourself. Very highly annoying to be honest...
#7 Jan 05 2009 at 5:48 AM Rating: Good
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i think they did that on purpose zaria. my feeling is blizz wanted to level the playing field so to speak when it came to group quests. much easier to cast stuff when the guy whos knocking people back is attacking the highly armored plate/bear tank. or warlock in meta form.
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#8 Jan 05 2009 at 6:27 AM Rating: Good
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It's a bit irritating when they do it to non-casters. They hear about it (nicely...the first time) if they do it to casters. Nothing worse than a nice, clean LoS caster pull shot to hell by an AoE knockback :P
#9 Jan 05 2009 at 6:46 AM Rating: Good
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Death's Grip from friendly DK's is ocassionaly annoying BG's. You waste your sprint running to a target and just as you're about to throw a big hit on it the stupid DK behind you decides to pull your target away. Good riddance ^^
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#10 Jan 05 2009 at 6:58 AM Rating: Excellent
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I've yelled at guildies many times during raids for this. The druid one isn't bad, it's directional and short distance (5yds in a line). Mage (Blast Wave) and Shaman (Thunderstorm) are very annoying for tanking though (especially as a warrior). I can't count the times that it's been done a split second before my Thunder Clap or Shockwave goes off and they get spread too far to be affected by them.
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#11 Jan 05 2009 at 8:46 AM Rating: Excellent
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cafeen wrote:
I've yelled at guildies many times during raids for this. The druid one isn't bad, it's directional and short distance (5yds in a line). Mage (Blast Wave) and Shaman (Thunderstorm) are very annoying for tanking though (especially as a warrior). I can't count the times that it's been done a split second before my Thunder Clap or Shockwave goes off and they get spread too far to be affected by them.


Whenever I give people a hard time about the knockbacks, I always get, "Oops...wrong button." Hate that excuse. Move the friggin' button then so you're not so likely to hit it. Especially when it's happened three times during the first half of a dungeon. Otherwise, maybe next time I'll "oops" and hit Divine Shield instead of Righteous Defense ;D
#12 Jan 05 2009 at 11:21 AM Rating: Good
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I personally hate them as well, someone needs to tell the casters that talent was created for mostly pvp situations or for soloing.

I had a druid doing their knockback while I was re-learning to tank on friday and I had a really hard time with it.

I tried telling people, Its been a long time since I last tanked, dont give me a hard time or im walking on you.

Then of course they pull that crap, and the whole run downright sucked. Not sure if it was me or not.
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#13 Jan 05 2009 at 11:43 AM Rating: Excellent
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lauisifer wrote:
I personally hate them as well, someone needs to tell the casters that talent was created for mostly pvp situations or for soloing.


Thunderstorm for Shamans is a mana regen ability, 8% mana regen with a 45 second cooldown, makes it very much for PvE grouping, especially when you have a group chain pulling, say for something like Heroic Strat timed run.

But still being elemental they should be far enough away from the action to be able to use TS without it hitting any mobs. I mean it only has a 20 yard radius, 24 yards talented, shouldn't be that hard to stay out of range to avoid the knockback, but still gain the mana regen from using it.
#14 Jan 05 2009 at 12:22 PM Rating: Good
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I hate knockback spells.

If the mobs are surrounding me - they are in Consecration - thus not bothering the healer/casters 99 times out of 100. Why did some idiot just break up my night tight ball of mobs? This is really annoying when you have breakable CC and now I have to break it to pick up someone or when I need to regroup the Melee mobs near the caster mobs by stunning a caster and kiting the melee back to him for more AOE.

Why if I spent all that time gathering them up - does a DPS think it's necessary to break them apart?
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#15 Jan 05 2009 at 12:55 PM Rating: Decent
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I can't help it, I love when someone drops a fear or knockback in a large group of Mobs.. Just the satisfaction of watching a whole bunch of critters/creatures or other badness go flying for once instead of me brings a smile to my face and for a second makes it feel like that I really am an epic hero surrounded with other people from an action flick or fighting anime.

On a side note however: If I'm tanking on my druid it can get annoying as I have to run all over hell and creation to pick the mobs back up... I'm also not a very good tank yet :)

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#16 Jan 05 2009 at 1:14 PM Rating: Excellent
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I remember running Kara after the patch at level 70...

We were up by the Netherspite/Chess ramps. One of the druids used typhoon. It knocked a mob off the platform which fell all the way to the bottom large library area just after Curator.

It took about 3 minutes for the mob to get back up to us, and it brought every single mob we had skipped past on the way, which was probably about 20 mobs including 2 sentries and a couple spectral sorceress' and elementals. That wasn't cool.
#17 Jan 05 2009 at 4:19 PM Rating: Excellent
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Our elemental shammy knockbacked all the zombie adds on Gluth after a Decimate into Gluth!!


30 secs later we were all running back in with me telling him nicely on vent not to try that again.
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#18 Jan 05 2009 at 7:12 PM Rating: Decent
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Knockbacks are very useful if the player knows how to use it.

As an ele shammy, I've used it countless times to knock adds back to the tanking spot when I accidentally draw aggro from the chainlightning spam.

Also, on Gluth, if the shammy is positioned correctly, the knockback can gain a few precious seconds.... by knocking the zombie chow AWAY from gluth. I've personally used it so many times.

It's the player.... not the spell/ability.

Similarly for DKs, I had seen many alert DPS DK grip adds away from healers back to the melee pack, etc. The team just need to work out and understanding so that the tank dun waste precious time charging to the healer when stray mobs head their way.
#19 Jan 05 2009 at 9:37 PM Rating: Good
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waihwang wrote:
Knockbacks are very useful if the player knows how to use it.

As an ele shammy, I've used it countless times to knock adds back to the tanking spot when I accidentally draw aggro from the chainlightning spam.


As someone already mentioned, when you use the knockback, you risk tossing the mobs out of range of the next AoE threat attack by the tank. If you've pulled aggro, you do not want to be costing your tank threat. Your tank does not expect the mobs they have located to their liking to suddenly go flying all over the place. It puts the tank in the position of having to react to something unanticipated instead of controlling the pull on their terms. Controlling the pull on their terms is what good tanks do. A good tank will be able to accommodate unforeseen circumstances, but players don't need to be making those circumstances for them.

I don't mean to sound derogatory, but this is part of the problem. Tanks say, "Please don't do that." Someone who is not the tank says, "I know what I'm doing...don't worry about it."

Don't do it. Don't pull threat in the first place and you won't need to knock mobs back. It's not a straight knockback that relocates the mobs directly back in parallel lines...it fans them out and makes an absolute mess.

The application of the knockback for keeping the zombie chow away from Gluth is absolutely fantastic. It worked for us tonight. It's the only consistently useful application of the knockback I've seen thus far. Like a warrior's Mortal Strike, it's a primarily PvP ability that has extremely limited applications in PvE.

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It's the player.... not the spell/ability.


Trust me, it's the spell/ability. I don't care who you are. If you're a PUG member in one of my groups, you get one request not to do it. After that you get a ghetto port out of the dungeon.
#20 Jan 05 2009 at 10:28 PM Rating: Decent
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Aurelius, are u a tank?

All the tanks I've ran with had never had a complain with my use of knockback. These days with mass AOE being used all the time in dungeon runs, it's not uncommon to pull threat occasionally if you get lucky with a chain of crits and other procs. FYI, I do NOT knock the mobs out of their AOE threat range. Instead, I know the mob BACK INTO their AOE threat zone.

In the past, when that happens to me, I just RUN TO the tank with the mob in tow. These days, I just knock them back. Dun dish players who knows how to play and make full use of their class talents and skills.

There are also other instances where this knockback can help 'lives', e.g. in AN, if the skirmisher is wailing on your healer, a well timed/placed knockback could save the team.
#21 Jan 05 2009 at 10:39 PM Rating: Excellent
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waihwang wrote:
Aurelius, are u a tank?


My druid is a tank. My paladin is a tank. My warrior is prot at 60. My DK will be a tank.

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All the tanks I've ran with had never had a complain with my use of knockback. These days with mass AOE being used all the time in dungeon runs, it's not uncommon to pull threat occasionally if you get lucky with a chain of crits and other procs. FYI, I do NOT knock the mobs out of their AOE threat range. Instead, I know the mob BACK INTO their AOE threat zone.


Not for multiple mobs, you don't. When you use the knockback, it fans them out. Instead of X mobs nicely clustered in front of the tank, it's Xe mobs spread out around the tank. Smart dps don't pull threat such that they need to use it as a personal defensive strategy. They watch Omen and know what their character is capable of. If they DO pull threat, they don't make the situation worse by scattering the mobs all over the place.

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In the past, when that happens to me, I just RUN TO the tank with the mob in tow. These days, I just knock them back. Dun dish players who knows how to play and make full use of their class talents and skills.


My question to then would be...are you a tank? Have you ever tanked a heroic? A raid? If not, how do YOU know what a tanks AoE threat range is? Is it glyphed? What kind of tank is it? What happens to the tank if the three mobs are so fanned out that he turns to nab one and another is at his back? What happens if 1 or more of the mobs are casters?

Not all tanks speak up when someone does something silly. I do.

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There are also other instances where this knockback can help 'lives', e.g. in AN, if the skirmisher is wailing on your healer, a well timed/placed knockback could save the team.


Sure. Not when you pull threat though. That's just sloppy playing "fixed" by sloppy playing.
#22 Jan 05 2009 at 10:46 PM Rating: Good
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From a comment I made on the Druid forums...
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Knockback attacks:
I hate these. Sometimes they pull aggro easily (since you're at range now, reduced threat). Ranged attackers stay out there, and everything's scattered out of range of swipe, mangle or berserk. We like enemies clustered, and Shamans Mages and other Druids can foul that up. These spells have uses, Druids for example get a spell interrupt and instant-cast AoE. The problem is when someone uses them without thinking, or just because he can, especially the Shaman and Mage ones, which are caster-centered. Typhoon tends more towards punting everyone the same way.

Don't be afraid to speak up if someone's causing issues. My brother's a Boomkin a lot of the time, and while he understood my issues he still had a lot of trouble registering at the moment whether to use Typhoon or not. A stint of him as feral in a pug with another Druid did more good than weeks of discussion, and now I may not force him to get the glyph next patch (lowers cost but removes knockback, or as I call it, "win-win").


To add: they can be useful. My brother is learning how to use typhoon properly, and it's now becoming a great tool, both for the AoE and for knocking casters, canceling their spell. They are not a "because I can" ability. I had a mage in heroic VH who would regularly charge in for Blast Wave right on top of me. On dual-sorcerer 4-pulls that pissed me off very quickly. When you're in the tanking zone, keeping track of everything, it's like trying to shift gears with the clutch out.

--If you're using it for secondary benefits, don't use it near the mobs.
--Even if it's a knockback centered on you, run to the side so they all go the same way.
--If possible, put them in front of the tank, not behind him. This especially matters for druids using Swipe, where we can take a few steps forward instead of moving and re-centering all the mobs in our finicky cone.
--If you don't benefit from using it, don't use it. I know it's a fun toy, but play on your own time.
--If you ***** up, fess up. If you say "oops wrong button" more than once, I'll "accidentally" kick you from the party. If it's a bad place to put it, don't put it there.
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#23 Jan 06 2009 at 2:58 AM Rating: Decent
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Aurelius,... you probably haven't played with a good shammy that knows how to use it.

The shammy, a ranged DPS will be Away from the tank.. so there is no way he can blast the mobs and spread them out. In fact, if the mob is on a beeline towards the shammy,... the blast will knock that mob back to the tank directly.

U might have played with shammies who DPS stacked on the tank? That would be kind of strange right now coz no ele spec shammy would use their fire totems for that. Maybe after the next patch when they get upgraded.. but not now.

Don't call it sloppy playing. Shammies have no control over who and how the chain lightning hits. In the groups that I run with, we move fast and we unleash all out DPS because we can. e.g. CoT was done with more than 5 minutes to spare. But the tank is a bear. So sometimes during an odd CD of their taunts and our crits, pulling mobs off the tank can and do happen. (unlike Prot pally or DK tanks who have an easier time holding aoe aggro)

Knockbacks are tools which are very useful. It just need good positioning for it to work.

#24 Jan 06 2009 at 3:05 AM Rating: Decent
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I wanted to comment on the inverse of this I've found healing DK tanks. DK tanks that pulls mobs with death grip and don't realize that the cast is going to zap me in the face until I die or the DK tank ends up running over there anyway. I've actually really liked DK tanks (not that much different then paladins healing wise) except for this one big issue.
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#25 Jan 06 2009 at 6:20 AM Rating: Good
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SynnTastic wrote:
lauisifer wrote:
I personally hate them as well, someone needs to tell the casters that talent was created for mostly pvp situations or for soloing.

Thunderstorm for Shamans is a mana regen ability, 8% mana regen with a 45 second cooldown, makes it very much for PvE grouping, especially when you have a group chain pulling, say for something like Heroic Strat timed run.

But still being elemental they should be far enough away from the action to be able to use TS without it hitting any mobs. I mean it only has a 20 yard radius, 24 yards talented, shouldn't be that hard to stay out of range to avoid the knockback, but still gain the mana regen from using it.

Thats why I said mostly -
But to be fair, it shouldnt be used if its going to affect the tank in any way. Your saying to use it when the mobs arent in range, sure that sounds viable and less disruptive. But shamans also have mana spring totem for regen and water shield, to be fair you shouldnt need it all that often.

For the casters who are defending their right to use the spells that knockback: Sure you have the right to use it, I mean WoW gave it too you to use. From now on, Im going healing spec and dps the whole fight JUST BECAUSE they gave me DPS spells, I should use them. How does that make any sense? Sounds just as stupid as the caster using a knockback so your tank cant taunt it properly, good job, you just defeated the purpose without realizing it.

Most tanks have a method to their madness, a knockback spells cause confusion. Dont make their job harder than it already is. Sounds simple enough to me? How is this anything to fight about, dont use it unless the tank says its ok.

waihwang wrote:
Don't call it sloppy playing. Shammies have no control over who and how the chain lightning hits.


Come on, seriously? There is a time and place for spells like chain lightening, you should only be using them when its safe for an AoE spell, and the tank has enough aggro to handle the chain lightening. If you are using it at any other time, it is actually very sloppy playing.

waihwang wrote:
There are also other instances where this knockback can help 'lives', e.g. in AN, if the skirmisher is wailing on your healer, a well timed/placed knockback could save the team.


Acutally this is a horrible thing to do, the tank runs towards me to save me (healer), you knock the mob away, now he has to chase this mob around, while you are continuing to dps. The tank is not gaining aggro on the other mobs at this time. Next thing you know, ALL MOBS are running towards me because im continuing to heal. Theres another wipe.

Can you people use common sense, taunting is fairly simple. Find the problem mob, taunt it, problem solved in most situations. You just added on 2-3 steps by using a knockback spell, and caused mass chaos/confusion.
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#26 Jan 06 2009 at 6:48 AM Rating: Decent
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I forgot to answer one of the questions.

My main is a lvl 80 shaman that had cleared NAXX, and in fact am one of the raid leaders of my guild.

My primary alt is currently only level 74, but is a bear tank.
My 2nd alt is a Prot pally currently doing outland instances.

And yes, I DO KNOW tanking. Though not at the heroic wotlk instance level.

Instead of complaining of new abilities of DPS classes, tanks should learn how to adapt and work with them in consideration. Don't just blame the DPS. It's just too convenient.

There are idiot DPS who just blast away without a care. But, what I'm trying to stress in my replies, is that all these knockbacks are USEFUL abilities that can compliment the tanks! It's up to the player to use them wisely, and tanks to have a good understranding with their DPS teammates to know what they are going to do.

With regards to DKs. When I play my prot pally, I often wished that I have a DK with me to pull those annoying casters/ranged mobs when I dont have LoS opportunities for pulling. Would have sped up the runs a lot.

Lauisfer, do note what I was tallking about. Those skirmishers in AN often drop aggro and become untauntable. There is NOTHING the tank could do to peel them off the healers when this happens. Those mobs need to be burst down quickly or CC-ed (e.g. pally stun)

Edited, Jan 6th 2009 9:52am by waihwang
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