Dispellable Shift

Started by LordBrant

LordBrant

Thanks for all the hard work with the recent updates. I've just been having a difficult time with the dispellable shift. I mostly play one account and try to solo as much as possible (luckily, I've made some friends that enjoy a group hunt occasionally). I play a level 1000 ADET and prior to this update was able to solo (may die 1-2 times) a couple of heroic dungeons; however, since the update the dispellable shift has become a huge pain. I don't mind losing invul - the damage is heavy - but I can escape with shift still available. Ideally, I would like to revert to the dispel that would not affect shift. However, I think other options are adding a proc shift to the WindWalker helms - but not all thieves play throwers and may not be ideal. Hood of shift is a viable option, but you don't get the MDM or attack benefit. I hope there is some way to remedy this so that players are required to play multiple accounts. Would love to hear other peoples' thoughts.

Brancrese

I'm hoping when Thieves (finally) get their anvil helm, this becomes a solution for throwers. A MDM helm that has a shift proc (or maybe some type of phasing like furies have) would be very cool.

Ruff

I'm going to take a moment here, and bring up the "shoe on the other foot" side of this…

Sure, Dispellable Shift is an adjustment…but let's think of this not from the player perspective, but from the mobs.
We know that it's in the AI to re-shift when the mobs shift expires, when fighting shift-capable mobs, We can anticipate
that when a Ghost/Fury/etc has their shift expire, the next turn they get, they are going to re-shift…Same counts for Dispelling.

We can count on this and most of us likely do. Folks, the more I think of this Shift debate…the more I am convinced that Shift being non-dispellable
was not for the players, but for the mobs…You take into account todays Realm dynamic ( Most players Multibox ), And now you
can come up with a strategy to have one of your toons just Dispel mobs shifting every round, My ASGW can dispel shift, It doesnt even take
a high SDM character to do…And you can effectively lock these mobs into a Dispel/Re-Shift loop, All the while your other toon(s) can
charge forward and beat the tar out of whatever the target is. I think this idea might be part of why the usual Multiboxing players don't mind
the change to Shift, as much as the ones who don't (They have caught on, and actively take advantage of this).

How many caves have we seen, have a 5 Fury/Ghost/whatever fight, in which the player sees this and thinks of the ping-pong analogy that we commonly see in commentary on gossip, It was time consuming…and resulted in hitters taking more damage after using the majority of their movement rating just to catch up to the target, and land another blow before the target shifted away again.

Just my thoughts for the day, after seeing another round of feedback concerning the changes to Shift.

Thanks all,
RR

LordBrant

Thanks for all the responses. The creatures I'm referring to are the devils in heroic undead stronghold. In regards to Ruffryder's post - can we dispel the mobs? For some reason I didn't think we were able to dispel the furies, but I may be wrong. From the heroic standpoint, the furies dont shift so it hasn't really been an issue. Thank you.

Gimli

You can dispel mobs' shift as well. If the problem is only in USH then I think a better solution would be to decrease or remove the dispel proc from those enemies.

LordBrant

Gimli,

I'm completely down to decrease the frequency of it being cast. I don't think its necessary to eliminate it because it adds a certain challenge which is expected in heroic dungeons, but it does proc a ton currently.

Darbyn

Was going to make a post about this myself. I solo as well and the mages in Anvil dispel me almost every fight. I get that it's a high end dungeon so it's supposed to be hard, but as soon as they dispel me it's basically game over on my wizzy with my shift and invuln gone. Even when the hitters are gone if I have a couple of them left with them being invis and dispelling me constantly and healing it can be super frustrating.

Masterdevil

I'd like to point out that some encounters/dungeons shouldn't be soloable. That being said, the dispel rate of the devils in ush really is a tad bit on the annoying side, but I guess that's simply supposed to be the nature of these fights. Adapt and overcome or go hunt something else. :)

Darbyn

I disagree. They just added a difficulty curve to Anvil specifically to make it easier for solo players to handle, which I assume will be spread to other content. It definitely should not be easy. But it should be doable with proper strategy and patience. But the rate at which dispel is cast makes it a little ridiculous for wizards. Warrs can handle getting their invuln dispelled. They can tank the round with their health and armor. Wizards dont have that luxury. If you take away shift and invuln they get steamrolled. HoS is an option but trying to stack myst resist, dmp, etc. it's an interesting challenge.