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Avenger's Shield Quest
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Post by
dandenoth
So I'm in the process of building up to go Prot on my paladin again, and had a question. A site I visited suggests taking the Avenger's Shield glyph which causes it to only hit one target. Now, this could be useful for avoiding the chance of it bouncing and hitting a CC'd mob... Or so I thought.
There seems to be some confusion as to whether or not the spell will hit CC'd mobs. I see some people saying it will, and others saying it's safe to use as it will not hit CC'd mobs. Does anyone have a definitive answer?
Edit; Just realized the title. Should read question, not quest.
Post by
Synectics
There seems to be some confusion as to whether or not the spell will hit CC'd mobs. I see some people saying it will, and others saying it's safe to use as it will not hit CC'd mobs. Does anyone have a definitive answer?
It will NOT break CC on a mob that is CC'd.
/thread.
If you throw it too soon -- say, as the Mage casts Polymorph -- it will immediately break CC. But this is part of a client-server video game, with inherently high (relative to, say, FPS games) latency.
If the Mage sheeps a mob, they all run toward you, and you throw your shield, it will NOT bounce into it.
And the only time you should be using the glyph is if you're leveling as Prot or raiding, and even in only on encounters that do not require you to pick up multiple adds.
Post by
Squishalot
And the only time you should be using the glyph is if you're leveling as Prot or raiding, and even in only on encounters that do not require you to pick up multiple adds.
No love for Prot PvP? /sadface
But yes, it won't hit CC'd mobs as long as you give some lag time. Having said that, I poly after the pull generally speaking, on my mage.
Post by
dingbot1
It can bounce to, and break fears and snares, but yeah, for the most part the glyph is a negative.
Post by
Synectics
No love for Prot PvP? /sadface
Not until Blizz shows it some.... :3
Actually, I haven't really PvP'd at all on my Protadin yet. I ran around Tol Barad one night smacking people with no real purpose, but that's been about it. :P
Post by
Phototropic
It can bounce to, and break fears and snares, but yeah, for the most part the glyph is a negative.
Nope - only, as Squish says, if you don't allow time for lag.
If CC is applied (finished being casted) before the server receives your info-packet-shizzles that uses AS, it won't break. After which, it'll only break if your primary target is CC'd when you use the ability and, in fact, it alone won't break Hex (shammies).
Edit: Syn said it as well, yo!
Edit: Again, the glyph is good for those fights tanks have to only use single target abilities.
Post by
Nyito
Actually it will bounce to and break some CCs. Entangling roots, while being a great CC for melee mobs, isn't considered a CC by the game since the mob is technically active, just rooted, and thus AS will hit it, and possibly break it. Same is true of fear when glyphed.
Post by
Monday
Entangling roots is a snare, not a CC. It doesn't last very long and and let's casters cast.
Post by
Nyito
It lasts 30 seconds, and is easily reapplied.
Yes it doesn't work on casters, but it can easily be used to CC any mob with no ranged abilities. So, as I said, while the game does not consider it to be a CC, it essentially is, and AS will hit it, and possibly break it. Ergo, there are exceptions to the "AS will never hit CC" rule.
Post by
Monday
Must've seen the wrong root, the one I was looking at said 6 seconds =P
But as it is, I'd rather use any other form of CC (Repentance, Sap, etc). They last longer, and completely incapacitate the target.
Post by
biogoo
Avenger Shield can hit incapacitateded targets if the CC comes when the shield is already in fly. But otherwise it will avoid hitting such targets.
Post by
MegaVolt
Entangling roots is a snare, not a CC. It doesn't last very long and and let's casters cast.
CC means crowd control. If rooting a (preferrably melee) target to the ground for half a minute isn't a form of controlling a crowd then I don't know what is.
The shield will also break other forms of CC. I saw it cancel a Hunter's frost trap yesterday.
Post by
243202
This post was from a user who has deleted their account.
Post by
Synectics
and always break sap if its closest.
I've yet to have it break my guildmate's Sap in any heroic we've done, including 3 target pulls where one is a Sap. I doubt RNG has just been that nice to me, so I'm guessing it shouldn't be breaking Sap.
Post by
Nyito
CCs it does not hit: Sap, Frost Trap, Hex, Sheep, Hibernate, Wyvern Sting.... really it's easier to list just the ones it does hit; that is Fear and Entangling Roots(I may be missing one, but the vast majority will not be hit). Also, whether or not the CC breaks on damage for sure or not(Hex) plays no role. As I group with a shaman at least 90% of the time, I can say this with certainty. AS will simply hit 2 targets max rather than hit Hex.
However, as many posts before have said, any full incapacitate effects, 'true CCs' as they can be called, AS will not hit, UNLESS you use it before the server can register that the mob is CCed. Seeing it break a CC once in an instance is not a valid account unless you can be completely sure the mob was CCed a good 2-3 seconds before AS was used, and that AS was not used on that target specifically, and I'm aware those are unrealistic expectations, which is really why anecdotal evidence is not evidence at all.
If you're not sure about any CC, go to any outdoor area with a friend, have him CC one mob, while you hit another nearby and see if it chains. I've never had it hit sap, even when used under similar conditions to this test.
The reasons Fear and Roots are hit, I believe, is that Fear is not a CC when not glyphed, never has been until just recently, and thus is not included in the "do not hit" list for the spell. And Roots too was not considered a CC since it does not incapacitate a mob, rather it snares them, and is considered such by the game, and snares are not a "do not hit" debuff.
Post by
Monday
/raise hands.
Alright, I admit defeat.
Post by
Synectics
Your best bet for pulls is to let the Mage sheep the mob (or Shaman hex, Hunter trap, etc), let them start charging, use a Righteous Defense on the CCer, plus shield toss. It's been highly reliable for me thus far.
Post by
wolfphyre87
in all my runs i have yet have AS break any CC that i didnt purposefully target
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