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Poll: How to handle it?
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Old May 22, 2009, 04:43 PM // 16:43   #21
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Won't happen, shouldn't happen. Don't worry, just press tab and continue on spamming the shit out of dshot/savage on recharge praying to get lucky and catch an important skill.
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Old May 22, 2009, 04:48 PM // 16:48   #22
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Quote:
Originally Posted by Xanthe Dashka View Post
Magebane-ranger. Maybe they should improve their skills.

Please tell me how a Magebane ranger can stop a VoR mesmer? (a decent one who interrupts shit with PDrain.)


Also for the rest of you speaking here about JQ/FA.

Im mostly talking about GvG, with VoR mesmer.
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Old May 22, 2009, 04:48 PM // 16:48   #23
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PD, p block, KD's, magebane, and stance removal can get around it. If anything maybe move MoR to fast casting attribute. get rid of Mind blast MoR eles.
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Old May 22, 2009, 05:24 PM // 17:24   #24
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Quote:
Originally Posted by Massive Impulsa View Post
Please tell me how a Magebane ranger can stop a VoR mesmer?
Read the skill discription of Magebane and you know what you can do.
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Old May 22, 2009, 06:06 PM // 18:06   #25
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So, Magebane Shot goes around Mantra of Resolve? I'm surprised that Dshot doesn't do the same.
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Old May 22, 2009, 10:14 PM // 22:14   #26
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Quote:
Originally Posted by Xanthe Dashka View Post
Read the skill discription of Magebane and you know what you can do.
PowerBlock

Elite Spell. If target foe is casting a spell or chant, that skill is interrupted. The foe is interrupted regardless of any effects that prevent interrupts. The interrupted skill and all skills of the same attribute are disabled for 3...13...15 seconds for that foe.

Magebane

Elite Bow Attack. If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for an additional 10 seconds. This attack cannot be blocked


Distracting Shot

Bow Attack. If Distracting Shot hits, it interrupts target foe's action but deals only 1...13...16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.


Im still wondering how a Magebane can stop a MoR Mesmer, since its ADITIONAL so you first need to interrupt it first (upps MoR), then it add the aditional recharge.
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Old May 22, 2009, 10:41 PM // 22:41   #27
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Its the "it is disabled" part that causes the interrupt, not the "additional". While you are casting and get hit by Magebane, the skill you are using is disabled, even if the skill was made uninterpretable. When you finish the cast, it will fail because the skill is disabled, forcing an interupt.

You don't need to interupt for the disabling to take effect. There are 2 sentences, if hits, then interupts. If it hits and is a spell, then it is disabled.
There are 2 seperate IF/THEN clauses.

Test it out in game. That's how it works.

Last edited by HawkofStorms; May 22, 2009 at 10:46 PM // 22:46..
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Old May 22, 2009, 10:59 PM // 22:59   #28
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Voted for no change. Would prefer nerfs to interrupts in the current game state to reduce the necessity of having a Ranger/Mesmer that just stands and interrupts. Mantra of Resolve is overpowered under certain conditions where it is able to function as an immunity to protect all spells. However, certain spells are being cast at a level far below where they should be in PvP because of interrupts. Many casts of 1 second or less should not be interruptible at all so that the numbers on those skills can actually be balanced, instead of being completely overpowered in an environment without interrupts.

On the other hand, the current functionality within the game where players can interrupt almost every skill is even more broken. Skills have been pushed far beyond the effects of what they should do because of the ‘prevention’ concept. Interrupts are one of the strongest anti-defense counter skills in the game (right up there with defense stripping). There is no incentive to run more offense when a team can lock down a majority of the healing. But interrupts are strong as a stand-alone concept because they have the flexibility to weaken offense or defense.

Interrupts also stack on top of other interrupts. This is why people can run gimmick builds that spam interrupts and kill things with mediocre damage and excessive defense. This is also why there are people who play the game who have never seen an overpowered skill; no skill is overpowered when you can interrupt it. Instead, balancing the game that way forces the game into further interrupt dependence.

People often complain about brainless things in the game. Interrupts are a reflexive activity. People who have interrupting skills can apply them to almost any similar task no matter what the game. It’s a task that doesn’t require further development of the upper level brain. While other players have to put in the work of learning a game, someone else doesn’t bother to learn anything and just relies on pure reflex. That is why interrupts are something AI can be effective with, and that is why interrupts are something that needs to be weaker instead of stronger.

Everyone who does not have a developed twitch reflex has to put in work into learning and playing a new game. Interrupts are dictated by the speed to which your brain can communicate with your hands. If the task was reliant on your brain communicating with something besides the hand, you wouldn’t be pushing for interrupts to be stronger. You would instead be realizing how imbalanced the whole idea is. There should be a counter to this reflex in every game, because it is such a powerful video game playing skill. Otherwise, most games would be unplayable to a majority of people.
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Old May 23, 2009, 09:05 AM // 09:05   #29
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Quote:
Originally Posted by HawkofStorms View Post
Its the "it is disabled" part that causes the interrupt, not the "additional". While you are casting and get hit by Magebane, the skill you are using is disabled, even if the skill was made uninterpretable. When you finish the cast, it will fail because the skill is disabled, forcing an interupt.

You don't need to interupt for the disabling to take effect. There are 2 sentences, if hits, then interupts. If it hits and is a spell, then it is disabled.
There are 2 seperate IF/THEN clauses.

Test it out in game. That's how it works.
So you mean a mesmer with MoR, casting a SPELL. Ranger Magebanes that VoR, then VoR will fail? (cause its disabled?)

Im pretty sure it doesnt work like Pblock, but i cant test it now.


To poster above'

Seriosly, interrupts is the best thing in GW!

Im still for that Magebane need to interrupt the spell, THEN the penalty is added. Not when under MoR:>

Last edited by Massive Impulsa; May 23, 2009 at 09:09 AM // 09:09..
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Old May 23, 2009, 10:20 AM // 10:20   #30
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Because preventing interrupt or interrupting your enemies are a part of the "so call skill" in playing PvP in GW. (unless i am mistaken lol, but how do you justify asking for this? its like if I cannot kill an opponent because they use X build, I ask for its removal?)
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Old May 23, 2009, 12:23 PM // 12:23   #31
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I'm pretty sure Magebane doesn't go through MoR.
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Old May 23, 2009, 04:22 PM // 16:22   #32
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Quote:
Originally Posted by Ragnorak View Post
I'm pretty sure Magebane doesn't go through MoR.
It doesnt
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Old May 25, 2009, 03:03 PM // 15:03   #33
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A simple update to mantra of resolve would be that any damage taken already triggers the energy loss. And then reduce the energy loss a bit. That way it should always end under pressure from rangers and warriors, at least..
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