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Old Jan 22, 2006, 12:25 AM // 00:25   #1
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Default Knockdown IS an interrupt and...

... anti-interrupt skills should prevent a target from being knocked down IF knockdown hits while target is using a skill. When a skill says in its discription that it prevents interrupts that should include all interrupts, not only the non-knockdown type. It doesn't make sense to me otherwise.

Last edited by Hella Good; Jan 22, 2006 at 02:27 AM // 02:27..
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Old Jan 22, 2006, 12:50 AM // 00:50   #2
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Knockdown is not really interrupting... it is more of making you unable to finish your spell/skills, similar as you moving when casting spells....

Don't think need to include Knockdown as interruption.. and there are few skills that prevent knockdown as well.
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Old Jan 22, 2006, 01:07 AM // 01:07   #3
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I only know of Dolyak Signet and Balanced Stance.
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Old Jan 22, 2006, 01:31 AM // 01:31   #4
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Quote:
Originally Posted by Josh
I only know of Dolyak Signet and Balanced Stance.
Don't Blind and any other stance, hex, spells that make them go Miss or Block would protect you against Knockdown as well?

But adding few more Knockdown protection skills in other classes would help as well.
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Old Jan 22, 2006, 02:26 AM // 02:26   #5
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Quote:
Originally Posted by actionjack
Knockdown is not really interrupting... it is more of making you unable to finish your spell/skills, similar as you moving when casting spells....
Uhm... same thing- u get interrupted
Quote:
Originally Posted by actionjack
Don't think need to include Knockdown as interruption.. and there are few skills that prevent knockdown as well.
In an 8 slot set-up there really isn't room for a knockdown protection even if you chose to pick one. I mean.. anti-interrupt, then anti-knockdown... it's kind of a waste dont u think?
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Old Jan 22, 2006, 02:32 AM // 02:32   #6
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No, KD is not an interupt, its of a Disable like blackout, Unable to use skills. There is no need for it to be made an interupt, if you really want to, lets include PK in towns and outposts while were at it since everyone wants to change the game in their way.
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Old Jan 22, 2006, 02:53 AM // 02:53   #7
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Blackout is a skill disabler, it does not interrupt you. If blackout hits while u are casting a spell or using any other skill, u will finish casting your spell/skill, even though that will produce no effects. Plus like I said anti-interrupts should protect you from being knocked down if you are using a skill, not make u immune to knockdowns.

http://www.guildwiki.org/wiki/Knockdown <- some interesting things about KD
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Old Jan 22, 2006, 03:11 AM // 03:11   #8
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Oh quit whinning and complaing, and just play the game already.

Knockdown = Knockdown
Interrupt = Interrupt

Knockdown is not an Interrupt
Knockdown does not equal an Interrupt
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Old Jan 22, 2006, 03:20 AM // 03:20   #9
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Well, if you're in the middle of using a skill, then Knockdown DOES equal an interrupt.
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Old Jan 22, 2006, 04:22 AM // 04:22   #10
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Quote:
Originally Posted by Robster Lobster
Well, if you're in the middle of using a skill, then Knockdown DOES equal an interrupt.
No, it equals your laying on your ass from being KD.
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Old Jan 22, 2006, 04:27 AM // 04:27   #11
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I think some people just have too much time on their hands to think things like knock down an an interupt. Some people will just rationalize anything as long as it benefits them and is in their favor. Live with it, knock down is not an interupt by "game standards" and that's a fact jack. (smile)
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Old Jan 22, 2006, 04:40 AM // 04:40   #12
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Hammer warrior FTW!

I've heard the phrase THUMPER BUNNY FTW!! too now and then

That's it, I'm going to get a Hammer hat + Sup rune and equip the Bludgenoer.

Knockdown ≠ Interrupt, even though it does interrupt you.
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Old Jan 22, 2006, 05:20 AM // 05:20   #13
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if you are blacked out while casting a spell, it doesnt finish - it says skill is recharging
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Old Jan 22, 2006, 05:38 AM // 05:38   #14
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I don't think it should be treated as an interrupt. A.Net knew what they were doing, it's for balance purposes. That's why it takes so long for Hammer warriors to get a knockdown in.
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Old Jan 22, 2006, 08:23 AM // 08:23   #15
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The only problem here is a slight ambiguity in naming. I guess it would've been more clear if they had used a special term for interrupts to distinguish them from the other things that can interrupt casting, i.e., knockdown and skill disabling.
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Old Jan 22, 2006, 04:19 PM // 16:19   #16
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I like to think of it this way:

When an interrupt skill hits, it's like a magic effect that disturbs your magical abilities. (Like countering a spell with Branshish Magical Might in Arcana)
When you get knocked down, it's an effect that stops the verbal and somatic componets of your spell from functioning, making the spell fizzle.

An interrupt only interrupts you: A knockdown literally knocks you down.

In my mind, they're 2 totally different things.
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Old Jan 23, 2006, 05:34 AM // 05:34   #17
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KD has an interrupt component to it, it's undeniable. If you don't think KD is an interrupt, I really do not see how I can reason with you. Also the whole concept of avoidable and unavoidable KD is totally not making sense. Correct me if I'm wrong but KD from attacks can be evaded (Guadian, Distortion, etc.) while KD from a non-attack sources (Gale, Meteor, etc.) cannot be evaded (cept for the 2 puny skills that protect from KD). So basically if I want not to be interrupted I have to have an anti-regular interrupt skill and an anti-KD skill, and if I choose not to use war as 2ndary, I basically have to use a % chance to evade skill that will still not protect me from magical KD. Bottom line: 2 skills (out of an 8 skills bar) to protect from 1 thing.
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Old Jan 23, 2006, 05:57 AM // 05:57   #18
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Quote:
Originally Posted by Hella Good
KD has an interrupt component to it, it's undeniable. If you don't think KD is an interrupt, I really do not see how I can reason with you.
It's a terminology thing. It's like how "dodge" and "evade" mean completely different things in Guild Wars even though they're synonyms in English. In GW, "interrupt" is a specific thing, not anything that can interrupt a spell.
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Old Jan 23, 2006, 07:05 AM // 07:05   #19
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The game does require some more anti-knockdown options, unless they want to nerf gale into oblivion.
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Old Jan 23, 2006, 01:04 PM // 13:04   #20
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Quote:
Originally Posted by NatalieD
It's a terminology thing. It's like how "dodge" and "evade" mean completely different things in Guild Wars even though they're synonyms in English. In GW, "interrupt" is a specific thing, not anything that can interrupt a spell.
Exactly! We have a winner! And even though there are 3 anti-interrupt skills and 2 anti-knockdown skills, there is really only 2 viable anti-interrupts, and I think knockdowns were meant to be harder to avoid for balance reasons.

If anti-knockdowns become common, I demand all warrior knockdowns only require 4 Adrenaline =D
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