May 22, 2005, 10:29 PM // 22:29
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#1
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Krytan Explorer
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The ultimate interupting thread!
The best interupters in this game are probably the mesmer and the ranger class. But interupting may be one of the hardest skills to master in the game.
You got to know what priorty target to babysit, how to scan the battlefield for a serious threat and stop it, what skills or spells to interupt and what to let slide, and how to time your attacks just right in order to interupt properly. Its a big job.
So what do you think are the best interupting skills?
What interupting skills have a good success rate?
Which ones have the best added effects?
What builds are best suited for the job?
you get my point.
Also, This game has 6 classes with like a hundred skills to know. What classes or spells do you always target to stomp out?
Any class or skill information on interupting is welcome.
For me, as a r/me, Ive found distracting shot to be my bread and butter. It shots really fast and locks any skill for 20secs.
I use concussion shot from time to time just to slow them down but its harder to time and cost a lot of energy so I use it sparingly.
Ive tried chocking gas, but it doest last long and recharges very slow so I dont really use it as much anymore.
As for mes, someone once suggested to me that diversion was one of the better lock up skills in the game. (even though its not an interupt, its just as effective.) Other than that I use Power Leak and/or Power Spike because it cast instantly.
Though Im not always knowing on what to look out for, Im found myself most successful vs. elementist and necros. They have longer casting times than the other casters. But regardless, I target the monk first and if my timing is on point, the monk usually goes down a lot faster.
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May 23, 2005, 12:02 AM // 00:02
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#2
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Frost Gate Guardian
Join Date: May 2005
Location: Pasadena, California
Profession: Mo/
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How are distracting shot and concussion shot any different in terms of timing? They both take 3/4 second to use, and arrow flight time is invariant. Without a good healer to remove conditions, dazed pretty much takes out a spellcaster, since it makes the base 1s time spells take 2s to cast, which is enough for steady arrow fire to interrupt almost anything the caster might try to do. I haven't had time to test choking gas, but the skill description seems to suggest that the interrupt effect is area, which might be useful.
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May 23, 2005, 01:03 AM // 01:03
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#3
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Site Contributor
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For monks, locking out skills is usually more effective than interrupting them, since many of the heals have a very short casting time. When I don't bring lockout skills along, I usually use arcane conundrum, which increases casting times by 100% and makes it much easier to interrupt. Then I have to focus my full attention to keeping them inactive. Along with energy drains here and there, it works very well. Takes a lot of attention, but works.
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May 23, 2005, 01:59 AM // 01:59
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#4
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Pre-Searing Cadet
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Interrupting for a R/E is the easiest thing ever.
Incindeary Arrow (5 energy) - for 8 seconds, each shot interrupts and sets enemy foe on fire for 3 seconds
Gale (5 energy) - knock oppenent foe down for 3 seconds
I just.. Gale, hunter's shot (which bleeds them for 20 seconds if they're knocked down or running.. and they ARE knocked down from gale), then Incindeary Arrow. There is only a short period in which a player can get off a spell before they die, this is when Incindeary Arrow is recharging and all I have is gale, which often isn't fast enough to cut off what they're casting, if it's quick enough.
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May 23, 2005, 07:16 AM // 07:16
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#5
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Krytan Explorer
Join Date: Apr 2005
Location: michigan
Guild: Unforgiven Clan [UF]
Profession: R/Me
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two words: Power Block
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May 23, 2005, 11:53 AM // 11:53
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#6
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Ascalonian Squire
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Off the top of my head:
Dwarvern Battle Stance: Warrior [Elite]
Makes every hammer blow = interupt.
Skull Crack: Warior [Elite]
Dazes a foe, trippling casting time and making all damage interupt any of thier foes.
Consussion Shot: Ranger.
Long ranged version of Skull crak.
Power Leak & Power Spike: Mesmer
They both interupt one does the enemy health dmg the other energy damage.
Signet of the Leach: Mesmer
Interupts target foes current action... it that action was a spell gain X mana.
lots more im sure....
You can also use Arcane Conundrum to leathen foes casting time to facilitate easier interupts (also works with daze)
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May 23, 2005, 03:22 PM // 15:22
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#8
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Krytan Explorer
Join Date: May 2005
Guild: The Zaishen Force
Profession: Me/E
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Knockdown is a reasonably good way to interrupt, and one setup in particular stands out as far as knocking down quickly and often...
Cast the air spell ennervating charge to weaken the enemy, then spam the earth spell Stoning. Every hit from stoning will knock down the enemy (causing interruption). It has a reasonably fast activation and recharge so you can spam it an knockdown the enemy monk repeatedly, especially with recharge reducing items allowing you even more casts.
The only problem is stoning's energy cost, which you can offset with earth attunement and an energy management elite like ether renewal.
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May 23, 2005, 04:10 PM // 16:10
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#9
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Ascalonian Squire
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Quote:
Originally Posted by th15
I've been playing ele/mes and mes/ele for some time now and i've realised two important things about interupting.
1) If you're planning on interupting monks, you'll need to slow down their casting speed with either dazed or arcane conundrum. Monk spells typically have 1-2 second cast times which isn't enough reaction time to effectively stop them. If you don't have the ability to daze the target or use arcane conundrum, you can still shut down eles but its tough to shut down monks.
2) Timing is everything. Casting abckfire on that monk at the start of the battle isnt going to do shit. You need to do it at a crucial point in time when that monk absolutely has to be casting a spell. That's how you nail em to the wall.
I feel that the most effective anti-monk spell would be shame, frankly i don't think backfire is nearly as useful as shame or diversion.
If you're planning on interupting as a ranger, keep in mind that arrow flight times DO vary with the type of bow you're using. The following article provides details:
http://www.guildwarsguru.com/content...ies-id1092.php
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Everything this man says is correct. I don’t like shame do the recharge time good spell though. I like Power leak over power spike do to it takes always so much of there Energy, they still have long load times. I like to bring interrupts that interrupt both skills and spells. With most of the Mesmer spells besides Cry of Frustration they just interrupt spells not actions. The most over looked ranger spell is Salvage shot I think it is better than Distracting shot. To be an effective interrupter won’t to have skills / spells that recharge fast so you can use them over and over. Distracting shot takes 10 sec to recharge Salvage shot takes 5 sec, with high expertise one cost 3 and one 5. Both of these skill interrupt skills and spells. Distraction shot only disable skills for 20sec longer does not affect spells. I do take Arcane conundrum with me or concussion shot along with read the wind so my arrows get there quick enough. I have a hard time deciding which is better Arcane conundrum is spell A spell that doesn’t take skill and concussion shot has a quicker load time and disrupts spells both do the same think it making casters cast twice as long. As soon as Precision shot is found a combo of Precision shot, distracting shot, and salvage shot will be a mean combo.
Last edited by Bigb04202; May 23, 2005 at 05:14 PM // 17:14..
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May 23, 2005, 07:28 PM // 19:28
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#10
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Academy Page
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Quote:
Originally Posted by Bigb04202
Everything this man says is correct. I don’t like shame do the recharge time good spell though. I like Power leak over power spike do to it takes always so much of there Energy, they still have long load times. I like to bring interrupts that interrupt both skills and spells. With most of the Mesmer spells besides Cry of Frustration they just interrupt spells not actions. The most over looked ranger spell is Salvage shot I think it is better than Distracting shot. To be an effective interrupter won’t to have skills / spells that recharge fast so you can use them over and over. Distracting shot takes 10 sec to recharge Salvage shot takes 5 sec, with high expertise one cost 3 and one 5. Both of these skill interrupt skills and spells. Distraction shot only disable skills for 20sec longer does not affect spells. I do take Arcane conundrum with me or concussion shot along with read the wind so my arrows get there quick enough. I have a hard time deciding which is better Arcane conundrum is spell A spell that doesn’t take skill and concussion shot has a quicker load time and disrupts spells both do the same think it making casters cast twice as long. As soon as Precision shot is found a combo of Precision shot, distracting shot, and salvage shot will be a mean combo.
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Exept that savage shot has a horrid activation time, and distracting shot disables ANYTHING for 20 seconds, including spells and signets.
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May 23, 2005, 08:21 PM // 20:21
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#11
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Draconic Rage Incarnate
Join Date: Apr 2005
Location: Iowa
Guild: Alphahive
Profession: R/A
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I have fallen on love with Distracting Shot and Choking Gas... I giggle like a schoolgirl every time I get to use them to great effect. My E/Me buddy loves them too, as he doesn't have to worry so much about someone casting Meteors back at him.
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May 23, 2005, 08:39 PM // 20:39
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#12
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Ascalonian Squire
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Quote:
Originally Posted by Typhoon
Exept that savage shot has a horrid activation time, and distracting shot disables ANYTHING for 20 seconds, including spells and signets.
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Are you sure that distracting shot it disables spells?
Description: If this ranged attack hits, it interrupts target foe's action but deals only 1/13/17 damage. If that action was a skill, that skill is disabled for an additional 20 seconds.
The if action was a skill not a spell it is disable for 20 sec. I use it a lot and pretty sure it doesn’t disable spells please tell me if I am wrong. And I have no problems getting salvage shot off with a quickness. I am a level 20 Ra/ME with 15k armor and about 50 or 60 hours of PvP so I admit when I wrong but by definition it doesn’t disable spells.
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May 23, 2005, 08:45 PM // 20:45
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#13
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Frost Gate Guardian
Join Date: May 2005
Location: Pasadena, California
Profession: Mo/
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Everything on your skillbar counts as a skill. This includes spells.
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May 23, 2005, 08:50 PM // 20:50
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#14
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Ascalonian Squire
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I bring distract along with me anyway. I thought Skill / spells were separate things. IF that is true then distract shot is defiantly better I still like salvage shot along with distract shot.
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May 23, 2005, 08:51 PM // 20:51
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#15
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Lion's Arch Merchant
Join Date: May 2005
Guild: The Marble Clan [KING]
Profession: R/Mo
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frenzy+ distracting shot + shortbow or halfmoon
and since i have all them im gonna try it =))
or as in my case faint heartedness + distracting shotand the shortbow. this is all interesting I have 4 really good bows and now is see how to use them better
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May 23, 2005, 08:51 PM // 20:51
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#16
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Academy Page
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Quote:
Originally Posted by Bigb04202
Are you sure that distracting shot it disables spells?
Description: If this ranged attack hits, it interrupts target foe's action but deals only 1/13/17 damage. If that action was a skill, that skill is disabled for an additional 20 seconds.
The if action was a skill not a spell it is disable for 20 sec. I use it a lot and pretty sure it doesn’t disable spells please tell me if I am wrong. And I have no problems getting salvage shot off with a quickness. I am a level 20 Ra/ME with 15k armor and about 50 or 60 hours of PvP so I admit when I wrong but by definition it doesn’t disable spells.
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Then don't go by the definition, try it yourself. It disables spells and signets for 20 seconds.
I like how you threw in the 15k armor for credibility, lol.
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May 23, 2005, 08:59 PM // 20:59
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#17
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Draconic Rage Incarnate
Join Date: Apr 2005
Location: Iowa
Guild: Alphahive
Profession: R/A
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Quote:
Originally Posted by taion
Everything on your skillbar counts as a skill. This includes spells.
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This is correct. Keep in mind that some things can be very hard to time right for interruption.
One of the main reasons I love Distracting Shot - works on anything, and keeps them from using that skill for 20 seconds.
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May 23, 2005, 09:03 PM // 21:03
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#18
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Disrupting Lunge
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May 23, 2005, 09:17 PM // 21:17
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#19
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Ascalonian Squire
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Quote:
Originally Posted by Typhoon
Then don't go by the definition, try it yourself. It disables spells and signets for 20 seconds.
I like how you threw in the 15k armor for credibility, lol.
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Anyone who has 15k armor has played the game a lot that what I meant by that takes along time to come up with that kind of cash. I guess if I could shot my self with a Distracting Shot and see I would. I seems like I been shot trying to cast Mesmer spells and it hasn’t added the 20sec time to recharge. If you saying it adds 20sec to spells fine I am probably wrong im just going by the definition and I used distracting shot plenty of times. If I knew someone on the other side of PvP I guess I could ask them if they were effective. I think im wrong in this case about Distracting Shot now im better informed thanks for letting me know .
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May 24, 2005, 06:03 PM // 18:03
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#20
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Krytan Explorer
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One important piece of information that slipped my attention until recently: under the targets health bar where it shows what skill they are about to use acts as a timer. If the skill is translucent then they are activating the skill and you can stop it. If its clearly visable then its to late. A lot of times skills well just hang out under a persons name after the skill is used. I used to waste a lot of interupts this way.
Things I like to always stop:
Elementist:
Gale
Chain Lighting
Meteor
Meteor Shower
Earthquake
Aura of Restoration
Necromancers:
Life Siphon
Vampiric Gaze
Vampiric Touch
Enfeeble
Monk:
Resurrect
Holy Wrath
Anything with the word heal or healing in it.
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