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Old Jun 08, 2005, 03:12 AM // 03:12   #21
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Perhaps this is a bit of thread ressurection, but I felt the question belonged here.

If you interupt a skill / spell, does it count as having been used?

Meaning, if I want to use backfire on a caster and then interrupt earthquake, does the caster take the backfire damage?
Ditto for something like diversion. If I cast diversion, do I have to let the caster complete the spell in order to get the long recharge?

Maybe it's a stupid question, but it seems an important distinction.
Cheers.
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Old Jun 08, 2005, 03:21 AM // 03:21   #22
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Quote:
Originally Posted by Bigb04202
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.
It does. But time spent playing doesn't gaurantee a player knows how skills work. You yourself are proof of that.

Go to Amnoon Oasis. Equip Mesmer spells with 1-2 second cast times. Walk outside. Cast those spells against the Devourers outside town. You will almost definitely be interrupted and have your spell take an additional 20 seconds to recharge.
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Old Jun 08, 2005, 05:06 AM // 05:06   #23
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With monk healing spells, i tend to go with guilt... or is it shame? And distraction. At least until i get migrane

edit: and to answer a question before, i'm 90% sure that distraction, bacfire, and other spells that do things with the "when target casts a spell" discription happen at the end of a spell. It seems like if i interrupt a spell on a badie that has backfire on him he only takes the effect of the interrupt, not the 120+ damage from backfire.

Last edited by Padre; Jun 08, 2005 at 05:18 AM // 05:18..
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Old Jun 08, 2005, 06:42 AM // 06:42   #24
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Has anyone had any experience with Spinal Shivers (Necomancer/Curses) as an interrupt? It seems like it would be a good choice with an E/N and a Ranger working in concert.

The effect of Winter and Spinal Shivers together would turn the old standby, Firestorm, into the interrupt king as long as the Necromancer's energy supply held out—perhaps with another Necromancer in the party with Blood is Power, the effect could be maintained indefinitely.

—Siran Dunmorgan

Last edited by Siran Dunmorgan; Jun 08, 2005 at 07:38 AM // 07:38..
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Old Jun 08, 2005, 08:00 AM // 08:00   #25
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It is ideal for ranger interrupter to equip recurve/composite/dead bow and the sort for the fastest flight time... and use that along with read the wind and favorable wind... that arrow travel almost instant.

and thunderclap > spinal shiver IMO
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Old Jun 08, 2005, 06:38 PM // 18:38   #26
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Quote:
Originally Posted by Axehilt
It does. But time spent playing doesn't gaurantee a player knows how skills work. You yourself are proof of that.

Go to Amnoon Oasis. Equip Mesmer spells with 1-2 second cast times. Walk outside. Cast those spells against the Devourers outside town. You will almost definitely be interrupted and have your spell take an additional 20 seconds to recharge.
i know how it works now that was long ago.
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Old Jun 08, 2005, 07:01 PM // 19:01   #27
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Quote:
Originally Posted by Vermilion Okeanos
It is ideal for ranger interrupter to equip recurve/composite/dead bow and the sort for the fastest flight time... and use that along with read the wind and favorable wind... that arrow travel almost instant.

and thunderclap > spinal shiver IMO
True on its own, but—Spinal Shivers isn't elite, so you don't lock another elite skill out of your build, and there aren't any lighting spells that keep the damage—and therefore the interrupts—coming as well as Firestorm.

—Siran Dunmorgan
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Old Jun 08, 2005, 07:19 PM // 19:19   #28
rii
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hmmm, high fallting strats indeed. When my ra/n is ascended, im just gonna use

distracting
savage
punishing
serpents quickness

its like an interrupt every 2 seconds, a disable every 6, and extra damage every 2 (at max potetialality.
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Old Jul 11, 2005, 09:50 PM // 21:50   #29
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r/n

marksmens wager
spinal shivers
quickening zephyr

guess what kind of bowstring? yes, shocking! lol
hf
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Old Jul 11, 2005, 10:06 PM // 22:06   #30
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Rangers are difficult to use for casting. A good mesmer will be nigh impossible to interrupt unless you get a concussion shot on one of their long casting time spells and time a distracting shot very carefully (which is hard to time!). Once you get the hang of it, rangers can shut down monks like nothing. Choking gas and incendiary arrows are very nice skills, as they both interrupt groups over time. Combined with Tiger's Fury, you could get a very nice rapid interrupt going. If you're good enough with distracting and savage shot, rangers could well be the best interrupt class (though I don't know because I don't have a mesmer). An R/Me geared for interrupts would be very nice. Meh.
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Old Jul 11, 2005, 11:38 PM // 23:38   #31
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Quote:
Originally Posted by igormak
r/n

marksmens wager
spinal shivers
quickening zephyr

guess what kind of bowstring? yes, shocking! lol
hf
You mean an Icy string, right?
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