Interrupt

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An interrupt is an action that prevents a foe from completing his or her current action. An interrupt can be triggered by a skill or an effect. Some interrupts can only stop spells or attack skills, while others require conditions be met prior to that interruption taking place. An interrupted skill will not be available again until after its recharge time has passed. An action is considered as any skill with an activation time, as well as all attacks. If you are interrupted, your current skill ends, and any skills waiting to be activated will be un-queued.

It is important to note that interrupts will only count/trigger if they successfully interrupt a skill or action. A target who is running, performing an emote, or activating a skill without an activation time is not considered as a target who is performing an action in Guild Wars.

While knock downs, death, skill failure and skill disabling such as Blackout can stop an action from completing, they are not considered interrupts as far as game mechanics are concerned. Skills that prevent interrupts (such as Mantra of Resolve) are ineffective against these actions.


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[edit] Techniques for successful interrupting

  • As tempting as it may be, don't try to "predict" interrupts unless you believe the target will be forced to use a skill. An example is a Monk who has just been knocked down by a hammer warrior: it is highly likely the Monk will cast immediately upon standing. Barring situations like this, though, it's better to miss a skill than whiff the interrupt, waste the energy, and not have it available for the next skill. This is less of a concern with Ranger interrupts, since they inflict unconditional damage (and can trigger preparations such as Apply Poison), cost very little, and cycle quickly.
  • With projectile interrupts such as Savage Shot, getting point-blank with your opponent decreases the delay between the shot and hit, increasing your chance of getting a successful interrupt.
  • Counting recharge on skills that you expect to regularly interrupt (such as wards) helps you know when you should be holding back your actions waiting and when you should be taking care of other duties. Often classes such as monks cannot afford not to use a skill as soon as it recharges (such as energy management), and you will have a predictable interrupt.
  • Use the ending of knock downs and punishment effects (such as timing your interrupt with the end of Diversion or Blackout) to estimate when an opponent will cast his or her next skill. But don't try to interrupt prematurely!
  • Be aware of your opponents' skills and combinations that they often use in succession. For example, if their infuser is in the habit of always using Word of Healing on themselves, immediately after infusing, you can get in the habit of interrupting it after your team spikes. Another example is against caster spikes where they will always follow their first spell with a second.
  • When trying to stop resurrection spells or signets, audio cues are very helpful. For example, Resurrection Chant gives off a loud, distinct jingly/windy noise that gives it away. Get to know these noises.
  • If you know an opponent will try to use a counter-skill as you cast a particular skill, you can cancel your first skill midway and interrupt their counter. This can work well against Gale or other one-second-or-more cast skills. This is most common with Elementalists attempting to interrupt Diversion with Gale; you can cancel your Diversion and interrupt Gale.

[edit] Interrupt-causing skills

The following skills cause interrupts on any skill type unconditionally:

The following skills cause interrupts on any skill, but have a condition:

The following skills interrupt spells only:

The following skills interrupt spells and chants only:

  • Mesmer Power Block Power Block (elite) also disables skills of the same attribute as the interrupted spell.
  • Mesmer Power Drain Power Drain also gives energy to the caster if it successfully interrupts.
  • Mesmer Power Flux Power Flux (elite) also causes a hex if it successfully interrupts which causes energy degeneration.
  • Mesmer Power Leak Power Leak also causes the target to lose energy if it successfully interrupts.
  • Mesmer Power Leech Power Leech (elite) also causes a hex if it successfully interrupt which causes energy loss when the target casts spells if it successfully interrupts.
  • Mesmer Power Lock Power Lock also disables interrupted skill.
  • Mesmer Power Return Power Return also gives energy to the target if it successfully interrupts.
  • Mesmer Power Spike Power Spike also causes the target to take damage if it successfully interrupts.

The following are other special interrupts:

The following skills create effects that can cause interrupts:

[edit] Interrupt-supporting skills

  • Ranger Favorable Winds Favorable Winds cause arrows to move twice as fast.
  • Ranger Read the Wind Read the Wind causes arrows to move twice as fast.
  • Monk Holy Veil Holy Veil doubles casting time of hexes cast on target ally.
  • Necromancer Faintheartedness Faintheartedness cause target to attack 50% slower.
  • Necromancer Meekness Meekness cause target and and all foes in the area to attack 50% slower.
  • Necromancer Shadow of Fear Shadow of Fear cause target and and adjacent foes to attack 50% slower.
  • Mesmer Arcane Conundrum Arcane Conundrum cause target and adjacent foes to cast spells 100% slower.
  • Mesmer Confusing Images Confusing Images target takes twice as long to activate non-attack skills.
  • Mesmer Enchanter's Conundrum Enchanter's Conundrum cause target to cast enchantments 100% slower.
  • Mesmer Frustration Frustration cause target to cast spells 50% slower and take damage when interrupted.
  • Mesmer Migraine Migraine cause target to cast spells 100% slower.
  • Mesmer Stolen Speed Stolen Speed cause target to cast spells 25% slower and make your spells targeting that foe cast 25% faster.
  • Mesmer Sum of All Fears Sum of All Fears cause target to move, attack and cast spells 20% slower.
  • Elementalist Rust Rust cause target's signets to activate two times slower.

[edit] Easily interrupted skills

Easily interrupted skills cause successful attacks against the caster to always inflict an interrupt. The Dazed condition makes all your spells (not your skills) easily interruptible. These include:

[edit] Interrupt prevention

The following skills help prevent interrupts caused by any of the above means, with the exception of knockdowns (unless stated):

[edit] See also

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