(edited by DuckDuckBOOM.4097)
Defiant bar and interrupt traits
Well it makes sense since you are not interrupting anything, but feels like really bad design. Some ideas from the top of my head:
- when traited, CC effects could have increased effect on the breakbar (so you don’t get the normal trait effect, but at least your traiting it is worth something)
- make the interrupt traits work at least on the “guarded breakbar” (assuming this applies to NPCs casting some powerful spell that you want to interrupt)
- grant a X-seconds window after breaking the bar where all CC effects grant the interrupt-trait bonus effect
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Bleh, feeling a bit more worried about traits like CI now.
Are warriors likely to get something like this in their elite spec?
(1) Keep in mind that during yesterday’s beta, we still had our old traits, not the new specializations … so your results may change in the future … “things are still in flux” :-p
(2) Interrupts have often been more PvP-focused, so I don’t see this as a big change
(3) We have no clue about the Warrior’s elite spec. We don’t even know their new weapon yet.
(4) It would be nice if they allowed us to proc our “on-interrupt” effects when they hit a defiance bar/stack with an interrupt as we are technically interrupting at that time … it’s just impacting the stack(s)/bar at that time due to mechanics … it’s still an interrupt, otherwise it wouldn’t impact those.
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Since I was writing that at midnight my time while beta testing, I’ll try and clear up a bit of what I was saying:
There are two kinds of break bars:
Guarded: This has a steel bar stripe covering the blue bar. The blue bar is only revealed when the enemy is channeling key skills that can be interrupted. It did not seem to take much to interrupt.
Unguarded: This starts off as a blue bar and felt like it took a lot of CC to bring it down. I think part of this was scaling but you could think of it as a boss that starts with 5-10 defiant stacks. Once it was broken, it turned orange. The orange bar slowly filled up. I didn’t notice the blue bar filling up particularly fast after I had CC’d.
Both of these bars, when broken, seemed to give a generic stun for 5 seconds. When I tested on my engineer, the trait gives quickness on knockback. So rifle 4 and flamethrower 3 where what I tested with. The knockback never actually happened but the trait still gave me quickness. Likewise, I was testing with a 4/6/4/0/0 mesmer build; when I dazed, 5 vulnerability was applied (Dom Master Minor).
I still had, Illusion of vulnerability, halting strike, bountiful interruption and furious interruption traited though. None of these ever worked against an enemy with a break bar. It was late and I didn’t have much time to test it but I’m fairly certain I would have at least gotten one correctly timed interrupt. (Trash mobs were fine for me)
Whenever I broke the blue bar, I believe the generic 5 second stun is a stun that the mob applies to itself. The enemies seem to be immune to any form of CC that we can actually apply to them. With the trait rework, that’s going to be 3 useless domination traits. Mistrust and the new DD looked so awesome but those are going to be 2 useless build defining traits from Dueling. CI rework would have made mesmers self sufficient with might stacking but that isn’t happening against bosses. No more slow on interrupt for chronomancers either.
So the traits are a throw back to gw1 mesmers and trying to “bring interrupts back” but none of the traits actually work against enemies that you would want to use them against. The new breakbar is much more prevalent on the new enemies than the current defiant system which exacerbates this problem. This needs to be changed. I highly doubt they will change the “self inflicted” nature of the break bar because it would make holding the strongest CC to the end the best solution and they want an entire team to spike at the right time without worrying about that. Personally, I would be for having every CC on an exposed break bar proc interrupt traits. This would be akin to the really old defiance system: we used to be able to proc halting strike 3 times vs a boss with 2 defiance stacks if we had a 3 x F3. This was nerfed for some unkown reason. I really want to play an interrupt build again but without these traits… even flash bang was better at reducing the break bar than most CCs from the mesmer.
If enough mesmers weigh in, I think I’ll open up something in the main HOT subforum. This technically effects 1 ranger and 1 warrior trait too.
(1) Keep in mind that during yesterday’s beta, we still had our old traits, not the new specializations … so your results may change in the future … “things are still in flux” :-p
In flux but I highly doubt that Anet is aware of how bad it is the for mesmer traits. Just because it’s a new flashy UI, doesn’t change how the traits fundamentally work. Changing the UI doesn’t change the break bar mechanic either. I don’t want to rely on a “maybe change in the future.” I want to get this out and hopefully a few voices behind it so that it will actually get looked at.
I agree, it’s better to discuss. I just wanted to make sure that we didn’t ignore that things are currently in flux :-p Some people seem to ignore that … hence why ArenaNet has to constantly mention in every video that the numbers are still be tweaked.
I think (4) would satisfy what you’re wanting from interrupt traits for PvE, correct?
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Allowing interrupt traits to proc in PvE would open up some more builds and probably make many Mesmers happy. Let’s hope Anet decides to go that way. Maybe they just wanted to see how it works on Engi…Anet works in mysterious ways.
+1 for Sebrent’s (4)!
Keep this thread alive! Make interrups viable in PvE!
I think there is a slight difference in our definitions that make it hard to implement.
The engineer trait is on knockback. An ele trait (lightning rod) is on CC. Mesmer traits are specifically on interrupts. (Also 1 warrior and ranger trait) This makes timing an important component. This isn’t “wanted to see how it works on Engi.” These are mechanically different things where the engineer/ele don’t require timing but most mesmer traits do. It’s why the domination minor trait still works for mesmers but the rest don’t.
The easy fix would be to make all mesmer traits on CC instead of interrupt but that would make things brain-dead easy and ruin PvP balance. The blue bar alone doesn’t guarantee the enemy is doing anything (see guarded vs unguarded above). Furthermore, breaking the bar won’t count for an interrupt because the stun seems to be self inflicted so it won’t proc mesmer traits. A few ways to implement better changes;
1) Any time a CC reduces the blue bar and the enemy is currently using a skill, this should count as an interrupt for traits.
2) Any time a CC is used while an enemy is using a skill (regardless of break bar status) this counts as an interrupt.
I think there is a slight difference in our definitions that make it hard to implement.
The engineer trait is on knockback. An ele trait (lightning rod) is on CC. Mesmer traits are specifically on interrupts. (Also 1 warrior and ranger trait) This makes timing an important component. This isn’t “wanted to see how it works on Engi.” These are mechanically different things where the engineer/ele don’t require timing but most mesmer traits do. It’s why the domination minor trait still works for mesmers but the rest don’t.The easy fix would be to make all mesmer traits on CC instead of interrupt but that would make things brain-dead easy and ruin PvP balance. The blue bar alone doesn’t guarantee the enemy is doing anything (see guarded vs unguarded above). Furthermore, breaking the bar won’t count for an interrupt because the stun seems to be self inflicted so it won’t proc mesmer traits. A few ways to implement better changes;
1) Any time a CC reduces the blue bar and the enemy is currently using a skill, this should count as an interrupt for traits.
2) Any time a CC is used while an enemy is using a skill (regardless of break bar status) this counts as an interrupt.
Thanks for testing this. Also aren’t they giving a breakbar to one of the classes as their specialization? I think it defeats the purpose of the breakbar if interrupt traits can proc through it. Our interrupts are stronger than the other classes. Fully traited we slow, immobilize, weaken, damage, gain might, gain quickness. Others classes can’t compete with that, they have less precise CC available to them, so some of their traits become on CC application to avoid being worthless.
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1) Any time a CC reduces the blue bar and the enemy is currently using a skill, this should count as an interrupt for traits.
2) Any time a CC is used while an enemy is using a skill (regardless of break bar status) this counts as an interrupt.
I’d be fine with either of these, personally.
Tanya Larina – Human Thief
Finchy Whyte – Sylvari Ranger
1) Any time a CC reduces the blue bar and the enemy is currently using a skill, this should count as an interrupt for traits.
2) Any time a CC is used while an enemy is using a skill (regardless of break bar status) this counts as an interrupt.
This should really happen for PvE since otherwise at least 1/4 of the available traits would be useless after the rework. Right now, those traits might also not work but you got more alternatives.
If ANet doesn’t get it done… meh.
1) Any time a CC reduces the blue bar and the enemy is currently using a skill, this should count as an interrupt for traits.
2) Any time a CC is used while an enemy is using a skill (regardless of break bar status) this counts as an interrupt.This should really happen for PvE since otherwise at least 1/4 of the available traits would be useless after the rework. Right now, those traits might also not work but you got more alternatives.
If ANet doesn’t get it done… meh.
How do we have more alternatives now?
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Because there is a) a higher number of traits plus b) a lower percentage of interrupt traits and c) the option to pick traits of lower tiers?
Domination and Duelling would have rather unappealling option on certain tiers if interrupt traits were not working in PvE. I mean… what are you going to pick in those lines? Shatter traits? Yey.
Because there is a) a higher number of traits plus b) a lower percentage of interrupt traits and c) the option to pick traits of lower tiers?
Domination and Duelling would have rather unappealling option on certain tiers if interrupt traits were not working in PvE. I mean… what are you going to pick in those lines? Shatter traits? Yey.
Arent you under the impression that the defiance bar will be added to creatures in HoT that would not have the defiant buff if they were in Gw2 now? I don’t see how that makes any sense. Interrupts don’t work on bosses now and they wont in HoT. I don’t see the change.
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Err… I didn’t think this would be that hard to understand…
Regardless of how many defiance bars we will see in HoT Mesmers will be more reliant on interrupt traits because there are fewer alternatives after the rework. Therefore, making interrupt traits work against defiance bars is an even more pressing issue for Mesmers unless we don’t want to see build diversity being harshly limited in PvE.
Not sure how to say it any differently.
I concur with you and again suggest that a nice way for ArenaNet to implement these traits would be for them to work both:
- On-interrupt
- On removing defiance (possibly PvE only)
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
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Because there is a) a higher number of traits plus b) a lower percentage of interrupt traits and c) the option to pick traits of lower tiers?
Domination and Duelling would have rather unappealling option on certain tiers if interrupt traits were not working in PvE. I mean… what are you going to pick in those lines? Shatter traits? Yey.
Arent you under the impression that the defiance bar will be added to creatures in HoT that would not have the defiant buff if they were in Gw2 now? I don’t see how that makes any sense. Interrupts don’t work on bosses now and they wont in HoT. I don’t see the change.
Briefly mentioned it before but I’ll try to explain a bit more. The breakbar is all over the place.
There are “trash” hammer and archer mordrem guys. The archers don’t have a breakbar but they do evade. The trash hammer guys have the “guarded” break bar that only flashes blue when they do a big smash attack. These are the generic mobs you fight in the personal story and parts of the open world. No champ, elite, vet status, just normal trash guys with half of them having break bars.
There were mushroom caves with the little guys that died pretty fast. If you killed too many little guys without break bars, a few vet/elite guys would spawn and these did have unguarded break bars.
During events that got really zergy, I noticed quit a few hylek with both guarded and unguarded breakbars on enemies that ranged from “vet to champ difficulty.”
Basically these break bars are a lot more common than the current defiant. Even with the current defiant, you technically can interrupt them. It’s just that only 1 in 3-5 interrupts work. Now, none of them will ever work given the current implementation of the break bar.
What really sucks is that the trash guys die so fast it doesn’t matter. Even with celestial/knights gear, my engi was blowing them up relatively fast. With zerker most trash mobs are going to explode. So what that leaves is the “difficult” fights were sustain and interrupts start to matter. A build I was looking at was dom, duel, chaos. This would have had 2-3 interrupt grandmaster traits as well as furious interruption to fuel my mantra charging for more interrupts. If I don’t get quickness often, mantras go back to being crap channeling in combat. What is the point of the new duelist discipline recharging my pistol skills with interrupts vs trash mobs? I need that recharge vs a boss with aoe that is constantly cleaving my phantasms. Might stacking really only matters vs tough guys too but if I cant interrupt = no might from CI. What is the point of increasing the recharge of an ability by 10 seconds if the enemy dies in 2?
For PvP balance: There is one elite spec that is getting some form of break bar. This will be a hard counter to 3.25 grandmaster traits and many major/minor traits as well. This is unacceptable. If someone traits for a break bar, they should be resilient to stuns but the mesmer should still get something back for wanting to trait like a gw1 mesmer.
TLDR The new break bar is much more common now and interrupt traits matter more for enemies that would have a break bar than trash mobs (even some of these have break bars) As Xaylin mentioned, interrupt traits will be major options for the mesmer as other traits get removed and if these don’t work on the enemies you need them to work on, that drastically reduces build options/viability.
Err… I didn’t think this would be that hard to understand…
Regardless of how many defiance bars we will see in HoT Mesmers will be more reliant on interrupt traits because there are fewer alternatives after the rework. Therefore, making interrupt traits work against defiance bars is an even more pressing issue for Mesmers unless we don’t want to see build diversity being harshly limited in PvE.
Not sure how to say it any differently.
Ohhh, I see, you use interrupt traits in pve? That’s why your statement was making no sense. Having more uninterruptable enemies is not a problem if the general pve builds don’t use interrupt traits to begin with. As I see with the change you had a lot of traits you wouldn’t use, and now you have a lot you can’t use.
No real difference.
And you gain access to four more trait points. Perhaps you could use real examples rather than hypotheticals, we have the full list of traits. Because not being able to use interrupt and having clone death disappear does not seem a pressing issue. Also fewer alternatives is a very cheap way of saying that some traits have been combined and some have been removed. So what who cares, unless important builds can’t translate over to HoT, why does it matter to the average player who isn’t trying to make a artisan build.
Please come up with a real example, because I think you are looking at the trait changes as literal +-
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(edited by Daniel Handler.4816)
…
I’m impressed by your selective reading capabilities. #shade
No, I don’t use interrupt traits in PvE right now. Because they don’t work. But they should work. The reduction in traits does matter and you shouldn’t put it off as some hypothetical babbling – especially not so since it does take the known list of reworked traits into account.
DuckDuckBOOM has gone into detail on how the new defiance bar will harm us. To be fair, not only us but probably also other classes with related traits (e.g. at least Warriors). However, Mesmers are especially affected because of the high amount of interrupt traits we got. Ontop of that we got plenty of GM shatter traits which are also rather supbar in PvE content. Go figure.
If you don’t feel like wrapping your head around some sound arguments and concerns that’s your choice. But having a high percentage of traits not working in PvE is a major issue and it won’t change just because you feel I didn’t make a valid point. I’m not concerned about existing builds. I’m conerned about the general performance of Mesmers and build diversity.
…
I’m impressed by your selective reading capabilities. #shade
No, I don’t use interrupt traits in PvE right now. Because they don’t work. But they should work. The reduction in traits does matter and you shouldn’t put it off as some hypothetical babbling – especially not so since it does take the known list of reworked traits into account.
DuckDuckBOOM has gone into detail on how the new defiance bar will harm us. To be fair, not only us but probably also other classes with related traits (e.g. at least Warriors). However, Mesmers are especially affected because of the high amount of interrupt traits we got. Ontop of that we got plenty of GM shatter traits which are also rather supbar in PvE content. Go figure.
If you don’t feel like wrapping your head around some sound arguments and concerns that’s your choice. But having a high percentage of traits not working in PvE is a major issue and it won’t change just because you feel I didn’t make a valid point. I’m not concerned about existing builds. I’m conerned about the general performance of Mesmers and build diversity.
Do you use absolute build diversity? Or build diversity of viable and maybe even optimal builds? What I’m trying to say is that it for the most part people weren’t using the traits that were removed, diversity is maintained. Either way I would like a concrete example.
Learn as much mending and medical info as possible so that it can be added to the Dream.
Become the first Chief of Mending and guide the newly awaken as well as those who want to learn.
…
I’m impressed by your selective reading capabilities. #shade
No, I don’t use interrupt traits in PvE right now. Because they don’t work. But they should work. The reduction in traits does matter and you shouldn’t put it off as some hypothetical babbling – especially not so since it does take the known list of reworked traits into account.
DuckDuckBOOM has gone into detail on how the new defiance bar will harm us. To be fair, not only us but probably also other classes with related traits (e.g. at least Warriors). However, Mesmers are especially affected because of the high amount of interrupt traits we got. Ontop of that we got plenty of GM shatter traits which are also rather supbar in PvE content. Go figure.
If you don’t feel like wrapping your head around some sound arguments and concerns that’s your choice. But having a high percentage of traits not working in PvE is a major issue and it won’t change just because you feel I didn’t make a valid point. I’m not concerned about existing builds. I’m conerned about the general performance of Mesmers and build diversity.
Do you use absolute build diversity? Or build diversity of viable and maybe even optimal builds? What I’m trying to say is that it for the most part people weren’t using the traits that were removed, diversity is maintained. Either way I would like a concrete example.
1) Most traits aren’t being removed, they have been merged with older traits or added as baseline. 2) There are many “viable but not optimal builds” that people currently use. Some of these have interrupt traits. As an example, I run MoD and Halting strike in an otherwise meta build for trash mobs. Swap back to shorter CD on signets for bosses. Even against, bosses, you can proc interrupt traits if you really push for it although it wont be optimal. I’m sure there are some people that don’t have a PS warrior or ele in their group to stack might and choose to bring bountiful interruption+signet of inspiration. It’s not meta but for some pug groups, it can be optimal given the group conditions. Now these traits WILL NOT WORK AT ALL with the current implementation of the break bar. This is decreasing build diversity. It’s not that builds become “suboptimal but viable,” these traits will literally be NOT VIABLE for many enemies in the game.
As much as people complain about thieves “hard” countering mesmers, our traits still work against them and it require some semblance of skill from the thief; it’s just usually a weak matchup. A defiant bar will become a hard counter to any interrupt trait. Not a 20% chance of winning but a rock smashes scissors 100% of the time. This isn’t good for PvP balance either.
Do you use absolute build diversity? Or build diversity of viable and maybe even optimal builds? What I’m trying to say is that it for the most part people weren’t using the traits that were removed, diversity is maintained. Either way I would like a concrete example.
I’m talking about playable builds – not optimal builds. I don’t care for min-maxing. But it should be playable in a sense of not totally gimping yourself when picking a trait.
Go to the trait calculator on Dulfys and see for yourself. Domination and Duelling will have a high percentage of interrupt traits which – right now – apprently won’t work in a majority of the new content. And – I repeat – we also have huge amount of shatter traits which are underwhelming in PvE in general. Actually, especially GM traits will be underwhelming in PvE.
I’m not going to read you all traits from the rework. That’s just silly and I’m quite sure you know them anyway. My point is so obvious that I shouldn’t get more precise or have to point out more concrete examples.
Yes it makes sense. Also I should not be commenting at 8 in the morning having just woken up. I’m sorry it was 90 degrees outside and I was using my phone to comment. I was outside all day and >.< commenting.
So to move the discussion forward. It seems like pve content is being designed in a way so that difficult bosses can not be moved. This makes things like stacking golems in Sorrow’s Embrace impossible now. I actually can see them fixing it so Engineers cant gain quickness from breakbar mobs. They should fix it so every time you break a bar you proc all interrupt traits.
I think your concern warrants posting it to the HoT forum though.
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I always had my reservations about the unveiling of the breakbar. Some people said it was great, it walked on water and would deliver us to the promised land. However what it is doing is removing your control over the enemy.
A co-ordinated (even semi co-ordinated) group could strip defiant stacks and stun, knockback, fear etc when they needed. Now they won’t be able to without Anets permission it seems.
Added to that that it now means unless that window for CC happens when it’s doing an attack or has something to interrupt all those traits won’t work. This is of course assuming it counts as YOUR CC as opposed to a self inflicted one which will proc nothing for anyone.
This has me very worried about mesmer in PvE. Currently we do poor damage, it can be ok if we get lucky with phantasms staying alive etc. With the trait changes I see pistol trait becoming a lot worse as you need to interrupt to recharge. The mantra damage trait is one step forward 2 steps back. What little utility mesmers provided will now cost a lot of potential damage by having to go full into inspiration for wardens feedback, probably at the expense of chrono, duelling, domination or illusion lines.
On the bright side PS warrior is getting a massive boost and shouldn’t be so far behind a DPS warrior so no need for might stacking or sharing. However most classes are getting sizeable damage increases from the number of traits they can pick that all synergise and I feel Mesmer is getting left in the dust.
From the information I gather from this thread, it looks like the new breakbar mechanic renders our interrupt traits useless. I mean:
When breakbar is active, you can’t cc —> you can’t interrupt.
When breakbar is inactive (broken), enemies not doing anything --> you can’t interrupt.
So… am I reading this right?
I said interupts still wouldn’t be a thing in PvE and from the sounds of it, its even worse then I imagined.
From the information I gather from this thread, it looks like the new breakbar mechanic renders our interrupt traits useless. I mean:
When breakbar is active, you can’t cc —> you can’t interrupt.
When breakbar is inactive (broken), enemies not doing anything --> you can’t interrupt.So… am I reading this right?
You can CC when the breakbar is active but it won’t proc interrupt traits. You need to CC (or blind) to bring the break bar down.
I’m still tempted to have a pistol with sigil of paralyzation, rune of the mesmer and confounding suggestions. 30% longer stun, daze —> stun and 58% longer daze duration.
A 1 second daze would be worth 2.88 second of break bar reduction and pistol 5 would be 2.6 seconds. So mesmers might still have the role of an “interrupter” in a group by being able to solo break bars but interrupt traits won’t be worth it.
@DuckDuckBOOM:
Just need clarification,
when breakbar active, you use a CC skill, do they mob get CC’d or not? Or is it just reducing the breakbar?
For example: when you pistol#5, does the mob actually get stunned or its just the breakbar is reduced by some amount?
If mob still get CC’d when breakbar is active, then whats the point of breakbar? Isn’t it supposed to act like defiant and absorb the CC effect?
On the other hand, if mob cannot be CC’d when breakbar is active, then its not possible to interrupt.
Either way, we should agree that the new breakbar brings even more issues for us regarding to our interrupt focus on mesmer.
If mob still get CC’d when breakbar is active, then whats the point of breakbar? Isn’t it supposed to act like defiant and absorb the CC effect?
On the other hand, if mob cannot be CC’d when breakbar is active, then its not possible to interrupt.
From what I understand, it reduces the bar only.
Then once the bar is depleted – by various forms of CC – then CC will take hold if used after that.
If mob still get CC’d when breakbar is active, then whats the point of breakbar? Isn’t it supposed to act like defiant and absorb the CC effect?
On the other hand, if mob cannot be CC’d when breakbar is active, then its not possible to interrupt.From what I understand, it reduces the bar only.
Then once the bar is depleted – by various forms of CC – then CC will take hold if used after that.
I played around with on-interrupt traits in Stronghold against heroes and it only reduces the bar without proccing and CCing, but if you manage to deplete the bar when the hero uses a skill it actually interrupts and procs your traits (of course as it is an interrupt). Very situational and hard to achieve.
If mob still get CC’d when breakbar is active, then whats the point of breakbar? Isn’t it supposed to act like defiant and absorb the CC effect?
On the other hand, if mob cannot be CC’d when breakbar is active, then its not possible to interrupt.From what I understand, it reduces the bar only.
Then once the bar is depleted – by various forms of CC – then CC will take hold if used after that.I played around with on-interrupt traits in Stronghold against heroes and it only reduces the bar without proccing and CCing, but if you manage to deplete the bar when the hero uses a skill it actually interrupts and procs your traits (of course as it is an interrupt). Very situational and hard to achieve.
Ah that means it’s high skill and exactly how it’s intended, all is well with the world fingers in ears lalalala.
Ok last bit is a bit mean but yeah, sorry but it was bad enough trying to land CC on a 40+ stack defiance let alone land interrupts where you not only have to rely on the window of opportunity being open but the enemy to get around to…oh it got point blank shot out of range.
To be fair, Stronghold is 5v5. Not exactly a size where the bar was intended to aim for, much. At least from what I understand, it’s much more aimed at zerg level scaling.
If mob still get CC’d when breakbar is active, then whats the point of breakbar? Isn’t it supposed to act like defiant and absorb the CC effect?
On the other hand, if mob cannot be CC’d when breakbar is active, then its not possible to interrupt.From what I understand, it reduces the bar only.
Then once the bar is depleted – by various forms of CC – then CC will take hold if used after that.I played around with on-interrupt traits in Stronghold against heroes and it only reduces the bar without proccing and CCing, but if you manage to deplete the bar when the hero uses a skill it actually interrupts and procs your traits (of course as it is an interrupt). Very situational and hard to achieve.
This was different than what I saw in the PvE beta. CC reduced the breakbar but my CC never actually happened to the enemy. Once the bar was reduced to zero, it was a generic 5 second stun. This didn’t proc any of my interrupt traits. After this the bar turned orange/steel and began slowly filling up. They were immune to any CC during this.
If what you’re saying is true… I really hope they fixed it but I didn’t get a chance to test interrupts against a lord in a solo environment ^^.
If mob still get CC’d when breakbar is active, then whats the point of breakbar? Isn’t it supposed to act like defiant and absorb the CC effect?
On the other hand, if mob cannot be CC’d when breakbar is active, then its not possible to interrupt.From what I understand, it reduces the bar only.
Then once the bar is depleted – by various forms of CC – then CC will take hold if used after that.I played around with on-interrupt traits in Stronghold against heroes and it only reduces the bar without proccing and CCing, but if you manage to deplete the bar when the hero uses a skill it actually interrupts and procs your traits (of course as it is an interrupt). Very situational and hard to achieve.
This was different than what I saw in the PvE beta. CC reduced the breakbar but my CC never actually happened to the enemy. Once the bar was reduced to zero, it was a generic 5 second stun. This didn’t proc any of my interrupt traits. After this the bar turned orange/steel and began slowly filling up. They were immune to any CC during this.
If what you’re saying is true… I really hope they fixed it but I didn’t get a chance to test interrupts against a lord in a solo environment ^^.
But did you check to see if the bar reduced to zero while they were casting a skill? Our traits are only on interrupt not on stun.
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Yep, you need to reduce the bar to zero while the enemy is casting, otherwise it doesn’t count. The 5second stun then counts as your stun and your interrupt. It could also be that it counts for everyone who is in battle with the stunned enemy, so that it doesn’t matter who does the last hit but I am not sure about that.
If mob still get CC’d when breakbar is active, then whats the point of breakbar? Isn’t it supposed to act like defiant and absorb the CC effect?
On the other hand, if mob cannot be CC’d when breakbar is active, then its not possible to interrupt.From what I understand, it reduces the bar only.
Then once the bar is depleted – by various forms of CC – then CC will take hold if used after that.I played around with on-interrupt traits in Stronghold against heroes and it only reduces the bar without proccing and CCing, but if you manage to deplete the bar when the hero uses a skill it actually interrupts and procs your traits (of course as it is an interrupt). Very situational and hard to achieve.
This was different than what I saw in the PvE beta. CC reduced the breakbar but my CC never actually happened to the enemy. Once the bar was reduced to zero, it was a generic 5 second stun. This didn’t proc any of my interrupt traits. After this the bar turned orange/steel and began slowly filling up. They were immune to any CC during this.
If what you’re saying is true… I really hope they fixed it but I didn’t get a chance to test interrupts against a lord in a solo environment ^^.
But did you check to see if the bar reduced to zero while they were casting a skill? Our traits are only on interrupt not on stun.
I was checking in solo situations and vs non-break bar enemies as well. I don’t think my timing is the issue. They may have changed it since then
Interrupt traits should just have add-on effect to break bars, like Power Block and CI and Mistrust makes CC 100% more effective[So you do 4 dazes worth when you hit a break bar with one daze while traited with all three of these GMs]. Then 25~50% for non-GM traits.
This’ll be fair, right?
Just wanting to chime in and say that how this works out is probably what will decide if I keep my mesmer as my main in the expansion. Love the idea of a lockdown mesmer, but, playing mostly pve, it has to work out in that mode. Seems like Anet is pushing for it, I hope it works out!