Interrupt Traits & Improvement Ideas

Interrupt Traits & Improvement Ideas

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Posted by: Chaos Archangel.5071

Chaos Archangel.5071

Hey guys, wanted to see if we could put our heads together and discuss our experiences with the interrupt traits and how we would improve them. I’ve taken a piece from the “Making People Hate You” guide for descriptions of each trait.

  • One thing I’d like to note is that I think all of the interrupt traits could be moved down a tier. I feel that interrupts are something ALL Mesmer should be conscious of and rewarded for, and making the interrupt traits so hard to reach don’t quite merit the trait investment, especially for Grandmaster.

INTERRUPTS
An interrupt is when you daze/stun/knockdown/knockback/launch/ect. an opponent in the middle of their attack. Nearly every skill has a cast time and thus can be interrupted, but channeled skills (such as Mantra charges) are particularly succeptable to being interrupted. Mesmer is the only class with traits that reward for interrupting. Like Signets and Mantras it isn’t recommended to make a full-interrupt build as much as to use the various interrupts as spices to add to your build. Offhand Sword, Focus, and Mantra of Distraction are are most reliable and consistent means of interrupting enemies. When not interrupting channeled attacks or skills with long cast-times, Interrupts are best used aggressively; chaining one potential interrupt after another to keep the enemy locked down and unable to retaliate.


Halting Strike - Domination II
Halting Strike does a chunk of damage to the opponent whenever you interrupt them. It is NOT a skill meant for condition-heavy builds as the trait scales off of Power. Halting Strike competes with Mental Torment and Empowered Illusions for a spot in builds, and in many cases it loses the battle of viability versus those other traits depending on the build. If you’re planning to spec for Phantasm damage, you take Empowered Illusions, if you have Illusionary Persona for a shatter-heavy build, then the obvious choice is Mental Torment.. But if you happen to be wielding an offhand-sword, using Mantra of Distraction, and intend on using both Shatters AND Phantasms for damage, then Halting Strike is for you. (Protip: Save 1 Mantra of Distraction charge for enemies trying to heal themselves. Feel like a champ when you interrupt their heals AND damage them.)
3/5 To be honest, Pyro has me second guessing this trait now. It’s not that I don’t think it’s good, but the fact that it’s not scaling properly with power is a bit of a letdown. If it did an extra 1000 damage (in a zerker build), then it’d be fantastic. The problem is that there’s very little reason to take this trait if you’re not running Mantra of Distraction and wearing full zerker, and even then it still has to compete with the more reliable Mental Torment and Empowered Illusions.

  • Improvement Suggestion: Make Halting Strike hit an a small AoE radius around the target or add a 2s Chill or Weakness.

Furious Interruption - Dueling XII
Furious Interruption grants 3 seconds of Quickness whenever you interrupt a foe with a 15 second cooldown. Like most 30-point traits, you have to build around it to really make it shine. It is a difficult trait to learn to properly utilize at first due to the sometimes-random nature of interrupts, but weapons like mainhand Sword, Scepter, and Greatsword can gain a considerable damage boost when this trait is used properly. The 3s Quickness is also great for stomping, rezzing, and charging Mantras.
2/5 Furious Interruption isn’t useless. Unfortunately, that doesn’t mean it’s all that great either. It’s difficult to predict, difficult to effectively utilize, gives a lackluster reward and costs 30 trait points; just like a casino! (or the stock market if you’re in US --) while it does have it’s uses, it doesn’t deserve to be a grandmaster by any definition. Hell, the Quickness could even be considered a nerf since it used to grant Fury on interrupt with no cooldown._

  • Improvement Suggestion: Grant 3s Fury along with the quickness to both Mesmer and Illusions and move to Master tier / Rework trait: Phantasms attack on interrupt.

(edited by Chaos Archangel.5071)

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Posted by: Chaos Archangel.5071

Chaos Archangel.5071

Bountiful Interruption -Chaos VIII
Bountiful Interruption grants 5x Might and a random boon for every enemy you interrupt. Unlike the other two interruption traits, this ability works better with AoE skills such as Temporal Curtian (Focus 4) and Illusionary Wave (Greatsword 5). Bountiful Interruption not only increases your damage for each person you interrupt (thus making Halting Strike progressively more deadly) it synergizes really well with Signet of Inspiration for boonsharing. Arcane Thievery + Bountiful Interruption + Lyssa Runes = Profit.
5/5After it’s recent buff, I wouldn’t change anything about this trait. The fact that it’s Master Tier makes it easy to trait into, and it works very well with any build that grabs Greatsword or Focus. What makes it so good, in my opinion, is that it rewards any type of build; shatter, support, phantasms, ect with increased damage and access to boons that can be otherwise hard for a Mesmer to get like Protection and Swiftness. The only drawback is that it competes with Chaotic Dampening… Do you think it could be dropped down into Adept without being overpowered?


Chaotic Interruption -Chaos XI
Chaotic Interruption instantly immobilizes enemy and hits them with either crippled, chilled, or blind on interrupt. It’s good for both single targets and groups and can be especially strong in PvP for keeping enemies off of points combined with abilities such as Imbued Diversion (Illusions XII), Temporal Curtian (Focus 4) and Illusionary Wave (Greatsword 5). It’s also good for setting up a shatter burst on debilitated foes.
3/5Chaotic Interruption is a bit of a mixed bag. On one hand it’s ability to AoE immobilize is pretty awesome. On the other hand, it’s immobilize is the exact same duration as the cripple it applies… because somehow that made sense to the devs. It isn’t that this isn’t a good trait, but it needs some sort of extra oomph to be worth investing 30 points. Grandmaster traits are supposed to be worth forging a build around, and though skcamow has successfully done this with Chillruption, interrupts are still too fleeting and uncertain to be worth shoveling 30 points into for a reward that’s only barely noticeable.

  • Suggested Change: Increase all condition durations by 2s, remove chance of Cripple to improve chance of Chill.

Thoughts?

(edited by Chaos Archangel.5071)

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Posted by: Xaylin.1860

Xaylin.1860

I really like your threads. They encourage people to think about the class and work on it together.

Halting Strike - Domination II
3/5 To be honest, Pyro has me second guessing this trait now. It’s not that I don’t think it’s good, but the fact that it’s not scaling properly with power is a bit of a letdown. If it did an extra 1000 damage (in a zerker build), then it’d be fantastic. The problem is that there’s very little reason to take this trait if you’re not running Mantra of Distraction and wearing full zerker, and even then it still has to compete with the more reliable Mental Torment and Empowered Illusions.

  • Improvement Suggestion: Make Halting Strike hit an a small AoE radius around the target or add a 2s Chill or Weakness.

Not sure if I agree on that one.

An increase in damage would be welcome. A small AoE would be awesome, too. However, an AoE might be too powerful for area interrupts (Sw4, GS5, Focus4, F3, St5) because it might cause a cascade of area effects. Maybe if the area effect had a seperate damage value than the initial hit? I don’t want it to get an ICD just because it becomes an area effect.

I would not like it to have Chill. Not because it wouldn’t be awesome – it would – but because it feels too much like Chaotic Interruption.


Furious Interruption - Dueling XII
2/5 Furious Interruption isn’t useless. Unfortunately, that doesn’t mean it’s all that great either. It’s difficult to predict, difficult to effectively utilize, gives a lackluster reward and costs 30 trait points; just like a casino! (or the stock market if you’re in US --) while it does have it’s uses, it doesn’t deserve to be a grandmaster by any definition. Hell, the Quickness could even be considered a nerf since it used to grant Fury on interrupt with no cooldown._

  • Improvement Suggestion: Grant 3s Fury along with the quickness to both Mesmer and Illusions and move to Master tier / Rework trait: Phantasms attack on interrupt.

Your suggestion sounds interesting but I’m not sure if it would be easy to implement. I also dislike the fact that it mainly benefits Phantasm builds.

I would prefer a longer quickness – even if the ICD was increased. I agree on the added Fury. A totally different idea would be making it recharge your weapon interrupt skills (Sw4, GS5, F4, St5, P5) if you successfully interrupt. This would be rather unique and could work with many different weapon sets. It also makes interrupt Mesmers less reliant on the Mantra of Distraction.


Bountiful Interruption -Chaos VIII
5/5 – _After it’s recent buff, I wouldn’t change anything about this trait. The fact that it’s Master Tier makes it easy to trait into, and it works very well with any build that grabs Greatsword or Focus. What makes it so good, in my opinion, is that it rewards any type of build; shatter, support, phantasms, ect with increased damage and access to boons that can be otherwise hard for a Mesmer to get like Protection and Swiftness. The only drawback is that it competes with Chaotic Dampening… Do you think it could be dropped down into Adept without being overpowered?

I love love love this trait. I agree on the Chaotic Dampening issue. However, considering the amount of might you can generate I don’t see it being moved to the Adept tier. They would need to nerf the might stacks or something and I would not appretiate that. I personally do NOT like the Swiftness. The best use for it is when escaping but most of the time you will procc it while fighting.


Chaotic Interruption -Chaos XI
3/5Chaotic Interruption is a bit of a mixed bag. On one hand it’s ability to AoE immobilize is pretty awesome. On the other hand, it’s immobilize is the exact same duration as the cripple it applies… because somehow that made sense to the devs. It isn’t that this isn’t a good trait, but it needs some sort of extra oomph to be worth investing 30 points. Grandmaster traits are supposed to be worth forging a build around, and though skcamow has successfully done this with Chillruption, interrupts are still too fleeting and uncertain to be worth shoveling 30 points into for a reward that’s only barely noticeable.

  • Suggested Change: Increase all condition durations by 2s, remove chance of Cripple to improve chance of Chill.

Thoughts?

I totally agree on this one. Immobilize plus Cripple does not make any sense at all.

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Posted by: skcamow.3527

skcamow.3527

Chaotic Interruption -Chaos XI
3/5Chaotic Interruption is a bit of a mixed bag. On one hand it’s ability to AoE immobilize is pretty awesome. On the other hand, it’s immobilize is the exact same duration as the cripple it applies… because somehow that made sense to the devs. It isn’t that this isn’t a good trait, but it needs some sort of extra oomph to be worth investing 30 points. Grandmaster traits are supposed to be worth forging a build around, and though skcamow has successfully done this with Chillruption, interrupts are still too fleeting and uncertain to be worth shoveling 30 points into for a reward that’s only barely noticeable.

  • Suggested Change: Increase all condition durations by 2s, remove chance of Cripple to improve chance of Chill.

Thoughts?

I totally agree on this one. Immobilize plus Cripple does not make any sense at all.

Agreed, that is the most glaring fail of this trait.

To me, the best thing about CI is the sure fire immobilize on every interrupt. The rest is important, but just icing.

My suggestion would be to keep the current immobilize proc and duration. When that cools off, then apply either blind, chill or cripple. Since I would consider this more powerful than current, you could say that if the initial immobilize is cleansed, the blind/chill/cripple proc is negated.

Either that, or (assuming we remove cripple) make blind/chill last 2 seconds longer than the immobilize, which I might like the best.

As for Furious Interruption, I really like the original function, albeit it was a bit weak. I think they could have kept the original plus add the 3s quickness. So on every interrupt, you would get 4s base fury and then 3s quickness (with the 15s ICD only on the quickness).

Kortham Raysplitter (Yak’s Bend)

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Posted by: Me Games Ma.8426

Me Games Ma.8426

Bountiful Interruption -Chaos VIII

5/5After it’s recent buff, I wouldn’t change anything about this trait. The fact that it’s Master Tier makes it easy to trait into, and it works very well with any build that grabs Greatsword or Focus. What makes it so good, in my opinion, is that it rewards any type of build; shatter, support, phantasms, ect with increased damage and access to boons that can be otherwise hard for a Mesmer to get like Protection and Swiftness. The only drawback is that it competes with Chaotic Dampening… Do you think it could be dropped down into Adept without being overpowered?

All the time I use this trait instead of Chaotic Dampening I fear that it’ll be moved to grandmaster tier because it’s really strong. If I were Anet I’d move it to 30 Points for balance but I still hope they wont.

Mindblossom – Sylvari – Mesmer – Jumpingpuzzler
Equinox [EqnX]
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Posted by: Clockwork Bard.3105

Clockwork Bard.3105

All the time I use this trait instead of Chaotic Dampening I fear that it’ll be moved to grandmaster tier because it’s really strong. If I were Anet I’d move it to 30 Points for balance but I still hope they wont.

No, my Weapons of Mass Diversion build! (20/0/20/0/30; fundamentally, Profano’s Hangover Shatter + boon share) It’d be a sad day if I lost my F3 Bomb.

(edited by Clockwork Bard.3105)

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Posted by: Me Games Ma.8426

Me Games Ma.8426

All the time I use this trait instead of Chaotic Dampening I fear that it’ll be moved to grandmaster tier because it’s really strong. If I were Anet I’d move it to 30 Points for balance but I still hope they wont.

No, my Weapons of Mass Diversion build! (20/0/20/0/30; fundamentally, Profano’s Hangover Shatter + boon share) It’d be a sad day if I lost my F3 Bomb.

I didn’t say that I want this. I said that I could understand it if Anet did this change.

Mindblossom – Sylvari – Mesmer – Jumpingpuzzler
Equinox [EqnX]
Riverside[DE]

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Posted by: Clockwork Bard.3105

Clockwork Bard.3105

I didn’t say that I want this. I said that I could understand it if Anet did this change.

<.< But… the walls have eyes… >_> Trust no one!

But yeah, it really is that good.

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Posted by: StickerHappy.8052

StickerHappy.8052

@Chaos

So the new CS how will it work? So with rune of the mes has 33% daze duration + 25% from CS so that’s longer than 1s daze, but it will turn 50% of the time to a 1 sec stun. So by itself it defeats it purpose if it procs all the time. In short the increased daze duration would only benefit you if CS does not proc?

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

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Posted by: Advent.6193

Advent.6193

I dunno … A Trait called Chaotic Interruption? Hell, that segues directly into my idea of allowing for Confusion on Interrupt being baked into the class. It’d also -in theory- fully justify CI’s placement as a GM Trait. So, the question remains as:

“What do we want to replace for this functionality?”

I (personally) would vote we remove the Cripple (plenty of ways to apply it, one of which is a RNG in the same bleeding Traitline…), swap Immob. to one of the randoms, and use Conf. as the “base.” This would also logically synergize with the fact that Chaos offers both defense and ways to apply Conditions.

However, YMMV. Let’s see some more ideas, shall we?

Malegryne (Sylvari Mesmer), Lannka (Asura Thief) – Ferguson’s Crossing: [PRD/BRB/OMFG]
Other 80s: Any but Warrior

(edited by Advent.6193)

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Posted by: Alissah.9281

Alissah.9281

IMO, Interupt traits should work even if you just apply a control effect, and don’t interupt, but to a lesser extent. Something like this:

Halting Strike: Deal damage and apply vulnerability (5 stacks, 6 seconds) on interupt. Deal 33% damage and apply vulnerability (5 stacks, 3 seconds) when applying a control effect.

Furious Interuption: Gain quickness (3s) and fury (3s) on interupt. Only gain fury (3s) when applying a control effect.

  • proccing the second effect first won’t put the quickness on cooldown, but on interupt you’ll just get quickness without fury. (fury and quickness don’t share cooldown)

Bountifull interuption: Gain 5 stacks of might and a random boon on interupt. Only gain a random boon when applying a control effect.

Chaotic Interuption: Apply immobilize and confusion (3 stacks, 4s), and randomly chill (4s), blind (4s) or weakness (4s). Only randomly apply chill blind or weakness when applying a control effect.

New Rainbow Guild – An open-minded guild exclusively for Transgender people!
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.

(edited by Alissah.9281)

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Posted by: Xaylin.1860

Xaylin.1860

@Chaos

So the new CS how will it work? So with rune of the mes has 33% daze duration + 25% from CS so that’s longer than 1s daze, but it will turn 50% of the time to a 1 sec stun. So by itself it defeats it purpose if it procs all the time. In short the increased daze duration would only benefit you if CS does not proc?

I literally didn’t think about it although I have been bashing CS the last few days. I’m not sure. It depends if the daze proccs a stun and both are applied or if the daze is conversed into a stun and only the stun is applied. I assumed the first scenario to be the case. If the second scenario is true then the trait would be total crap designwise.

I (personally) would vote we remove the Cripple (plenty of ways to apply it, one of which is a RNG in the same bleeding Traitline…), swap Immob. to one of the randoms, and use Conf. as the “base.” This would also logically synergize with the fact that Chaos offers both defense and ways to apply Conditions.

However, YMMV. Let’s see some more ideas, shall we?

Chaos is a very defensive line. If a trait got changed to proccing Confusion on interrupt I’d rather see it be Confounding Suggestions (or Halting Strike to add a condition dimension to it).

IMO, Interupt traits should work even if you just apply a control effect, and don’t interupt, but to a lesser extent. Something like this:

+1
That would be pretty cool and probably help interrupt builds be easier to play in general and also a bit more reasonable in PvE (but probably still crappy). Halting Strike and Furious Interruption would then indeed need a secondary effect.

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Posted by: skcamow.3527

skcamow.3527

@Chaos

So the new CS how will it work? So with rune of the mes has 33% daze duration + 25% from CS so that’s longer than 1s daze, but it will turn 50% of the time to a 1 sec stun. So by itself it defeats it purpose if it procs all the time. In short the increased daze duration would only benefit you if CS does not proc?

I literally didn’t think about it although I have been bashing CS the last few days. I’m not sure. It depends if the daze proccs a stun and both are applied or if the daze is conversed into a stun and only the stun is applied. I assumed the first scenario to be the case. If the second scenario is true then the trait would be total crap designwise.

According the wiki, the daze turns into a stun if the stun procs. I see the point being made but I think it deserves a bit of perspective. The only reason to take CS currently is the chance for a stun, period. That’s the end goal. That will not change post patch. We always want to proc that stun if possible, since it’s the best cc in the game, right?

One of the benefits of daze or stun is proc’ing our other interrupt traits. This is going to happen whether or not the daze is turned into a stun, so there’s no argument there.

Looking at it from this perspective, it’s really the best of both worlds. If you don’t stun, then you get a nice, long extended daze. Would it be better if this trait functioned as the devs were initially going to change it by extending daze duration by 25%? I don’t know, but leaning not. The only thing extended daze provides is the inability of opponents to use skills for that extended duration. Powerful? Yes, but …

I guess it comes to this. Daze means they can’t use skills which is huge, but they can still move/dodge. Stun means, well they can do nothing. Would we not want the stun all day every day if we could have it, regardless of daze duration?

I’m not really defending the trait, but just asking the question and curious to hear thoughts on it.

Kortham Raysplitter (Yak’s Bend)

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Posted by: Chaos Archangel.5071

Chaos Archangel.5071

Wow, a lot of really good ideas.

@Xaylin: You’re right about Halting Strike, I hadn’t considered the splash effect of making it AoE and say.. focus-pulling. I’m thinking now, to make it more viable for condition builds (and to slap Perplexity runes in the mouth) that adding a 5x Confusion along with the initial hit may be a better idea. Your idea for Furious Interruption is excellent, and I hope that happens even if it has to become a whole new trait.

@Sticker: Yeah, the stun from Confounding Suggestions will occur instead of the daze and still be 1 second even with the added Daze duration. The thing is.. that’s not necessarily a bad thing.
Stuns are much better than dazes in many situations, and is always preferred. Confounding Suggestions makes it so that each one of my dazes is 1.6 seconds ( Mesmer runes + trait, rounded up from 58% daze duration) which can be really strong for chain-dazing and keeping someone shut down. But if the stun 1.2 second (Sigil of Paralyzation rounded up) procs instead then that’s my chance to do considerable damage. Either way it turns out to be a win, and while I’d love for it to apply both at the same time.. It’s not really necessary in my experience. A-net is being really careful with buffing our lockdown potential, going step-by-step without trying to go overboard. Making CS both daze and stun at the same time could invite a stream of tears from other players followed by an impending nerf, which is something I’d avoid.

@Advent: I like the thinking behind the change to Chaotic Interruption, but it seems more like a nerf to me. The guarinteed immobilize is a big part of what makes Chaotic so good. Nailing Immob+Chill makes enemy skills take longer to recharge AND their stuck in place. iLeap/Swap after that makes for a glorious 5 second immobilize and free shatter + Blurred Frenzy.

IMO, Interupt traits should work even if you just apply a control effect, and don’t interupt, but to a lesser extent.

This over 9000

(edited by Chaos Archangel.5071)

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Posted by: Clockwork Bard.3105

Clockwork Bard.3105

IMO, Interupt traits should work even if you just apply a control effect, and don’t interupt, but to a lesser extent.

Yes, yes, so much yes!

While lockdown will probably never be a completely desirable spec for PvE, this would toss them a bone so that they’re at least not obligated to respec at the doorway between WvW and PvE and give you something to show for those stacks of Defiant you’re stuck chipping away.

Hell, the idea could extend to all professions in the latter case. Grant all CC effect abilities (since we’re the only ones with the traits) some added effect if they consume a Defiant stack.

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Posted by: Chaos Archangel.5071

Chaos Archangel.5071

Btw Xaylin we had an interesting discussion that I wanted to continue here.

Basically, I wouldn’t grab Harmonious for only one additional daze if I have the potential to turn the 5 dazes I already have into stuns. 2 or more Mantras would be a different story, though.

But that’s the issue. You are talking about a very specific weapon set. This does not apply to builds with GS or Focus. It only applies to Pistol to a lesser extend. Especially the GS part is a bit ironic since it is associated with Domination. You really have to pile up dazes to make CS worthwile. So when only having 4 dazes (e.g. F3, MoD, Sw4) you might prefer HM. There is no difference “duration wise” and CS provides the chance for stuns. But HM provides an additional interrupt.

You’re right. I’d only grab Confounding if I had Offhand Sword and Mantra of Distraction. But I’d grab Chaotic if I had .. er.. Staff, Greatsword, Offhand Focus, Offhand Pistol, or … Offhand Sword. The thing is, Confounding is guaranteed to have an effect (either daze duration or stun) while Chaotic is not.

Chaotic and Confounding have two different -but similar- purposes. I’d grab Confounding if my goal was more to lockdown via chain dazes; which is better for keeping a single target locked out of the fight. I’d grab Chaotic for a more general, versatile, albiet less-predictable lockdown that is better for holding off multiple opponents… when it works. Chaotic, to me, feels most effective when you have another interrupt trait (either Bountiful or Halting Strike) whereas Confounding needs no other trait to shine.

Confounding feels more reliable but single-target oriented whereas Chaotic is less reliable but can screw over an entire group.

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Posted by: Profano.9514

Profano.9514

Uhm, Furious Interruption it’s actually a waste of points. Was far better with Fury.

Actually, i can’t wait to see a 30 | 0 | 10 | 0 | 30 in action (The Hangover II) with the trait Update

The Sleeping Bard [TSB] | The Bard, http://bit.ly/1GSrsZu

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Posted by: Xaylin.1860

Xaylin.1860

One of the benefits of daze or stun is proc’ing our other interrupt traits. This is going to happen whether or not the daze is turned into a stun, so there’s no argument there.

Looking at it from this perspective, it’s really the best of both worlds.

In general, I agree. A stun is always better than a daze due to the reasons you have stated. CS also offers the best of both worlds since it will at least have an increased daze if the stun does not proc.

However, what about people who would like to play a lockdown builds with dazes (not specifically interrupt). Wink, wink, Chaos. We were discussing the benefit of CS because you can increase the daze duration by +50% now making CS. Now the stun procs and all the commitment you made to your dazes by using respectives sigils and runes goes down the drain. This basically means: The higher your daze duration, the less profitable CS becomes. You might want to take CI instead. CS is a bit shizophrenic.

While CS is guarenteed to do something it also is random and if the stun proccs you will have a shorter duration for your lock down. The enemy might be helpless but you also have to gamble wether to pop your burst or not. You will NEVER know for sure if you will get the stun or the daze.

CI on the other hand requires you to interrupt. It can be very hard against certain classes who have short activatin times. It also will be more difficult to apply in larger fights. But you got a lot more control over the outcome.

The question would be what you perceive to be better for yourself?
And are you good enough at interrupting people to make CI work or not?

(edited by Xaylin.1860)

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Posted by: Xaylin.1860

Xaylin.1860

I’m thinking now, to make it more viable for condition builds (and to slap Perplexity runes in the mouth) that adding a 5x Confusion along with the initial hit may be a better idea.

Count me in on kicking Perplexity runes’ butt!
However, 5 stacks might be a bit too much when paired with those runes of evil.

Btw Xaylin we had an interesting discussion that I wanted to continue here.

[…]

You’re right. I’d only grab Confounding if I had Offhand Sword and Mantra of Distraction. But I’d grab Chaotic if I had .. er.. Staff, Greatsword, Offhand Focus, Offhand Pistol, or … Offhand Sword. The thing is, Confounding is guaranteed to have an effect (either daze duration or stun) while Chaotic is not.

I’d grab Confounding if my goal was more to lockdown via chain dazes; which is better for keeping a single target locked out of the fight. I’d grab Chaotic for a more general, versatile, albiet less-predictable lockdown that is better for holding off multiple opponents… when it works. Chaotic, to me, feels most effective when you have another interrupt trait (either Bountiful or Halting Strike) whereas Confounding needs no other trait to shine.

CI does not need other traits to be effective. Interrupts need them.

I agree on CS being more reliable than CI. As stated above, you have to consider if you perceive yourself to be good enough at interrupting or not. Nevertheless, the stun still remains to be random even though at a high chance.

The other thing which was brought up by Stricker is also very important for the lockdown builds you are referring to. You focus a quite substantial part of your gear on the dazes (sigils and runes) to gain an impressive amount of daze duration. And then CS nullifies this effort by proccing a stun basically pooping all over your investment. I personally would be pretty annoyed.

So if ANet feels that CS is finally doing what it is supposed to do, improve lockdown builds by providing some additional stuns and improving the dazes, they should consider if:

  • …they make the stun procc off the daze instead of replacing it so the +25% daze duration does not turn into useless numbers 50% of the time.
  • …alternatively also increase the stun duration by +25% so the +25% daze duration virtually is not lost when the stuns proc. This could make the Signet of Domination pretty nasty though.

Personally, I still feel that CS should do something else. As narcisstic it might sound, I really like the suggestion I came up with. Proccing dazes off of blinds and increasing the daze duration. Even if we do not get any stuns this way. It would open up many new synergies for both interrupt and lockdown builds and works with many skills and traits which are already native to or compatible with the Domination line (possible dazes from Torch4, Scepter2.2, Signet of Midnight, Glamours if using Blinding Befuddlement and probably the best: from Chaos Armor!). It will also provide a bonus to existing dazes through the daze duration. It would not compete with Harmonious Mantra in the way it currently does. There also would not be this dilemma of wanting the stun to proc or wanting the longer daze duration.

That is how I feel grandmaster traits should be. They should be build defining without being a must have for the class in general. They should provide depth to a class by opening up new perspectives and uses for skills like e.g. PU or Illusionary Persona and to a lesser extend Wardens Feedback even though not a GM.

Boo, that 5001 body length cap…

(edited by Xaylin.1860)

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Posted by: skcamow.3527

skcamow.3527

One of the benefits of daze or stun is proc’ing our other interrupt traits. This is going to happen whether or not the daze is turned into a stun, so there’s no argument there.

Looking at it from this perspective, it’s really the best of both worlds.

In general, I agree. A stun is always better than a daze due to the reasons you have stated. CS also offers the best of both worlds since it will at least have an increased daze if the stun does not proc.

However, what about people who would like to play a lockdown builds with dazes (not specifically interrupt). Wink, wink, Chaos. We were discussing the benefit of CS because you can increase the daze duration by +50% now making CS. Now the stun procs and all the commitment you made to your dazes by using respectives sigils and runes goes down the drain. This basically means: The higher your daze duration, the less profitable CS becomes. You might want to take CI instead. CS is a bit shizophrenic.

While CS is guarenteed to do something it also is random and if the stun proccs you will have a shorter duration for your lock down. The enemy might be helpless but you also have to gamble wether to pop your burst or not. You will NEVER know for sure if you will get the stun or the daze.

CI on the other hand requires you to interrupt. It can be very hard against certain classes who have short activatin times. It also will be more difficult to apply in larger fights. But you got a lot more control over the outcome.

The question would be what you perceive to be better for yourself?
And are you good enough at interrupting people to make CI work or not?

Hm, did I suddenly somehow transform into Ross Biddle?

Personally I think CI is better, but there is perspective here. CI is more far reaching as there are more ways to interrupt than daze so there is an advantage there.

CI can be a game changer on big groups, if you can land AoE interrupts. While it sounds hard, the reality is that it’s just not difficult to do in this somewhat mindless skill spamming game. 75% of the time you’re going to play against people like this, maybe higher, AoE locking people down like no tomorrow. The other 25% or less will be the more skilled folks and that’s where you’ll find CI will be a bit less effective. People will see that temporal curtain and dodge. They’ll see that big GS knockback swing and dodge, etc.

The 25% (skilled opponents) though introduces somewhat of a distinction between the two traits. If you assume they will dodge your pushes/pulls, you’re just left with daze. I think it goes without saying that dazes are going to be easier to pull off than push/pull interrupts. So if daze is your only interrupt source, which trait is better?

Kortham Raysplitter (Yak’s Bend)

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Posted by: Xaylin.1860

Xaylin.1860

Whoups. Not sure what happened there. Fixed.

What is the use of +25% daze which can be dodged by the skillful players, too? Your argument holds for MoD and Pistol5. Not so much for Sw4 and F3 which are a lot easier to dodge than GS5.

And still… CS feels a bit shizophrenic. Skills or traits with a certain trade-off (e.g. Healing Surge, Heal vs. Adrenaline) are interesting. But the trade-off should offer a choice and not be applied randomly (50% chance on 1s stun or +25% daze). And even then I’d feel CS being rather underwhelming.

Maybe I will just have to live with me not enjoying the design of CS.

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Posted by: skcamow.3527

skcamow.3527

Whoups. Not sure what happened there. Fixed.

Hm still says Ross, oh well.

What is the use of +25% daze which can be dodged by the skillful players, too? Your argument holds for MoD and Pistol5. Not so much for Sw4 and F3 which are a lot easier to dodge than GS5.

And F3 when using IP, and Chaos Storm (RnG, but pretty much not dodgeable if they’re in it).

And still… CS feels a bit shizophrenic. Skills or traits with a certain trade-off (e.g. Healing Surge, Heal vs. Adrenaline) are interesting. But the trade-off should offer a choice and not be applied randomly (50% chance on 1s stun or +25% daze). And even then I’d feel CS being rather underwhelming.

Maybe I will just have to live with me not enjoying the design of CS.

Yeah I hate the RnG factor of the trait, which pretty much made me to this point not really consider it worthy of 30. The extra daze duration is much more intriguing though.

Kortham Raysplitter (Yak’s Bend)

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Posted by: Xaylin.1860

Xaylin.1860

Yeah I hate the RnG factor of the trait, which pretty much made me to this point not really consider it worthy of 30. The extra daze duration is much more intriguing though.

If it only was +x% daze duration it would feel more like a minor, right? A grandmaster trait should offer more than additional daze duration. I would like it as replacement for Wastrels Punishment which currently is broken anyway, isn’kitten

But ANet would better not change Wastrels Punishment into +25% daze duration and leave CS unchanged (50% stun chance without daze duration). This would make it even worse.

[Edit] Kittening isn’t [it]? What’s wrong with you forum?!

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Posted by: Chaos Archangel.5071

Chaos Archangel.5071

I look at it from a slightly different perspective, and granted it could be because of how much time I sunk into playing Mind Crush but…

What it comes down to is the question of if the 1s stun is better than the 1.6 second daze; and I feel the answer is yes. Thus its not that the stun proc dumps on all the daze investment, its that the trait gives you a potential better outcome than your gear investment.

In my experience, before the most recent Sigil of Paralyzation patch, we already had what Confounding Suggestions is about to be… Dazes lasted near 2 seconds with the potential of a stun (granted, the stun lasted 2 seconds too x_x). That 2s daze is going to be fantastic, and even now I very rarely have a problem capitalizing on the stun since I use it mostly for catching runners, setting up iLeap, or escaping crap situations. Part of the reason is that Sigil of Paralyzation’s +15% stun duration gives me more reaction time. (And I think my build may be the only build currently making decent use of Furious Interruption. Stun + Quickness = Profit )

At the same time though, have you guys played around with Confounding Suggestions much? Cuz I haven’t played with Chaotic Interruption for any extended period of time. Maybe we should try eachothers’ builds out this weekend and see if our perspectives change. =P

Edit: Wastrel’s Punishment should be changed into something like: “Interrupted Skills take twice as long to recharge” (10s rather than 5)

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Posted by: StickerHappy.8052

StickerHappy.8052

@Xaylin

You know what, I tried CS in pvp and its kittenin good at its current state. but i feel that its not worth it to go 30 points deep into the dom tree. Wastrel’s Punishment on the Other hand, 5% is too dam low for a GM minor heck the Sup Sigil of Impact can do 10% damage on stunned foes. What i I think is Put Wastrels Punishment on sigil of Dom as a Passive and increase it by 10%. And Put a new GM minor trait that has something to with interrupts or chance to proc torment or daze.

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Posted by: Chaos Archangel.5071

Chaos Archangel.5071

Superior Sigil of impact… Never considered that. Especially compounded with Wastel’s Punishment: +15% damage on stunned foes? Nice.

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Posted by: Xaylin.1860

Xaylin.1860

In my experience, before the most recent Sigil of Paralyzation patch, we already had what Confounding Suggestions is about to be… Dazes lasted near 2 seconds with the potential of a stun (granted, the stun lasted 2 seconds too x_x).

I miss my 2s dazes.

But that’s the point. Do you really think that 1s stun < 2s daze? A stun will make landing BF a lot easier. But it shouldn’t make any difference for most other skills because they can’t get too far in 2s. Or am I missing some whicked burst combo?

At the same time though, have you guys played around with Confounding Suggestions much? Cuz I haven’t played with Chaotic Interruption for any extended period of time. Maybe we should try eachothers’ builds out this weekend and see if our perspectives change. =P

I tried it for several hours but I had to give up either Bountiful Interruption or Chaotic Dampening. Missing Chaotic Dampening totally messed up my playstyle. Not sure if I can live without BI (…them Might stacks…). Maybe I can. But maybe not if they nerf Critical Infusion and I then need an additional Vigor source.

There are just so many cool traits in Chaos. Only the Adept level is rather lacking.

Maybe we really have to move BI to the Adept level.

Edit: Wastrel’s Punishment should be changed into something like: “Interrupted Skills take twice as long to recharge” (10s rather than 5)

Sounds okay on weapon skills. Sounds gamebreaking on heals.

(edited by Xaylin.1860)

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Posted by: StickerHappy.8052

StickerHappy.8052

I look at it from a slightly different perspective, and granted it could be because of how much time I sunk into playing Mind Crush but…

What it comes down to is the question of if the 1s stun is better than the 1.6 second daze; and I feel the answer is yes. Thus its not that the stun proc dumps on all the daze investment, its that the trait gives you a potential better outcome than your gear investment.

In my experience, before the most recent Sigil of Paralyzation patch, we already had what Confounding Suggestions is about to be… Dazes lasted near 2 seconds with the potential of a stun (granted, the stun lasted 2 seconds too x_x). That 2s daze is going to be fantastic, and even now I very rarely have a problem capitalizing on the stun since I use it mostly for catching runners, setting up iLeap, or escaping crap situations. Part of the reason is that Sigil of Paralyzation’s +15% stun duration gives me more reaction time. (And I think my build may be the only build currently making decent use of Furious Interruption. Stun + Quickness = Profit )

At the same time though, have you guys played around with Confounding Suggestions much? Cuz I haven’t played with Chaotic Interruption for any extended period of time. Maybe we should try eachothers’ builds out this weekend and see if our perspectives change. =P

Edit: Wastrel’s Punishment should be changed into something like: “Interrupted Skills take twice as long to recharge” (10s rather than 5)

Ive been a loyal fan of Mind Crush build ever since and I use it as my main build. The only difference I have is i focus on con dmg rather than power. Chaotic Interruption and CS are somewhat similar and they are both RNG. CI is only good when you interrupt a target which requires practice. Although CS has RNG stuns it will still proc a daze whether you interrupt a for or not. So in a sense its a win win situation for you.

The Only thing i am saying is that why put %daze duration on it if its stuns will only be 1s? I know stun is better, but due to the fact that it is RNG, you wouldn’t really know if the daze duration will benefit you if you get lucky and proc stuns most of the time. I mean what if it procced 8/10 times, (lets say you’re that lucky) so the daze duration would then benefited you 2/10 of the time. But at the same time it situation could reverse, you may get unlucky with the stuns but you would then benefit on the daze duration. so the RNG before would even be more RNG now.

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Posted by: Chaos Archangel.5071

Chaos Archangel.5071

Xaylin: That stun ruins people’s lives. What makes it so good is that the enemy can’t dodge whereas they can dodge dazes. Also, consider Diversion. A 3-clone shatter will more-often-than-not proc a stun, leave them with 20 stacks of vulnerability, and completely at the mercy of you AND your team. If that 3 clone shatter was only a daze, they could still run away and dodge attacks despite the Vuln. But to be fair there are a lot of similar situations where CI would also leave the opponents similarly screwed.

Hm, true, maybe making skills take around 50-65% longer to recharge would be a bit less OP. =P

Sticker: But in either case it’s good RNG. Confounding in it’s current state simply converts dazes into stuns and you could make the argument that this demeans the effects of Runes of the Mesmer. Now it’ll give you a benefit to dazes with the potential to improve the daze effect by turning it into a slightly shorter-duration stun. The difference is only a matter of a fraction of a second, which yeah is definitely noticeable in a fast-paced game like this, but not so profound that you’re being cheated out of your daze duration.

And consider the fact that most of our dazes can hit multiple targets. (Sword 4 pierces, Diversion can be traited OR clones can be placed on different opponents OR hit the same opponent at staggered intervals for a stronger effect. The only strictly single-target daze is Mantra.) so there’s always a chance you’ll daze one guy and stun the next.

Oh, as a funny aside, I dropped Chaos Storm on someone yesterday and of the 6 times it hits it dazed them once and stunned them twice. Was glorious.

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Posted by: Xaylin.1860

Xaylin.1860

Xaylin: That stun ruins people’s lives. What makes it so good is that the enemy can’t dodge whereas they can dodge dazes.

Me confused. I guess you mean that they can dodge while being dazed?

True. That’s why I used to use a Sw4 + Sw3 + Sw2 combo before they nerfed the sigil.

How do you get the 20 stacks of Vulnerability? By using IP? So probably 25 stacks if you interrupted. But you could as well use CI and gain 24 stacks if you interrupt (only 15 if not… got me there ). Which – again – shows the redundancy of CS and CI. Yes… they have different requirements. But the outcome is boringly similar.

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Posted by: StickerHappy.8052

StickerHappy.8052

Xaylin: That stun ruins people’s lives. What makes it so good is that the enemy can’t dodge whereas they can dodge dazes. Also, consider Diversion. A 3-clone shatter will more-often-than-not proc a stun, leave them with 20 stacks of vulnerability, and completely at the mercy of you AND your team. If that 3 clone shatter was only a daze, they could still run away and dodge attacks despite the Vuln. But to be fair there are a lot of similar situations where CI would also leave the opponents similarly screwed.

Hm, true, maybe making skills take around 50-65% longer to recharge would be a bit less OP. =P

Sticker: But in either case it’s good RNG. Confounding in it’s current state simply converts dazes into stuns and you could make the argument that this demeans the effects of Runes of the Mesmer. Now it’ll give you a benefit to dazes with the potential to improve the daze effect by turning it into a slightly shorter-duration stun. The difference is only a matter of a fraction of a second, which yeah is definitely noticeable in a fast-paced game like this, but not so profound that you’re being cheated out of your daze duration.

And consider the fact that most of our dazes can hit multiple targets. (Sword 4 pierces, Diversion can be traited OR clones can be placed on different opponents OR hit the same opponent at staggered intervals for a stronger effect. The only strictly single-target daze is Mantra.) so there’s always a chance you’ll daze one guy and stun the next.

Oh, as a funny aside, I dropped Chaos Storm on someone yesterday and of the 6 times it hits it dazed them once and stunned them twice. Was glorious.

Maybe your’re right I’ve never thought of it that way. How about Wastrel’s Punishment? I feel its a bit lackluster for a GM minor trait.

@Xaylin

I Agree with you that CS and CI are somewhat redundant it indirectly gives the same results (Chill + Immo = Stun/Daze somewhat) with a little bit of effort (interrupt) hmm,

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Posted by: Alissah.9281

Alissah.9281

What makes it so good is that the enemy can’t dodge whereas they can dodge dazes.

Just wanted to add:

People usually dodge after they get dazed by reflex. If you just wait and anticipate how they waste both their dodges from your dazes, and then strike… The dodge wasting would be more dangerous than your actual daze.

When I interupt a heal, I usually go:

  1. Power Lock (interupt the heal, possible dodge)
  2. summon Phantasmal swordsman (possible dodge)
  3. Counter Blade (dodge either the bolt, or wait untill they get dazed)
  4. Illusionary leap + swap (if the person has any idea what they’re doing, they dodge… And if they have energy left)
  5. Blurred Frenzy + mind wrack (if theyre low hp, which they probably are because they tried healing, then they’re dead :P) (if your leap + swap misses, skip this step.)

There’s so much combos to do with lockdown builds, and they all feel so natural :o

BTW, does stunning with Comfounding Suggestions apply daze-vulnerability?

I don’t have alot of time to read, so that’s all I can say atm :P

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Posted by: Xaylin.1860

Xaylin.1860

BTW, does stunning with Comfounding Suggestions apply daze-vulnerability?

I don’t have alot of time to read, so that’s all I can say atm :P

Just went to the Mists for you and tested it. It does apply 5 stacks Vulnerability even if the stun proccs when using Counter Blade. So at least they got that right.

Which means the daze is applied to the target initially although it appears to be replaced instantly. I used the Signet of Domination to make sure stuns didn’t procc Vulnerability, too.