Let's talk: Interrupts

Let's talk: Interrupts

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Posted by: tetrodoxin.2134

tetrodoxin.2134

Heya guys, tetro here.

I guess everyone here noticed that anet tries to make interrupts more viable in this game. While I still think they aren’t, it’s a huge topic nevertheless that we should talk about and maybe give the developers some useful feedback and suggestions to get this in the right direction.

So let’s start with a list of our potential interrupts in this game:

  • Diversion (F3) – Daze
  • Illusionary Wave (GS 5) – Knockdown
  • Chaos Storm (Staff 5) – Daze
  • Counter Blade (Sword 4) – Daze
  • Into the Void (Focus 4) – Knockdown
  • Magic Bullet (Pistol 5) – Stun/Daze

Utilities:

  • Mantra of Distraction – Daze
  • Signet of Domination – Stun

Traits that directly affect the Interrupt mechanic:

Domination:

  • Minor Adept: Inflict 3 stacks of vulnerability on interrupt
  • Halting Strike: Direct damage on interrupt
  • Minor Master: Dazing enemy applies 5 stacks of vulnerability

Chaos:

  • Bountiful Interruption: Gain might + X on interrupt
  • Chaotic Interruption: Immobilize and apply blind/cripple/chill on interrupt

Illusions:

  • Illusionary Persona: Turn yourself into an interrupt (F3)
  • Imbued Diversion: Diversion hits up to 5 targets in a large area. (Anybody knows the radius on this?)

If I forgot anything, please let me know.
So here are (in my opinion) the biggest flaws that make interrupts horrbile in this game:

Cast times.
It’s simply horrible to interrupt skills that have such a low cast time. Most of the time when you notice the animation of your foe (later more on that topic), it’s often too late for the interrupt to land. Now there are two options here to make skills more vulnerable to interrupts. First one of course is extending cast times, which isn’t really an option. The second one is: Make interrupts faster (if not instant). We’ve seen that already in the recent patch which made the Counter Blade projectile move faster.
Our main interrupt however (Diversion) still is the most unreliable way of interrupting someone. It’s like spinning a wheel of fortune, because most of the time your illusions are distributed all over the place (and running around because of LoS), and they need to run to the enmy first.
My suggestion: Diversion leaps clones towards the enemy. Running is fine for Mindwrack and Cry of Frustration. Interrupts need to be faster! Maybe this one should be a new trait, cause I know that some people love to daze over time by placing clones in a different distance to the enemy.

Casting animations.
In my opinion, still a huge issue. While recent patches also tend towards making them more obvious, in the heat of a battle it’s still nearly impossible to figure out what the enemy is doing. Small characters and AoE effects are intensifying this problem, especially in PvP where everything is focused on a small circle.
My suggestion (probably won’t ever happen, but anyways): Cast bars. Like we had them in GW1. In my opinion, they are essential for an interrupt mechanic to work. All the more because this game is much faster than its predecessor.

Make interrupts more rewarding!
There is absolutely no reason to go for interrupts at the moment, simply because everything you get from interrupt traits, there’s a better one instead. Damage on interrupt? Why take a risky trait that may not cause any damage at all when you have +20% more damage on MW or 15% more damage for Phantasms (or others). These are reliably sources of damage that don’t suffer from the 2 issues mentioned above. Why gain might on interrupt when you have might on shatter and can go full pew pew.
All these interrupt traits HAVE to be significantly stronger than their counterparts, due to the huge risk of doing nothing at all.

Other ideas
Give us a trait to reset or lower the CD of interrupt skills if the interrupt was successful. For instance, if Counter Blade successfully interrupts the enemy, the skill is off CD (maybe not completely, but significantly lowered due to possible spamming issues). Another example: If Mantra of Distraction interrupts the enemy, regain one charge for that Mantra. And so on.
This would make interrupting also much more rewarding.

That’s all for now, I’ll maybe add some more thoughts later on.
Please, feel free to add your ideas and thoughts on interrupts.
Arenanet wants us to be the same pain in the kitten as we were in GW1, so let’s help them a bit.

tetro

Anet hates [your class], since [other classes] got buffs while [your class] only received nerfs.

(edited by tetrodoxin.2134)

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Posted by: EricTheThief.4159

EricTheThief.4159

I agree. Anet left interrupt mesmer in this state of quasi-viability where if you build it you aren’t totally useless in PvP—but it’s too inconsistent. I feel like they were afraid of the best scenario where you land a ton of interrupts in a row which is why the traits feel ok if you pull off a lot of interrupts in a short time period, but otherwise feel underwhelming.

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Posted by: Korgov.7645

Korgov.7645

Does stealting count as an interrupt for all the traits?

Sulkshine – Mesmer
This won’t hurt [Much]
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Posted by: Black Cat.1024

Black Cat.1024

Like Eric said above, it’s not that it isn’t viable. It’s just not probable, because you will get 1 out of 5 interrupts and after traiting toward it you lose everything else. You can’t even hybrid it well, except maybe confusion, which would render it useless anyway.
But I agree, we have a vast amount of interrupts and even the class psychology is veered in the way of stopping people in their tracks by using unconventional means.

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Posted by: Tywele.7812

Tywele.7812

Make interrupts more rewarding!
There is absolutely no reason to go for interrupts at the moment, simply because everything you get from interrupt traits, there’s a better one instead. Damage on interrupt? Why take a risky trait that may not cause any damage at all when you have +20% more damage on MW or 15% more damage for Phantasms (or others). These are reliably sources of damage that don’t suffer from the 2 issues mentioned above. Why gain might on interrupt when you have might on shatter and can go full pew pew.
All these interrupt traits HAVE to be significantly stronger than their counterparts, due to the huge risk of doing nothing at all.

I think interrupts are pretty rewarding with Bountiful Interruption. I regularly get 25 stacks might with this trait and can distribute it with Signet of Inspiration to the whole group. With boon duration runes and the Signet of Midnight I get a whole lot of 80% boon duration which makes those might stacks last 18 seconds.

So the reward for me for interrupting is that I provide 18 seconds of 25 might stacks to the whole group pretty often. Not counting the other boons I can distribute with the Signet of Inspiration.

The word “ranger” does not originate from the
word “range” but from “to range”.

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Posted by: Mek.2947

Mek.2947

Make interrupts more rewarding!
There is absolutely no reason to go for interrupts at the moment, simply because everything you get from interrupt traits, there’s a better one instead. Damage on interrupt? Why take a risky trait that may not cause any damage at all when you have +20% more damage on MW or 15% more damage for Phantasms (or others). These are reliably sources of damage that don’t suffer from the 2 issues mentioned above. Why gain might on interrupt when you have might on shatter and can go full pew pew.
All these interrupt traits HAVE to be significantly stronger than their counterparts, due to the huge risk of doing nothing at all.

I think interrupts are pretty rewarding with Bountiful Interruption. I regularly get 25 stacks might with this trait and can distribute it with Signet of Inspiration to the whole group. With boon duration runes and the Signet of Midnight I get a whole lot of 80% boon duration which makes those might stacks last 18 seconds.

So the reward for me for interrupting is that I provide 18 seconds of 25 might stacks to the whole group pretty often. Not counting the other boons I can distribute with the Signet of Inspiration.

I’ve never used bountiful interruption before. How are you getting 25 stacks of might? Is it one stack of might/interrupt or more?

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Posted by: Tywele.7812

Tywele.7812

It’s 5 stacks might + 1 random boon per interrupt.
Also see here.

The word “ranger” does not originate from the
word “range” but from “to range”.

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Posted by: Xavi.6591

Xavi.6591

Make interrupts more rewarding!
There is absolutely no reason to go for interrupts at the moment, simply because everything you get from interrupt traits, there’s a better one instead. Damage on interrupt? Why take a risky trait that may not cause any damage at all when you have +20% more damage on MW or 15% more damage for Phantasms (or others). These are reliably sources of damage that don’t suffer from the 2 issues mentioned above. Why gain might on interrupt when you have might on shatter and can go full pew pew.
All these interrupt traits HAVE to be significantly stronger than their counterparts, due to the huge risk of doing nothing at all.

I think interrupts are pretty rewarding with Bountiful Interruption. I regularly get 25 stacks might with this trait and can distribute it with Signet of Inspiration to the whole group. With boon duration runes and the Signet of Midnight I get a whole lot of 80% boon duration which makes those might stacks last 18 seconds.

So the reward for me for interrupting is that I provide 18 seconds of 25 might stacks to the whole group pretty often. Not counting the other boons I can distribute with the Signet of Inspiration.

I’ve never used bountiful interruption before. How are you getting 25 stacks of might? Is it one stack of might/interrupt or more?

Bountiful Interruption + Hoelbrak Runes + Sigil of Battle (x2) + F3 daze + Focus’ ‘Temporal Curtain/Into the Void’ = up to 25 stacks of Might + 20% Boon Duration.

You can even get 1000+ Condition Damage with that amount of Might (use Ascended Celestial Amulet)

See Osicat’s Shatter Heavy 3.0 build. I run this build in WvW (and often in Dungeons) and with SoI it is great group support buffing.

Fantasme Bloodwen [R.I.P. Mesmer] | Andi Runi [Warrior] | Bonedoggle [Necro] | Zooerasty [Ranger]
Angry Intent [AI] | Yak’s Bend |

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Posted by: Tywele.7812

Tywele.7812

@Xavi: I use 2x superior runes of water, 2x superior runes of monk and 2x major runes of water, that equals to 40% boon duration; +30% through traits makes 70% and then you can add the Signet of Midnight which adds another 10%.

If you want you could also use buff food for an additional 20%

The word “ranger” does not originate from the
word “range” but from “to range”.

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Posted by: Xavi.6591

Xavi.6591

@Xavi: I use 2x superior runes of water, 2x superior runes of monk and 2x major runes of water, that equals to 40% boon duration; +30% through traits makes 70% and then you can add the Signet of Midnight which adds another 10%.

If you want you could also use buff food for an additional 20%

True.

But you also get -20% Condition Duration, -20% Stun Duration from Hoelbrak runes. Add -40% Condition Duration food and now you are at -60% Condition/Stun duration. And we all know, Mesmer’s downfall are conditions.

Fantasme Bloodwen [R.I.P. Mesmer] | Andi Runi [Warrior] | Bonedoggle [Necro] | Zooerasty [Ranger]
Angry Intent [AI] | Yak’s Bend |

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Posted by: kurtosis.9526

kurtosis.9526

I just came here to make this exact post. Completely agree with everything except cast bars, which I don’t think will be necessary (and probably even OP) if ANet makes all the other requested changes.

ANet clearly wants interrupt builds to be a viable meta, but the problems in a nutshell are:

1. Mesmer interrupt abilities either have cast times or long cooldowns.

2. Therefore, the only way to play an interrupt spec effectively, consistently, is to anticipate enemy moves and start your interrupt before they start their cast. Eg, anticipate->interrupt->see. It really needs to be anticipate->see->interrupt.

3. The skill required to anticipate->interrupt->see consistently in the chaos of particle effects and GW2’s fast-paced combat is just too high, even for good players who already do anticipate their opponents – the required timing is too tight and the cost of missing (long cooldowns on expensive, heavily traited skills) is too high.

4. Hence, due to the high cost of missed interrupts, and the difficulty of landing them consistently, the opportunity cost of traiting around interrupts instead of more reliable shatter/phantasm/etc builds is just too high.

In light of the constant series of buffs to Mesmer Interrupt traits over the past several patches, it is clear ANet wants Mesmers to be the high skill cap duelist class, and for Interrupt builds to be a big part of that. And that would be a totally awesome meta if it were possible.

But, no matter how many trait buffs ANet does, it will never happen as long interrupt skills have cast times and/or long cooldowns, simply due to the huge opportunity cost of building around interrupts. All those awesome interrupt-buffing traits are useless when interrupts require inhuman skill, ESP, and telepathy to land consistently.

So what I’d like to see ANet do is:

1. Take the plunge and remove all cast times from Interrupt skills, and bring back double-tap, quick-cast Into-the-Void (and make Counter Blade double-tap quick-cast too).

2. Add a trait that reduces the cooldown on successful interrupt – say 20% reduction on successful interrupt, applied to any interrupt skill. That rewards skill, penalizes mistakes.

3. This risks creating an OP meta, but if that happens, then nerf interrupt damage ad duration, not viability – keep them instant cast.

Regarding cast bars, I think this is the nuclear option and should be held off on as long as possible. I really like ANet’s “play the game not the UI” philosophy, and think they should stick to that as much as possible.

I also don’t think it’s necessary if the other recommendations are done. If all Interrupt skills became instant cast and some form of cooldown reduction implemented, that would move Interrupt builds into the realm of possibility even without cast bars.

Good players know all the skills and moves of all other classes, and are able to anticipate them somewhat, it’s just not enough when you have to also pre-cast your interrupt before your opponent has even started casting the skill you want to interrupt.

But with insta-cast interrupts, where the player can anticipate->see->interrupt, the interrupt meta would be possible. Again, if the first incarnation becomes OP, nerf the damage, not the viability.

(edited by kurtosis.9526)

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Posted by: Tywele.7812

Tywele.7812

@Xavi: I use 2x superior runes of water, 2x superior runes of monk and 2x major runes of water, that equals to 40% boon duration; +30% through traits makes 70% and then you can add the Signet of Midnight which adds another 10%.

If you want you could also use buff food for an additional 20%

True.

But you also get -20% Condition Duration, -20% Stun Duration from Hoelbrak runes. Add -40% Condition Duration food and now you are at -60% Condition/Stun duration. And we all know, Mesmer’s downfall are conditions.

In WvW you might need the reduction in Condition Duration, but I nearly exclusively run dungeons with my mesmer and I have never encountered major problems regarding conditions especially if you have a guardian in your group.

@OP: Illusionary Wave is a knock back and Into the Void is a pull.

The word “ranger” does not originate from the
word “range” but from “to range”.

(edited by Tywele.7812)

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Posted by: Bearlin.7238

Bearlin.7238

Osicat’s Heavy Shatter Build + Chaotic Interruption

0/20/30/0/20

Amazing in group fights

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Posted by: skcamow.3527

skcamow.3527

Interrupts are one of my favorite topics of late, actually they were before they were buffed. I also play a build using Chaotic Interruption as one of the centerpieces. I believe interrupts are absolutely viable, but you have to keep in mind what game mode we’re talking about – PvE/PvP/WvW. The sentiment can be quite different in each. On the other hand, I completely understand the desire of those who want to have more control over interrupts with instant cast and easier to read skill animations. I played mesmer in GW1 and loved that playstyle. GW2 is just so different though. Anet obviously has other things in mind with interrupts and they definitely have their place. For instant cast, you can’t forget the daze mantra; traited, that’s three on cast interrupts at your fingertips with 5 sec CD in between. Hard to beat if you’re after a pure interrupt build. There’s also Magic Bullet, which I would consider a valid on cast interrupt for the medium to slower skills. Of course Into the Void can absolutely be used as a timed interrupt, but most good players know to dodge or avoid it. So it’s not like there aren’t instant cast type options, but I agree they could be improved, for example, signet of domination.

For group combat, honestly who is going to really be focused on interrupting on a single target? More thought will spent on tactically gaining advantages with the group in mind. While timing an interrupt can indeed help, you’ll get much more mileage out of taking Imbued Diversion and shattering a single clone bomb on a group to possibly proc multiple interrupts. I know it’s the “possibly” that irks many, but RnG has it’s place for sure and that I believe is intended.

So, yes I think there is a balance to strike here somewhere which hasn’t fully come to fruition, but if you slow the game down too much, it’s not as much GW2 anymore.

Kortham Raysplitter (Yak’s Bend)

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Posted by: tetrodoxin.2134

tetrodoxin.2134

I guess it’s safe to say that there are two kinds of interrupt mechanics.

The first one is the one we mostly saw in GW1. You (the interrupter) are focused on one enemy, quickly reacting to all his actions and interrupting with fast re-actions. This mechanic is basically an interrupt full-time job.
The second one is the one that seems to work for GW2. Spamming AoE Interrupts on a bigger group of enemies. Interrupts work as a supportive aspect to your build, as we saw in Osi’s recent build and video. It’s not even close to what an interupt Mesmer was back in the days. You don’t really care about what the enemy is doing, you just interrupt, hoping that the enemy is casting something.

I actually don’t have a problem with that, this is a different game after all. Some more buffs and we are good to go with that second playstyle. But, there is one thing that really bothers me. We still have the tools left to fullfill the first type of mechanic. Single-target interrupts ( like the Mantra, untraited Diversion, Magic Bullet, Signet, Counter Blade etc.) which seem to be highly unrewarding and hard land as I stated in the OP. Seeing all those skills, I ask myself: What does Arenanet really want us to be?

That’s basically what made me open this thread. Interrupt Mesmers in this game seem to have identity crisis. Single target interrupting is highly unrewarding, but it still exsists, as well as the more useful (but mostly supportive) AoE-Spamming interrupts.

Anet hates [your class], since [other classes] got buffs while [your class] only received nerfs.

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Posted by: skcamow.3527

skcamow.3527

I guess it’s safe to say that there are two kinds of interrupt mechanics.

The first one is the one we mostly saw in GW1. You (the interrupter) are focused on one enemy, quickly reacting to all his actions and interrupting with fast re-actions. This mechanic is basically an interrupt full-time job.
The second one is the one that seems to work for GW2. Spamming AoE Interrupts on a bigger group of enemies. Interrupts work as a supportive aspect to your build, as we saw in Osi’s recent build and video. It’s not even close to what an interupt Mesmer was back in the days. You don’t really care about what the enemy is doing, you just interrupt, hoping that the enemy is casting something.

I actually don’t have a problem with that, this is a different game after all. Some more buffs and we are good to go with that second playstyle. But, there is one thing that really bothers me. We still have the tools left to fullfill the first type of mechanic. Single-target interrupts ( like the Mantra, untraited Diversion, Magic Bullet, Signet, Counter Blade etc.) which seem to be highly unrewarding and hard land as I stated in the OP. Seeing all those skills, I ask myself: What does Arenanet really want us to be?

That’s basically what made me open this thread. Interrupt Mesmers in this game seem to have identity crisis. Single target interrupting is highly unrewarding, but it still exsists, as well as the more useful (but mostly supportive) AoE-Spamming interrupts.

I’m not sure if it’s an identity crisis as much as a choice of playstyle. The single target interrupts seem more suited to 1v1 or smaller fights, and the AoE sources shine in larger scales. I think I’ve said this before in a thread, but in the state of the game immediately following the 6/25 patch, interrupts were being discussed. Supcutie (mesmer representing) said he played with halting strikes but the damage wasn’t worth taking it (yes the new halting strikes). So Jon Sharp said, “I’m sure there is a number that would entice you to take it”, and that wasn’t joking or sarcasm; they then joked about numbers like 10,000 or something but the initial comment was sincere. So if that’s anything to go on, it gives the impression that they are looking at making interrupts more rewarding. Consider the trend: Halting Strikes, along with the Chaotic Interruption and Bountiful Interruption buffs are great strides, all of which were nice improvements over the originals. Hopefully we see more.

Kortham Raysplitter (Yak’s Bend)

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Posted by: Xavi.6591

Xavi.6591

Osicat’s Heavy Shatter Build + Chaotic Interruption

0/20/30/0/20

Amazing in group fights

0/20/20/0/30 is the shatter heavy build.

Fantasme Bloodwen [R.I.P. Mesmer] | Andi Runi [Warrior] | Bonedoggle [Necro] | Zooerasty [Ranger]
Angry Intent [AI] | Yak’s Bend |

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Posted by: kurtosis.9526

kurtosis.9526

I think I’ve said this before in a thread, but in the state of the game immediately following the 6/25 patch, interrupts were being discussed. Supcutie (mesmer representing) said he played with halting strikes but the damage wasn’t worth taking it (yes the new halting strikes). So Jon Sharp said, “I’m sure there is a number that would entice you to take it”, and that wasn’t joking or sarcasm; they then joked about numbers like 10,000 or something but the initial comment was sincere. So if that’s anything to go on, it gives the impression that they are looking at making interrupts more rewarding. Consider the trend: Halting Strikes, along with the Chaotic Interruption and Bountiful Interruption buffs are great strides, all of which were nice improvements over the originals. Hopefully we see more.

I wish they’d focus less on making Interrupts damage-oriented and more support control oriented. Make them instant cast, then nerf their damage. Make them not about doing damage, but about preventing damage to you and your teammates.

Instant cast interrupts are still hard to pull off against good players who feint their casts and bait you. Cast-time interrupts even moreso, unless you’re casting it into a mindless WvW zerg who keeps spamming their skills regardless. But that’s not really the finesse play that interrupts are more naturally geared to.

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Posted by: Bearlin.7238

Bearlin.7238

Osicat’s Heavy Shatter Build + Chaotic Interruption

0/20/30/0/20

Amazing in group fights

0/20/20/0/30 is the shatter heavy build.

I said 0/20/30/0/20 because I added Chaotic Interruption instead of Illusionary Persona (which Osicat has in his build)

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Posted by: Carighan.6758

Carighan.6758

One thing I want to add:
If Diversion were changed to interrupt instantly, I’d lose a lot of PvE power.

Right now I can easily get 2-3 interrupts because the clones take a different amount of time to run up to the target.

This functionality would be lost if the interrupt were instant. :S

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: Tek.4083

Tek.4083

With Illusionary Persona you sort of have an instant cast diversion on yourself, and then the other clones can act as pressure as you set up for a damage spike with the vuln and whatever interrupt trait you have. Into the void can be used to bait out dodges. I guess i see the interrupt skills as an extra, i dont think i would ever center a whole build around it.

Tek Esper [VLK] [AoN]

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Posted by: Bearlin.7238

Bearlin.7238

Illusionary Persona definitely has it perks, although if one were to get Chaotic Interruption something would have to be sacrificed. I like Chaotic Interruption for group fights just because it gives everyone some breathing time to get ready for a burst. I guess it’s just different preferences at this point

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Posted by: Tek.4083

Tek.4083

10/0/30/0/30 i think is only viable in team fights. Because you can sacrifice other things, and rely on your team members. I mean lets look at mantra of distraction, I dont think that should ever be used with a whole build around it, just because if you miss your whole purpose of the build has to wait the long mantra charge again, you couldnt even cast other things (into the void you could) while you charge to interrupt the target. I dont think it would ever be viable.

Edit: any instant cast skill while charging (brainfart)

Tek Esper [VLK] [AoN]

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Posted by: skcamow.3527

skcamow.3527

I hadn’t thought about IP being another instant cast source, but it is a viable one.

Illusionary Persona definitely has it perks, although if one were to get Chaotic Interruption something would have to be sacrificed. I like Chaotic Interruption for group fights just because it gives everyone some breathing time to get ready for a burst. I guess it’s just different preferences at this point

Yes, taking IP and CI together – I posted this build awhile back:
https://forum-en.gw2archive.eu/forum/professions/mesmer/Build-ChillRuption

In this build, you could take IP instead of imbued diversion, but if you know you’re going against groups, imbued diversion is priceless.

When I run solo, I run that build with IP (obviously since ID is wasted).

Kortham Raysplitter (Yak’s Bend)

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Posted by: Scynja.9057

Scynja.9057

To my opinion in pve, interrupts can be seen as totally useless. The Long cast time prevents actually interrupting a skill having less than lets say 2 seconds casttime. Secondly, most skills cannot be interrupted, or no effect is visible (Ascalon boss doing seismic cry, interrupt before he finishes, but still the rocks are dropping from the top for the same time as if we would never have interrupted the seismic cry. Next, all Bosses got like 5 to 15 charges of “defilant” which is preventing all interrupts except fear and stone as far as I know. Stone seems to me like its only freezing the target and the target continues his action after the freeze(however, others say it works). And secondly stone is completely useless, because you might not be able to attack for like 15 seconds if the boss does not the skill that has to be interrupted. For the mesmers, interrupts are mostly entirely random.

Kocking target away with GS? – oh works not because the Boss has stability, defilant stacks e.g. through random interrupts from chaos storm, or is immune to movement control. Every member of the party can ruin your complete interrupt because he or she accidently hits a skill that resets the defilant stacks.

PS: does knocking someone away when hes using auto attack count as interrupt?

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Posted by: Bearlin.7238

Bearlin.7238

@skcamow – That’s an interesting build; I like that you managed to fit IP and CI together. I just can’t imagine myself going without Deceptive Evasion or having less crit chance though without those points in Dueling for a shatter build XD

@Scynja – I agree, I wouldn’t run an interrupt-focused build in PVE but it is viable in PVP/WVW imo.

I’m running something like

0/20/30/0/20

Duelist: IV, X
Chaos: III, VIII, IX
Illusions: VI, VII

Gear: Berserker with Runes of Hoelbrak for might stacking and -condition duration.

Weapons: Sword (Sigil of Battle)/Focus (Sigil of Energy), Staff (Sigil of Battle)

I’m sacrificing IP but it’s actually not too bad with the high clone production. I like the delay on interrupts using Diversion as well because it gives me 3 chances to interrupt an enemy just when they think they’re free from it :P If I need instant interrupts, I just use Into the Void and Chaos Storm.

(edited by Bearlin.7238)

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Posted by: Zen.4678

Zen.4678

I am all for a more skill oriented meta with mesmers and am currently working with the new Perplexity runes to find a good place to use them with the interrupts. My concern is with the high concentration of stability in small group fights (10-20, usually guild groups), our role doing this is quite limited. Just this morning, was fighting a group of about 10 that had a very, very high uptime on their stability. Trying to focus pull (especially with the nerf) or anything similar was moot as that stability was up almost immediately after it went down. So I’m not sure pushing us towards this is a good idea given the state of WvW with group composition.

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Posted by: Alissah.9281

Alissah.9281

Interupt traits should have an effect when you interupt (as they do now), and a minor effect when you apply control effects without interuption.

halting strike: deal damage when interupting a foe, or deal 33% damage when controling them without interuption.

chaos grandmaster: (cant remember the name) inflict immobilize and then randomly blind chill criplle upon interuption. Only randomly apply blind chill cripple when controling without interuption.

bountiful interuption: gain 5 stacks of migt and another boon randomly. Only gain another boon randomly when controling without interuption.

Something like that.

Activation times should also be faster on interupt skills, but others have probably already said that.

Anothe rproblem is that theres only few skis you can react to with an interupt, like churning earrh and hundred blades. Ive had some nice interupt on eartshaker and other warrior hammer skills too. I already had the temporal currain placed, but it would be impossible with say magic bullet :P

A funny skill to interupt is illusionary leap. Push or pull the clone away, and rhe average mesmer will swal regardless of where the clone is ^__^. Im getting a bit side tracked here

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Let's talk: Interrupts

in Mesmer

Posted by: Stolos.7265

Stolos.7265

Heya guys, tetro here.

I guess everyone here noticed that anet tries to make interrupts more viable in this game. While I still think they aren’t, it’s a huge topic nevertheless that we should talk about and maybe give the developers some useful feedback and suggestions to get this in the right direction.

So let’s start with a list of our potential interrupts in this game:

  • Diversion (F3) – Daze
  • Illusionary Wave (GS 5) – Knockdown
  • Chaos Storm (Staff 5) – Daze
  • Counter Blade (Sword 4) – Daze
  • Into the Void (Focus 4) – Knockdown
  • Magic Bullet (Pistol 5) – Stun/Daze

Utilities:

  • Mantra of Distraction – Daze
  • Signet of Domination – Stun

Traits that directly affect the Interrupt mechanic:

Domination:

  • Minor Adept: Inflict 3 stacks of vulnerability on interrupt
  • Halting Strike: Direct damage on interrupt
  • Minor Master: Dazing enemy applies 5 stacks of vulnerability

Chaos:

  • Bountiful Interruption: Gain might + X on interrupt
  • Chaotic Interruption: Immobilize and apply blind/cripple/chill on interrupt

Illusions:

  • Illusionary Persona: Turn yourself into an interrupt (F3)
  • Imbued Diversion: Diversion hits up to 5 targets in a large area. (Anybody knows the radius on this?)

If I forgot anything, please let me know.

tetro

There’s also Furious Interruption – Duelling Grandmaster trait, gives 3 seconds of quickness on interrupt (with a 15 sec cd).

Let's talk: Interrupts

in Mesmer

Posted by: Snowblind.4371

Snowblind.4371

New interrupting rune:

Rune of Perplexity
Recipe (Superior):1 Bolt of Gossamer, 1 Crystal Lodestone, 1 Glob of Ectoplasm, 250
Watchwork Sprocket

Recipe sold by Rata Sum Emissary in Crown Pavilion for 200 Watchwork Sprockets and 3 gold

Superior Rune of Perplexity
(1)+28 Condition Damage
(2) 15% Confusion Duration
(3) +55 Condition Damage
(4) 20% chance to cause Confuion on hit (15s CD)
(5) +100 Condition Damage
(6) +15% confusion duration. Causes 10s of Confusion on interrupt.

Let's talk: Interrupts

in Mesmer

Posted by: Softspoken.2410

Softspoken.2410

I actually really like how interrupts play in non-Defiant PvE, since you really can control a lot of enemies and keep them from doing anything meaningful: big attacks are telegraphed and have fairly long casting times whenever they’re powerful. Defiant complicates it by requiring you to spam control to be able to interrupt at the right time, but could still be salvagable, I think.

I’m of the opinion casting bars could be kept from the game if the casting time of skills across the board was increased. To me casting bars seem to be a good assisting tool for people to choose which attacks to interrupt and such, but the window of opportunity wouldn’t be improved enough by their presence. It’d also have the secondary effect of slowing down combat by reducing damage dealt by players.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.