‘’Domination – Power Block – Enemy skills interrupted increases the cooldown of the interrupted skill by 10 seconds’’
I’ve really been thinking about this and at almost every situation I feel it very underestimating.
As we’re talking about, this trait only has effect with interrupting skills that require casting time. Channeling skills, auto attack and instant cast skills are not being affected by this trait.
With this in mind we gotta figure out which skills are still able to interrupt and actually make difference if you give it 5 seconds longer cd.
This mainly affects the #6 healing. Now most prof use these healings:
X Elementalist: Ether Renewal -> channeling skill, not affected
X Warrior: Healing signet -> passive healing, not affected
Ranger: Pretty much all 3 skills are being used and possible to interrupt -> affected
X Guardian: None of these skills are affected
Mesmer: Ether fast -> affected
Necromancer -> consume conditions -> affected
Engineer -> healing turret, hard to interrupt but affected
Thief -> most thieves use withdraw which isn’t affected, but I guess some still use hide in shaddow which is affected so I guess 50/50
That means 3 (I’d say 4 with thief) out of 8 is already crossed off the list with interrupting the most important skill.
Apart from that, 50% of the time when you interrupt someone’s healing he goes already down within those 5 seconds. Adding another 5 seconds is not gonna affect that.
As for other ‘’game changing’’ skills, I’d say interrupting an elite can change the game or a condition removal. Though when you look up those skills it’s either instant cast or it’s hard to interrupt.
As for thief: If you look up their skills, it’s almost impossible to actually interrupt a skill besides HS. And evne if you do, thief doesn’t have cooldown’s so this trait is 100% kitten against thieves, which is one of mesmer’s biggest thread in tpvp right now as far as I’m concerned.
Elementalist-> Skills to interrupt that do affect this trait:
Staff :
Flame burst (not worth interrupting & hard to interrupt)
Ice spike (not worth interrupting)
geyser
healing rain
lightning surge (maybe worth it)
gust (almost impossible to interrupt)
static field
eruption (not worth to interrupt)
unsteady ground (hard but worth)
shockwave
Though staff ele isnt really what you’re gonna fight, it got some potential skills to turn the fight such as healing rain and geyser. But like I mentioned, this trait isn’t really affecting your way of winning anyhow. Most eles run with armor of earth and usually activate it when they want to heal up.
Scepter:
Dragon’s tooth
Phoenix
Shatterstone
Water trident
Rock barrier
Dust devil
Pretty much only water trident, rock barrier or phoenix would be worth interrupting. Though water trident and phoenix are both pretty hard to interrupt and are often used either outside of combat, or when you are CCed.
Dagger:
Ring of fire
Fire grab
Frozen burst
Cleansing Wave
Lightning touch
Ring of earth
Magnetic Grasp
Earthquake
Churning earth (only first 0.45 sec or so)
Ring of fire, fire grab, cleansing wave and earthquake would be the only skills that are worth interrupting. Though Ring of fire is really low casting time so guess fire grab and cleansing wave are only 2 to be worth interrupting vs a D/D ele.
Focus:
Flamewall
Freezing Gust
Comet
Swirling Winds
Gale
Focus is hard to interrupt cause of obsidian flesh. If he doesn’t got that on then I’d say Gale and Coment only worth interrupting. These are the only 2 skills worth interrupting vs a D/F ele.
Utility:
None
Elite:
All
As for elite’s I guess interrupting those are always really nice, but you won’t see them really often uesd in combat.
Conclusing of the elementalist:
Very underwhelming. This trait wont do a lot vs ele’s as they got lot’s of instant cast and channeling skills. Around 50% of the skills that are worth interrupting are also barely seen in pvp and often used out of combat or while having any CC immunity on.