Death’s Charge will allow you to get to circles no worse, if not better, than engineer. You’re also naturally more resistant to damage. While it is true that Slick Shoes are broken on breakbars, aren’t condi engineers giving up one kit that is part of their DPS rotation? Reaper gives up nothing for Golem with Charge and RS #5 / more soft CC.
All that assuming group is really skilled, as are Engineers with their rotations. What if “tank” screws up a bit and moves boss out of your AoE? What if someone gets down on top of seeker or on lit up floor – Reaper is probably capped on Shroud anyway and can get such hard rezz off without dying and I know that because that’s exactly what I’ve been doing. Doubt if Condi Engineer or Berserker can do the same.
There’s more to Reaper and his utility than you know, it’s just that community still lives by old stereotypes.
Before anything, I’m not disputing Reaper’s usefulness or damage at all. I want to make it apparent that the engineer rotation is nowhere near as difficult as some community members make it seem, most likely coming from the metabattle build. In fact, you probably still have close to maximum damage potential from just spamming the hard-hitting skills on cool-down. Also, grenade kit’s damage is underrated.
Also, condi-engineer’s can also run scrapper without impacting their own personal dps greatly and have access to function gyro, which does allow for a safe rez of anyone who does go down to seekers as well.
Congrats on your guys’ kill! Personally, I ran with tools at first as well, but because I was dodging so often I took the opportunity to swap flamethrower for rocket boots and use Kinetic Battery instead. Thought you make an excellent point about the Scrapper and I agree that you lose relatively little in exchange for some nicely added utility.
Many times throughout my attempts I found myself wishing I was running scrapper for the added survivability, but even more so when multiple of my allies went down (especially at range) and I need to pick them up fast.
Also, I’m not sure if it was a build editor mistake, but I noticed that you where running Shaped charge over short fuse. Any reasoning behind that choice?
I disagree with that, while in currently engi is seen as a top damage dealer and does not offer something uniquely that other classes cannot do better does not mean that damage is the only thing it has going for it. It is because Engineers have access to many different utilities is what makes them useful.
Healing Turret is one of the best party heals in the game without having to spec into anything on a relatively low cool-down, our stealth access only second to a thief using black power in organised groups and is more than enough for most counters. The same can be said about our blast finishers, and our fields. Also, blind uptime is better than most other classes as well (assuming we’re talking about condi engi). Even our reflect is great since we can quickly swap it in and out per encounter without sending the entire utility skill on cool-down and if traited and lucky our wall is longer than the guardian’s.
I digress, but the point I’m making is that although we may not excel in any single department, we can provide the means to fill that particular role at the given moment. Gap-fillers, really.
From a PvE perspective, I definitely agree with you, but you need to remember that apparently this game is balanced around sPvP, which inadvertently renders the majority of our non-kit skills niche or downright useless. The biggest offender here as you point out though is the kit mechanic itself. Because our kits offer so much over and even in some cases similar functionality (who uses Elixir C?) to other utilities it becomes a clear choice to just bring a kit to serve that purpose as well as others.
Consequently, I think that Scrapper was built with the same mindset and offers more in a PvP setting where sustainability is more of an issue versus open world where damage is king. As you see in these forums many players who are PvE-centric share a similar outlook and feel that Scrapper is somewhat lacking, but ultimately I believe that there will be few changes that will really benefit us at this point, since in sPvP Scrapper seems to be doing quite well in higher tiers of player skill.
Any update on this?
I think the recipes can be obtained after the Dragon’s Stand event from a merchant. Can anyone confirm this?
I think that a certain amount of Viper’s gear will be necessary to replace the lost 20% of food buffs from the previous Sinister meta. The way I see it is to slot pieces enough so that you can reach 100% burn and bleed duration.
So yes, starting with Armor then weapons and keeping Sinister trinkets is a good place to start.
At least it’s not as bad as Blast Gyro. Tooltip says 3k damage, actually does 2.4k and crits for 3.6k despite having 220% crit damage. And that’s when it does hit, usually it misses since the tracking dart pulls the enemy to you and the gyro often misses or dies before exploding. And putting knockback on something designed to be used with a melee weapon, pure kitten genius(knockdown would have made way more sense).
My favorite part of blast gyro is when you tag a mob, the gyro moves to it and starts to cast the explosion, the mob moves slightly, and the gyro cancels the attack and moves to the mob, repeat until the gyro just times out.
To be honest, most of the gyros are sort of an embarrassment at how badly they function. I’m really disappointed in the lack of proper implementation and lack-luster functionality of them. I hope for the future’s sake that the development team takes community feedback more into account. Maybe a CDI like the rangers got?
I’ve always wondered about the application of Toss Elixir X in WvW. It seems like it can have incredible application, if it isn’t negated.
Do any of you run builds with HGH and Kinetic Battery? Double Toss Elixir Xs & Bs sounds incredibly powerful.
For raids I’m planning on tanking with this: http://gw2skills.net/editor/?vdAQFASlUUhSsYtWwPLQ7FLsFFdwP8JPYIWiBg4GVF3IA-TxRBABSr+DS7PQtyvmfAAAcBAcWHQaKBJFAM7qA-e
If I’m not tanking, I’ll probably not run Scrapper.
This looks like a sweet set-up for a tanking and doing some sweet DPS! I also love the use of the Undead runes. Though, why not bring P/P instead? You can always swap FT for TK, if you want blocks.
SD builds usually have healing and rifle turret, does that count?
the tool belt skills from the turrets seem pretty good, the turrets themselves usually a wasted slot. theres no build that can rly make use of turrets, they are competing with kits and elixirs for space on your bar.
^This
Though if you are intent on making a build for open-world PvE and even dungeons, I’d suggest going along the line of Inventions for traits. If you decide to go with Experimental Turrets for the group-based buffs or even for your own: I would suggest choosing rifle and flame turret, as they provide damage boosting buffs such as fury and might, respectively.
The real crux of turrets are that they are clearly not a reliable source of damage, well not a good source anyways. Now, as mentioned above you can go for SD (Static Discharge) build that utilizes the Tools trait line and you can get some sweet procs off the Kinetic Battery grandmaster trait and you’ll also have the sweet speedy-kits for open-world exploring.
Personally, I’d use an extra slot for Grenades as they by far are the Engineers most potent form of damage. Every single skill it has, save flash grenade, will out-damage anything your turrets have to offer, but with the added boons if you’re bringing along experimental turrets will synergize quite nicely and with added bonus of granting those same boons to your allies.
The real question is what stat combination do you want to use? Also, runes, sigils?
Here’s an example of what I came up with the above theory-crafting:
http://gw2skills.net/editor/?vdAQFAUlUUhaqYVVwELw6FLdGU4xjaT/m9t394DCQ3B-TBSBwAUuAAFV+FRJ4N1fGu/AKdAIM/B4BAAA-e
I’m sure you can run a bombs variant as well that could work nice with condi gear.
But then there’s structures… the bane of the condi build.
what does ‘structures’ mean ?
Non-crit-able entities within the game, such as: burrows from ascalonian catacombs, totems in honor of the waves, ogre houses in iron marches, etc. These entities also cannot receive any type of buff or condition, They are only affected by direct damage (AKA power)
Also, personally trying out both builds, they both have their positives. Keep in mind, I mostly play in semi-organized groups as well as with PUGs. I feel like Sinister does pull out on top of Berserkers in instances where mobs have very high health or toughness and also with longer boss fights. The damage that comes from Burn really does land that competitive upfront burst that you usually will need. On that note, I also find that I do not run into the problem some people are describing when going against bosses who go into phase or cleanse condis. With this build you really can reapply most of your damage quite quickly and the ramp-up time is usually not an issue (I’m looking at you double Ice-bows). I regularly run fractal 50s and the only fractal that really shuts down the build are the bosses at the end of the dredge fractal. So assuming you have an adequate group composition, getting all of your buffs , and are actually landing all of your hard-hitters (Blowtorch, Fire Bomb, sometimes Napalm) you will definitely see the DPS increase with the Sinister build.
In contrast, I actually find the Berserker build to be more versatile and reliablefor the majority of encounters in the game, not to mention more safe (I will get to that). First off, I find that I can more easily swap out Flamethrower for another utility in this build without such a large decrease in damage in comparison to Sinister, which makes a world of difference when you are trying to contribute the best utility you can to a group. Also, I find that you can more reliability land your damage with Berserker from a safe distance. With the Sinister build you really have to get up close to the enemy to land your maximum damage, but not only that you need to keep them in the same spot as well versus Berserker where you can land most of your damage immediately, with the exception of Acid Bomb of course. Though, even when trying to land AB you can quickly do so from a distance by using jumpshot followed by AB putting you back in your original safe position. This won’t necessarily be a problem in dungeons, but at high level fractals, where its sometimes too dangerous to be in melee, I find that it helps tremendously.
So if in unorganized/unoptimal groups I would go with the Berserker build. Or if you find yourself in the position where you need to be switching out a lot of utility and/or need to carry your group, I would also go with Berserker. If you have a solid group, got buffs covered, and utility is provided elsewhere the Sinister is the better bet.
Keep in mind that each build will also be favored better depending which encounter as well such as places that have many structures. Berserker is usually better for those, though you can by with Sinister albeit at a much slower pace.
(edited by PWNcakesAndROFLs.8263)
I’d like to know the difference between fully ascended stats vs exotics. So like full sinister ascended vs full rabid exotic (or just the armor).
Not sure if it goes the ToS, but this can be achieved with 3rd party peripheral software, such as the key-binding software that comes with gaming mice.
Anyone know the specifics if it would violate it or not?
(edited by PWNcakesAndROFLs.8263)
Tbh, you don’t really need Metal-plated turrets or Power Shoes. I just find them useful for my own playstyle. You could certainly choose to swap out one of the two traits for what suits you best and run the build fine. I would bring Energized Armor, but as I mentioned in my above most, the point of the build isn’t really the damage coming from you, but mostly your turrets. That’s also why I bring Metal-plated, since I’ve found that some players are savvy enough to go for my turrets first or blast them down with heavy AoE.
This is what I use for sPvP:
http://gw2skills.net/editor/?fdAQFAUlUUpyqlcx2KseNCdBF6VcwQL6GWkR/pAA-TJRDwAaLDAd/BMPAAAXAAA
This build uses the Cleric’s amulet for superior hp/s, group support, and for the conversion synergy with the Inventions line. The good thing about turrets is since they do not scale with stats it does not matter which equipment you use since non of it really affects them, which some also consider as a negative. Although, in this build it works to your advantage as you can rely on the highest dps turrets to pummel your enemies, while you serve as more as a distraction and focus on your CCs.
CC is another strong point with this build since you have many knock-backs to keep your foes off point with Accelerant-packed turrets and is why I opted to bring rifle opposed to P/S; also it scales better with power.
Support is surprisingly also quite good in this build with the use of the new turret traits. You can use the turret reflects for a variety of things such as: securing stomps against enemies with projectiles, insuring your safety against d/p thieves, keeping ranged at bay, and more I can’t think of. Also, laying your Supply Crate on heavy group fights can turn the tides with not only bandages that heal for a lot more, but with many boons and a blanket reflect over the battle!
The build is overall a bit campy, but you can play aggressive if you so choose and can play de-cap, but probably not kill the enemy defender if he is a bunker.
Let me know how you like the build
Edit: Also don’t forget to keep your turrets alive most of the time by going melee with your Tool-kit and healing them. On that note, also don’t nest your turrets: spread them out instead and run in between them keeping your enemy busy by switching between tool-kit and rifle.
(edited by PWNcakesAndROFLs.8263)
I actually run something very similar trait-wise, but for utilities I use Bomb Kit and Grenade kit. Not sure, if you have elixirs there by mistake.
Personally, I began with ‘zerker myself, but just as you have mentioned: it’s a bit difficult to stay alive. Lots of the Engineer’s survivability is very trait heavy, which can also be said of their damage. So what happens, is that because a lot our builds rely so heavily on traits is that it makes it difficult to trait for both at once. This is where I find that Celestial gear comes in handy.
Celestial stats let Engineers focus on their trait-heavy builds in lieu spreading yourself too thinly, when it comes to traits. You can run a 30/30/0/0/10 build without fear of not being tanky enough, yet still be confident on your DPS output due to build-defining traits such as Grenadier and Modified Ammunition that dramatically increase DPS. Same goes for defensive specs as well. You can remain assured that each area of damage and survivability is covered and concentrate more on taking full-advantage of trait lines.
Now, I don’t have many numbers to back it up, but I will say with the amount of “hybrid” skills that the Engineers has (I mean Power+Condi) it kind of makes sense to try to make use of them. I like to know that the conditions I’m using aren’t just extra stacks for Modified Ammunition, but are also ticking for extra damage: this holds especially true for when using kits such as Grenade and Bomb kit that both scale wonderfully with power, and still have a wide array of different conditions that actually tick for damage (burn, bleed, poison, confusion).
All-in-all, I just really like all the benefits that come with Celestial gear, which in terms make me feel like a better player and you should too.
Ty so much for this! Love the post, got a lol out of it.
Damage modifier’s are based off of the direct damage formula, the effective damage that you do to a mob. So it’s not calculated before power and does not affect your overall attack value.
This page has more information, if you’re interested:
http://wiki.guildwars2.com/wiki/Damage
Yes, they do work together. SD will proc and go in the general direction that the elixir is thrown in. The problem is when you’re running. SD is proc’d relative to the direction that your character is facing. So if you’re using free camera mode or throw an elixir behind you; SD will go the opposite direction and keep going forward from your character.
Seems like you’re sticking to your guns in terms of cc and damage. What I’d suggest is to change your rune-set to scholar. The sigil is fine, but personally I’d run Intelligence that way I can proc Incendiary powder intentionally. Other that the build looks solid.
A tip for using magnet: You can start channeling and still stow the kit so you can begin the animation for Jump Shot and land both hits for a really powerful combo.
It’s useful because you’re not always going to have permanent vigor, which is either only on crit or kit swap. Having passive endurance regen insures that you are constantly regaining it, making it one less thing you have to keep track of.
Bravo, koroshi! Way to make engineers shine.
I don’t think it is good for new/incoming players. The map has interesting mechanics that encourages different play-styles and strategies, which may be good for players of a higher caliber. Newer players on the other hand, when thrown into a game in the map after being exposed to the older maps, expect their current builds to work, but as it stands the map is too different and is throwing off these players and are getting utterly demolished, due to not changing builds.
The map is fine for hot-joins or custom matches, but I do not think there is a place for it in tournaments as they stand now.
Lol, that couldn’t be any more cookie-cutter, which means it’s good.
For a ’zerker’s set running hard-hitting sets like ‘nades, bombs, rifle and toolkit are going to land you big numbers for farming and dungeons. I personally use Static Discharge when going ’zerkers. As for Soldier’s having that tankiness is definitely useful and can be converted for extra damage, via traits and food. Though personally, I would run condis as well for wvw and instead of Soldier’s, I would actually go for rabid and use ’nades for the great AoE spread, condis, and 1500 range.
Well, while Engineer can provide some nice support, essentially it’s a very selfish class. With that said, if you want to build a support engi a lot is sacrificed/comprised in order to provide an “acceptable” support role in comparison to a… guardian.
Some utility skills that offer some excellent support for parties in pve are:
- Toss Elixir U, creates walls to null/reflect projectiles,
- Toss Elixir R, resses people at 25% increments every ‘tick’
- Elixir-gun for condition removal with fumigate and Super Elixir, which is a light field and lays down an impact heal and stack-able regen, weakness every auto-attack, a blast-finisher/disengage and even a stun-breaker! Holy moly!
- Healing Turret, “shares” half of your heal with your party and removes 2 conditions and creates a water-field that can be blast-finish’d with the turret itself, on every overcharge.
- Slick-shoes for versatile AoE knock-down, as well a stun-breaker/disengage.
- Elixir S, for resseing invulnerably and using the toss for stealth/stability.
And that’s not even traited. Traits are another monster, just an example is that if an engi is running mainly elixirs, they can: remove boons, apply boons, remove conditions, and do damage all with one skill, which can they be repeated on other elixirs.
Though the downsides is that some of these skills are on a rather lengthy cool-downs in comparison to say, guardian walls; which can be easily strengthen with one trait, whereas engis have to invest not only into a trait, but also a seperate trait-line to reduce the cool-down. Yes, while there are work-arounds these hurdles, Engis have to invest a lot more to achieve similar results, when compared to other classes. But on it’s own Engis can bring a lot to the table and can do it on demand, while still being able to perform other roles at the same time.
Engineer. Many, if not all, of the kits/weapons can make use of all of the offensive stats. For multi-kit users this would be a very viable option as it will allow players to use their skills a lot more effectively, though they run the risk of spreading out thinly. I’m not saying that this is going to make a god-min/max-build for engis, but it’ll allow for players who want to bring a more ‘colorful’ myriad of skills, with the assurance that their stats will be complimenting it.
The pistol for example, primarily used for condition damage when min/maxed is devastating, but it does have potential for different uses. Poison Dart Volley hits like a truck if all the hits land and scales excellently with power, that’s why when crits land when using rabid, they really hurt. Along with using powerful traits that proc-on-crit having a bit of precision can make the pistol a beast of all-trades.
From the defensive side: Engis do not have inherent defensive mechanics, such as stealth, clones, shroud, etc. so a vast majority of engis rely on skill/utilities and numerical stats to make up for it. So having a little bit of everything, makes setting up defense on an engi a lot less easier especially when considering how well some of the defensive trait lines synergize with certain skills.
An example of a potential build could be using p/s, while using bomb kit and/or elixir gun with elixir-infused bombs trait. Not only is some of the healing power and possibly toughness getting converted into extra power, but the player will also have access to a lit bit of extra damage from conditions and even have a higher chance to crit!
It’s all theorycrafting, but as I’ve been playing engi, they can bring a lot to the table without sacrificing many slot, but are held back from lack of stat distribution, so a celestial set is certainly welcome, from my view.
My problem with mortar is the lack of survivability on it and not just the mortar itself, but also the player. I don’t know what ANet was thinking that just having perma-stability on it is sufficient.
My solution would be to add protective skills to it, such as a guardian sanctuary bubble, for a few seconds on an extended cool-down, or have it spawn additional turrets such as supply crate to defend you while you use it. Also, giving it more utility seems like it would make it better for team-based scenarios such as wvw and dungeons. Abilities, such as a shout (Fire-in-hole?) that gives AoE stability to all of your allies. If Anet insists on making it stationary it should at least be worth defending.
It would be awesome if smoke vent was a blast finisher to synergize with napalm or at least if it pulsed rather than a single blind, hell even a bigger radius would be better..
I could see the stunbreak being moving to Elixir C, at least with that it could serve as a proper utility; serving multiple roles. As I see it, stunbreakers are used defensively and from a PvP perspective it’s used to protect against burst. Also, as it stands in the current meta, a lot of burst is currently coming from condi-nuking necros, so having the stunbreak shifting from U to C would be a nice counter.
With elixirs, even traited, SD will still proc and keep going in the general direction it was thrown, even if it thrown before the target.
Name: Atoma
Account Name: PWNcakesAndROFLs.8263
Rank: 25
Props to you for running quad-kits, that’s pretty ballsy. On that note, I think that you’d be fine without one of those cooldown reduction traits. With so many skills as it is, your skills would probably already be recharged by the time you cycled through all the skills you needed.
Mesmers are pretty frustrating to fight. They require constant target switching and the phantasm burst is very hard to avoid when surrounded by clones and a mes dancing in and out of stealth.
Even if they are technically not OP, they are annoying to fight by design, which leaves players wanting to nerf the frustration if not the class.
Ye that’s pretty much it. I hate the class since beta. Sadly it’s not only a mesmer related problem, this game has way too many effects and animations, mesmers are just the main source of chaos. Nerfing the class will be a bad idea, since basically all mesmer specs are counterable and therefore somewhat balanced. There’s nothing to nerf here, it’s just a terrible designed class.
Pretty much. Most hard-counters to mesmers is just spam AoE to take down clones/phantasms, but if Anet stays true to their word we’re going to see a blanket nerf to all AoE. If that’s the case, how much harder will it be to take down mesmers/necros? Oh, PvP culling may help with all the particle effects.
Really cool video, you explain everything quite clearly and put gameplay in it! Cool build too, but I think it’s worth mentioning that when using runes of Svanir and you use a stun-breaker, you lose your invulnerability.
Using backpacks to identify what an engi doing is an out-dated philosophy. Players are quickly learning to identify engis by which skills they’re using opposed to the character models (Asuras also make this concept obsolete). The only reasoning I see for it is from a PvP spectator perspective, in which case is assuming that the person spectating is completely new and has no idea what an engi can do, but honestly there are better alternatives. Such as, the ele buff on the UI, or even just the held weapons should be que enough, at least for Flamethrower, Elixir Gun, and Tool kit.
It just seems that these ‘hobo-sacks’ create more problems than solve. In my opinion, they should just have an option to turn them off, seeing as their is a cult following in the engi community that are fine with them. >.>
Awesome video! I think that any aspiring player wishing to hone their skills as engi should watch this; really great tips, shows what engi is capable of.
At least give them some turret-specific Retaliation with a trait or something!
On one hand a trait like that sounds like a pretty cool idea, it would punish those who use aoe attacks and force them to think twice about using it. On the other hand that also sounds like free ret for thieves.
I love this idea, just like players who attack mesmer clones with AoE, it would punish those who attack our turrets: and even to a further degree, by placing them altogether, would esssentially make a retal bomb!
This is my personal build for PvE: Balanced Power build
The build focuses on power/precision /toughness and crit damage. Why those? Because condition damage does not work well in PvE and the most of the conditions that benefit the party do not need condition damage to work well (i.e. Vulnerability, weakness, poison, etc…). The toughness in combination with Protection, grants the user passive 66% damage reduction.
All in all the build is pretty straight forward in use: bombs and ‘nades to blow stuff up, using each respectively in range-appropriate situations. You can swap out elixir U, but I have it their for party support with walls. In all honesty though, if you want to do damage just use full berserker’s, but this build, imo, gives me a lot of flexibility to run any type of spec I would like, with minimal consequences; maybe for you as well.
The little bug on Static shield that lets you preform other actions, while still being able to block and throw.
You can also preform other actions while using Static Shield as well such as; swapping kits, rezzing, shooting, pretty much anything and still retain the ability to block and even throw!
As it is HGH, i obviously use a similar build but i notice you have some interesting variations which i’d like to ask about.
1) Is Shrapnel worth it over Short Fuse (or even Enhanced Performance).
With Short Fuse, the benefits from reducing Shrapnel Grenade would mean you get off more Bleeding and reduces the consequences for missing with Freeze/Blind/Poison Grenades. Is the 15% bleed (which equates to around 1 bleed stack every 2-3 hits with 3 grenades) worth it?
2) It seems an awful lot of Condition Damage to give away for extra bit of burning with Lyssa runes. I haven’t really tested it so it is interesting – would love some theorycrafting behind that.
Apart from that, your clearly a very decent Engie
Nay shrapnel is not worth it IMO. In such a squishy build with few damage dealing sources you give up too much for the RNG. And lyssa runes used to be better before they fixed a bug and nerfed incendiary powder. The condi duration added up just right for the (almost) 100% burn uptime.
Just tested using shrapnel and I was getting about 3-5 extra stacks of bleeding with it on, just spamming ’nades. But yeah, I agree that it may not be as useful seeing as this build has multiple sources of bleeding, and its not really the point to keep stacking them. Thanks for the tip about the Lyssa runes too, though I use them for getting at least 50% condi-duration.
Hey everyone, I made a video showcasing the devastating potency of this build, as well as my mad skillz. I hope you like it.
https://www.youtube.com/watch?v=U68Da7p3aco
Build Link: HGH Grenades
Btw, enemies in the match were r29 and above if anyone is interested. :\
(edited by PWNcakesAndROFLs.8263)
Not only are they ugly, but buggy. Ugh, I agree with this thread, having an option to turn them off would be fantastic.
Please +1 the OP to get this thread more attention.
I say just let our weapons clip with the kit, but have them appear unequipped. It’s better than not seeing them at all, even if it’s unprofessional.
Never use condition damage in PvE, I tend to stick with builds that involve power, precision, critical damage, and sometimes condition duration. With the way condition damage works in PvE there are many disadvantages to speccing into it (e.g. stack cap, reduced effective against certain mobs, overlapping, etc…).
In WvW and sPvP I don’t mind speccing into condition damage, and in WvW its even better since it seems many people don’t bother to bring condition removal or just rely on food buffs or something of the sort.
IGN: Atoma
Main Profession: Engineer
Alternate Professions: N/A
Account name: PWNcakesAndROFLs.8263
Practice Availablity: US, 6PM – 6AM PST
Current PvP rank (Not Leaderboard): 19
Level of Desire: Casual play, but if I can find a good team/people I would be interested in serious tourney play.
NA or EU: NA
Engi skills are interruptable. The F1 skill “Bandage-self” is essentially a heal skill which can be interrupted, the rest are instant-cast, thus removing the possibility of being interrupted in the first place. (assuming that you need a cast-time to interrupt)
Hey guys so you know, if you want this issue to be addressed; make sure to +1 the OP, that’s how ANet checks to see which topics/posts are hot.