You are not logged in.

General Discussion Interrupts

Applications: [GameMaster: OPEN] | [Volunteer Testers: OPEN]


This forum will be permanently shut down on Friday 13.07.2018
Please copy or save all important information from old forum before they will be deactivated
We have moved to new board. https://forum.runesofmagic.gameforge.com/Come join us.

Amberwave

Intermediate

  • "Amberwave" started this thread

Posts: 369

Location: Chicagoland

  • Send private message

1

Sunday, February 24th 2013, 4:09pm

Interrupts

Is there a list of interrupts by class? Looking through the forums, there seems to be very little information.

2

Sunday, February 24th 2013, 5:35pm

Quoted from "Amberwave;590063"

Is there a list of interrupts by class? Looking through the forums, there seems to be very little information.


Rogue:
shadow pris, vanish->sneak attack

Mage:
Silence(general), discharge

Warrior:
Thunder, surprise attack, shout, blasting cyclone

Knight:
Charge, shock

Warden:
Soto->entangle(not reliable)

Druid:
Binding silence

Champ:
Electrocution(general), shock strike(general), rune draw, vacuum wave

Warlock:
Soul trauma

Scout:
Throat attack(general), neck strike

Priest gets nothing outside elites afaik

I've probably missed a few and didn't include any elites because I'd rather not look them up also didn't include cc skills like numbing dagger or static charge that accomplish the same thing but might not work on a boss or immune mobs.

The real problem is getting people to use these interrupts, just take a look at a w/m's scrut after a run, 99% of them are terrible, real warriors can cover almost every cast in an instance.
Kossta

3

Sunday, February 24th 2013, 5:45pm

Hard for them to interrupt when they just start white hits and afk.

Cike

Rogue

Posts: 4,171

Occupation: Being Human

  • Send private message

4

Sunday, February 24th 2013, 7:06pm

lightning from mage general also interrupts, even though they can recast skill directly after
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

5

Friday, April 26th 2013, 11:59am

It wasn't until I started to really run instances without burn that I started to realize how important interrupts and silences can be, and also how many different classes and combos actually have them. It stinks when you're soloing a boss and it starts casting something like Desperate Rescue and you realize you have no interrupts. :P

I always knew my warrior could be a stun lock specialist in siege, but I never really thought about saving my stun cooldowns for an interrupt on a boss fight. Shout actually seems like it'd be useful outside of siege :P

Here is the part where I look at my already large arsenal of abilities, and try to find a better place on my action bar for Shout :P
~Leader and last Surviving Member of the MegaNoobs~
Megadrach ~ Priest/Warrior/Knight ~ 45/45/45 ~ Can solo PS in FA gear/stats
Drachen ~ Warrior/Rogue/Mage ~ 62/60/55 ~ Geared for lvl 60 endgame

mnkmurphy885

Professional

Posts: 1,066

Location: MoonGuard

  • Send private message

6

Friday, April 26th 2013, 2:12pm

Warmage actually has a ton, since they have silence and lightning- really the hardest part is picking which one to use, because the wrong one can kill you or wipe your party, and all of the warrior skills (except surprise attack) are rage-dependent. Silence has a short range, which can make it hard to get off on time unless you stand right up the tank's butt (which can be hard to do if you're lagging behind because you have to rehammer and rebuff after every other trash pull lol), and using lightning when s/he's pulling is a bad, bad, bad idea...

As long as you're in a good rhythm killing trash and can actually get rage and keep it, then you can start getting fancy with shout or blasting cyclone. If you wait between pulls, there's no way you can generate enough rage to use them before all the trash dies. And surprise attack is terrific, but on some trash in KBN... yeah, prolly better to just walk up to the mob if you don't wanna go "poof dead."

Warmage can't use Thunder at all, of course, since we can't use slash and don't equip an axe.

Our CC is a lot more complicated in practice than the paper makes it seem. Considering that, it's really better for the whole party for the nub warmage to skip CC if they don't know when and what mobs to use what on. Mage has an easier time, assuming the mobs aren't immune to CC effects, which some mobs in KBN are.
Formerly Fandreith, currently Fanndreith, 90 Hunter
World First solo Amboriar
Paz on mages: i have full and complete faith blizzard will keep us fail and balanced.

7

Friday, April 26th 2013, 11:47pm

That's what rage pots are for, Murphy. :P

I like to use the energy restore item set skill you can just buy with mems in Dalanis. Free rage (with a cast time) but then you can just surprise attack into the fray, and cyclone/shout right away. Ofc, not the best idea in every instance, but very helpful a lot of the time, and you don't burn your 2 min cd on your rage pots.
~Leader and last Surviving Member of the MegaNoobs~
Megadrach ~ Priest/Warrior/Knight ~ 45/45/45 ~ Can solo PS in FA gear/stats
Drachen ~ Warrior/Rogue/Mage ~ 62/60/55 ~ Geared for lvl 60 endgame

8

Saturday, April 27th 2013, 1:59am

Although it's not technically interrupts, warlocks actually have quiet a few (mostly affecting players though).

Perplexed
Soul Trauma
Saces' Scorn

Then if you are a wl/m you get lightning and silence on top of those.

I won't give out the secret to it, but if you can get a person 1 on 1 in siege (assuming they don't have their stun/root/fear breaking elites and/or pvp gloves) you can perma stun lock that person for the entire hour of siege, provided you manage the cooldowns perfectly.

Cike

Rogue

Posts: 4,171

Occupation: Being Human

  • Send private message

9

Saturday, April 27th 2013, 3:12am

Quoted from "Ziav;599353"

Although it's not technically interrupts, warlocks actually have quiet a few (mostly affecting players though).

Perplexed
Soul Trauma
Saces' Scorn

Then if you are a wl/m you get lightning and silence on top of those.

I won't give out the secret to it, but if you can get a person 1 on 1 in siege (assuming they don't have their stun/root/fear breaking elites and/or pvp gloves) you can perma stun lock that person for the entire hour of siege, provided you manage the cooldowns perfectly.


eventually they will be "immune" to all CC skills, preventing stunlock...

camagic

Professional

Posts: 849

Location: noobville

Occupation: expert noob

  • Send private message

10

Saturday, April 27th 2013, 6:30am

nice list from northrend.

Wardens also get Banish. Movement restriction is a root for wardens too.

Druids also get Spirit Guidance, which is pretty useful for mobs.

There are also other CCs, such as slow effects. Namely Frantic Briar from wd, Beast Roar from wl, Thunderstorm from mages, and many others.

I also agree with northrend that CCs are not used very much in ROM. I would encourage players to use them more, even though that would cut into me messing with them since I like to banish a target and then make a snarky comment of "kill it already!" as they are stilling there beating on it for the full 10 sec of its immunity.
95wd/95s/65d
server artemis
Please do not "class balanace" the tactics I use.

11

Saturday, April 27th 2013, 9:40am

Quoted from "Cike;599355"

eventually they will be "immune" to all CC skills, preventing stunlock...


Actually not true. One of the first sieges I did on my wl/m after getting 50+ I had a player one on one stunlocked for 45 minutes. Needless to say he was pretty irate with me by the end, but I effectively kept him from doing anything.

Cike

Rogue

Posts: 4,171

Occupation: Being Human

  • Send private message

12

Saturday, April 27th 2013, 4:42pm

Quoted from "Ziav;599369"

Actually not true. One of the first sieges I did on my wl/m after getting 50+ I had a player one on one stunlocked for 45 minutes. Needless to say he was pretty irate with me by the end, but I effectively kept him from doing anything.


must be a bug then...tbh, every single CC skill in the game(that I know of) has a point where it becomes immune....

13

Saturday, April 27th 2013, 6:32pm

Quoted from "Cike;599377"

must be a bug then...tbh, every single CC skill in the game(that I know of) has a point where it becomes immune....


That could be, this was maybe a week after dwarves came out, so that tells you how long ago it was... and of course it was in isege.

14

Monday, May 6th 2013, 5:07pm

Actually, you'd be surprised at how few CC skills actually have the diminishing returns effect that will eventually approach immune. Most of them are the spammable ones. Things like shadow prison, numbing dagger, freeze, saces's scorn, perplexed, etc. have diminishing returns that hit immune. Things like lightning and most stuns with longer cooldowns don't have this diminishing returns effect. The secret is that after enough time passes, the diminishing returns reset and the skill will take effect at normal strength, so if you have four disables/roots with relatively short cooldowns like wl/m does...
Nevistus 77r/72k/17p -Corruption- (Artemis)
Nevistis 77wl/58m
Corruption's third best r/k! I've been slacking, wl/m is my new passion.

Cike

Rogue

Posts: 4,171

Occupation: Being Human

  • Send private message

15

Monday, May 6th 2013, 8:11pm

Quoted from "Ascher;600101"

Actually, you'd be surprised at how few CC skills actually have the diminishing returns effect that will eventually approach immune. Most of them are the spammable ones. Things like shadow prison, numbing dagger, freeze, saces's scorn, perplexed, etc. have diminishing returns that hit immune. Things like lightning and most stuns with longer cooldowns don't have this diminishing returns effect. The secret is that after enough time passes, the diminishing returns reset and the skill will take effect at normal strength, so if you have four disables/roots with relatively short cooldowns like wl/m does...


but if you hit some1 with a type of CC(stun, root, silence, fear...), then hit him with the same type, but different skill, it will also appear as immune...it seems the immune resistance is not skill based, but "type" based...