Talk:Complicate

Apart from the cast time, and signets take a while to cast anyway, Ignorance seems to be far superior. It prevents signet use for 4 more seconds, with half the recharge time, and you don't have to interupt a signet for this to take effect. I guess you COULD use complicate to interupt any skill, but then, that's what rangers are for.


 * Ignorance is a hex, as such, can be lifted. Once interrupted, there's no way to get your signets back. --AlexEternal 06:59, 16 October 2008 (UTC)
 * MB:p also this interrupts ANY action a small buff would make this viable really Lilondra  [[Image:User_Lilondra_Disrupting Dagger.jpg|21x21px]] *Poke*  17:36, 9 February 2009 (UTC)

Very good change
Nice way to stop RtL and SFway. Morphy 14:05, 22 May 2010 (UTC)
 * And a LOT of possible gimmicks. Harrier C. Goodman talk 18:07, 24 May 2010 (UTC)
 * I agree. This was one of the best parts of the update. --Curin Derwin 17:30, 26 May 2010 (UTC)
 * The only, tbh. The powercreep and dumbing down of Domination Magic and energy denial in general was unnecessary. Morphy 11:41, 27 May 2010 (UTC)
 * It's ridiculously useful on mobs in PvE that all have Meteor Shower or Searing Flames, now that they also removed the Hard Mode buff to spells with 1 sec or less activation time. It dramatically helps mitigate damage, or even heals for the other side. I don't think I've taken it off my bar for at least a week.--Ph03n1x 00:55, 13 June 2010 (UTC)

Hero AI bug?
Anyone else notice heroes don't use this skill too often? Seems most of the time they need to be forced to use it. Aro 00:42, 5 December 2010 (UTC)
 * I imagine that either they don't know when to use it, and so aren't using it at all, or they do understand how it's different from other interrupts and are using it only when it's useful (i.e. when there's a group of enemies with many copies of a skill) because Complicate has a long recharge and moderate energy cost and is therefore not particularly spammable. Somehow, I get the feeling it's the former, not the latter. --76.166.187.131 10:03, 18 March 2011 (UTC)

Recharge
According to the description one would imagine that on the person interupted it causes it to recharge for the duration on top of the skill recharge of the spell. First of all, am I correct in this assumption or is it like blackout just recharges for that duration. Secondly, on all their allies does it recharge for just the time mentioned on the spell, or does it recharge on top of that skill recharge? For example, say I hit mind blast at 12 domination. It should recharge in 13 seconds on the caster, and 11 seconds on all of the others affected. Or does it recharge for 13 on all? Or does it recharge in 11 on all? Lυмιиαяυs 09:03, 13 December 2010 (UTC)