Interrupt
From Guild Wars Wiki
An interrupt is an action that prevents a foe from completing his or her current action. An interrupt can be triggered by a skill or an effect. Some interrupts can only stop spells or attack skills, while others require conditions be met prior to that interruption taking place. An interrupted skill will not be available again until after its recharge time has passed. An action is considered as any skill with an activation time, as well as all attacks.
It is important to note that interrupts will only count/trigger if they successfully interrupt a skill or action. A target who is running, performing an emote, or activating a skill without an activation time is not considered as a target who is performing an action in Guild Wars.
While knock downs, death, skill failure and skill disabling such as Blackout can stop an action from completing, they are not considered interrupts as far as game mechanics are concerned. Skills that prevent interrupts (such as Mantra of Resolve) are ineffective against these actions.
See also: Disable, Fail, Knock down, Shutdown
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[edit] Techniques for Successful Interrupting
- As tempting as it may be, don't try to "predict" interrupts unless you are a very experienced interrupter. It's better to miss a skill than whiff the interrupt, waste the energy, and not have it available for the next skill.
- With projectile interrupts such as Savage Shot, getting point-blank with your opponent decreases the delay between the shot and hit, increasing your chance of getting a successful interrupt.
- Counting recharge on skills that you expect to regularly interrupt (such as wards) helps you know when you should be holding back your actions waiting and when you should be taking care of other duties. Often classes such as monks cannot afford not to use a skill as soon as it recharges (such as energy management), and you will have a predictable interrupt.
- Use the ending of knock downs and punishment effects (such as timing your interrupt with the end of Diversion or Blackout) to estimate when an opponent will cast his or her next skill. But don't try to interrupt prematurely!
- Be aware of your opponents' skills and combinations that they often use in succession. For example, if their infuser is in the habit of always using Healing Touch on himself, immediately after infusing, you can get in the habit of interrupting it after your team spikes. Another example is against caster spikes where they will always follow their first spell with a second.
- When trying to stop resurrection spells or signets, audio cues are very helpful. For example, Resurrection Chant gives off a loud, distinct jingly/windy noise that gives it away. Get to know these noises.
- If you know an opponent will try to use a counter-skill as you cast a particular skill, you can cancel your first skill midway and interrupt their counter. This can work well against Gale or other one-second-or-more cast skills.
[edit] Interrupt-Causing Skills
The following skills cause interrupts on any skill type unconditionally:
Disrupting Chop if the interrupted action was a skill, it becomes disabled.
Savage Slash does additional damage if it interrupts a spell.
Distracting Blow interrupts adjacent foes as well.
Skull Crack (elite) causes dazed if it interrupts a spell.
Distracting Strike if target has cracked armor, disables interrupted skill.
Disarm If it hits an attacking foe, it disables all attack skills.
Disrupting Lunge if the interrupted action was a skill, it becomes disabled.
Distracting Shot if the interrupted action was a skill, it becomes disabled.
Punishing Shot (elite) always causes extra damage.
Savage Shot deals extra damage if it interrupts a spell.
Magebane Shot (elite) disables Spells for 10 seconds.
Disrupting Shot does additional damage if it interrupts a skill.
Cry of Frustration also interrupts any action of foes in the area if it successfully interrupts a skill.
Complicate disables signets if the action interrupted was a signet.
Psychic Distraction (elite) disables the caster's skills and also disables the interrupted skill.
Leech Signet gives energy to the caster if it interrupts a spell.
Tease (elite) also steals energy from all foes in the area.
Web of Disruption also causes a hex which interrupts the target again when it ends.
Disrupting Stab also disables the interrupted skill if it was a spell.
Exhausting Assault also causes exhaustion on the target if it interrupts a spell.
Temple Strike (elite) always causes dazed and blind.
Disrupting Dagger has half normal spell range.
Beguiling Haze (elite) always shadow steps to the foe and causes dazed.
The following skills cause interrupts on any skill, but have a condition:
Critical Chop interrupts if it causes a critical hit.
Agonizing Chop interrupts if it hits a target suffering from deep wound.
Signet of Disruption interrupts spells, and interrupts any action if the foe has a hex on them.
Disrupting Throw interrupts if the target has a condition on them.
The following skills interrupt spells only:
Broad Head Arrow (elite) always inflicts dazed.
Concussion Shot also inflicts dazed if it interrupts.
Signet of Distraction also disables interrupted spell, longer if more signets equipped.
The following skills interrupt spells and chants only:
Power Return also gives energy to the target if it successfully interrupts.
Power Block also disables skills of the same attribute as the interrupted spell.
Power Flux (elite) also causes a hex if it successfully interrupts which causes energy degeneration.
Power Leak also causes the target to lose energy if it successfully interrupts.
Power Spike also causes the target to take damage if it successfully interrupts.
Power Drain also gives energy to the caster if it successfully interrupts.
Power Leech (elite) also causes a hex if it successfully interrupt which causes energy loss when the target casts spells if it successfully interrupts.
Power Lock also disables interrupted skill.
The following are other special interrupts:
Icy Prism interrupts signets and disables them.
Lightning Javelin interrupts attacks only.
Signet of Clumsiness interrupts attacks only.
Disrupting Accuracy causes bow attacks to interrupt when they cause a critical hit.
The following skills create effects that can cause interrupts:
Dwarven Battle Stance (elite) causes the user's hammer attacks to interrupt.
Choking Gas causes bow attacks to create a cloud around the target that periodically interrupts spells.
Shivers of Dread and
Spinal Shivers cause the foe to be interrupted and the caster to lose energy each time the target takes cold damage.
Clumsiness interrupts the target's next attack.
Wandering Eye interrupts the target's next attack.
Maelstrom interrupts spells and deals damage in an area for a time period.
Wailing Weapon causes the target's attacks to interrupt attacking foes.
Warmonger's Weapon causes the target's attacks to interrupt non-attacking foes.
Dissonance interrupts foes when the spirit's attacks hit.
Anthem of Disruption makes next attack skill of allies cause interrupt
[edit] Interrupt-Supporting Skills
Migraine cause target to cast spell 100% slower
Arcane Conundrum cause target and adjacent foe to cast spell 100% slower
Frustration cause target to cast spell slower 50% and take damage when interrupted
Confusing Images The next spell used by target and adjacent foes takes 45...121...140% longer to cast.
Stolen Speed cause target to cast spell slower 25% and make your spell cast faster 25% on target
Enchanter's Conundrum cause target to cast enchantment 100% slower
Air of Disenchantment cause target and adjacent foe to cast enchantment 100% slower
Sum of All Fears cause target to move ,attack,cast spells 20% slower
Read the Wind cause arrow to move twice faster
Favorable Winds cause arrow to move twice faster
Faintheartedness cause target to attack 50% slower
Meekness cause target and and all foe in the area to attack 50% slower
Shadow of Fear cause target and and adjacent foe to attack 50% slower
Rust cause target's signets to activate 3 times slower
Holy Veil Doubles casting time of hexes cast on target ally.
[edit] Easily Interrupted Skills
Easily interrupted skills cause successful attacks against the caster to always inflict an interrupt. The Dazed condition makes all your spells (not your skills) easily interruptible. These include:
Barbed Trap
Dust Trap
Flame Trap
Healing Spring
Precision Shot
Spike Trap (elite)
Viper's Nest
Snare
Smoke Trap (elite)
Tripwire
Piercing Trap
Ethereal Light
Weakness Trap
Black Powder Mine
[edit] Interruption Prevention
The following skills help prevent interrupts caused by any of the above means, with the exception of knockdowns (unless stated):
Mantra of Concentration prevents the next interrupt.
Mantra of Resolve prevents all interrupts and causes the caster to lose energy.
Persistence of Memory causes interrupted spells to recharge immediately.
Glyph of Concentration prevents the next spell cast from being interrupted and makes it ignore the penalty of dazed.
Trapper's Focus (elite) removes the "easily interrupted" effect from traps.
Tranquil Was Tanasen (elite) prevents all interrupts while the caster holds the item.
Song of Concentration prevents the next skill used while under the effect from being interrupted.
Pious Concentration prevents interrupts as long as it removes an enchantment each time it does.

