Psychic Instability

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Elite Spell. Interrupt the target foe's action. If that action was a skill, that foe and nearby foes are knocked down for 2...4...4 seconds. (50% failure chance with Fast Casting 4 or less.)

PvP.jpg This skill has a PvP-only version — see Psychic Instability (PvP).

Elite Spell. Interrupt the target foe's action. If that action was a skill, that foe and nearby foes are knocked down for 2...4...4 seconds. (50% failure chance with Fast Casting 4 or less.)

Concise description
Elite Spell. Interrupts an action. Interruption effect: if the action is a skill, cause knockdown for 2...4...4 seconds on target foe and all nearby foes. 50% failure chance unless Fast Casting 5 or higher.


Progression
0
2
1
2
2
2
3
2
4
3
5
3
6
3
7
3
8
3
9
3
10
3
11
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4
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4
18
4
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5
20
5
21
5

Acquisition[edit]

Signet of Capture

Notes[edit]

Mercenary Hero.jpg Heroes

Heroes seem to use this skill more often on locked targets.

  • Can permanently keep a group of foes on the ground in PvE if using at least 12 in Fast Casting under Quickening Zephyr, assuming the user manages to succesfully interrupt the first skill the mob uses every time they recover from the knockdown.
  • The knockdown will not occur if the interruption is prevented.

Trivia[edit]

  • This is one of the few skills with a concise description longer than its normal one.
  • This skill causes one of the longest knock downs of any player-usable skills.