Talk:Anthem of Disruption

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Skill Tweaks 07/26/07[edit]

Anthem of Disruption: 5e 1c 10r -> 10e 2c 15r please put feedback for the new numbers here. ~Izzy @-'---- 23:05, 26 July 2007 (UTC)

I guess the increased cast/cost/recharge were implemented to avoid continuous interrupt on chosen skills. In my opinion, increasing the casting time to 2sec makes it hard enouth to coordinate for a specific interrupt.
Make this skill: 5 energy, 2sec cast, 15sec recharge. Miss Velvetine 01:22, 27 July 2007 (UTC)
I hope this is enough. Good to see it was changed though. 87.194.81.41 02:02, 27 July 2007 (UTC) Lorekeeper
2s cast time alone balances it a lot more. Good change, should be fair this way. Patccmoi 02:10, 27 July 2007 (UTC)
Scaling is good too. As a future suggestion, if this skill gets out of hand on non-primaries at 5 energy you can move it to Leadership. At 10 energy it seems perfect though, less convenient for secondaries and balanced (thanks to leadership) on primaries. User GD Defender sig.png 07:23, 27 July 2007 (UTC)
I think the skill is decent now and not too strong. GJ on the balancing. --Ufelder 11:52, 27 July 2007 (UTC)
Increased energy, cast, and recharge? I can see two of the three, but not all three. I think the recharge and energy cost is fine, but the cast time should stay at one second. If that seems too much, maybe bump the cost to 15 energy to compensate. -- Marand 02:34, 29 July 2007 (UTC)
I agree, a interrupt-supportshout shouldn't have such a long cast time. Interrupts are timecritical. Rising of energy cost and recast should be enough balancing, i think. . -- Fledermaus 03:52, 31 July 2007 (MEST)

Change it to party members instead of Allys!!! Itd be silly to run this w/ spirits in your build or a bunch of random NPCs in PvE, you would interupt overly much..

I agree completely, raise 2, not 3. -Rakeman 18:17, 6 August 2007 (UTC)

Good balance. The energy increase is needed to not allow this as an energy management skill as well. The casting time is mostly cosmetic, as teams are not very likely to interrupt this over something a monk or mesmer can do. The recharge is good (I wouldn't mind seeing it go to 20) since this skill can easily allow high physical attacker teams to dish out 3-4 or more interrupts, which is pretty deadly. Holymasamune 20:36, 6 August 2007 (UTC)

Given that mesmer interrupts can interrupt chants, the 2 sec cast is incredibly FTL. --193.95.195.227 16:42, 13 August 2007 (UTC)

Here's another thing. This chant will on average yield 3 non-timed interrupts. I think people overestimate it. --213.250.63.88 14:24, 16 August 2007 (UTC)

Original skill feedback[edit]

I wonder if this will be an elite skill, seems rather overpowered if it's not.   User Riven sigicon.png [riVen]  23:54, 20 July 2007 (UTC)

There are no Elite skills in GW:EN ~Izzy @-'---- 23:57, 20 July 2007 (UTC)
Hmm, that is interesting. Anyway, nerf this right away please... like, drag and drop it into the Recycle Bin :) No but seriously, this NEEDS a 2 sec cast time and a 20 sec recharge, at the very minimum. Possibly also need to make it linked to Leadership instead of Command. Imagine teams running 2 or even 3 copies of this, likely even on R/Ps.   User Riven sigicon.png [riVen]  00:16, 21 July 2007 (UTC)
Yeah this could be pretty insane, I'm not sure how I feel about it, while higher recharge would work, I would rather increase energy then recharge. ~Izzy @-'---- 01:58, 21 July 2007 (UTC)
Leave it like it is...just for a week into GW:EN...It's so hilariously overpowered it would actually just be funny to see. I like the idea of the skill, just WAY too spammable. --ChronicinabilitY User Chronicinability Spiteful Spirit.jpg 02:17, 21 July 2007 (UTC)
Yeah I don't think it is so overpowered it needs to be nerfed immediately.. maybe made a tad less spammable with more energy cost, not too much though.-Rakeman 03:31, 21 July 2007 (UTC)
This skill will be SUPER broken....I mean, 10 second recharge? Needs to (probably) be 20... I don't particularly like the idea of coming against party-wide interrupts every 10 seconds. -- Fenix 04:39, 21 July 2007 (UTC)
As much as I love my paragon, I think this will be overkill at five energy. Probably needs to be ten energy, at least. I can't speak for others, but changing the cast time would probably add it to my list of paragon chants I never use despite their usefulness: long casts and adrenaline skills tend to not play well together. I don't think the recharge time will be a big problem; considering many parties only have one or two (or three) members that use attack skills, it won't turn every party into an interrupt monster. It will, however, probably change the group dynamics in situations that benefit from interrupt characters. Less reliance on interrupt builds by spreading the task out among the party. -- Marand 06:33, 22 July 2007 (UTC)

Wow. Yikes. Oh my. --Redfeather 04:47, 21 July 2007 (UTC)

Agreed, energy means it can be spammed, recast means it can be spammed, is in an attribute thats used for GftE's anyway, its pretty murderous. Increase recharge to 15-20, cast time to 2, and then if its still an issue bump its energy cost as well :)

"party-wide interrupts every 10 seconds"...You're assuming they only take 1...Take 3...Party wide inturrupts every 3.3 seconds!...just imagine it!...Hilairious! xD --ChronicinabilitY User Chronicinability Spiteful Spirit.jpg 04:51, 21 July 2007 (UTC)

Awesome! ...too awesome. Sirocco 05:27, 21 July 2007 (UTC)
Only if they use attack skills and the attack skills successfully hit...
Compare this to [Warmonger's Weapon] and [Wailing Weapon]. Those are only for 1 player, but they work on ANY attacks for a log duration. Also, yes this is useful, but for a spike the attacks would all hit at once anyway. 86.25.16.210 12:22, 21 July 2007 (UTC)
I can't see why everyone is so excited about this skill. Attack skills are generally too slow for deliberate interrupts on any casts < 2secs, except for 1/2 sec attacks, most of which interrupt already. Errr 12:36, 21 July 2007 (UTC)

Hardly overpowered, the condition for it (with an attack skill vs. every attack) is quite sufficient in balancing it before it gets overpowered IMO. -- CoRrRan (CoRrRan / talk) 16:04, 21 July 2007 (UTC)

The people claiming that this isn't (much) overpowered obviously don't GvG much. Let's have this skill unaltered at release, and we'll be seeing EVERY top team running multiple copies of this just because of its sheer overpoweredness, I guarantee.   User Riven sigicon.png [riVen]  17:27, 21 July 2007 (UTC)
Hmm, I put a comment here, but I thought more about it, and that comment is a bit off. -- CoRrRan (CoRrRan / talk) 17:41, 21 July 2007 (UTC)
Possibly a bit scary with Prot Strike on warriors. Instant activation with 3s recharge, if there's like 2 copies of this running behind this makes for a lot of reliable interrupts. Dunno though, hard to say how broken it'd really be, but it's EXTREMELY good. One thing i'd really consider though is make it in Leadership with 50% failure < 5, so that it's not too abusable on R/Ps and such. Patccmoi 07:16, 23 July 2007 (UTC)

I think this skill is really powerful if two or three characters brought this you would have an insane amount of interrupts going on, I'm gonna tweak it not sure how, but I'll get some new numbers up. ~Izzy @-'---- 18:37, 25 July 2007 (UTC)

Why don't you implement the idea posted somewhere around here? Add to any shout or chant: "This same skill will be diabled for 20 (?? just has to hit the recharge of most of these skills) seconds on any other character in your party"? This would make balancing paras ALOT easier for you and you could leave this skill just as it is.

Anthem of Disruption is another overpowered skill that's going to cause HUGE problems for casters.

Yes this is I'll be tweaking it. ~Izzy @-'---- 19:15, 23 July 2007 (UTC)

Successful?[edit]

If I read this correctly, it might be that it becomes overpowered if the attack skill doesn't have to hit. Nowhere in the skill description does it say successful. That would make point 2 not applicable. What about that Izzy? -- CoRrRan (CoRrRan / talk) 17:53, 21 July 2007 (UTC)

This skill on it own is not that bad ( bad=good :P ) ,its when you have multiple copies of it in your build that it becomes crazy, sadly like most paragon skills Durga Dido 23:37, 21 July 2007 (UTC)

"Abuse me, abuse me, run multiple copies of me...". 10e/15r and it will be still a very good skill. However, i don't think this skill should even exist, because it emphasizes the dark side of the game... ;-) Passive interrupts are not something worth striving for, IMO. -Selber 15:25, 22 July 2007 (UTC)

Completely agree. Although, even at 10e and 15r, it is not gonna make much of a difference at all.   User Riven sigicon.png [riVen]  16:02, 22 July 2007 (UTC)
This skill is a PERFECT example of why my idea posted here must be implemented if paragons are ever to be balanced. http://www.guildwarsguru.com/forum/showthread.php?t=10175080 See, if either chants/shouts had "Dead Time" or as a later post recommended, "Disabled the identical Chants/Shouts of people it affects", shouts would be impossible- virtually IMPOSSIBLE- to run multiple copies of and abuse, making powerful chants like this okay in Guild Wars without ruining the game. -Rakeman 19:30, 22 July 2007 (UTC)
I actually like that suggestion a LOT, Rakeman. Too bad half the people in that thread don't have a clue what you are suggesting, lol.   User Riven sigicon.png [riVen]  19:49, 22 July 2007 (UTC)
What do you expect? This is GWguru... I like that suggestion,too.
Yeah I know, lol -Rakeman 21:21, 22 July 2007 (UTC)
Change it to party members.. Bears can interupt w/ their attack skill lol! And I forget, are spirits still considered allies? --The preceding unsigned comment was added by User:70.179.78.45 .
Yes they are, and that's a very good point (the spirits part, not the bear part). Errr 07:48, 23 July 2007 (UTC)

comment: pretty clear this is crazy good. Imagine a team with 2-3 physical dmg characters... anthem of disruption activates off all warrior, dervish, assassin, paragon, ranger attack skills. It turns prot strike, critical chop, mystic sweep, eremites attack, harrier toss into interrupts assuming they hit. It even turns attacks without 1/2s activation into interrupts, imagine Steady Stance warriors with paragons hurling this shout into the air... not only do they spam disrupting chop, desperation blow/drunken blow will interrupt as well as inflict conditions. An assassin chains unblocked... will make it extremely hard for monks to self heal.

suggestion: raise recharge to 20 or even 30 seconds its THAT good. Increasing energy cost to 10 will matter little to a paragon using watch yourself or GFTES for energy management. Defensive anthem is 15 energy and you still see paragons using it.

another idea would be to change the mechanic entirely. Im not sure if this is possible but how about... all party members next successful interrupt on foes also disables interrupted skill for x amount of seconds.

disable skills for 5 seconds or so. Not in line with dchop or dshot. That would be just as bad.

87.194.81.41 10:49, 24 July 2007 (UTC) Lorekeeper

Having it tied to Command is pretty potent at keeping the skill under control, but not really. If you want to keep it away from Zergway, make it "next melee attack skill" and only for party members.--Skye Marin 20:54, 24 July 2007 (UTC)

What noone mentioned is that it ends on the next attack skill regardless as to whether or not u actually interupt them or not (as it says it interupts there action it would be like savage shot where it interupts there current attack. Of course u can wait for the perfect chance to interupt, in which case u cant use attack skills until the perfect moment, or you risk it going to waste. Either way, it can be annoying to both teams, and even end up quite useless. Also, it only works on attack skills. All the GVG I observe/play in usually have 4-5 Casters (2 monks, Flag Runner, Ele/mesmer/necro or a combo of both. So thats 3 interupts, which is good but IMO is far from broken. However i dont play or watch enough high end gvg to claim myself an expert. Also its good for lone paragons =)Luminarus 08:58, 25 July 2007 (UTC)

Ok lets say we have a team of 3 para + 1 ele 1 war and 2 monks if all the para take this along with their usual defensive chants thats 4 possible interupts every 5 seconds =O124.177.71.100 02:39, 28 August 2007 (UTC)
4 Possible interupts. If ur focusing on one target, then ur more likely to interupt. If ur not, the chances of the interupts are rather low. And again, u have the problem of waiting to interupt, or just ingoring the fact that the chant is there. Yes it is good... no problems there. Is it broken... imo no, but once u get pure para teams going I can see it being annoying. Lυмιиαяυs 02:54, 28 August 2007 (UTC)
Or just stick Warmonger's Weapon on an axe warrior. Congrats, you've just beaten several copies of this skill.


The only thing you disrupt is yourself[edit]

Before even seeing the skill, people whined to high heaven how it will be overpowered. Nice job, I have never ever seen this skill used. 2 sec on interrupt chant -> useless. The chant itself can be interrupted easily. Also untimed interrupts are rather useless. The only thing this skill disrupts is your own DPS and adrenaline gain. Once again...nice job people on another Ether Renewal --Spura 15:44, 25 May 2008 (UTC)

There's no point trying to argue anymore. It's obvious that the GWW community has no idea what balancing a skill means, and that Izzy is clearly a follower and not a leader, because he always does what the most people ask for, no matter how stupid it is. Does anybody want to go to the Shadow Form talk page and beg Izzy to make it 10 second recharge? I'm sure if we get more than 3 people to ask for it, he'll do it. 71.127.159.233 18:17, 12 August 2008 (UTC)
I know what you mean Mr.IP. Ive been testing this skill and its too awful. Unless you have one more melee, its useless and like Spura said,"...untimed interrupts are rather useless.", they are indeed, you might missed the important skill to interrupt.--ShadowFog 19:32, 26 August 2008 (UTC)


Multi-Hit-Attacks = Multiple interrupts?[edit]

Do Barrage, Triple Chop or Scythe attacks under this chant interrupt all attacked targets? (remember, even if it does not hit, the interrupt still triggers)?79.67.109.156 17:56, 4 January 2009 (UTC)

probably doesn't. most para chants end on the first hit. 216.119.178.127 22:59, 7 March 2009 (UTC)
It works just like Anthem of Flame etc. The first target gets interrupted and then it ends. Keep in mind that since Anthem of Disruption interrupts regardless of block, miss, etc, even more than the other chants you can't really predict who you'll hit when used with a multiple-attack skill. Vili User talk:Vili 23:07, 7 March 2009 (UTC)