Prevent Interrupt Concept
Massive Impulsa
http://guildwars.wikia.com/wiki/Prev...uick_reference
[Mantra of Resolve]
Skills that prevents you from beeing interrupted (Pblock works yes i know.)
This must be one of the most idiotic concept in GW, especially with the OP bars such as VoR :>
Im mostly meaning here in a PVP sense
Seeing as hexes is hard to remove and more OP than ever you need to be able to interrupt them, but this shit makes it virtually impossible... The energy loss is barrely noticeable at all, and usually decent mesmers have allready a good energy pool from Pdrain & DrainEnchantment spam.
All in all make it like Mantra of Concentration etc, end after 1 interrupt with a LOONG recharge so it cant be keeped upp for eternity :>
[Mantra of Resolve]
Skills that prevents you from beeing interrupted (Pblock works yes i know.)
This must be one of the most idiotic concept in GW, especially with the OP bars such as VoR :>
Im mostly meaning here in a PVP sense
Seeing as hexes is hard to remove and more OP than ever you need to be able to interrupt them, but this shit makes it virtually impossible... The energy loss is barrely noticeable at all, and usually decent mesmers have allready a good energy pool from Pdrain & DrainEnchantment spam.
All in all make it like Mantra of Concentration etc, end after 1 interrupt with a LOONG recharge so it cant be keeped upp for eternity :>
ele pl
Get rid of it in PvP, leave it on PvE. How would i farm raptors without those mantras?
MithranArkanere
Interruptions are annoying, and we have only 8 skills.
Now, look at this and see the real data:
http://wiki.guildwars.com/wiki/Interrupt
There are LOTS of ways to interrupt, and only a few to prevent it, and you want to remove it?
That would be like removing the Wild attacks.
No way.
Now, look at this and see the real data:
http://wiki.guildwars.com/wiki/Interrupt
There are LOTS of ways to interrupt, and only a few to prevent it, and you want to remove it?
That would be like removing the Wild attacks.
No way.
Missmelady
Three words
Bring Stance Removal
Mesmer with fast casting how much you gonna interupt anyway?
Bring Stance Removal
Mesmer with fast casting how much you gonna interupt anyway?
Massive Impulsa
Quote:
Three words
Bring Stance Removal Mesmer with fast casting how much you gonna interupt anyway? |
Vision of Regret, Empathy, Backfire,
Diversion for basic bars.
The reason VoR , Empathy, Backfire have such a huge activation time is that you need 1st, to be a mesmer with FC.2nd it should be possible to interrupt them :>
Btw im mostly aiming at high - end gvg here
jiggles
I voted the middle one. It's not a big problem at all really, and it isnt the most used skill. But The fact that it can be kept up forever is enough to make me want the penatly increased.
Kiva-chan
marthaurion
Well, seeing as ranger keep at most 3 interrupts on their bar, it's pretty tough to get past mantra of resolve, especially with recharge times and the pool of energy mesmers have. And plus, if we can't interrupt the initial VoR, then we're taking damage when we try to trigger mantra. So, we essentially become useless.
Kiva-chan
Mantra of Resolve costs 10e, VoR is another 10e and the energy loss from an interrupt is at least 5e
(although, if they've specced that far into Inspiration Magic they're either going to cast slower or have VoR do less damage).
So 25e to cast one hex while a monk can remove it for a measly 5e with a spell that recharges faster...
I can almost see how that's overpowered ^^;
(although, if they've specced that far into Inspiration Magic they're either going to cast slower or have VoR do less damage).
So 25e to cast one hex while a monk can remove it for a measly 5e with a spell that recharges faster...
I can almost see how that's overpowered ^^;
Massive Impulsa
Kiva-chan
Nobody runs PnH + Deny since the minor nerf to PnH? o.O
Massive Impulsa
Quote:
Mantra of Resolve costs 10e, VoR is another 10e and the energy loss from an interrupt is at least 5e
(although, if they've specced that far into Inspiration Magic they're either going to cast slower or have VoR do less damage). So 25e to cast one hex while a monk can remove it for a measly 5e with a spell that recharges faster... I can almost see how that's overpowered ^^; |
First of all MoR Lasts 60 sec.
2nd, mesmer have thing called Fast Cast, 40/40 set, and teamates with block, blind, etc etc so a ranger wont interrupt EVERYTHING.
3rd the only current way to stop hexes is with interrupts, E-denial and KD's been nerfed.
Also you ever played high-end pvp ? vs a Vor mesmer?
The answer is NO
(gvg ofc)
I also want to point out that having 7sec recharge to 12, isnt a Minor nerf.
And LC got toned down by 13% doesnt do a shit difference....
BUt go back to the case, MoR needs higher penalty imho :> E-denial + kds (gale) is nerfed. ONly way in today meta to disrupt is by interrupts, so when people bring MoR its virtually impossible to shut it down (except Buildwars..)
Enon
Bring Wild Blow, Wild Throw or Wild Strike. Problem solved. Next.
ajc2123
Its fine. Leave it alone.
Honestly, E/Me in FA use it to cast nukes without being interrupted, Luxons deserve that (Im a kurzick) Lets not make Winning FA any easier for us kay?
Honestly, E/Me in FA use it to cast nukes without being interrupted, Luxons deserve that (Im a kurzick) Lets not make Winning FA any easier for us kay?
Ate of DK
Quote:
Interruptions are annoying, and we have only 8 skills.
Now, look at this and see the real data: http://wiki.guildwars.com/wiki/Interrupt There are LOTS of ways to interrupt, and only a few to prevent it, and you want to remove it? That would be like removing the Wild attacks. No way. |
No need to change mantra of resolve in PvP. People can think of something.
Kiva-chan
I was well aware of the things you posted =P
and no, I've never played against a VoR Mes in high-end PvP
Don't get me wrong.
I'm not against Mantra of Resolve being nerfed with a higher recharge and maybe a lesser duration.
Possibly to the point were it can't quite be maintained permanently, but...
I don't see it to be all that big of a deal.
As per your examples, I'd say a team bringing minimal hex removal (Holy Veil x2) against a heavy hex team is more of a problem than a Mes bringing Resolve.
Or using interrupts to try and shut down the Mes instead of Punishing him for not being interrupted (Backfire, VoR, etc...) is more of a problem.
Either way I don't think it should be Smiter's Boon Nerfed ...it's just not as bad as you're trying to make out.
and no, I've never played against a VoR Mes in high-end PvP
Don't get me wrong.
I'm not against Mantra of Resolve being nerfed with a higher recharge and maybe a lesser duration.
Possibly to the point were it can't quite be maintained permanently, but...
I don't see it to be all that big of a deal.
As per your examples, I'd say a team bringing minimal hex removal (Holy Veil x2) against a heavy hex team is more of a problem than a Mes bringing Resolve.
Or using interrupts to try and shut down the Mes instead of Punishing him for not being interrupted (Backfire, VoR, etc...) is more of a problem.
Either way I don't think it should be Smiter's Boon Nerfed ...it's just not as bad as you're trying to make out.
MithranArkanere
Quote:
LC, VoR,Faintheartedness, Backfire, Empathy, Suffering, Defile Defenses,
Then monks bring maybe 2x Veil? |
http://wiki.guildwars.com/wiki/Hex
http://wiki.guildwars.com/wiki/List_...removal_skills
If you think that Veil is the only way of removing hexes, then take a look again.
HawkofStorms
There are more then a few skills that prevent interrupts.
Preventing ranger interrupts for example is usually done via guardian or other prot/blocking skills. Preventing interupts 50%-75% of the time is not as relyable as mantra of resolve, but its the same concept if you think about it (with a trade off that it also prevents phyiscal damage and adrenaline build up at being not 100% relyable).
So, its stupid, but when you compare it to other game mechanics, not really.
Preventing ranger interrupts for example is usually done via guardian or other prot/blocking skills. Preventing interupts 50%-75% of the time is not as relyable as mantra of resolve, but its the same concept if you think about it (with a trade off that it also prevents phyiscal damage and adrenaline build up at being not 100% relyable).
So, its stupid, but when you compare it to other game mechanics, not really.
Xanthe Dashka
I see that the OP likes to show off that his guild is top 40. I was under the impression that top players know how to deal with these situations. There is really nothing wrong with mantra of resolve. And there are more than enough ways to deal with hexes. Some very good replies allready given but also...
Many builds have a Powerblock-mesmer or a Magebane-ranger. Maybe they should improve their skills.
Many builds have a Powerblock-mesmer or a Magebane-ranger. Maybe they should improve their skills.
Brawn Over Brains
How about a PvP version of this skill?
All mesmers should have Fast Casting, so interrupting is hard with them anyway.
All mesmers should have Fast Casting, so interrupting is hard with them anyway.
Gift3d
Won't happen, shouldn't happen. Don't worry, just press tab and continue on spamming the shit out of dshot/savage on recharge praying to get lucky and catch an important skill.
Massive Impulsa
Please tell me how a Magebane ranger can stop a VoR mesmer? (a decent one who interrupts shit with PDrain.)
Also for the rest of you speaking here about JQ/FA.
Im mostly talking about GvG, with VoR mesmer.
JASON626
PD, p block, KD's, magebane, and stance removal can get around it. If anything maybe move MoR to fast casting attribute. get rid of Mind blast MoR eles.
Xanthe Dashka
poasiods
So, Magebane Shot goes around Mantra of Resolve? I'm surprised that Dshot doesn't do the same.
Massive Impulsa
Quote:
Read the skill discription of Magebane and you know what you can do.
|
Elite Spell. If target foe is casting a spell or chant, that skill is interrupted. The foe is interrupted regardless of any effects that prevent interrupts. The interrupted skill and all skills of the same attribute are disabled for 3...13...15 seconds for that foe.
Magebane
Elite Bow Attack. If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for an additional 10 seconds. This attack cannot be blocked
Distracting Shot
Bow Attack. If Distracting Shot hits, it interrupts target foe's action but deals only 1...13...16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Im still wondering how a Magebane can stop a MoR Mesmer, since its ADITIONAL so you first need to interrupt it first (upps MoR), then it add the aditional recharge.
HawkofStorms
Its the "it is disabled" part that causes the interrupt, not the "additional". While you are casting and get hit by Magebane, the skill you are using is disabled, even if the skill was made uninterpretable. When you finish the cast, it will fail because the skill is disabled, forcing an interupt.
You don't need to interupt for the disabling to take effect. There are 2 sentences, if hits, then interupts. If it hits and is a spell, then it is disabled.
There are 2 seperate IF/THEN clauses.
Test it out in game. That's how it works.
You don't need to interupt for the disabling to take effect. There are 2 sentences, if hits, then interupts. If it hits and is a spell, then it is disabled.
There are 2 seperate IF/THEN clauses.
Test it out in game. That's how it works.
Master Fuhon
Voted for no change. Would prefer nerfs to interrupts in the current game state to reduce the necessity of having a Ranger/Mesmer that just stands and interrupts. Mantra of Resolve is overpowered under certain conditions where it is able to function as an immunity to protect all spells. However, certain spells are being cast at a level far below where they should be in PvP because of interrupts. Many casts of 1 second or less should not be interruptible at all so that the numbers on those skills can actually be balanced, instead of being completely overpowered in an environment without interrupts.
On the other hand, the current functionality within the game where players can interrupt almost every skill is even more broken. Skills have been pushed far beyond the effects of what they should do because of the ‘prevention’ concept. Interrupts are one of the strongest anti-defense counter skills in the game (right up there with defense stripping). There is no incentive to run more offense when a team can lock down a majority of the healing. But interrupts are strong as a stand-alone concept because they have the flexibility to weaken offense or defense.
Interrupts also stack on top of other interrupts. This is why people can run gimmick builds that spam interrupts and kill things with mediocre damage and excessive defense. This is also why there are people who play the game who have never seen an overpowered skill; no skill is overpowered when you can interrupt it. Instead, balancing the game that way forces the game into further interrupt dependence.
People often complain about brainless things in the game. Interrupts are a reflexive activity. People who have interrupting skills can apply them to almost any similar task no matter what the game. It’s a task that doesn’t require further development of the upper level brain. While other players have to put in the work of learning a game, someone else doesn’t bother to learn anything and just relies on pure reflex. That is why interrupts are something AI can be effective with, and that is why interrupts are something that needs to be weaker instead of stronger.
Everyone who does not have a developed twitch reflex has to put in work into learning and playing a new game. Interrupts are dictated by the speed to which your brain can communicate with your hands. If the task was reliant on your brain communicating with something besides the hand, you wouldn’t be pushing for interrupts to be stronger. You would instead be realizing how imbalanced the whole idea is. There should be a counter to this reflex in every game, because it is such a powerful video game playing skill. Otherwise, most games would be unplayable to a majority of people.
On the other hand, the current functionality within the game where players can interrupt almost every skill is even more broken. Skills have been pushed far beyond the effects of what they should do because of the ‘prevention’ concept. Interrupts are one of the strongest anti-defense counter skills in the game (right up there with defense stripping). There is no incentive to run more offense when a team can lock down a majority of the healing. But interrupts are strong as a stand-alone concept because they have the flexibility to weaken offense or defense.
Interrupts also stack on top of other interrupts. This is why people can run gimmick builds that spam interrupts and kill things with mediocre damage and excessive defense. This is also why there are people who play the game who have never seen an overpowered skill; no skill is overpowered when you can interrupt it. Instead, balancing the game that way forces the game into further interrupt dependence.
People often complain about brainless things in the game. Interrupts are a reflexive activity. People who have interrupting skills can apply them to almost any similar task no matter what the game. It’s a task that doesn’t require further development of the upper level brain. While other players have to put in the work of learning a game, someone else doesn’t bother to learn anything and just relies on pure reflex. That is why interrupts are something AI can be effective with, and that is why interrupts are something that needs to be weaker instead of stronger.
Everyone who does not have a developed twitch reflex has to put in work into learning and playing a new game. Interrupts are dictated by the speed to which your brain can communicate with your hands. If the task was reliant on your brain communicating with something besides the hand, you wouldn’t be pushing for interrupts to be stronger. You would instead be realizing how imbalanced the whole idea is. There should be a counter to this reflex in every game, because it is such a powerful video game playing skill. Otherwise, most games would be unplayable to a majority of people.
Massive Impulsa
Quote:
Its the "it is disabled" part that causes the interrupt, not the "additional". While you are casting and get hit by Magebane, the skill you are using is disabled, even if the skill was made uninterpretable. When you finish the cast, it will fail because the skill is disabled, forcing an interupt.
You don't need to interupt for the disabling to take effect. There are 2 sentences, if hits, then interupts. If it hits and is a spell, then it is disabled. There are 2 seperate IF/THEN clauses. Test it out in game. That's how it works. |
Im pretty sure it doesnt work like Pblock, but i cant test it now.
To poster above'
Seriosly, interrupts is the best thing in GW!
Im still for that Magebane need to interrupt the spell, THEN the penalty is added. Not when under MoR:>
pumpkin pie
/not signed
Because preventing interrupt or interrupting your enemies are a part of the "so call skill" in playing PvP in GW. (unless i am mistaken lol, but how do you justify asking for this? its like if I cannot kill an opponent because they use X build, I ask for its removal?)
Because preventing interrupt or interrupting your enemies are a part of the "so call skill" in playing PvP in GW. (unless i am mistaken lol, but how do you justify asking for this? its like if I cannot kill an opponent because they use X build, I ask for its removal?)
Ragnorak
I'm pretty sure Magebane doesn't go through MoR.
Massive Impulsa
PahaLukki
A simple update to mantra of resolve would be that any damage taken already triggers the energy loss. And then reduce the energy loss a bit. That way it should always end under pressure from rangers and warriors, at least..