Knockdown IS an interrupt and...
Hella Good
... anti-interrupt skills should prevent a target from being knocked down IF knockdown hits while target is using a skill. When a skill says in its discription that it prevents interrupts that should include all interrupts, not only the non-knockdown type. It doesn't make sense to me otherwise.
actionjack
Knockdown is not really interrupting... it is more of making you unable to finish your spell/skills, similar as you moving when casting spells....
Don't think need to include Knockdown as interruption.. and there are few skills that prevent knockdown as well.
Don't think need to include Knockdown as interruption.. and there are few skills that prevent knockdown as well.
Josh
I only know of Dolyak Signet and Balanced Stance.
actionjack
Quote:
Originally Posted by Josh
I only know of Dolyak Signet and Balanced Stance.
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But adding few more Knockdown protection skills in other classes would help as well.
Hella Good
Quote:
Originally Posted by actionjack
Knockdown is not really interrupting... it is more of making you unable to finish your spell/skills, similar as you moving when casting spells....
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Quote:
Originally Posted by actionjack
Don't think need to include Knockdown as interruption.. and there are few skills that prevent knockdown as well.
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Kassad
No, KD is not an interupt, its of a Disable like blackout, Unable to use skills. There is no need for it to be made an interupt, if you really want to, lets include PK in towns and outposts while were at it since everyone wants to change the game in their way.
Hella Good
Blackout is a skill disabler, it does not interrupt you. If blackout hits while u are casting a spell or using any other skill, u will finish casting your spell/skill, even though that will produce no effects. Plus like I said anti-interrupts should protect you from being knocked down if you are using a skill, not make u immune to knockdowns.
http://www.guildwiki.org/wiki/Knockdown <- some interesting things about KD
http://www.guildwiki.org/wiki/Knockdown <- some interesting things about KD
Tuoba Hturt Eht
Oh quit whinning and complaing, and just play the game already.
Knockdown = Knockdown
Interrupt = Interrupt
Knockdown is not an Interrupt
Knockdown does not equal an Interrupt
Knockdown = Knockdown
Interrupt = Interrupt
Knockdown is not an Interrupt
Knockdown does not equal an Interrupt
Robster Lobster
Well, if you're in the middle of using a skill, then Knockdown DOES equal an interrupt.
Kassad
Quote:
Originally Posted by Robster Lobster
Well, if you're in the middle of using a skill, then Knockdown DOES equal an interrupt.
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Deathqueen
I think some people just have too much time on their hands to think things like knock down an an interupt. Some people will just rationalize anything as long as it benefits them and is in their favor. Live with it, knock down is not an interupt by "game standards" and that's a fact jack. (smile)
Nater
Hammer warrior FTW!
I've heard the phrase THUMPER BUNNY FTW!! too now and then
That's it, I'm going to get a Hammer hat + Sup rune and equip the Bludgenoer.
Knockdown ≠ Interrupt, even though it does interrupt you.
I've heard the phrase THUMPER BUNNY FTW!! too now and then

That's it, I'm going to get a Hammer hat + Sup rune and equip the Bludgenoer.
Knockdown ≠ Interrupt, even though it does interrupt you.
DeepFyre
if you are blacked out while casting a spell, it doesnt finish - it says skill is recharging
BigTru
I don't think it should be treated as an interrupt. A.Net knew what they were doing, it's for balance purposes. That's why it takes so long for Hammer warriors to get a knockdown in.
NatalieD
The only problem here is a slight ambiguity in naming. I guess it would've been more clear if they had used a special term for interrupts to distinguish them from the other things that can interrupt casting, i.e., knockdown and skill disabling.
TGgold
I like to think of it this way:
When an interrupt skill hits, it's like a magic effect that disturbs your magical abilities. (Like countering a spell with Branshish Magical Might in Arcana)
When you get knocked down, it's an effect that stops the verbal and somatic componets of your spell from functioning, making the spell fizzle.
An interrupt only interrupts you: A knockdown literally knocks you down.
In my mind, they're 2 totally different things.
When an interrupt skill hits, it's like a magic effect that disturbs your magical abilities. (Like countering a spell with Branshish Magical Might in Arcana)
When you get knocked down, it's an effect that stops the verbal and somatic componets of your spell from functioning, making the spell fizzle.
An interrupt only interrupts you: A knockdown literally knocks you down.
In my mind, they're 2 totally different things.
Hella Good
KD has an interrupt component to it, it's undeniable. If you don't think KD is an interrupt, I really do not see how I can reason with you. Also the whole concept of avoidable and unavoidable KD is totally not making sense. Correct me if I'm wrong but KD from attacks can be evaded (Guadian, Distortion, etc.) while KD from a non-attack sources (Gale, Meteor, etc.) cannot be evaded (cept for the 2 puny skills that protect from KD). So basically if I want not to be interrupted I have to have an anti-regular interrupt skill and an anti-KD skill, and if I choose not to use war as 2ndary, I basically have to use a % chance to evade skill that will still not protect me from magical KD. Bottom line: 2 skills (out of an 8 skills bar) to protect from 1 thing.
NatalieD
Quote:
Originally Posted by Hella Good
KD has an interrupt component to it, it's undeniable. If you don't think KD is an interrupt, I really do not see how I can reason with you.
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Linkie
The game does require some more anti-knockdown options, unless they want to nerf gale into oblivion.
BigTru
Quote:
Originally Posted by NatalieD
It's a terminology thing. It's like how "dodge" and "evade" mean completely different things in Guild Wars even though they're synonyms in English. In GW, "interrupt" is a specific thing, not anything that can interrupt a spell.
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If anti-knockdowns become common, I demand all warrior knockdowns only require 4 Adrenaline =D
striderkaaru
Quote:
Originally Posted by Kassad
No, it equals your laying on your ass from being KD.
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i really don't see how you can hope to finish casting a spell after being floored.
Guardian of the Light
There are skill that prevent you from being knocked-down you know.....
Divineshadows
Hella Good. I tend to agree with on your idea of attempting to counter interrupts and knockdowns. However, I think you are going about it the wrong way especially if you are thinking in the realm of PvP and GvG. It is far simpler to have several fast casting spells to reduce the window of an interrupt or knockdown impacting you. If you must dedicate one skill to a direct counter, then I would choose to counter interrupts and not knockdowns due to the faster recharge on interrupts over knockdowns and some of their nastier side effects. In addition, a mesmer or ele secondary is much more useful for a caster than a warrior secondary.
I use the following guidelines for cast times when designing a build to counter interrupts:
Monk - 1/4 to 1 second cast times
Ele - 1/4 to 2 second cast times
Necro - 1/4 to 2 second cast times
Mesmer - high fast casting attribute
This is not to say that every skill must fall within these time ranges, but certain 5 to 7 of your skills should AND you should still be functional without the longer casting spells. If you begin suffering from interrupts or knockdown, then avoid the use of the longer casting spells. Still elementalists and necromancers are very susceptible to interrupts (or interrupt via knockdown) even using these guidelines.
Other counters may lie not in your skill bar, but in that of your teammates' skill bars. Warriors are typically the class that use knockdowns (even ele skills like gale) due to their closeness to a target. Limit their effectiveness with blind and crippled conditions and you will limit their knockdown frequency.
Finally, other counters involve just using common sense when positioning yourself on the battlefield and to avoid triggering some of those conditional knockdowns like shield of judgement.
I think that in most cases knockdown > interrupt (excluding some of the nasty side effects of distracting shot, concussion shot, cry of frustration, power spike, power leak, and power block). Not only does knockdown interrupt any skill (whereas several interrupts are limited to just spells), it also renders the target immobile leaving them vunerable to a focused attack without the threat of them running. How to counter a warrior with backbreaker and lengthens knockdown gloves (which is even better than blackout)? Don't let them touch you or better yet blind the warrior or somehow cause them to miss or have a ranger on your team land a distracting shot on his backbreaker skill.
I use the following guidelines for cast times when designing a build to counter interrupts:
Monk - 1/4 to 1 second cast times
Ele - 1/4 to 2 second cast times
Necro - 1/4 to 2 second cast times
Mesmer - high fast casting attribute
This is not to say that every skill must fall within these time ranges, but certain 5 to 7 of your skills should AND you should still be functional without the longer casting spells. If you begin suffering from interrupts or knockdown, then avoid the use of the longer casting spells. Still elementalists and necromancers are very susceptible to interrupts (or interrupt via knockdown) even using these guidelines.
Other counters may lie not in your skill bar, but in that of your teammates' skill bars. Warriors are typically the class that use knockdowns (even ele skills like gale) due to their closeness to a target. Limit their effectiveness with blind and crippled conditions and you will limit their knockdown frequency.
Finally, other counters involve just using common sense when positioning yourself on the battlefield and to avoid triggering some of those conditional knockdowns like shield of judgement.
I think that in most cases knockdown > interrupt (excluding some of the nasty side effects of distracting shot, concussion shot, cry of frustration, power spike, power leak, and power block). Not only does knockdown interrupt any skill (whereas several interrupts are limited to just spells), it also renders the target immobile leaving them vunerable to a focused attack without the threat of them running. How to counter a warrior with backbreaker and lengthens knockdown gloves (which is even better than blackout)? Don't let them touch you or better yet blind the warrior or somehow cause them to miss or have a ranger on your team land a distracting shot on his backbreaker skill.