Should Mesmer Interrupts range be increased?

Scourgey

Frost Gate Guardian

Join Date: Sep 2005

I would make a poll, but I can't seem to find a button for it.

Anyway, I believe the mesmer interrupt spells should have a range increase. Why?

1) Rangers have a longer range interrupts with a long range bow.
2) Warriors & Rangers have interrupts that are much less energy intensive and also do things like disable a skill for 20 seconds (better for shutdown imo)
3) It's a damn pain that when doing an interrupt, the mesmer has to run in another few metres to try interrupt their spell casters which are usually are the back. To get round this, it usually involves making the mesmer go almost into melee range. Rangers generally don't have so much of a problem with this as they aren't as high priority target.
4) Mesmer Interrupts (apart from cry & leech signet) only interrupt spells.
5) Mesmer Interrupts have a much longer cooldown than ranger and warrior interrupts. So for an effective Mesmer interrupter build you generally need several interrupts whereas a ranger/warrior interrupter can get away with less interrupts and do more damage at the same time (if there are no protections around).

I'm not saying a huge range increase, but I'll say enough so the mesmer doesn't need to run around so much. Right now in my opinion mesmer interrupters are subpar to Ranger interrupters and they need a buff, I think range increase would help a lot to solve this.

audioaxes

Jungle Guide

Join Date: May 2005

uh, NO
if anything the migrane-interrupt mesmers need to be nerfed

TheArrow

TheArrow

Frost Gate Guardian

Join Date: May 2005

USA

The Illuminati [Illu]

Mo/

Increasing the range of Mesmer interrupt skills would require an increase in all the spells. You aren't doing any good by increasing both since you will still be in the same boat. In any case, you should pay particular attention to where your target is on your radar. If they are right on the edge of the aggro bubble then interrupt away but if they aren't, don't bother. You will end up with a late useless interrupt attempt.

jciardha

jciardha

Krytan Explorer

Join Date: Sep 2005

International Districts

The Labyrinth of Night [LoN]

Me/

Quote:
Originally Posted by audioaxes
uh, NO
if anything the migrane-interrupt mesmers need to be nerfed
Meh, I never use Migrane with my interrupts. I prefer not to give anyone prior warning that something bad is about to happen to them.

To the OP: I fail to see how increasing the range of mesmer interrupts could somehow make recharge times less painful. And I'm not going to dirty myself with yet another argument about ranger vs. mesmer. I invoke Godwin's Law.

Scourgey

Frost Gate Guardian

Join Date: Sep 2005

Quote:
Originally Posted by audioaxes
uh, NO
if anything the migrane-interrupt mesmers need to be nerfed
Migraine Mesmers? These guys aren't all that hot to be honest. In fact I rarely ever fear them!

To everyone, my point is that if mesmer interrupts have an increased range (AND KEEPING everyone else's spell range the same), it would be safer to use interrupts and also make the mesmer's life easier to interrupt. It'll basically allow mesmer interrupt from afar from the field rather than running close to the scene of combat (which is what mesmers have to do atm to be in range to interrupt the majority of casters).

I'm surprised no one has mentioned how useful it is for a ranger with the right skills and positioning to have an increased interrupt range compared to other classes.

Valdaran Longfoot

Valdaran Longfoot

Frost Gate Guardian

Join Date: Nov 2005

Colorado, US

Furious Dragons Reign [FDR]

W/

Mesmers are anti-casters, so it makes total sense for most of their interrupts target only spells.

Range increase is not that big of deal, just pay attention to the map, you can't interrupt EVERY single thing cast so learn to deal with it.

Mesmers have so many interrupts that having a lower cooldown would mean constant interrupt if you had BiP or Offering of blood on you.

Except for knockdown, warriors have only one interrupt per weapon, so 99% of the time at most a warrior will have one interrupt.

Zehnchu

Zehnchu

Popcorn Fetish

Join Date: Dec 2005

[GODS]

Mo/Me

mesmer interrupt spells should not have a range increase.

Ranger interrupts are weapon based, where mesmers are caster based.

Scourgey

Frost Gate Guardian

Join Date: Sep 2005

So if Mesmers are "meant" to be anti-casters, why do they have empathy and so many other warrior/ranger skills? The point I am trying to make, is that as most of their interrupts focus on spells, whereas other interrupts are not, shouldn't the mesmer interrupt abilities be more robust and usable from a similar distance to how rangers are.

Range increase on mesmer interrupts isn't a huge deal, I'm doing fine with my mesmer with interrupts at the moment (if you don't compare it to ranger interrupter), but it would be very nice addition to the interrupt mesmer and allow them to stay out of harms way easier.

Ranger with practised stance, choking gas + IAS = almost constant interrupt already at the moment. Anyway, my post wasn't even suggesting that mesmers should have lower interrupt cooldown.

Warriors have distracting blow. Funny, when I run warrior I usually have knockdown and interrupt ability. Don't forget the massives of warriors with gale at the moment.

Lord Iowerth

Lord Iowerth

Wilds Pathfinder

Join Date: Sep 2005

Atlanta, GA (#guildwarsguru FTW!)

Biscuit Of Dewm [MEEP]

R/Mo

Well, mesmer interrupts are far more nasty IMHO than warrior/ranger interrupts. Power Leak? Power Spike? both extremely nasty spells, that only target spells. And your point is? Only way to block an interrupt spell like a mesmer uses is with SpellBreaker ... if you're under an evasion stance, out of line-of-sight (ranger), or not in melee range (warrior): you can't be interrupted by a warrior or ranger. Yes their interrupts can nab signets/skills/attacks and such, but they have other restrictions. Warrior interrupt is PAINFULLY slow unless under attack-speed boost.

Playing my favorite condition-spammer/interruptor build in RA, I was surreptiously beaten up by a signet of midnight mesmer ... who blinded me, and danced after my futile attempts to do anything once he'd done so. Tried to cast a spell I brought? Power spike, 80something damage ... tried to kite, imagined burden. He just owned the pants off me and there was nothing I could do about it.

Honestly, a well played (and properly skilled) Mesmer > all.

xBakox

xBakox

Lion's Arch Merchant

Join Date: Oct 2005

[JF] Just Friends, [NOT] Nomads of Turmoil

You only listed the pros of ranger/warrior interrupts and the cons of mesmer interrupts. Here is a better list:

Pros of Mesmer: More damage, or energy denial in their interrupts.
More variety of interrupts.
Cons of Ranger/Warrior: That ranger annoying you? Hide behind a rock.
That warrior annoying you? Have a monk cast guardian/ aegis.


Basically anything that blocks/evades (distortion, WD, guardian, aegis, wards, etc. etc.) can stop physical interrupts. Each class has its pros and cons, which is why this game is balanced.

So basically on added ranger, no thanks.

EDIT: Person above me beat me to it :/.

Eet GnomeSmasher

Banned

Join Date: Apr 2005

In my head

Yeah people seem to only look at the cons of the skills they want buffed and only use the pros of the other skills that they're comparing to.

As said before by other posters, there are so many freaking ways to counter ranger and warrior interrupts compared to counters to mesmer interrupts.

nitrile

Frost Gate Guardian

Join Date: Dec 2005

I think the range for interrupting is fine. The (minor) additional range of a ranger with longbow is offset by increased travel time for an arrow. Even with favourable winds/read the wind this would be significant when interrupting 1s spells.

The only thing I'd like to see with mesmer interrupts, is that if I use an interrupt skill, I don't want it to queue to be used after what I'm currently just finishing casting, and I don't want to automatically move 5 feet closer to the target because I do happen to be out of range. I'd like it to simply fire on the instant, or fail.

(a mesmer).

Rajamic

Wilds Pathfinder

Join Date: May 2005

IA

Chronicles of Heroes [CoH]

R/Me

Quote:
Originally Posted by nitrile
I think the range for interrupting is fine. The (minor) additional range of a ranger with longbow is offset by increased travel time for an arrow. Even with favourable winds/read the wind this would be significant when interrupting 1s spells.
Also, all Mesmer interrupts have a 1/4 second cast time, while all the Ranger ones are 1/2 second.

Former Ruling

Grotto Attendant

Join Date: Oct 2005

Cedartown, Georgia

R/

And interupting with a Longbow at max range? Thats screaming "please kite me".

Veneficus

Veneficus

Lion's Arch Merchant

Join Date: Jan 2006

UK

Quote:
Originally Posted by Valdaran Longfoot
Mesmers are anti-casters


Oh dear.


/Cast Ineptitude on wammo

Scourgey

Frost Gate Guardian

Join Date: Sep 2005

Quote:
Originally Posted by xBakox
You only listed the pros of ranger/warrior interrupts and the cons of mesmer interrupts. Here is a better list:

Pros of Mesmer: More damage, or energy denial in their interrupts.
More variety of interrupts.
Cons of Ranger/Warrior: That ranger annoying you? Hide behind a rock.
That warrior annoying you? Have a monk cast guardian/ aegis.


Basically anything that blocks/evades (distortion, WD, guardian, aegis, wards, etc. etc.) can stop physical interrupts. Each class has its pros and cons, which is why this game is balanced.

So basically on added ranger, no thanks.

EDIT: Person above me beat me to it :/.
I should mention Choking gas, incendary arrows (not sure if they still do after patch actually) still interrupt even if they miss or are block.

I'm not saying rangers and warriors interrupts cannot be countered, but you make it sound like as if mesmer interrupts cannot be countered.

Mesmer interrupts are spells themselves, meaning unless you want to cast through backfire, you may as well not try and interrupt. The best thing about mesmer interrupts, are when they occur, the effect is powerful (but not in my opinion hugely powerful)

I should also mention that most of the ranger/warrior interrupts still do a hell of a lot of damage, especially with preparations on rangers, EVEN IF they mis-time the interrupt. Compare that to mesmer interrupts which end up being a complete waste of energy and cooldown time and may as well be a waste of a skill slot for 15 seconds.

Anyway my point is, I would like it if mesmers didn't have to have the hassle of running away from angry warriors and rangers constantly and still try and remain relatively close to the target you want to interrupt (who could happily sit there and not cast spells until migraine is off, whilst you are being beat up). I'm not saying mesmers interrupts don't have their uses, but I'm saying compared to other classes, I cannot help but feel they need some buffing.

You guys can argue that mesmer interrupts are "balanced" as they are, but outside of TA, who really uses interrupt mesmers seriously? There are so many counters to the anti-warrior/ranger counters you usually don't have to worry about it. And needless to say, interrupting as a mesmer when you are being chased or harrassed is pretty hard, and don't forget about positioning too.

SilentAssassin

SilentAssassin

Wilds Pathfinder

Join Date: Dec 2005

Belgium

Remnants of Ascalon, KT alliance

R/N

never,

dont forget, the ranger still needs to hit his arrows etc...

antialias02

antialias02

Lion's Arch Merchant

Join Date: Jul 2005

Eastern Iowa

Forsaken Wanderers [FW]

Me/E

I think there is nothing wrong with the Mesmer range of interrupts right now. At all. It doesn't need to be increased OR nerfed. If you can play a Mesmer the right way, you need not fear any player. Furthermore, a Mesmer isn't just anti-caster. A good mesmer is anti-anything if played correctly. The right build can take down any character.

Once again, if you have problems playing a Mesmer (like some people have problems playing the "new" Fire Ele) it's a case of not knowing how to build.

XSniper

Ascalonian Squire

Join Date: Feb 2006

Mountain Hunters

R/N

Inturrpting Orison with a Ranger Long/Flatbow is next to impossible unless you fire Savage or Distracting show randomly.
With Mesmer Power Spike you alteast have a chance to see it and hit the button as long as they are in your bubble.
Rangers for efficent inurrputs on short casts need to use a Short/Half Moon range, which is in the melee battle which is what you want your Mesmer to aviod right?

Shadowspawn X

Shadowspawn X

Jungle Guide

Join Date: Jun 2005

Fellowship of Champions

R/E

Quote:
Originally Posted by Scourgey
I would make a poll, but I can't seem to find a button for it.

Anyway, I believe the mesmer interrupt spells should have a range increase. Why?

1) Rangers have a longer range interrupts with a long range bow.
2) Warriors & Rangers have interrupts that are much less energy intensive and also do things like disable a skill for 20 seconds (better for shutdown imo)
3) It's a damn pain that when doing an interrupt, the mesmer has to run in another few metres to try interrupt their spell casters which are usually are the back. To get round this, it usually involves making the mesmer go almost into melee range. Rangers generally don't have so much of a problem with this as they aren't as high priority target.
4) Mesmer Interrupts (apart from cry & leech signet) only interrupt spells.
5) Mesmer Interrupts have a much longer cooldown than ranger and warrior interrupts. So for an effective Mesmer interrupter build you generally need several interrupts whereas a ranger/warrior interrupter can get away with less interrupts and do more damage at the same time (if there are no protections around).
.
A mesmer and a ranger are two different animals and to compare them makes no sense. A mesmer has instant interupt ablility through walls with a high damage kicker. A ranger onther other hand has to allow for flight time of the arrow for each interupt sometimes I have to shoot off a "feeler" just to get a sense of range and timing. I may have a range of 167 feet with a longbow, or 142 feet with a horn or recurve, but I must zero in my bow, just like a marksmans has to zero a rifle. Your cast range is about 90ft for a garenteed instantanious interrupt sounds like you dont know how good you have it, plus you fast caster! sheesh. When you cast so fast the status bar helps you see what they cast and you just push button a boom you interrupt. When I'm far back I gotta not only be zeroed in, I have to rember the gestures of the target and look for tells cause if the target casting a fast 1 second spell my arrow is gonna take longer than that to get there so I dont even get to use that status bar at the top of screen. You dont have to worry about flight time, line of sight or gotta remember how a bone lich moves his head like a rooster fore he casts deafing roar. Try to interrupt a wurm seige from even 80 feet with a bow, wurm got no body gestures to watch! So, dont think the grass is greener on the other side its not. Cause ranger interrupter and mesmer interrupter are apples and oranges.

Scourgey

Frost Gate Guardian

Join Date: Sep 2005

Don't you ranger interrupters use Read the wind or favourable winds or the recurve bow? The interrupt time isn't great at long range isn't great, but it's still very useful for interrupting the ele casting earthquake or meteor. (And Savage shot still hurts a lot even if the ele has mantra of resolve). Long range interrupts wouldn't be useful for interrupting a monk, I agree. But they are still very good for interrupting the other casters.

By the way, fast cast on an interrupt mesmer isn't really worth it. And siege wyrm has a big casting time bar that is easy to interrupt even from 170 feet away.

Finally, if you are running around (like most mesmers are in pvp), then there's actually a delay between stopping and casting the spell. Meaning it's not easy (but possible) to interrupt 1 second monk spells if you are being chased around with some axe-wielding galing maniac. However the delay doesn't occur if you are wanding them I've noticed though. Mesmers don't have instant cast interrupts either, I wish they did though .

Mavrik

Mavrik

Forge Runner

Join Date: May 2005

Alaska

what I hate is trying to interupt a spell cast with my mesmer but the caster moves out of range because someone cast firestorm... By the time I'm in range again, the spell has been cast.

Don Vito Corleone

Don Vito Corleone

Frost Gate Guardian

Join Date: Nov 2005

Guildless

R/

Quote:
Anyway, I believe the mesmer interrupt spells should have a range increase. Why?
forget it

mesmer at his current range can do alot and more than ranger and warrior why?

1- mesmer has power spike. actually its worth than ranger distraction shot because the interrupted will lose health more than 50 and some of his interrupt skills will drain energy so its still fair.

2- mesmers can be anti-warriors and anti-casters that means it kinda interruption because warriors cant get adrenalin and this is the worst thing for warriors and means death slowely.

3- dont forget diversion because every1 hates this skill.

increasing interrupts range for mesmers means they r overpowered and no 1 will can play aside them.


just try to improve urself as mesmer in this current range and believe me..mesmers can kill rangers, warriors and anything easily.

Theos

Theos

Wilds Pathfinder

Join Date: Jul 2005

River Dancing

Eternal Treachery [TimE]

Me/E

What a waste of a thread, the only thing that mesmers might have a problem with is the unbearable recharges. Though since we have so many I suppose its fine even as it stands. Also range of a ranger is not some "uber" advantage, the arrow has flight time, and unless you are using a longbow for interupting... which is stupid... you will be short bowing with less range than a mesmer. GG.

If anything needs to be fixed is the waste of a skill backfire. :P

Ghull Ka

Ghull Ka

Wilds Pathfinder

Join Date: Jul 2005

Seattle, WA

Grenths Helpdesk

N/

Woah woah woah, you're saying that mesmers should be able to completely make my life miserable, like they do now, from an even greater range?!

No. No no no no no no no deargodinthenameofallthatsgoodandholy no.

Can't sleep... mesmers will interrupt it...

LouAl

Wilds Pathfinder

Join Date: Dec 2005

I have heard that rangers interupts are better, but then the agrument follows that after you use 6 different preps the arrows fly fast and do lots of dmg...

Mesmer interrupts only need one skill slot to be effective and only take 1/4 second (or less if FC is high, which is enough to interrupt distracting shot if you are good). What is not great about that? Long cooldowns? Don't interrupt worthless skills, or use something to speed that up. High Cost? Those come with lots of pain to the interrupted player.

Also, yeah mesmer interrupts trigger backfire, they are spells (mostly), but ranger interupts trigger empathy because it is an attack.

And even better mesmer has interrupts that are actually hexes. Granted that most people will wait it out, but it has effectively stopped that spell from going off.

Someone esle said that for ranger interrupts to be effective on 1 sec cast spells they have to use a short bow anyway. So really the long range interupts are only good for looong cast time spells, which, if you are a mesmer, give you enough time to duck in the extra few steps, interrupt, and leave...

edit: ROTFL @ Ghull Ka! actual tears from reading that...

Scourgey

Frost Gate Guardian

Join Date: Sep 2005

Well I don't know about you, but a 20 second increased cooldown on me (whatever class) from distracting shot or disrupting chop is a lot more painful than 100 damage from powerspike! You can't choose when exactly to use powerspike in pvp, it's nice if the target had under 100 hp, but usually if they are under 100hp, they will usually be running! (especially if they know an interrupt mesmer is around!)

BTW, the mesmer interrupts that are hexes are quite fun!

I don't think you can really compare the damage between empathy and backfire for interrupts. 1 interrupt from ranger + empathy = 36 damage to interrupter. 1 interrupt from mesmer + backfire = 146 damage to interrupter!

Come on, don't tell me how to "play" a specialised interrupt mesmer then tell me I should be able to kill rangers and warriors with ease at the same time. Remember what type of mesmer I'm talking about.

Seriously though, you guys seem to underestimate ranger interrupters, when used correctly, I would fear them much more than your average typical migraine mesmer (which tend to suck imo) which try and power spike troll unguent or signet of devotion.

After playing the faction weekend, I was pretty pissed to find out that ritualist "rituals" weren't classed as spells, meaning I couldn't interrupt with anything but cry and leech signet! I wanted to use cry of frustration on myself...

Maxiemonster

Maxiemonster

There is no spoon.

Join Date: Jun 2005

Netherlands

Mo/

Mesmers don't need any boosts in their ability. Mesmers is the class that's supossed to be "annoying" (don't take me wrong, I LOVE Mesmers), and they're feaking good at this, especially when someone that knows what (s)he's doing.

It's a pitty though, that Interupting Rangers are far better then Interupting Mesmers of any kind. Interupting Rangers are much more accurate, and a good timed interupt streak can make a Monk useless for several seconds, giving your team the chance to use those several seconds to get teammembers down. You won't see many Mesmers doing this though. Mesmers are easily countered, unlike Rangers, which can just keep shooting under most curcomstances.

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

Quote:
Originally Posted by Scourgey
Anyway, I believe the mesmer interrupt spells should have a range increase. Why?
The RANGE? There's nothing wrong with the range, the problem with mesmer interrupts is the very long recharge. The shortest mesmer interrupt recharge is 20 seconds, and most are 25-30 seconds; compare that to the ranger interrupts all recharging at 10-20 seconds (if you're not using Oath Shot to recharge them instantly).
That mesmer interrupts are much more expensive to cast is also a factor.

Basically, if you want to interrupt more than the occasional spell, be a ranger.

Desbreko

Desbreko

Lion's Arch Merchant

Join Date: Oct 2005

California

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by XSniper
Inturrpting Orison with a Ranger Long/Flatbow is next to impossible unless you fire Savage or Distracting show randomly.
With Mesmer Power Spike you alteast have a chance to see it and hit the button as long as they are in your bubble.
Rangers for efficent inurrputs on short casts need to use a Short/Half Moon range, which is in the melee battle which is what you want your Mesmer to aviod right?
This echoes my sentiments on the issue. With a longbow or flatbow (the only two bows with greater range than spells), it's impossible to interrupt 1 second skills unless maybe you have Favorable Winds or Read the Wind up. All ranger interrupts have 1/2 second activation time, and then long bows have a 3/4 second flight time; flatbows are even worse with a 1 second flight time. Even with a composite or recurve bow, which have a 1/2 second flight time -- the shortest of any bow -- it's still impossible without firing before the spell actually starts being cast.

I'm getting my numbers from here, by the way, as well as speaking from personal experience playing my trap/interrupt ranger through PvE.

So, what ranger interrupts gain in range, they lose in speed, which is one of the most important things for an interrupt. 'Cause if you miss that casting window, your interrupt (unless it's Punishing Shot) is worthless, whether it's a ranger or mesmer one.

Scourgey

Frost Gate Guardian

Join Date: Sep 2005

Quote:
Originally Posted by Desbreko
So, what ranger interrupts gain in range, they lose in speed, which is one of the most important things for an interrupt. 'Cause if you miss that casting window, your interrupt (unless it's Punishing Shot) is worthless, whether it's a ranger or mesmer one.
I would just like to point out again that ranger interrupts do more than simply interrupt, they also cause damage regardless whether or not they interrupt. You seem to be forgetting savage shot, which is an awesome interrupt skill because it does normal bow damage, seeing as it's only on a 5 second cooldown it's quite easy to spam it. Distracting shot and concussion shot do 11 damage, but they also deal any damage from any preparations or enchantments you may also have. You may feel that 20 odd damage is nothing, but it's certainly better than 0.

And what ranger that is specialised into interrupting doesn't have favourable winds or read the wind?

To MaxieMonster: That's my point, mesmer interrupters aren't as verstile or able to interrupt as frequently as rangers (even if the ranger has only 2 skill slots dedicated to interrupts). An increased range to mesmer them would allow them to use their interrupts from afar, and perhaps give them an increased chance to interrupt that order of pain necromancer or elementalist right at the back of the enemy team.

Desbreko

Desbreko

Lion's Arch Merchant

Join Date: Oct 2005

California

Fifteen Over Fifty [Rare]

Yeah, I guess Savage Shot does do normal attack damage even if it doesn't catch a spell. So you can do a little damage even if you fail to interrupt, but I don't think it's going to matter too much in the long run.

And as for the 10 or so damage from Distracting Shot and Concussion Shot, thinking that makes a difference is like thinking a monk hitting people with his wand in between spells makes a difference in the fight. I would hope anyone could see that that's just absurd.

For Favorable Winds and Read the Wind, I just did the math, and it's still nearly impossible to interrupt 1 second skills even with one of them. Those make your arrows move twice as fast, so say you have a longbow with a flight time of 3/4 seconds. That becomes 3/8 seconds, which you still have to add to the 1/2 second activation time of the interrupt. 3/8 + 4/8 = 7/8, so unless you have a reaction time of 1/8 of a second, it ain't happening.

Or, if you want to use a composite/recurve bow and give up your range advantage over a mesmer, you have 1/4 + 2/4 = 3/4, in which case you need a reaction time of 1/4 second. That's borderline possible, but you've been forced to give up your range advantage, as well as keep up a spirit or preparation, just to get anywhere close to a mesmer's interrupt cast time.

So I still hold to my argument that what ranger interrupts have in range and recharge, mesmer interrupts make up for with their super fast cast times. You'll probably never see a ranger interrupt a monk's Orison through anything but luck, but mesmers can do without much trouble. Not to mention I find a lot of the mesmer interrupt side effects to be worse than the ranger ones, with the exception of Concussion Shot.

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

Quote:
Originally Posted by Desbreko
YYou'll probably never see a ranger interrupt a monk's Orison through anything but luck
Not true. I switch to a shortbow/halfmoon, run close & use read the wind or favorable winds, and then I can reliably interrupt orizon. This works well on PvE bosses, but a human player of course wont stand still and spam spells when an enemy ranger is standing next to them.

Yush

Pre-Searing Cadet

Join Date: Jan 2006

England

The Master Casters [MC]

W/Mo

It wouldn't make too much of a differnce in a whole but i prefer surgers tbh, theres no way to stop it, with migraine it can be removed with a holy veil but surg0rs justpwn

Desbreko

Desbreko

Lion's Arch Merchant

Join Date: Oct 2005

California

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by Numa Pompilius
Not true. I switch to a shortbow/halfmoon, run close & use read the wind or favorable winds, and then I can reliably interrupt orizon. This works well on PvE bosses, but a human player of course wont stand still and spam spells when an enemy ranger is standing next to them.
Well, sure, I can interrupt PvE baddies' Orisons and other 1 second spells from range with my composite bow just because they're predictable and I know when they're going to cast. I can even interrupt 3/4 second spells like a Wind Rider's Conjure Phantasm or a Hydra's Inferno with a moderate degree of reliability. And that's without Favorable Winds or Read the Wind.

But the argument seems to be focused on a PvP setting, so I don't think that matters. Real people aren't nearly so predictable, and like you said, they're not going to let a ranger sit next to them while they're casting. So there's no way I could pull off those same stunts in PvP.