Interrupts and Pseudo-interrupts in Mythic+
Due to the feedback provided by /r/wownoob, I have published an updated version of this post.
The feedback was that the term pseudo-interrupt is unnecessary as these abilities are crowd control - a better known term in WoW.
The use and definition of the term "interrupt" is sometimes vague in World of Warcraft.
In this post, I'll categorise "interrupts" as either interrupts or pseudo-interrupts - often, when the term "interrupt" is used in-game, the player is referring to the former; but, sometimes, the player is referring to the latter — herein lies the confusion.
It is important to understand the difference between the types of abilities that can stop a cast or channel when running Mythic+. It is equally important to understand which ability is your interrupt, and all of the pseudo-interrupt abilities available to your class or spec.
If you are asked to "interrupt" something, you will want to know which of the two you are being asked to do. A good rule of thumb is, use your interrupt if it is appropriate; otherwise, a pseudo-interrupt is being asked for.
Interrupt
- Can be used against any enemy
- Prevents the enemy from casting again for a duration of time
- This can force a caster enemy to run into melee range of the tank
- Are not on the global cooldown
Disadvantages
- Cannot be used on casts where the cast-bar is coloured grey
- These will only work against a single target - however, Solar Beam does apply an AoE silence at the target's location.
List of interrupt abilities by class
- its cooldown,
- the amount of time it prevents the enemy from casting again, and
- its range
- Warrior - Pummel
- Paladin - Rebuke (Protection also has Avenger's Shield, but this only interrupts the target)
- Hunter - Counter Shot (Marksmanship/Beast Mastery) or Muzzle (Survival)
- Rogue - Kick
- Priest - Silence
- Shaman - Wind Shear
- Mage - Counterspell
- Warlock - Spell Lock
- Monk - Spear Hand Strike
- Druid - Skull Bash (Feral/Guardian) or Solar Beam (Balance)
- Demon Hunter - Disrupt
- Death Knight - Mind Freeze
Pseudo-interrupt
Pseudo-interrupts are achieved by causing the enemy to "lose control", or to cancel the cast or channel in some other way. They cannot be used on enemies that are Immune to the effect. Usually, enemies that are larger in size or more difficult are immune to pseudo-interrupts. These abilities do not prevent the target from casting again for a duration of time.
These abilities are sometimes referred to as an interrupt because using them can stop the cast of an enemy - however, unlike an interrupt, the ability is not specifically designed to stop casts. These are designed, for example, to Stun the enemy - the fact that the cast was "interrupted" was a byproduct of the Stun.
Pseudo-interrupts include:
- "Hard CC" (such as Freezing Trap or Imprison)
- Stun (such as Maim, Shadowfury, Hammer of Justice, and Intimidation)
- Fear
- Silence
- Displacement (move) (such as Shining Force or Typhoon)
- Disorient
Advantages
- Can be used if the cast-bar is grey
- These abilities are sometimes AoE (such as Chaos Nova, Leg Sweep, and Incapacitating Roar)
Disadvantages
- Some monsters are immune to these effects
- There is no universal rule, or clear way to know, whether or not a particular monster is immune to these effects. Typically, monsters that are larger in size or more difficult than most are likely to be immune.
- Will not prevent the enemy from casting again immediately after
- Are on the global cooldown
Example
Amarth is a dungeon boss - so pseudo-interrupts will not work because he is immune. However, the cast bar for Necrotic Bolt is yellow, so an interrupt will work.
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