
My main character, a Champion, has an attack known as Clobber. It doesn’t do much damage, but it does interrupt inductions of enemy skills. From time to time I forget to use it, but I cannot tell you how often it has saved me or my group from death or an overly long battle. Being able to essentially cancel an enemy’s healing skill (as anyone who has fought a Wood Troll can attest) or charged up attack is almost priceless at times.
Not all classes have interrupt skills. Thanks to comments below here’s a list of classes with the ability:
- Champions: Clobber, gained at Level 32
- Rune-keepers: Abrupt Words, gained at Level 30; Final Words, gained at Level 52
- Captains: Kick, gained at Level 44
- Wardens: The Boot, gained at Level 3;Wall of Steel, gained at Level 32
- Burglars: Addle, gained at Level 14
- Guardians: Stamp, gained at Level 32
Mezes and stuns also work to some degree. Minstrels, Hunters, Rune-keepers, Champions and Lore–masters (and I’m sure others too) all have this ability. Not a true interrupt, but an option.
Inductions are relatively easy to spot. Enemies attempting a healing induction will be surrounded by a green circle that shines green light upward. Enemies attempting an attack induction are instead surrounded by a red circle that shines red light upward.
When you notice this happening, try to use your interrupt skill as soon as possible. Inductions usually last a few seconds and can be easy to miss if you’re in a group. Time is also a factor. If you’re finishing up an attack animation (some Champion skills, for example, include multiple swings and thus take longer to complete), you can miss out on being able to interrupt entirely.
In group encounters, especially major instances and raids, interrupting is essential. It saves a lot of headaches, honestly. Nothing is more obnoxious than an enemy that keeps healing itself or its friends. The more you interrupt an enemy, the faster you can take it down without any negative effects. That’s always a good thing.

You’re forgetting the masters of stuns (and crowd control) — Lore-masters.
Blinding Flash, stun, level 10
Light of the Rising Dawn, DD and stun, level 18
Test of Will, DD and stun, level 26
Ents go to War, AoE DD and stun, level 41 (legendary trait)
Storm-lore, AoE damage and stun, level 48
In addition the lore-master bear gets a skill, Bear Hug, that is a DD and stun.
You’re right. I didn’t think of this at all, which was kind of a boneheaded exclusion
. Thanks!