Tip Time: Don’t Forget to Interrupt

Tony posted this on March 18th, 2009.
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Categorized as Tip Time.
Shorthand Link: http://mmeow.net/tw1348

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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:

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.

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12 Responses to 'Tip Time: Don’t Forget to Interrupt'

  1. woof says:

    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.

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