Dee-Jay Posted January 26, 2012 Share Posted January 26, 2012 This is something I'm a little bothered by. I'm not sure how the kick mechanic works on the receiving end, so I'm asking here. Whenever I kick a cast in PvP the victim will just start casting another spell a second later. If I kick a healing spell, it will interrupt the cast but the healer will just cast another healing spell right away. With an 8 second CD, it makes kicking casts feel rather useless. In WoW it made a lot more sense where you'd lock someone out of a spell-school for 4-8 seconds. But here I don't get it... Link to comment Share on other sites More sharing options...
Mattderp Posted January 26, 2012 Share Posted January 26, 2012 It only locks out that one spell for a certain amount of time, so in some cases it's good (interrupting tracer missile/grav round) but in other's it's just utterly pointless. Link to comment Share on other sites More sharing options...
bicuspid Posted January 26, 2012 Share Posted January 26, 2012 it locks down the skill interrupted, and usually there arent that many 0 cd heals or whatever, so they have to wait also more importantly, a heal negated can mean someone is going to die finally, noobs who spam things (tracer missile cough) usually dont even realize and stand there pressing the same locked out key for another 5 seconds Link to comment Share on other sites More sharing options...
Vodrin Posted January 26, 2012 Share Posted January 26, 2012 Also, most healing classes have one big heal they are dependent on to heal through burst damage. If you learn the name of it and interrupt that one spell repeatedly healers get much easier to kill. Link to comment Share on other sites More sharing options...
Dee-Jay Posted January 27, 2012 Author Share Posted January 27, 2012 Also, most healing classes have one big heal they are dependent on to heal through burst damage. If you learn the name of it and interrupt that one spell repeatedly healers get much easier to kill. Ok, you mind listing them for me? Then I know what to look for. And is the lockout only 5 seconds? Link to comment Share on other sites More sharing options...
yukirshiro Posted January 27, 2012 Share Posted January 27, 2012 Lockout is 4 seconds. Any cast time heal is worth interuppting. Although you may as well let them cast most of it first to drag things out. Link to comment Share on other sites More sharing options...
blarse Posted January 27, 2012 Share Posted January 27, 2012 Ok, you mind listing them for me? Then I know what to look for. And is the lockout only 5 seconds? If my memory serves me right: Sage/Sorc: Deliverance/Dark Infusion Scoundrel/Op: Underworld Medicine/Kolto Injection Commando/Merc: Medical Probe/Healing Scan Link to comment Share on other sites More sharing options...
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