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Non interruptable skils Constantly Interrupted


Khalil

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As others have said, it is working as intended - though the description does leave a bit to be desired as 'non interruptible' is not the same as 'not susceptible to interrupt abilities'.

 

It can drive you crazy though, especially when it seems every random mob of strong or better uses some sort of ability which interrupts the channel yet isn't categorized as an interrupt, and always uses it the second after you start your channel.

Edited by DawnAskham
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As others have said, it is working as intended - though the description does leave a bit to be desired as 'non interruptible' is not the same as 'not susceptible to interrupt abilities'.

 

It can drive you crazy though, especially when it seems every random mob of strong or better uses some sort of ability which interrupts the channel yet isn't categorized as an interrupt, and always uses it the second after you start your channel.

 

I think they're programmed to prefer using knockbacks when you start a channel. I notice that they almost always use it when I'm starting a channel.

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When you get stunned or knocked back, you're not being interrupted. They're not the same thing.

maybe you should re read you statement, or maybe I should put a definition up -

Interrupted - to cause or make a break in the continuity or uniformity of (a course, process, condition, etc.). a knock back and a stun are interrupts they break the continuity of a process - so I beg to differ in how there not the same because they most definitely are

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If an ability is "uninterruptible" it means that while the skill is being casted/channelled, you gain the "Unshakeable" buff which prevents interrupt abilities from affecting you. It doesn't protect against the cast/channel being broken by your character being stunned, knocked down, knocked back, or pulled*. So you can't be interrupted, but you can be stunned.

 

*Though some classes will be able to channel certain abilities while moving in 3.0 according to the first livestream, so presumably knockbacks and pulls won't break those particular channels.

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I think they're programmed to prefer using knockbacks when you start a channel. I notice that they almost always use it when I'm starting a channel.

 

That's actually on my list of 'never get around to it' things to test in game.

 

I'm not sure if it is by design (mobs programmed to use a stun, push or knockback when a channel starts), or we just us perceiving mobs as having a sophisticated AI when in reality they simply do their stun, push, or knockback a few seconds into a fight.

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They aren't. Stuns and knockbacks. No need for this second post.

 

Interrupted - to cause or make a break in the continuity or uniformity of (a course, process, condition, etc.).

 

if a stun or knock back isnt breaking continuity or a process I dont know what the hell is

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maybe you should re read you statement, or maybe I should put a definition up -

Interrupted - to cause or make a break in the continuity or uniformity of (a course, process, condition, etc.). a knock back and a stun are interrupts they break the continuity of a process - so I beg to differ in how there not the same because they most definitely are

 

The confusion is around the definition used by the game where 'non interruptible' means an ability is not susceptible to being broken by an interrupt ability (e.g abilities that are classified as an interrupt).

 

It does not mean that an ability cannot be effective interrupted (broken) by another ability such as a stun, push, or knock-back, where the interrupt is ancillary to the actual ability (e.g. you get pushed - your channel breaks not because of an interrupt ability, but because you cannot channel while moving).

 

Knowing all the abilities a class can use to effectively interrupt an ability, and using them as needed, is one of the things that separates good players from average players.

Edited by DawnAskham
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maybe you should re read you statement, or maybe I should put a definition up -

Interrupted - to cause or make a break in the continuity or uniformity of (a course, process, condition, etc.). a knock back and a stun are interrupts they break the continuity of a process - so I beg to differ in how there not the same because they most definitely are

its a game. the game has mechanics.

you may use semantics to say a stun can, by the English definition, "intterupt" a spell, but in the game, an interuppt is a specific action.

 

as are stuns and knockbacks.

 

again, stop whining and deal with it.

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Interrupted - to cause or make a break in the continuity or uniformity of (a course, process, condition, etc.).

 

if a stun or knock back isnt breaking continuity or a process I dont know what the hell is

 

Applying the dictionary definition as opposed to the game mechanics definition is the flaw.

 

What they mean is that opponents can't use their interrupts on you; for example, in PVP someone can't use Force Kick to "Interrupt" your Master Strike or Ravage.

 

It's about the Interrupt abilities, not about the purest definition of whether it can be broken in continuity.

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maybe you should re read you statement, or maybe I should put a definition up -

Interrupted - to cause or make a break in the continuity or uniformity of (a course, process, condition, etc.). a knock back and a stun are interrupts they break the continuity of a process - so I beg to differ in how there not the same because they most definitely are

 

Bioware doesn't give a damn about dictionary definitions.

 

An interrupt in this game is a specific type of ability.

 

Abilities that are non-interruptable, cannot be affected by those abilities designated as interrupts.

 

Its really not a difficulty concept.

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Applying the dictionary definition as opposed to the game mechanics definition is the flaw.

 

What they mean is that opponents can't use their interrupts on you; for example, in PVP someone can't use Force Kick to "Interrupt" your Master Strike or Ravage.

 

It's about the Interrupt abilities, not about the purest definition of whether it can be broken in continuity.

 

And this is what separates a good PVPer from a great one. Also, the clicking/macro thing but you know.

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Stuns or knockbacks stop you (and mobs for that matter) from doing anything you are doing at the time.

 

The protection against interruption only protects against specific interruption and blocking of that particular skill for a certain time period.

 

I may be wrong, but I believe that is how it is set up.

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You're going to the dictionary to try and solve game mechanics.

 

In this game, there are a number of different CC mechanics (interrupt, stun, knockback etc). Whether or not it upsets you, these abilities you mention are meant to be immune to the interrupt abilities, not stuns or knockbacks. These are working as intended.

 

If you're worried about wasting these abilities, just learn to work around this mechanic. If it's PvE that's getting you and mobs are knocking you back and wasting your channel, either wait until the knockback is cast before using your abilily or stun the mob first and then use your channeled ability. If PvP is the concern, learn to pick your moments and be aware of the situation.

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maybe you should re read you statement, or maybe I should put a definition up -

Interrupted - to cause or make a break in the continuity or uniformity of (a course, process, condition, etc.). a knock back and a stun are interrupts they break the continuity of a process - so I beg to differ in how there not the same because they most definitely are

 

Within the confines of this game, they're still not the same thing. Every class gets an ability that reads: "Interrupts the target's current action and prevents that ability from being used for 4 seconds" That's what counts as an interrupt, not stuns or KBs.

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If you ever play sniper/ gunslinger you'd be fuming mad lol, they get leaped at and pulled by every single mob capable to do so, even though description of enter cover says they are immune.

 

Ravage and master strike is working as intended though

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If Ravage and Master strike are suppose to be uninterruptable, why are the constantly interrupted - and when are you going to finally fix this

 

There is nothing to fix; you're just not using your head.

 

"not interruptable" means one thing - you cannot use an interrupt on it. You still can, however, knock them back, stun them, cc them, run away from them, stealth out, to stop their channel.

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