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View Full Version : [WoW] Interrupts in WOD



JackBurton
12-02-2014, 06:29 PM
The wow difficulty pendulum has swung the other way and now we have to interrupt. So im listing some of the research I've come up with so far and am interested in how you guys manage this.


Pure interrupts

The basic purpose of interrupt abilities is to stop a spell from being cast by the target. These abilities, like Pummel (http://www.wowhead.com/spell=6552/pummel) or Kick (http://www.wowhead.com/spell=1766), stop a spell instantly and often prevent other spells from being cost for a short time. They don't do any damage or apply any crowd control; they just stop a spell from being cast.

These abilities are frequently on a very short cooldown. They are intended to be used frequently and be available when needed. Which the low resource cost and high availability, there isn't much reason not to use interrupts when you can.


Improvised interrupts

Of course, there are other ways to interrupt a spellcast. Most abilities that apply a crowd control (http://wow.joystiq.com/2011/01/13/wow-rookie-effective-crowd-control-basics/) effect -- like Polymorph (http://www.wowhead.com/spell=118) -- can be used in a pinch. Sure, the CC will break momentarily, but the spell has been interrupted. Polymorph isn't actually a great example for use this way, because of its long cast time. But the idea is that by briefly crowd-controlling the target, you've robbed them of the spell.

The other way to interrupt spellcasting is to force the other character to move. Knockback spells like Typhoon (http://www.wowhead.com/spell=50516) often frequently interrupt spellcasting, as they move the target. Of course, not all boss mobs are able to be knocked back, but it's worth a shot.

Interrupt Warnings

What would be the ideal solution for interupt promting? Is there an Target Castbar out there that will change color based on whether the ability is interrupt-able or not and whether only a stun can stop the ability. I know that with enough trail and error I will be able to tell if the ability is interrupter or not but in the mean time i need the training wheels.

1. Can Tidy Plates be set up to color casting based off if the channeled ability can be interrupted?
2. There are alot of audable warning addons out there but im only interested in the casts that are dangerous not the light damage spells.
3. Is Quartz a viable cast bar for interupt warning? I Think the bar will change colors based if the cast is interuptable or not.
4. I sometimes see DBM's tell me to interrupt stuff


Success Feedback

To prevent double taping or wasting cooldowns I try to create something to notify myself of a succesful interupt. When your interrupt fires off the default blizzard sound gets drowned out in all the fight noise. I program a trigger in Parrot (http://www.curse.com/addons/wow/parrot) to make a sound when an outgoing interrupt spell fires. There is also a fun addon called Silence (http://www.curse.com/addons/wow/silence-i-kill-you) I Kill you.

Setting up Isboxer

IsBoxer Wiki on round Robin
The only exceptions are Stun and Interrupt, where you might like to use the Round-robin (http://isboxer.com/wiki/Round-robin) check box, so that only one guy at a time attempts to Stun or Interrupt instead of wasting all of their abilities at once. Additionally, you can configure the "Do not advance" option at the top of Step 1 to not advance for at least, say, half a second (0.5). This way, if you are forced to tap the Hotkey multiple times due to cooldowns, it won't immediately rotate between half of your team. If you hit it again within that duration (0.5 seconds in this example), the same guy will try to Stun or Interrupt again.



You should make sure each interrupt keystroke is in its own step, with an advanced setting to not go to the next step for 0.2 seconds and only click once.

Next, set the primary to reset after 5.0 seconds, as most interrupts are 10 seconds.

Then, start with your ranged interrupts. Range gets priority because well..they are ranged. They will get there before melee.

Melee should be last as it takes them time to get to a target. I run DK/WAR/SHM/HUNT/HUNT and the hunters are MM so they get priority on the interrupts and I usually only need them except on boss fights. You WILL need more than 2 if you are doing say, End Time and get Tyrande.


If you want it to be more creative, make a wow-side macro to [@focus] and then cast the interrupt. I wouldn't advise it on melee though. Only ranged.


I've actually managed it. I simulated a round robin by having an interrupt spam button that calls two interrupt maps (for each character).

Taking a leaf out of Rikers book I then had one of the interrupts set to state off in my initialisation file.

Each interrupt keymap has a second step that triggers a keymap that turns itself off and the other on.

TO make it reliable i had to put a 1sec delay on ONE characters interrupt state changes so they didnt get all confused.

End result....I hit q and i get an interrupt form character A. Next time I hit it (no matter how long) the interrupt comes from character B.


http://isboxer.com/wiki/HOWTO:Configure_ISBoxer_like_a_pro#Stuns_and_Inter rupts
http://www.dual-boxing.com/threads/46980-Interrupt-rotation
http://wow.joystiq.com/2011/02/03/wow-rookie-know-your-interrupts/

Ughmahedhurtz
12-02-2014, 08:03 PM
I use Deadly Boss Mods for warnings and wowhead for ability research. Not perfect but once I understand which abilities must be interrupted, I can match that with DBM's warnings and it becomes pretty trivial as long as my interrupt mapped keys aren't broken due to me setting them up on too little sleep or too many rum & cokes. :p