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I think this wasn't changed with trappers in mind but with casters. Trappers were merely collateral damage. Most interrupts cost 10e to use, with some that are 5e and some that are 15e (well, and 25e for concussion). Before, with NO points in inspiration, it cost you 7e to prevent interruption and you could usually get that down to 6e with spare attribute points. This meant, in a lot of cases, it cost significantly more for the person to fail to interrupt than it did for you to prevent the interrupt. With a minor investment you were able to get that down to 5e, and with modest (at 8 attribute) down to 4e. This update shifted all the costs up by 2-3e for corresponding attribute values. I think it was broken to cost you 5 attribute points to, in effect, not only prevent interruption but to make your interrupter often actually lose double what you lose in energy. --[[User:68.142.14.11|68.142.14.11]] 03:36, 4 March 2006 (CST)
 
I think this wasn't changed with trappers in mind but with casters. Trappers were merely collateral damage. Most interrupts cost 10e to use, with some that are 5e and some that are 15e (well, and 25e for concussion). Before, with NO points in inspiration, it cost you 7e to prevent interruption and you could usually get that down to 6e with spare attribute points. This meant, in a lot of cases, it cost significantly more for the person to fail to interrupt than it did for you to prevent the interrupt. With a minor investment you were able to get that down to 5e, and with modest (at 8 attribute) down to 4e. This update shifted all the costs up by 2-3e for corresponding attribute values. I think it was broken to cost you 5 attribute points to, in effect, not only prevent interruption but to make your interrupter often actually lose double what you lose in energy. --[[User:68.142.14.11|68.142.14.11]] 03:36, 4 March 2006 (CST)
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:That's not a fair trade though. An interrupter's job is usually to disrupt (he's not expending energy doin other things), the target's job is not to resist interruption it is to do an actual thing, like heal or nuke or something. Your math also does not factor in the cost of the energy of the spell being interrupted. i.e. The situation beings with the victim having already invested 15 energy, on average, in a skill. So, if a monk put on Resolve, then tried to cast Aegis, a mesmer tried Power Drain and Power Leak on him and failed. He still lost 15 energy and the monk lost 25 (assumping a loss per interrupt of 5), he wins.
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:More importantly, Interrupters usually combine it with another aspect of shutting down foes. For example, the [[Scythe of Chaos]] uses Energy draining to make your Mantra of Resolve very costly or even break it altogether. Same thing with the [[Grasping Darkness]]es they drain you with Fear Me, then interrupt you. Or how about Migraine you to a halt (Meteor Shower taking 10 seconds to cast) then have your own Resolve drain your energy pool? Or use skill denial, like Blackout, Diversion and Power Block. --[[User:Karlos|Karlos]] 20:25, 4 March 2006 (CST)

Revision as of 02:25, 5 March 2006

Every skill is prefixed by its type. It is not present in any of our descriptions. --Fyren 12:35, 13 Sep 2005 (EST)

You are correct. :) --Karlos 13:49, 13 Sep 2005 (EST)

Does anyone happen to know what happens if you get knocked down while casting if you have Mantra of Resolve on? My hypothesis is that you will be knocked down but the spell will continue casting, but I have yet to test it. Can anyone confirm or deny this?

The Interrupt page says that knockdown always interupts regardless of protection. PanSola mentions it in the talk page too. --theeth 09:53, 20 November 2005 (UTC)

Anon edit

Anyone with a mesmer want to confirm or deny the anon edit changing the skill cost and activation time? --Rainith 23:09, 30 December 2005 (UTC)

Yup, looks right --Barek 23:24, 30 December 2005 (UTC)
Cool, I don't have a mes, and I'm somewhat leery of Anon edits that remove things like that. --Rainith 23:27, 30 December 2005 (UTC)

Why?

Anyone has any idea why they nerfed Resolve so badly? The -4 at 8 Inspiration was bad enough as it is. I am not sure anyone will be able to use this kill now except maybe an ele with a huge enrgy pool or a Mesmer with 16 Inspiration. Why not just delete the skill? --Karlos 23:15, 3 March 2006 (CST)

Rangers were using it to trap in the middle of combat. I'd wager that has something to do with it. --Bishop 23:22, 3 March 2006 (CST)
And? What's the problem with that? Why make a skill that prevents interrupts and then force people not to use it? --Karlos 23:30, 3 March 2006 (CST)
I am pretty sure that they didn't want it to be used for trapping in combat and it turned out to be too powerfull, so they had to tune it down for the trapping use. This renders the skill almost useless for others thou. --Gem 23:37, 3 March 2006 (CST)
They didn't delete it because it still has a place in some builds. You sound awfully sore, Karlos, but I don't think this skill was designed for anything other than primary Eles or Mesmers. Shandy 23:39, 3 March 2006 (CST)
I don't even have a ranger, so I am not personally at a loss here. :) I am angry because the skill is down right useless right now. Think about it. The only two people who can use this skill are primary Mesmers pumping their Inspiration to an insane 15 or an Elementalist with a high pool of energy. Now, let's rethink those choice again. A Mesmer spending a LOT less into fast casting will become down right uninterruptable anyway. And an Elementalist cannot afford to spend 12 in Inspiration most of the time, so he will likely lose 6 energy or so per interrupt. Which means, by the time he's done casting Meteor Shower, he's lost all his energy. Instead he will use the much overlooked Glyph of Concentration. Therefore, the skill has been rendered obsolete. What they SHOULD have done is redefine "easily interrupted" so that it entails exhaustion or energy loss. That would have nerfed a trapper using resolve without completely destroying the skill. --Karlos 23:50, 3 March 2006 (CST)
Yeah, I think the modification kind of sucks, too. Wouldn't've been that hard to make "easily interruptible" trump other effects (this would power up "Dazed" a little bit, to be sure, but knockdown seems to dominate the non-mesmery interruption game, anyway). I'm rather peeved that it now costs twice as much to use this skill on my N/Me. I still see Mantra of Resolve being potentially useful for a lightning spiker (though I don't play one myself, so correct me if I'm wrong here) or maybe a PVE necromancer with enough Soul Reaping and damage output strong enough to make energy moot. I really don't see any mesmer primary, even a really big Inspiration fan (not that many of those in the game, sadly... awesome skill line, though), using this thing: interrupt mesmers cast so fast that it's basically impossible to counter-interrupt them, Backfire/&c. spammers burn so much energy that they really can't afford to lose 5 or 6 each time they get hit, and illusionists are probably better off using Mantra of Persistence to make each spell count or loading up on Fast Casting. Okay, back to Mantra of Concentration for me! --130.58 00:45, 4 March 2006 (CST)
Doesn't this also make quite a few popular 55-monk-style UW builds noticeably weaker? --130.58 00:45, 4 March 2006 (CST)

I am pretty pissed off about this change because I play rangers mostly in PvP. It seems that Anet were thinking that if they were going to nerf Gale into the ground (and boy was Gale nerfed but good), the best they can do to placate the masses is to add some "balancing" nerfs to the skills that Gale was needed to counter. Thus, we have a weaker Mantra of Resolve and a slightly less spammable Blackout. But man! Crip, dust trap, resolve and blackout all hit at once -- truly a bad day to be a R/Me. User:Stabber/Sig 00:12, 4 March 2006 (CST)

What's the big deal with trappers anyway? They are not any more overpowering that lousy IWAY warriors who have overrun the hall now for over 4 months! It's not like 55 rangers are taking over the game the way 55 monks did (and still do)! --Karlos 00:20, 4 March 2006 (CST)
I don't think trappers are broken forever, as you can still reliably put traps up while getting hit a few times. However, this change means that it's much harder to trap while under heavy fire from the other team, which is more or less how it should be. I think this puts the skill at about the same level as, say, Whirling Defense for trapping now: it's okay for a hit or two, but won't let you trap while being ganked. Groups with multiple trappers are still pretty viable, but the lone trapper running headlong into combat like a giant bomb probably isn't. Sneaky or defensive trapping isn't hurt very much by this, though, in my opinion. And, on the bright side, we might see something other than R/Me for trappers now (it'll probably just be a whole wave of "Victory is Mine!" spammers, though). --130.58 00:45, 4 March 2006 (CST)

I think this wasn't changed with trappers in mind but with casters. Trappers were merely collateral damage. Most interrupts cost 10e to use, with some that are 5e and some that are 15e (well, and 25e for concussion). Before, with NO points in inspiration, it cost you 7e to prevent interruption and you could usually get that down to 6e with spare attribute points. This meant, in a lot of cases, it cost significantly more for the person to fail to interrupt than it did for you to prevent the interrupt. With a minor investment you were able to get that down to 5e, and with modest (at 8 attribute) down to 4e. This update shifted all the costs up by 2-3e for corresponding attribute values. I think it was broken to cost you 5 attribute points to, in effect, not only prevent interruption but to make your interrupter often actually lose double what you lose in energy. --68.142.14.11 03:36, 4 March 2006 (CST)

That's not a fair trade though. An interrupter's job is usually to disrupt (he's not expending energy doin other things), the target's job is not to resist interruption it is to do an actual thing, like heal or nuke or something. Your math also does not factor in the cost of the energy of the spell being interrupted. i.e. The situation beings with the victim having already invested 15 energy, on average, in a skill. So, if a monk put on Resolve, then tried to cast Aegis, a mesmer tried Power Drain and Power Leak on him and failed. He still lost 15 energy and the monk lost 25 (assumping a loss per interrupt of 5), he wins.
More importantly, Interrupters usually combine it with another aspect of shutting down foes. For example, the Scythe of Chaos uses Energy draining to make your Mantra of Resolve very costly or even break it altogether. Same thing with the Grasping Darknesses they drain you with Fear Me, then interrupt you. Or how about Migraine you to a halt (Meteor Shower taking 10 seconds to cast) then have your own Resolve drain your energy pool? Or use skill denial, like Blackout, Diversion and Power Block. --Karlos 20:25, 4 March 2006 (CST)