Stun, Silence & Interrupt it!

Active application of defensive skills
"\nThis short guide is basically an overview of certain **active countermeasures** in different combat cirsumstances which the players can exploit besides the application of weapon techniques.\n\nPantheon's combat system challenges players to stay on their toes during the most type of combat situations. The system emphasis to actively counterattack certain NPC attacks and prevent taking heavy damage or any type of weakening of the defensive as well as offensive capabilities of a group.\n\nBe aware certrain Traits can make the NPCs immune to these active countermeasures. The Sturdy trait for examample makes the NPC immune to knock-downs.\n\n\u003cspan style=\"color:lightgrey\"\u003e\n\n| | | | | | | \n|:-- |:- |:--: |:--: | :--: |:--: \n|||**\u003cspan style=\"color:yellow\"\u003eSTUN**|**\u003cspan style=\"color:yellow\"\u003eSILENCE**|**\u003cspan style=\"color:yellow\"\u003eINTERRUPT**| **\u003cspan style=\"color:yellow\"\u003eKNOCK-DOWN** | \n| | | | | | | \n|TANKS| **WARRIOR** |**[\u003cspan style=\"color:white\"\u003eStorm](https://shalazam.info/abilities/251-storm)** (20sec) |[\u003cspan style=\"color:white\"\u003eShield Slam](https://shalazam.info/abilities/256-shield-slam) (20sec) | | \n| | |[\u003cspan style=\"color:white\"\u003eShatter](https://shalazam.info/abilities/462-shatter) (25%/30sec) | | | \n| | **DIRE LORD** | |**Deafening Whisper** (20sec) |Dire Grip (60sec) | \n| | **PALADIN** |**Edict of Celestial Authority** (60sec) | | | \n| | |Lance of the Lightful (25%/20sec)| |Edict of Celestial Might (25%/60sec) |\n| | | | | | | \n|MELEE| **RANGER** |**Beckon Grizzly** (30sec) | |**Ferocious Assault** (20sec)|\n| | **MONK** | |**Concussive Strike** (20sec) | |Sweep (30sec) \n| | **ROGUE** |**Flash Bomb** (60sec) | |Smoke Trick (Shadow Walk) | | \n| | | | | | | \n|CASTER|**NECRO** |Skeletal Servant (L20+ Pet/20sec)| |**Crippling Terror** (No GCD)| | \n| | **ENCHANTER** |**Ghaven's Wild Display** (120sec)|**Hush** |Spell Turn (120sec) | \n| | |**Startle** (45sec) | | | \n| | |**Stupefy** (60sec) | | | \n| | **WIZARD** | |**Glint** (30sec) | | Snowball (30sec)|\n| | **SUMMONER** |Enraged Slams (Titan Pet/20sec) | | |\n| | | | | | | \n|HEALER|**DRUID** | | **Gale** (20sec) |**Gust of Wind** | | \n| |**CLERIC** |TBD | | | | \n| | |**\u003cspan style=\"color:yellow\"\u003eSTUN** |**\u003cspan style=\"color:yellow\"\u003eSILENCE** |**\u003cspan style=\"color:yellow\"\u003eINTERUPT** | **\u003cspan style=\"color:yellow\"\u003eKNOCK-DOWN** | \n\n\n"

Comments

Muff
Muff ( ago)ID: #2251
Would like to mention that when a Necro reaches level 18, they are able to summon a level 20 pet through the bone chip lottery. That pet has the Bash ability. If the Necro turns off the pet's bash auto-cast and sets their own keybind, They get access to a second interrupt that can be used every 20 seconds. While crippling terror can be used as an interrupt in a pinch, it costs 4% of the Necro's mana, generates a fair bit of threat, and will sometimes allow the enemy to instant cast a follow up spell.
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Pyronoia (Mezzer)
Pyronoia (Mezzer) ( ago)ID: #2472
Enchanters also get Spell Turn, which in most cases at the very least will Interrupt Skills and always spells in my experience. There are a few melee skills or mob abilities that it can not interact with, however it's a small percentage. In the best situations, once it interrupts a spell or skill, it will absorb that ability and the caster will have a time period in which to cast the absorbed ability back at the target, or another target, and even aim the resultant effects at a party member (for instance you might throw a DD spell at your enemy and benefit from a heal spell cast on your defensive target). On top of this, when you use it on spells or skills which leverage skills you typically never possess in your class or race, it increases your skill in that ability.
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Pyronoia (Mezzer)
Pyronoia (Mezzer) ( ago)ID: #2473
How simple it is to use the Spell Turn spell as an Enchanter! The spell appears as it's spell icon does in the spell book, when put on your ability bar. Anytime the enemy cats a spell or attacks with an ability which can be interrupted, the icon will change colors to a light red icon. If during the enemies cast you activate the spell turn ability the icon either will start its cooldown and change to a greyed out ability if the spell/skill cant be cast back on the enemy, or it will change color once again to a much brighter red color to indicate the spell is ready to be cast back, To cast the spell back you simply hit the ability hotkey or button again to complete the cast within the time frame allotted. In many instances if you tune your combat window to only show YOUR actions, it is easily visible what the result is by showing the spells effects or resists a though it was originally your spell to cast!
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Pyronoia (Mezzer)
Pyronoia (Mezzer) ( ago)ID: #2642
Bonus: This can HEAL your group or Defensive Target if the spell supports it, so be cognizant of your Defensive Target when preparing to use the ability. Bonus: This works against enemies with the Iron Willed Trait, so it can be an effective interrupt against those difficult targets. Warning: There is a known bug with spells that summon or call a pet to aid you in your attack. The summoned pet will attack you or someone else in your party, not your target.
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