Interrupt

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Not to be confused with Pushback.

Interruption refers to stopping a target's spellcasting or channeling.

Numerous abilities can be used to immediately interrupt spellcasting. When a player's spellcasting is interrupted, their cast is immediately cancelled, and their cast time bar will turn red and say "Interrupted". Cast time spells that are interrupted mid-cast will not consume mana, and the global cooldown will be cancelled, allowing the caster to immediately cast another spell.

Some effect text from Wrath of the Lich King and before have "interruption caused by damage", this effect is known as pushback since Cataclysm and isn't related to interrupt in any way.

Interruptible abilities

Interruptible abilities are those can be stopped when the caster hits by an interrupt ability, indicated by their colorful cast bar. In contrast, uninterruptible abilities have silver cast bar and a "shield" around the ability icon. Generally, spells are interruptible, while physical abilities are not; Marksmanship hunters are especially known for their entire kit of cast time and channeled abilities are uninterruptible.

Interruption immunity can be granted from [Unending Resolve] or [Obsidian Mettle], or a boss abilities like Prioress Murrpray's Barrier of Light, making all of their abilities uninterruptible. A spell may change between interruptible and uninterruptible even during the cast or channeling, if the interruption immunity takes place or wears off at the moment.

Interrupt abilities

Abilities that specifically interrupt interruptible spell-casting are known as interrupts. These abilities usually do not cause damage, are instant cast and unaffected by the global cooldown, allowing their use at any time. If a spell is successfully interrupted, they also cause a school lockout effect, preventing the target from casting any spell from the same school as the interrupted spell for a number of seconds. School lockout effects provide no visual debuff and cannot be dispelled. Interrupts are available to all classes and specs, with the exception of Holy and Discipline priests.

Some abilities incorporate both silence effects and interrupts. This allows for interrupt functionality against PvE targets such as bosses that are immune to silence effects.

The following is a list of abilities that specifically interrupt spellcasting. Note that a few of these abilities only provide interrupts for non-player targets. All of these abilities cause a school lockout effect, although the duration is variable. The below abilities are also all instant cast, and are unaffected by the global cooldown.

Ability Class School lockout duration Cooldown Silence duration Notes
[Mind Freeze] Death knight 3 15
[Strangulate] Death knight N/A 2 min 4 PvP talent
[Disrupt] Demon hunter 3 15
[Skull Bash] Druid 3 15 Requires cat or bear form.
[Solar Beam] Druid 5 1 min Up to 8 sec Balance only. Interrupt affects primary target only. Silence effect affects all enemies under the beam.
[Quell] Evoker 4 40
[Counter Shot] Hunter 3 24 Marksmanship and Beast Mastery only
[Muzzle] Hunter 3 15 Survival only
[Counterspell] Mage 5 24
[Spear Hand Strike] Monk 3 15
[Avenger's Shield] Paladin 3 15 3 Protection only. Up to 3 targets total.
[Rebuke] Paladin 3 15
[Silence] Priest 4 (non-player only) 45 4 Shadow only.
[Kick] Rogue 3 15
[Wind Shear] Shaman 2 12
[Spell Lock] Warlock 5 24 3 Felhunter pet ability.
[Pummel] Warrior 3 15

[Pummel], [Kick], [Rebuke], [Mind Freeze] and [Spear Hand Strike] are all fairly similar abilities; all require melee range, have a 15-second cooldown and lock the school for 4 or 5 seconds. [Skull Bash] is very similar, but benefits from a 13-yard range. [Counter Shot], [Counterspell] and [Spell Lock] are likewise very similar spells, although durations vary, and Spell Lock has the advantage of being usable at very long range and while the Warlock is stunned/silenced/incapacitated, since it is cast by the Felhunter pet. [Kick] has the best overall school lockout duration/cooldown ratio while [Wind Shear] is available the most frequently, being the interrupt with the shortest cooldown (and effect duration).

Tips and tactics

  • Instant cast non-channeled spells cannot be interrupted, as they have no cast time and as such cannot be affected during casting. Any normally cast spell or channeled spell can be interrupted, though. Other effects such as silences and stuns can be used to prevent instant casts.
  • When in danger of being interrupted, healers can protect themselves and those under their care from the effects of interrupts by using their instant heals (and absorption effects such as [Power Word: Shield]) before using cast-time heals. In this way, even if their cast-time heal is immediately interrupted, the target will already have received some healing/protection.
  • Choosing which spell to interrupt is key. Interrupting as often as possible may result in a significant reduction in your target's effectiveness, but saving interrupts for critical casts can be even more devastating. In general, when interrupting healers, try to wait for a critical moment to make the most of the interrupt. Damage-dealers are often better handled by simply interrupting them as frequently as possible, steadily reducing their damage output. Alternatively, wait for your opponent to pop some of their damage-boosting cooldowns before interrupting them, causing them to waste the effects.
  • Some specializations are far more vulnerable to school lockouts than others. Saving interrupts for spells belonging to the target's main school usually allows for the maximum possible disruption.
  • Some players will 'fake-cast' - begin casting a non-critical spell belonging to a secondary school in order to fool enemies into using their interrupts. If the enemy uses their interrupt, the player is then free to cast from their main school while the enemy's interrupt is on cooldown. When facing more experienced opponents, casters may start casting a spell from their primary school before quickly switching to one from a secondary school, in the hope that their opponent will react a moment too late and accidentally interrupt the second spell, so leaving the caster free to cast from their main school.
  • When locked-out of your main school, make the most of the time by using your other abilities. Even if the benefit is small, it is generally preferable to simply waiting for the lock-out to expire. Players who have just interrupted you will also probably be unable to interrupt you again for at least 10 seconds.
  • Some abilities are multi-school (such as [Frostfire Bolt], or [Mind Spike]), meaning they belong to two or more different schools of magic. As long as any of the spell's schools is available, the player will be able to cast the spell. This makes multi-school spells extremely hard to lock down, and means they will almost always be available for players to cast when one of their schools is locked. In addition, some multi-school spells such as [Divine Star] belong to schools that are not used by any of the class's other spells. When these spells are instant cast, this means that it is not possible for that spell to be locked down.
  • Interrupts have varying range requirements. Being aware of these requirements and the distance and locations of targets can be critical for interrupting casts in time.
  • When interrupts are unavailable, other abilities such as silence effects and stuns can be used to prevent the target from casting.
  • Like silence effects, interrupts can be used in PvE to draw caster mobs into melee range, as casters who are prevented from casting will run toward their current target.
  • Timing is critical when using interrupts. If used against a target that is not currently casting, the school lockout effect will not be applied, and the interrupt will be wasted.
  • Learn each class's interrupt capabilities. Learn which require melee range to interrupt, and which have additional silences and ranged stun effects. Knowing your opponent's abilities and cooldowns allows you to anticipate their next interrupt.

Notes

  • It is possible to be locked out of multiple spell schools at the same time, by having multiple casts interrupted.
  • Interrupts and school lockouts are not subject to diminishing returns.

Patch changes

  • Cataclysm Patch 4.2.0 (2011-06-28): All non-damaging interrupts off the global cooldown will now always hit the target. This includes Pummel, Kick, Mind Freeze, Rebuke, Skull Bash, Counterspell, Wind Shear, Solar Beam, Silencing Shot, and related player pet abilities.