Anyone use interrupt enhancements?


AquaJAWS

 

Posted

It seems like the longest interrupt I've experienced unslotted is 1 second or less on any given interruptible power. If interrupt times for all powers are 1 second or less.... what's the point of slotting them for interrupt duration reductions? I've been able to use every other type of enhancement to some degree of success, but not this one.


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Posted

I use Interupt Reduction in Aid Self and that's it.
I never bother putting it in Rest or a snipe power.

What I've been wondering is if any Defenders ever slot thier buffs for Range. (Force Field's Teammate bubbles, Empathy's single-target teammate heals, Kinetics' Teammate buffs, etc.)
Many powers have attributes that can be enhanced, but aren't worth enhancing.
You generally don't hear of Scrappers putting Def DeBuff Enhancers in thier attack powers, even though a couple Scrapper sets would allow that (Broadsword, Claws, Etc.). Instead, Acc/Dam/EndRed/Rech is the way to go, generally. Well, not counting oddball attacks like Follow-Up, Parry, etc.


 

Posted

Blaster snipes have a 3 second interrupt time.

The rez from the medicine pool is 4 seconds.

I will tend to slot an interrupt or two into snipe powers. It allows me to actually use them for more than just opening a fight.

You can actually get them to go off again while being attacked.


 

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I use Interupt Reduction in Aid Self and that's it.

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Posted

I only put them in TP Ally, because I hate waiting for its longass animation.


 

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I use Interupt Reduction in Aid Self and that's it.

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I only put them in TP Ally, because I hate waiting for its longass animation.

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It doesn't change the animation time, just the length of time the power can be interrupted, unless you mean you don't like having to recast it when it gets interrupted... I'm totally with you on that, though I usually put a recharge in the free slot because I don't often TP-other powers while in combat.

To the OP: yes, I use them in Aid self and in snipe powers if I don't feel like monkeying around with slotting SotM (which has interrupt built into it).

One reason to still slot something with a 1-second interrupt time is DoT's... some of them are less than 1 second between ticks, and therefore can interrupt something with a 1-second intterupt time. No, there aren't many enemies that have them, but it's annoying when there are.


 

Posted

imo interupt is a solo or pvp enhance... i dont slot it in snipe and if i want to snipe mid battle, i snipe... i dont know what dps'ers ar talkin about... I am a blaster, if I am getting hit that much during combat, I have a lot more issues than an interupt time...


 

Posted

I use interrupt in Snipes. Like PunchinJudy said, you can more reliably fire it off while you are being attacked.

Besides.. it's automatically part of the Sniper IO Sets anyway. lol


 

Posted

My controller puts interrupts in her Recall Friend. She's usually first to the mission door and if it's hot I want to be sure I can recall the scrapper as soon as possible.


 

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I use Interupt Reduction in Aid Self and that's it.

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Posted

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My controller puts interrupts in her Recall Friend. She's usually first to the mission door and if it's hot I want to be sure I can recall the scrapper as soon as possible.

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As was stated before, it doesn't change the animation time or how quickly the power goes off. What the interrupt reduction enhancement does is reduces the amount of time that an outside attack has to interrupt the execution of the power.

Wiki Interrupt Period Article

Basically if power xyz has a 3 second animation time and time that you can be interrupted, and you slot with a 33% interrupt reduction enhancement, the animation stays at 3 seconds, but the time you can be interrupted reduces to 2 seconds. It means that if you get hit or move or some how interrupted in that 1 second that went away from the enhancement, the actual power will still fire, but it will still take 3 seconds to fire off.

EDIT: Changed some terms to match the wiki article to prevent confusion.


 

Posted

I toss one (SO or an IO at 35+) into snipes as it has generally proven more useful than not in getting off a snipe in the middle of a hot fight,


My scrapper doesn't need an AoE. She IS an AoE.

 

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I toss one (SO or an IO at 35+) into snipes as it has generally proven more useful than not in getting off a snipe in the middle of a hot fight,

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I have a snipe on one character - my Dark/Cold Corruptor. Oddly enough, I never had any trouble - even with TOs and no IntRed slotting - using Moonbeam in the middle of a fight, even with mobs in melee.


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Posted

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My controller puts interrupts in her Recall Friend. She's usually first to the mission door and if it's hot I want to be sure I can recall the scrapper as soon as possible.

[/ QUOTE ]
As was stated before, it doesn't change the animation time or how quickly the power goes off. What the interrupt reduction enhancement does is reduces the amount of time that an outside attack has to interrupt the execution of the power.

Wiki Interrupt Period Article

Basically if power xyz has a 3 second animation time and time that you can be interrupted, and you slot with a 33% interrupt reduction enhancement, the animation stays at 3 seconds, but the time you can be interrupted reduces to 2 seconds. It means that if you get hit or move or some how interrupted in that 1 second that went away from the enhancement, the actual power will still fire, but it will still take 3 seconds to fire off.

EDIT: Changed some terms to match the wiki article to prevent confusion.

[/ QUOTE ] Yes, it still takes 3 seconds to finally fire, but with interrupt... you can also still get hit or move within that time and have it still fire.

So in this case.. even though you don't TP your teammate any faster, it's a greater chance you wont be interrupted by getting hit by the mobs at the door... and the TP will still be successful. then you wont have to try again, and again, and again..


 

Posted

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One reason to still slot something with a 1-second interrupt time is DoT's... some of them are less than 1 second between ticks, and therefore can interrupt something with a 1-second intterupt time. No, there aren't many enemies that have them, but it's annoying when there are.

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Or just lots of enemies on you. My brute has 2 interrupts in Aid Self, so I can fire it off fairly reliably in the middle of battle.


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Posted

Wow ... I think I just realized I was using Interrupt thinking it was Recharge!

Yikes!


 

Posted

As many has mentioned, Aid Self is a must bc I mostly need to fire it off in the sticky agro situations and reducing interupt time means a matter of life or death. Also, adding it in snipe is not bad bc the AI in mobs sometimes notice your about to snipe and try to hit you to stop it. But in any case it is an optional enhancement and most can get along just fine without it.


 

Posted

I always put them in my snipes, along with recharges.

I also slot range in buffs, someone earlier mentioned that. I try and use as many of the different effects just because I like each of my characters to be *different* from others with those powers.


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Posted

I use Reduce Interrupt enhancements in Snipes on my Blasters and Corrs, Aid Self on my Tanks and Brutes (that have it) and in Assassin Strike on all of my Stalkers.

It helps a ton.


 

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As was stated before, it doesn't change the animation time or how quickly the power goes off. What the interrupt reduction enhancement does is reduces the amount of time that an outside attack has to interrupt the execution of the power.

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*sigh*

Let me reword then. I want to be sure the Recall goes off the first time because I want the scrapper there asap.

Better?

It reduces the animation time by a lot if you only have to do it once.


 

Posted

I've got about 82% interrupt reduction in my Rad/Dark's Moonbeam, just from frankenslotting snipe sets (2x Extreme Measures, 2x Sting of the Manticore, 1x Executioner's Contract)

It's got capped damage, high recharge, and respectable endrdx too; no accuracy slotting but between it's acc bonus, Tactics, and PBU, that's never been a problem, and I can fire it in battle all the time


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Posted

I use interrupt reduction in Recall Friend to help facilitate corpse placement if under enemy fire. For Fallout.

If not for this specific case I doubt I'd use interrupt reduction in that power. I'd just slot an end reduction or something.

If I ever bother to take a snipe power I might throw some in there as well. Same for Aid Self (though I doubt I would ever give Aid Self more than one enhancement's worth -- its interrupt period is already pretty low).


 

Posted

I put them into aid self so I can use it more easily in the middle of a fight. One of my blasters has a sting of the manticore set slotted for the recharge time, so that's got some interrupt reduction too, but those are the only times I've ever used them.