
That makes a lot of sense actually. Well then I hope they could fix the bug cause i legit thought my LB was interrupted and got pissed :/ no one elses LB's can get interrupted.I just want to point out that GNB's LB is not "interruptable" other than by killing the GNB. If you are stunned, Silenced, Miracled, Charmed etc, then you will be unable to manually execute Terminal Trigger to finish it early, and you may not even be able to move around, but you will in fact continue to dervish and auto-execute Trigger at the end. Regardless of if the animation itself continues to play, the damage and effect will continue upon those in range. You may have been unable to Recouperate because you were still actually spinning even if the animation was no longer playing (the LB buff should remain).
The same goes for the similar DNC action "Honing Dance". These are easy enough to test via duels against WHMs or other jobs.
GNB's LB is incredibly strong for being a 1 min cooldown and especially when combined with Rough Divide for the movement and damage bonus. It's definitely balanced around the opponents being able to run away, guard, or knock the GNB away, and it's as certain a death as Sky Shatter if players don't get out of the way, especially because it's easy to instantly follow-up with a Double Down.
GNB definitely struggles with being focused more than other melee because much of its damage comes from oGCD actions that could otherwise be recuperates and it's lack of a good escape option. It's very much a 'hit em hard and fast' job that relies upon other jobs setting up controls to knock opponents down because it lacks any good control of its own. Its limit break stun isn't even exactly 'on demand' because of the 1 sec delay in being usable after beginning the Limit Break, prompting quick guards or avoidance from savvy players; so I favor using it when there's multiple targets to hit or move between, or when they "have to" pass me like many stage hazard events.
For the Horde! I mean.... For Ul'dah!



Yeah, no one's limit breaks can be interrupted, but like any action in any mode of this game (even PvE), if the character initiating the action dies before the effect takes place, or the target is no longer targetable before the effect lands, the effect is averted entirely.
This is super noticeable with actions that have a long animation before the effect, from Hallowed Ground to Tornado Kick to Limit Breaks. It's extremely easy to die before you get any benefit if you use DNC's limit break improperly, but ones like RDM can be shut down before the damage and healing actually applies despite the instantaneous animation.
Even DRGs can be killed midair, "in the grave" awaiting doom from damage that's due to resolve upon them if it was sent before they' became untargetable from jumping. Timely stuns or pigs etc will also apply as they go skyward, and you can see they're still cc'd up in the air on the UI. Only difference between them and GNB is that once they're up there (and not dead from any hits that may have landed), they're safe.
Aoes even secretly hit targets in sequence, not simultaneously. So, boss enrage clears happen where the boss dies when 7/8 players get killed by the enrage. Theoretically it's possible you could have a SAM counter Zantetsuken 5 players and die after only killing 4.
Edited for clarity.
Last edited by Post; 08-03-2023 at 02:58 AM.
bruh.... LB can be interrupted, its called imping them.Yeah, no one's limit breaks can be interrupted, but like any action in any mode of this game (even PvE), if the character initiating the action dies before the effect takes place, or the target is no longer targetable before the effect lands, the effect is averted entirely.
This is super noticeable with actions that have a long animation before the effect, from Hallowed Ground to Tornado Kick to Limit Breaks. It's extremely easy to die before you get any benefit if you use DNC's limit break improperly, but ones like RDM can be shut down before the damage and healing actually applies despite the instantaneous animation.
Even DRGs can get killed before they're untargetable from jumping. Timely stuns or pigs etc will also apply as they go skyward, and you can see they're still cc'd up in the air on the UI. Only difference between them and GNB is that once they're up there (and not dead from any hits that may have landed), they're safe.
Aoes even secretly hit targets in sequence, not simultaneously. So, boss enrage clears happen where the boss dies when 7/8 players get killed by the enrage. Theoretically it's possible you could have a SAM counter Zantetsuken 5 players and die after only killing 4.




While it's true that any LB will get shut down if the LB user gets killed before the effect resolution, as Reinhart said some LBs can be stun interrupted (Zantetsuken), and some can't (Spite).Yeah, no one's limit breaks can be interrupted, but like any action in any mode of this game (even PvE), if the character initiating the action dies before the effect takes place, or the target is no longer targetable before the effect lands, the effect is averted entirely.
This is super noticeable with actions that have a long animation before the effect, from Hallowed Ground to Tornado Kick to Limit Breaks. It's extremely easy to die before you get any benefit if you use DNC's limit break improperly, but ones like RDM can be shut down before the damage and healing actually applies despite the instantaneous animation.
Even DRGs can get killed before they're untargetable from jumping. Timely stuns or pigs etc will also apply as they go skyward, and you can see they're still cc'd up in the air on the UI. Only difference between them and GNB is that once they're up there (and not dead from any hits that may have landed), they're safe.
Aoes even secretly hit targets in sequence, not simultaneously. So, boss enrage clears happen where the boss dies when 7/8 players get killed by the enrage. Theoretically it's possible you could have a SAM counter Zantetsuken 5 players and die after only killing 4.
The target not being targetable anymore is not a guarantee for LBs to fail, but again it depends of the LB. I've already sniped DRGs that were in the air just because Spite was used before they jumped for example.



Actually I can probably explain that Zantetsuken vs Spite comparison, for anyone reading this and being curious.While it's true that any LB will get shut down if the LB user gets killed before the effect resolution, as Reinhart said some LBs can be stun interrupted (Zantetsuken), and some can't (Spite).
The target not being targetable anymore is not a guarantee for LBs to fail, but again it depends of the LB. I've already sniped DRGs that were in the air just because Spite was used before they jumped for example.
What spite actually does is just do one big attack no strings attached. It is merely animation delayed but it has otherwise no components. That's why in the current iteration you can't late guard it or imp it.
Zant is different because it consists of:
- gapcloser
- damage calculation based on Kuzushi existing
- AOE propagation (i.e. the order people are hit)
- the actual hit
in roughly that order. This is why Imp works, because you can stop it before the gapcloser as imp changes how your character interacts. Stun or Silence does not work however as they block the press of the action key, not the action.
And to go full circle, the reason neither truly stops Relentless Rush going into Terminal Trigger is because it is a channeled buff with an expiration effect like Wildfire or Death Warrant.
Hope the info is useful for some.
Last edited by Reinhardt_Azureheim; 08-02-2023 at 06:45 PM.
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