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  1. #1
    Player
    IntrovertAnt's Avatar
    Join Date
    Mar 2017
    Posts
    177
    Character
    Mogbert Manderville
    World
    Faerie
    Main Class
    Warrior Lv 80

    So, Interject...mostly useless?

    I admit, I thought interject was going to have more play than what i'm currently finding.

    I feel its mostly useless at this stage in the game (though future raids pending of course) for these three reasons:

    1. I'm struggling to think of a boss that has a move that can be interjected
    2. Most mobs that have a move that can be interjected can also be stunned to the same effect of canceling the move.
    3. A good amount of trash mobs that have a move that can be interjected have such a fast cast time that it's almost impossible to catch the spell to interject it (example, the fire doom walls in the Hell's Lid).

    What do you all think?
    (1)
    Last edited by IntrovertAnt; 07-12-2019 at 12:34 AM. Reason: I can't count.

  2. #2
    Player
    Hezzlocks's Avatar
    Join Date
    May 2019
    Posts
    300
    Character
    Hezz Ackerman
    World
    Ravana
    Main Class
    Machinist Lv 90
    One thing to take into consideration, stuns have diminishing returns, Interject, afaik, does not. While it's true that enemies that have interruptable abilities are often prone to being stunned, and in the cases where an interrupt is very important you should be holding back on the stun for that moment, it's still something to be considered, as if the mob becomes stun immune, because, say, the WHM is going all trigger happy with Holy or something, Interject will let you interrupt an ability you'd rather they didn't get off.

    Personally, I'm having trouble finding any meaningful use of Arm's Length. There just doesn't seem to be any knockbacks that are affected by Arm's Length, at least none that are worth the effort of tracking. Should be noted I play ranged phys, and am only just getting into tanking, so I've not got any experience with any knockbacks that tanks alone have to deal with, if there are any.

    EDIT: Oh, and while the situation has never come up afaik, it's quite possible that Interject will be useful for if you ever want to move a spellcaster mob. Stunning them holds them in place, accomplishing nothing, while interrupting them will usually get them to chase you for a very short while.
    (0)
    Last edited by Hezzlocks; 07-12-2019 at 12:46 AM.

  3. #3
    Player
    Noitems's Avatar
    Join Date
    Aug 2018
    Location
    New Gridania
    Posts
    926
    Character
    Noitems Ever
    World
    Goblin
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Hezzlocks View Post
    Personally, I'm having trouble finding any meaningful use of Arm's Length. There just doesn't seem to be any knockbacks that are affected by Arm's Length, at least none that are worth the effort of tracking. Should be noted I play ranged phys, and am only just getting into tanking, so I've not got any experience with any knockbacks that tanks alone have to deal with, if there are any.
    Tanks lost convalescence, anticipation, and awareness going into 5.0 Those cd's were helpful when rampart and your main ones were still on cd, and conval was fantastic if your healing was having trouble or was potentially undergeared.

    Arm's Length is an absolute godsend for big pulls as it applies Slow to any mob that physically hits you. This causes their autos to move slower(as well as casts) so it will give your healers wiggle room. Arm's Length alone I would say makes up for con/anticipation both despite it only lasting 6 seconds because the slow effect lasts for 15 seconds. That is absolutely HUGE.
    (9)

  4. #4
    Player
    Hezzlocks's Avatar
    Join Date
    May 2019
    Posts
    300
    Character
    Hezz Ackerman
    World
    Ravana
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Noitems View Post
    Arm's Length is an absolute godsend for big pulls as it applies Slow to any mob that physically hits you. This causes their autos to move slower(as well as casts) so it will give your healers wiggle room. Arm's Length alone I would say makes up for con/anticipation both despite it only lasting 6 seconds because the slow effect lasts for 15 seconds. That is absolutely HUGE.
    You know, I honestly glossed over that part. As a ranged phys main, I rarely have things hitting me, so long as the tank is decent anyway, and even when I do, I just park it next to the tank, and I rarely have need of kiting in world content. But now that you've pointed that out to me, yeah I can see how useful that is. Weird that they attached that to a skill that's primarily for knockback resist, or at least the way they worded the tooltip suggests it's intended for knockback resist.
    (0)

  5. #5
    Player
    Noitems's Avatar
    Join Date
    Aug 2018
    Location
    New Gridania
    Posts
    926
    Character
    Noitems Ever
    World
    Goblin
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Hezzlocks View Post
    Weird that they attached that to a skill that's primarily for knockback resist, or at least the way they worded the tooltip suggests it's intended for knockback resist.
    It's because they took away Tempered Will for PLD and made Holmgang simply bind a target now. Both skills used to keep you grounded so most knockback wouldn't happen but to make it fair to all four tanks they decided to remove TW, adjust Holm, and give all tanks Arm's Length so they all can do it the same way.
    (2)

  6. #6
    Player
    Raldo's Avatar
    Join Date
    Jul 2011
    Posts
    2,563
    Character
    Raldo Volca
    World
    Coeurl
    Main Class
    Marauder Lv 80
    MOSTLY useless? Yes.

    Here's the list of things I've used Interject on (or rather, "Head Graze", the BRD/MCH/DNC equivalent).
    1) Those frog dudes in the lv73 dungeon. Right when you aggro them, they will begin to cast a buff on one of their friends. This can be interjected, and they only ever try to use it right at the beginning.
    2) One type of monster (I think the big chimera looking things?) in the lv79 dungeon. These cast... something, I forget what, that can be interjected. The effect looks like a big holy, it hurts everyone real bad, and if two of them do it at once, it'll nearly wipe the group.
    3) Old stuff. I haven't done much old content since ShB hit, but I found interject mildly useful for Void Thunder 3 (last boss of Haukke Manor), and for Ram's Voice / Dragon's Voice when you're up against Chimera mobs (Rabanastre + World of Darkness ally raids), but that's nothing new.


    And since the conversation moved to Arm's Length...
    1) As Noitems mentioned, it's great for applying Slow to mobs during a trash pull.
    2) In boss 3 of the lv75 dungeon, and boss 2 of the 77 dungeon, it's good for ignoring the knockback (though its recast isn't fast enough to spend it on every knockback).
    (3)
    Last edited by Raldo; 07-12-2019 at 06:18 AM. Reason: Said 55/57 when I meant 75/77, whoops.

  7. #7
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,548
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 90
    I'm not a fan of the limited uses of Interject, especially after they seemed to make a big deal out of it. I hate to make a second comparison today but I guess I have to. In SWTOR, pretty much all the jobs had an interrupt ability with no diminishing returns and unless the enemy was specifically immune to being interrupted, you could interrupt EVERY ability that had a cast bar, didn't matter what it was.

    If an enemy used a lot of cast bars, with the right combo of abilities you could completely lock them down and make them unable to do anything. It felt great coordinating that with your party and completely shutting down a dangerous enemy so it couldn't do anything. While I doubt the devs of this game would ever go that far, I'd love more spells to interrupt and have them made more dangerous if they aren't interrupted.
    (0)

  8. #8
    Player
    Dualblade's Avatar
    Join Date
    Feb 2014
    Location
    Night Kdark
    Posts
    2,190
    Character
    Juyon Intoner
    World
    Cactuar
    Main Class
    Gladiator Lv 80
    Those abilities you can use Interject on ALSO stop the enemy completely like a Stun would, and never depreciates either so if it gets a second chance to use said skill Interject will still work the same while Stun might still be in a depreciated, or even immune, state.

    For the most part it hasn't been used for bosses, but there are certain trash mobs with big AoE hits that you will want to use it on, more so if you have two of the same mob. Those things will HURT if allowed to cast them together.
    (1)

  9. #9
    Player
    Rivxkobe's Avatar
    Join Date
    Dec 2015
    Posts
    536
    Character
    Carmine Altair
    World
    Zalera
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Hezzlocks View Post
    Personally, I'm having trouble finding any meaningful use of Arm's Length. There just doesn't seem to be any knockbacks that are affected by Arm's Length, at least none that are worth the effort of tracking. Should be noted I play ranged phys, and am only just getting into tanking, so I've not got any experience with any knockbacks that tanks alone have to deal with, if there are any.
    Arm's Length is good when the Boss is using a knockback that will hurt your uptime or you are worried might kill you. Honestly don't see a reason not to use it on every knockback. If it doesn't work? Doesn't matter. Pull-ins are less important, to be honest. I mained SAM throughout SB but didn't play for over a year before ShB tbh so take what I say with a grain of salt.

    Also its pretty amazing on Tank and should basically be used on CD in pulls because of the Slow.
    (0)
    Level 80: SAM | SCH | PLD | DNC

    Leveling: AST | WAR | MCH

  10. #10
    Player
    Wyndam's Avatar
    Join Date
    Sep 2013
    Posts
    115
    Character
    Aubret Reinard
    World
    Faerie
    Main Class
    Miner Lv 100
    Mostly useless but very useful when it is actually useful. There was some big attack from the trash at the end of Mt Gulg I was able to interrupt. It's as useful as the devs choose to make it by way of their content design.
    (0)

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